Showing posts with label social game design. Show all posts
Showing posts with label social game design. Show all posts

Wednesday, September 10, 2008

How do the Chinese Play Social Games?

According to David Wallerstein of QQ Games, the majority of gameplay is with strangers.

QQ Games is the massively successful real-time games service in China, based around the QQ IM client. The service is so popular they have a currency that rivaled the Chinese national currency.

So why strangers?

Here's David's explanation: The Chinese enjoy competing. However, they feel compelled by custom to let friends win. When playing against strangers they can compete fully.

Nice reminder to for social game designers to understand their audience.

Wednesday, June 11, 2008

Kristian Segerstrale, CEO of Playfish talks about the Iphone as a gaming platform

Kristian and I have been exchanging emails and I've been bugging him to write about the differences between developing mobile games and developing social games.

He decided to talk about doing both at the same time for the Iphone. Check out his post over on the Playfish blog.

He believes mobile is the future of mass-market games and I agree. The really interesting stuff is going to start happening when people discover how to combine mobile with social games.

They are a few companies working on that, and Playfish is in an excellent position to crack that nut. Other contenders: Mytopia (saw their demo recently, and I was very impressed. They've accomplished what we were trying to do at Tenuki, so naturally I think they'll be huge), and Cellufun (they don't have a presence on the socnets yet, but they have some multiplayer titles with game mechanics similar to the first wave of social games on Facebook).

Thursday, March 20, 2008

Scrabulous back on top.

Friends For Sale's reign as #1 game on Facebook lasted all of one day. Scrabulous has been up by ~20,000 daily active users all week.

Current:
Scrabulous: 687,955 DAU (up 50,000 DAU from last week)
Friends For Sale!: 664,587 DAU (up 21,000 DAU from last week)

I don't plan to cover this story blow-by-blow, but since I did announce Friends For Sale's triumph last week, I figured I should keep you all updated.

In other news...I found an excellent presentation by the creators of Friends For Sale. Enjoy!

http://highscalability.com/docs/EmergingTechSIGPresentation.pdf

Tuesday, March 18, 2008

Friends For Sale! displaces Scrabulous as the top game on Facebook

That was quick. Last Tuesday I predicted that Friends for Sale! would be the top game on Facebook. At that point, Friends for Sale! was about 60,000 daily active users behind Scrabulous. As of today, Friends For Sale! is up by 11,000 users making it the top game on Facebook


Friends For Sale!: 643,877 DAU
Scrabulous: 632,372 DAU

In the long run, I think Scrabulous will return to the top. After all it's been on Facebook since last June and still holds on to 23% of its audience daily. It's around for the long haul.

It's yet to be seen if Friends For Sale! has that level of retention. It's still acquiring new users at a rapid rate which may could be masking any retention problems they might have (see Andrew Chen's excellent essay on this phenomenon).

So I until I see how things shake out, I'm not declaring a victory for social game design, but I will say this: if you're still porting old games from other platforms, you may want to rethink that strategy.

Here's an excerpt from an interview from 2006 with Trip Hawkins, founder of EA and mobile games company, Digital Chocolate, from the Hollywood Reporter that pretty much sums it up:

THR: But isn't it important for the cell phone deck -- or menu -- to carry instantly recognizable licensed game titles? Is anyone going to want to play, say, "Alien Shoot" when, say, "King Kong" or "Harry Potter" is available to them?
Hawkins: You know, we went through exactly the same phenomenon in the '80s. Atari paid $20 million for the rights to build an "ET" game for the Atari 2600 console figuring that such a game couldn't miss. Then they gave the programmers seven weeks to build the game and, of course, it never lived up to the public's expectations. It sounds like mythology but it's true -- Atari had so much excess inventory of the stupid game that it had to bury them all in an Arizona landfill site.
Okay, so I just like the E.T. reference. In any case, he has a lot to say about the folly of not designing for the platform (in his case, mobile). Read the interview and take heed.