Showing posts with label zynga. Show all posts
Showing posts with label zynga. Show all posts

Thursday, July 17, 2008

Zynga Strikes Biz Dev Gold

Zynga recently announced that they hired two new executives. Normally, I don't cover things like executive hires, and I never publish press releases. I'm loathe to publish news if I can't add any value to the story with my analysis. Besides, if you are interested in news-oriented coverage, you don't need me. Justin Smith's Inside Social Games does a great job of covering news as it comes out.

However in this case, I'm more than happy to cover it. Why? Because I think Hugh de Loayza, Zynga's new vice-president of business development is awesome. I met him at Interplay, a few months ago and I found him to be a warm, thoughtful human being, and one of the reasons I wrote my post: Why I Love Being in the Games Industry. To be a good biz dev guy, you have to enjoy talking to people. But to be a great biz dev guy, you have to been unalloyed, to allow your humanness to be shared by others. Most of us don't. Hugh does. Zynga is very lucky to have him.

Boy, now it's going to be totally awkward if I run into him at Casual Connect next week.

Here's the press release. They also hired an executive from Yahoo, which seems to be a trend recently. :)

San Francisco – July 16, 2008 – Zynga Game Network (www.zynga.com ), the largest social gaming company on Facebook, MySpace and other social networks, announced today two additions to its leadership team. Scott Derringer joins Zynga as vice president of product management and Hugh de Loayza joins as vice president of business development. Derringer will be responsible for developing online games and product evolution and will report to CEO Mark Pincus. De Loayza will be responsible for developer relations, mergers and acquisitions and licensing opportunities and will report to Andrew Trader, executive vice president of sales and business development.

Derringer joins Zynga from Yahoo! Inc., where he served as senior director of product management. At Yahoo!, he played a key role in developing the company’s community strategy and overhauling Yahoo! Groups, one of the company’s largest community properties. Prior to Yahoo!, Derringer was a co-founder at Creation Chamber, a technology solutions provider, where he also served as vice president of product management and development. He has also held product management positions at DriveOff.com/Microsoft Carpoint, Egreetings, and Excite, focusing on developing online community and ecommerce services.

De Loayza is a games industry veteran having served as senior director of business development for Oberon Media building partnerships with EA/POGO, United Online, Verizon, ATT, Hewlett Packard and Hasbro. Prior to Oberon, de Loayza was the director of content development for Pogo.com and responsible for launching the Pogo ToGo downloadable games business as well as managing production for Pogo.com. He started working in the industry at Sony Online Entertainment where he produced Jeopardy! Online, Wheel of Fortune Online and The Dating Game online.

“We are excited about the leadership position we have built in social gaming and look forward to driving innovation,” said Pincus. “Scott will play a key role in building a world class product organization and developing next generation social games. Hugh brings deep game industry DNA and will drive Zynga’s partnership, network and acquisition strategy.”

About Zynga Game Network Inc.

Zynga Game Network Inc. (www.zynga.com
) is the largest and most popular social game network. Zynga games are found on Facebook, MySpace, Bebo, Hi5 and Friendster and include Texas Hold’em Poker, Blackjack, Scramble, Word Twist, Mafia Wars and Triumph. The company is funded by Union Square Ventures, Foundry Group, Avalon Ventures and The Pilot Group, as well as leading individual investors Reid Hoffman and Peter Thiel. Zynga is headquartered at the Chip Factory in San Francisco.

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Monday, June 9, 2008

Playfish Dominates the Social Gaming Top Ten

Today, I'm introducing The Social Gaming Chart, a biweekly compilation of the top ten games on the social networks. For now, I'm only covering games on Facebook. Once we see significant traction and easily available metrics for the other socnets, I'll start including them.

The Social Gaming Chart
SocialGamingChartJune1
Note: data was compiled on Thursday, June 5, 2008.

My Take

The social games space is growing.
Since I compiled the first social gaming chart just over three months ago, the amount of daily active users of the top ten Facebook games has increased from 2,740,002 to 4,628,872. That's an increase of 69% in three months.

The social games space is changing rapidly. Only three games that were in the top ten three months ago remain: Scrabulous, Texas Holdem Poker, and Speed Racing. All three have fallen in rank, but only Scrabulous lost users. Texas Holdem Poker and Speed Racing gained users. Meanwhile, new companies and game types have replaced and surpassed the old crowd.

The company to watch.
Playfish is proving that a company can consistently crank out hit social games. So far, they've released three games (Who's Got the Biggest Brain, Word Challenge, and Bowling Buddies) and each game has reached the top ten. Without cross-promotion!

They've discovered a winning formula: integrate a friends-oriented leaderboard into well-designed single-player flash game based on a proven casual game concept. However, as I suggested in a previous post, I think that games based on this formula will have a shorter shelf-life than games that have direct interaction with your friends(such as Scrabulous and Texas Holdem). Simple single-player games tend to get boring quick. Having said that, people play solitaire for their entire lives, so who knows. But then again, you don't play solitaire with friends.

Regardless, I think Playfish will continue to be successful, pumping out a string of hit games based on this formula. No other company is consistently creating polished, high-quality, flash games for the Facebook audience. I'm interested to see when they'll start releasing multiplayer games, which have more difficult technical requirements. But I doubt they're in any rush.

Thursday, June 5, 2008

Does Cross-Promoting a Game Work?



Did you know the makers of Scrabulous also had a Chess app?

Yep. It's called Chess Pro and has about 14,000 daily actives users as of today. Now 14,000 DAU isn't bad at all unless you compare it to Scrabulous' 500k+ daily active users.

Here's the thing. Scrabulous ran a link on Scrabulous for about 2-4 weeks (possibly more), saying something like "Try Chess Pro, the new game from the makers of Scrabulous!". It was fairly prominently placed under the Scrabulous playing area. Nothing egregious, Rajat and Jayant are very conservative with their promotional activity, always opting for the understated, classy aesthetic.

Now, how many installs do you think an app cross-promoted from a top ten app would acquire?
You'd probably say "a helluva lot". But of course, you're wrong. As of today, Chess Pro has ~111,000 installs. For perspective, Chess Pro doesn't even rank in the top 1000 for number of installs.

Only 20% of the daily audience of Scrabulous even bothered to install Chess Pro, and arguably less since Chess Pro grew some on its own.

So in this case, I'd suggest that the cross-promotion didn't work.

So how do you effectively cross-promote a game?

By genre. Make sure that players of one game will actually want to play the other game. For instance, there's a significant overlap of users between Scrabulous and Scramble because they are both word games. Yes, it's shocking. People who like to play one word game also like to play another word game. However, they are not necessarily going to want to play Chess. Or Speed Racing.

By demographic. Courtesy of the casual game industry, we know that women like card, puzzle, word, and quiz games. And men like action and strategy games. Obviously there are exceptions, but as a general rule, these stereotypes hold. Use them to your advantage.

And even still, there's no guarantees that the new game will succeed. As Mark Pincus, CEO of Zynga, pointed out at Interplay, (and I paraphrase), no matter how much traffic you sent a game, it won't succeed unless it's good. By good, I think he means viral, since there are a lot of good games with paltry traffic.

The core problem in the social games industry is that making a viral game that's also engaging is really hard. No one is doing it consistently (except Playfish, and even their current model of affixing a light social component to one-player flash games will stale eventually.)

The fact is, if you can't consistently make viral games that are also engaging, then it doesn't matter if you cross-promote from Scrabulous, you're not going to grow your network.

Tuesday, May 27, 2008

Takeaways from the Interplay Social Gaming Conference

Since I didn't take notes, here are some of the things still rattling around my brain days later:

Channels Panel: Zynga and SGN suggested that they might be working on linking their networks. The basic idea is that they would sell clicks to companies wanting to get their properties in front of the gaming audience and the network that served the game link that was clicked through would get the credit. I know both these companies have greater ambitions than to be ad, *cough*, I mean, game networks, and this detente suggests that they may be differentiating toward different aspects of social gaming. Or not. :)

Platforms Panel: Jessica Alter of Bebo indicated that AOL Instant Messenger would be integrated directly into the Bebo platform. The AOL-Bebo acquisition just closed, but Jessica indicated that this was an immediate priority for the AOL-Bebo team. Despite my general bearishness on real-time games in the near future, I think Bebo may soon offer the best opportunity for real-time games. One immediate beneficiary should by the team leading the QQ Games US division, who already have a close relationship with AOL and would benefit immensely from the social network traffic (that is if people can get over having to download the QQ client).

VC Panel: Jeremy Liew, Lightspeed Venture Partners believes that there is an opportunity for a social games publisher to emerge much in the way that EA did back at the birth of computer games. His thesis rests on the presupposition that a publisher can create/acquire a succession of hit games. It's a risky proposition (especially for a VC) considering that so far, no publisher has seen more than 1-2 hit games in their portfolio, despite hundreds of games being launched on Facebook. Meanwhile, Naval Ravikant, Hitforge felt that Facebook was no place for venture-backed companies, since the revenue wasn't there yet, but it was great for lifestyle businesses. Accel's Ping Li is looking at gaming infrastructure plays, which strikes me as the typical venture approach, i.e. avoiding content risk and focusing on platform plays.

Advertising Panel: Sadly, I missed most of it due to , but there was an indication that branded virtual items were already becoming a big source of revenue.

Virtual Economy Panel: I heard the moderator was amazing, some guy name Bret. Extremely handsome and wow, was he funny. Okay, it was me, I was the moderator. The panel agreed that if you don't THROUGHLY think through your economy before you launch your game, you will be screwed. Siqi Chen, CEO of Serious Business indicated that he believes the slowing growth of Friends For Sale is due to inflation - simply put, it's becoming too expensive for newer players to buy anyone. I think it's a very reasonable assumption, and shows how important economy is to the overall health of a game. Fraud was also a huge issue for all the panelists, Siqi revealed that 3 of his 12 employees did nothing but handle fraud issues. That's 25% of the headcount for all you kids out there making your business plans.

Siqi also made the claim that just being on a panel with him would get us laid. I'm not going to say whether it's true or not, you'll have to judge by the title of this Facebook group.

Developer Analytics and Playfish both offered excellent presentations which I will link to once they get them posted. And I'll possibly comment on them.

Wednesday, May 7, 2008

Do Gaming Networks Work?: Reach and Engagement Numbers for Zynga and SGN

As anyone who reads this blog knows, back in February Zynga and SGN opened up their game networks to 3rd party developers. For the moment, these networks are essentially link exchanges facilitated through game bars embedded on the 3rd party developer's canvas page.

Fortunately, these embedded game bars resolve to unique addresses. For Zygna, it's zbar.zynga.com, and for SGN, it's sgnbar.com. You'll note the graphs below list zynga.com, not zbar.zynga.com, that's because Compete doesn't provide breakdowns on subdomains. However, according to Quantcast, ~99% of traffic to zynga.com is to the zbar.zygna.com subdomain, so for my purposes, zynga.com is the domain of interest.

First let's look at monthly unique visitors:



When looking at the graph, it's important to note that most 3rd party games didn't come onto the network until March. Keeping that in mind, April is the most telling month, Zynga increased their monthly uniques by 200,000, while SGN, increased by 300,000.

How much of this traffic increase can be attributed to the 3rd party games, and not growth in the game network's core properties? In SGN's case, all of it, their core properties have been in steady decline since December. I suspect, it's helped Zynga, as well, since growth in their core games has flat-lined, as well.

So it's seems that when in comes to acquiring new users, the game network strategy has worked very well for the game networks.

One interesting note, SGN claims 1 million daily active users, which is the aggregate number from all their core game apps. However, if you look at the monthly uniques count, it's around 425,000 for the ENTIRE network, including 3rd party developers. That suggests that there's an immense amount of user overlap between SGN's core game properties. If the Compete data is accurate, then it's unlikely that SGN has more than 400,000 UNIQUE daily active users across their core properties, with the caveat that their flagship game Warbook oddly does not have the gamebar embedded in it, so its visitors are not included in the graph above. However, Warbook has less than 40,000 DAU, most of whom probably play other games in the SGN network and are thus counted.

According to Adonomics, Zynga has about 2 million DAU. However, their monthly unique visitor count is 800,000. Again, suggesting that more than half of that audience plays more than one game and is counts multiple times in Adonomics aggregate number.

Having just pointed out the massive overlap, I'd like to point out that if we DID NOT see at least a 50% overlap of users between games, it would be much more troubling. It would imply that most users do not play more than one game in a game network, and therefore a game network would offer no value. So, clearly the games network strategy is working.

UPDATE: After being reminded by Joe G. of Flixster that Compete only tracks U.S. visitors, it occurred to me that the gap between DAU and monthly unique visitors could be a result of a large number of Zynga and SGN's users being located outside the U.S. That would hardly be surprisingly, since Facebook (which provides the large bulk of the traffic) has an enormous international audience.

With that in mind, now I'm concerned that we might not be seeing the overlap I identified above, which WOULD suggest that game networks are effective at sending users to other games on their network. Right now, I can't answer this definitively one way or the other because of lack of the necessary data. Sigh.

Now that we have the monthly unique visitor count, we can compare SGN and Zynga to destination game sites that do not have social network integration. Which I will have to do tomorrow, as Compete's web server is currently down. Drats.

Now, let's look at pageviews, one of the standard metrics of engagement:


Again, April is the interesting month here, since it's the most recent data and it's the month where both networks had fully launched. In April, Zynga's pageviews increased slightly, but SGN's pageviews took a 25% nosedive. Why? I have no idea. Speculate in the comments.

Finally, my favorite metric, average length of visit. As a measure of engagement, I find this metric to be most accurate when comparing different types of games.



Both SGN and Zynga experienced a severe drop in engagement from March to April. This drop is troubling. Both networks added 20+ games between late February and April and engagement drops. You would think it would be the opposite, that engagement would increase, as users spend time trying out the new games. But they spend less time, suggesting that either they got bored fast of the new games, or they didn't even try the new games. Which I think may have happened, since both networks operate as link exchanges that offer more presence to games that send them traffic. As a result, only games with significant traffic independent of the network got heavy placement on the gamebar. I doubt many small games got a significant boost in traffic from participation in either game network. Looking at three games on the Zynga network: Perfect Warrior, Downman, and PuzzleBee; none show any noticeable bump in growth during the last three months. In fact, PuzzleBee saw a slight decline.

I think that unless Zynga and SGN become much more generous in promoting small non-viral games, both networks will not see any boost in engagement.

The fact is, many of these small games are highly engaging, but lack virality. They need a network to promote them in order to succeed. The 1:1 economics of link exchanges will not solve this problem.

It appears for the moment, that game networks benefit the network, far more than they benefit the independent developers. I hope that will change.

Predictions

My prediction is that we'll see growth plateau quickly for both game networks, topping out by July (barring acquisitions, and expansion into new markets which will mask their stagnation in the maturing Facebook market).

My other prediction is that we're going to see a lot more acquisitions designed to mask stagnant growth.

My other other prediction is that Texas Holdem Poker will dominates all social networks.

Friday, April 18, 2008

Bunchball raises another 4 million bucks.

Mashable broke this a few days ago, but I missed it amongst the SGN acquisition news (which I have yet to comment on). Anyway, Bunchball raised 4 million in its series B. Seems kinda low, considering Zynga and SGN both raised 10 million in their Series A.

But then again, Bunchball isn't fighting to become the dominant social game network. However, in many ways, Bunchball is much further down the path than either Zynga or SGN. Bunchball has an amazing product, a complete game platform and analytics suite, complete with avatars, currency, leaderboards, etc.

Rather than focusing on attracting eyeballs with hopes to get acquired by EA, Bunchball has sold their services to large media brands like NBC. Check out the customized games site they've created for the Office, it's really impressive.

With a team of 11 developers, I imagine they're profitable, so why the need for more money?
I suspect they're going to push into the social games space in a major way. Their first foray failed: Karma Games and Avatars was the first game launched on Facebook, attained a massive install base and now has only ~4000 active users. That's a fail, if you ask me. However, the social games space is too hot for a company with great technology to not take a second chance. Besides in the current climate I'm sure they got a great valuation.

Recently, they've joined the Zynga network, which suggests they're trying some new approaches to the Facebook market. However, I think as long as they're focused exclusively on real-time games, they're going to be stuck with low daily active user numbers.

Having said that, their games are much more engaging then those of Zynga. The average visit length for Bunchball is 10:40 minutes vs 2:40 minutes for Zynga. (thanks, Compete!) That's the thing about real-time games, they keep users around longer.

It seems to me that the key to the whole enchilada is combine asynchronous with real-time games (like Zynga wisely has done with Scramble). The asynchronous part gives you the virality, and the real-time part promotes longer periods of engagement.

Just my two cents. In any case, good luck to Rajat and his team at Bunchball, they truly are pioneers in the social gaming space, having been at it since 2005, and have taken many arrows in the back. I encourage you to read Rajat's post on the history of Bunchball if you want to see what it's like to enter a market that just isn't ready yet.

Tuesday, April 8, 2008

Zynga's Texas Holdem Poker: Five Reasons Why It Succeeds Despite Conventional Wisdom

Zynga's Texas Holdem Poker has always astonished me, it defies the conventional wisdom that real-time games can't succeed on Facebook. Also, amazing to me is that in less than a year, we've already developed conventional wisdom about games on a brand new platform. But I digress...

So why does Texas Holdem Poker succeed where all other real-time games fail? Here's five reasons.

1. You don't need your friends to have fun. It sounds counterintuitive, but if you need your friends playing with you to have fun, then you need them to be online. Most friends are not available to play games whenever you feel like playing. It's the core problem of real-time games. Online poker, however, is nearly as fun to play against strangers as it is with friends.

2. People normally play online poker with strangers. Not only do you not need your friends to play with you, but you wouldn't even expect to play with friends. People having been playing online poker against strangers for years, it's the rule, rather than the exception.

3. Critical mass. Zynga launched Texas Holdem Poker during the those hazy golden days when Facebook first opened the platform. You know, back when people still responded to invites. The early launch combined with the acumen of Zynga's CEO Mark Pincus allowed Texas Holdem Poker to acquire a massive userbase fast. As a result, there was (and is) always someone to play with, which is the key to have a successful real-time game.

4. It doesn't require direct communication between players. Playing online poker with strangers doesn't require you to directly interact with the other players. It's possible, but not necessary. As a result, people can treat it like a single-player game. And believe me, not everyone likes to interact with people, especially with strangers.

5. It's bottable. Meaning that you can have bots as players without the other players knowing. Bots ensure that there is always someone with whom to play. For the record, I'm not saying Zynga uses bots, especially not now that they've reached critical mass, but it would have helped them in the past had they chose to use them. I want to be clear here because when it comes to online poker, bots are a HUGE no-no, and I don't want to paint Zynga with that brush.

Conclusion: In my mind, Texas Holdem represents the opposite of the design principles that people (including myself) are espousing as necessary to have a successful social game.

You don't need your friends. The social graph is unnecessary. It's real-time. Communication is optional. It's essentially a single player experience.

Further evidence that nobody really know what games are going to work on Facebook. It's still a brave new world, kids.

Monday, February 25, 2008

GDC 08 Wrap-up: Sessions you might have missed

The following are presented without comment. All are worth your time. And all except one includes slides. Enjoy!

1. GDC08: The Social Gaming Panel from the GDC (liveblogged by Virtual Worlds News)

“99% of the games on Facebook are non-viral, meaning that if you just left them alone, they would not grow next week,” Mark Pincus, CEO of Zynga Game Network

Slides from the panel (courtesy of Nabeel Hyatt)

2. GDC08: Virtual Greenspans: Running an MMOG Economy

"For most people, the pleasure is in the journey, not the destination. The same is true for gameplay - we want some benefit from our hard work online, and we want to see it, we want it to be measurable." Eyjolfur Gudmundsson, Economics Professor working for CCP (makers of EVE Online)

3. GDC08: MMO Goal Structures as a Panacea

"One of the biggest lessons we've learned so far from that: you need to actually measure what your users are doing. You don't need to reinvent the wheel to increase your user base -- you can use the systems that already work and do more with them." Erik Bethke, CEO of GoPets.

Read Jeremy Liew's excellent notes here.

Erik Bethke's slides here.

4. GDC08: The Power of Free to Play

“I think even the walled gardens will begin to see an impetus to break the subscription barrier down and get more players in there,” said Crook. WoW is letting users get access to characters on the Web, already making it more available." Adrian Crook (Game Designer and Blogger, freetoplay.biz)

Adrian's slides here.

Thursday, February 21, 2008

As Promised: The Demographic Breakdown of the Top Three Game Developers on Facebook



























Note 1: I spoke with Shervin Pishevar, CEO of SGN a few hours ago and he confirmed the numbers for SGN were correct.

Mark Pincus also contacted me to let me know that Zynga had 1.4 million daily active users. One million from the games on Zynga, and an additional 400,000 from the CLZ acquisition. The apps from the CLZ aren't games, so I don't count them, but 1 million DAU seems to put Zynga well ahead of other game developers in terms of reach.

Note 2: My demographic information does not include the 13-17 range. I suspect Developer Analytics can't collect it due to Facebook's privacy policy. Sorry about that, I recognize it's a very interesting demographic, especially for people moving onto the Myspace platform.

Note 3: Regarding overlapping users. According to Developer Analytics, none of these games have more than 20% overlapping users (even within their own network) with the exception of Vampires and Zombies (38% overlap) and Attack! and Triumph (also weirdly 38%). I find this very interesting and surprising, I expected a lot more overlap. I should probably look at the overlap question in a future post.

The Takeaway:

SGN games attract an overwhelmingly male audience. They tend to skew slightly younger as well, with the exception of Pirates which is only ~5% of their total audience. I believe this is due to their content: fighting (Fight Club), medieval strategy (WarBook), and car racing (StreetRace) are all genres that historically have skewed male. Jetman, well...I'll let someone else figure out Jetman.

Zynga also attracts many more men then women, with the exception of Scramble which is the only game among the top three developers dominated by women(63%). I think Zynga's male leaning can also be attributed to content, strategy games skew male. However, card games as a category tends to be more gender-balanced, though not necessarily when it comes to gambling type games like Poker and Blackjack. The age of Zynga players is spread more evenly among the three age segments, but with ~50% in the 22-25 age bracket.

Blake Commagere's Monsters games also have ~50% of their users in the 22-25 age bracket. They also have a fairly even male-female ratio. The outlier being Slayers with an only 23% female audience. I believe Slayers was the last Monsters app to be release with a tagline about slaying those annoying monsters. For the female audience, slaying isn't as fun as infecting? Somehow I think it comes down to the simple fact that infection is primarily a social activity, but slaying is a perceived as a violent activity. If anyone has thoughts on this please leave them in the comments.

Points to ponder:

  • Word games appear to have the highest percentage of DAU: Zynga's Scramble (15%) and the Agarwalla's Scrabulous (24%). Both have large female audiences compared to other games. So are women overall more active gamers then men? I have some data gathered from the casual games and virtual worlds industries that answers that question, but it'll have to wait for a future post.
  • Why are half of nearly all players of the games listed here in the 22-25 age bracket? Is that Facebook's largest demographic as well? Or is it due to factors that affect most 22-25 Facebookers, e.g. killing boredom at their first real job.

Again, special thanks to the guys over at Developer Analytics for making such a kick-ass product.

Top Ten Games on Facebook with Detailed Demographics













Note: DAU = Daily Active Users (which is the metric this list is based on)

Brief Analysis:
Despite all the recent posturings by Zynga and SGN, neither companies has more than one game in the top ten. That honor goes to Blake Commagere.

Most games, with one exception, have a significantly higher ratio of male players. Does this mean men play more games? Answer: No. It means that no one is making games that appeal to female players - I'll post on that in the future.

Interesting bits:

  • Jetman has virtually no users over 26.
  • Scrabulous (and Vampires!!!) has an equal male-female ratio.
Come back tomorrow, I'll be posting the demographic breakdown of all the top games from Zynga and SGN.

Special thanks to www.developeranalytics.com for providing the demographic info!