Hiển thị các bài đăng có nhãn social games. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn social games. Hiển thị tất cả bài đăng

Thứ Sáu, 3 tháng 2, 2012

Nintendo claims 'no connection between social games and DS games,' someone sounds scared

Number of Nintendo DS games bought by DS players and those that play both DS and social games
In a recent attempt to calm the nerves of investors, Nintendo president Satoru Iwata provided detailed infographics defending his claim that there is no connection between the sales of Nintendo DS games and the proliferation of social games. The infographics seem to prove that social gaming has not affected Nintendo DS game sales negatively, going so far as to prove that those who play social games like Zynga's FarmVille actually buy more Nintendo DS games by a small percentage.

However, the data used to compile this information was gathered only in Tokyo and Osaka. So, what about the American market where it's been discovered that two in every five gamers is a social gamer? While Japan is also witness to a burgeoning social games market, it's nothing compared to that of the U.S. where Zynga, its flagship company, is expected to be worth more than $5 billion.

It can't be said for sure why Nintendo of America didn't conduct a similar study, but we can imagine they've already seen some of the numbers. Though is this really a cause for concern for Nintendo and its investors? Only if the head of the Mushroom Kingdom resists. Why fight it (or be scared, for that matter) when you're in prime position to create impressive cash cows Facebook games with Nintendo character branding? Zynga's move into Seattle could be a blessing in disguise for Nintendo.

Thứ Sáu, 6 tháng 1, 2012

Playfish joins Japan relief effort with Mercy Corps donation program [Updated]

Finally, another social game developer has decided to use its immense resources for good. Playfish announced today that it has joined forces with Mercy Corps and their partner, Peace Winds Japan, to run a donation program. Through the program, Playfish will give 100 percent of its proceeds to Mercy Corps to provide the Japanese with "balloon shelters to accommodate up to 600 people; large emergency tents; clean water, food and blankets," according to the company.

Throughout the week, Playfish will add items to its games for purchase and donate 100 percent of those proceeds to Mercy Corps. Currently, the Garden of Hope item is available in Restaurant City, but more games will receive donation items this week including a "Support Japan" bundle in Pet Society, "Japan Elite Transfers" in FIFA Superstars, and a "Red Japanese Pagoda" in Monopoly Millionaires.

There is a link beneath most Playfish games leading to the donation website. Playfish is handling the situation differently than Zynga's, which allowed players to donate through playing its games (and buying items) immediately. Using this method, the company has already raised $1 million. Will Playfish be able to produce the same contribution with its week-long event?

That's unlikely, but keep in mind that this is far from a competition. The fact that Playfish has made the gesture is respectable, but what prevented the company from employing the same strategy? My guess is that it was a matter of how much time is left to make a contribution with impact, which lead to this week-long event. Regardless, every donation helps--here's your chance, Playfish fans.

Do you intend on donating to the Japan relief effort through Playfish? How successful do you think the company will be using this method?

Thứ Năm, 29 tháng 12, 2011

Apple cuts the cord on incentive-based app downloads; free currency in social games is out

While most iPhone game players are used to the technique of downloading other apps in order to receive free premium currency in your current game (the examples are too numerous to count, but include games like the mobile version of Social City, which gives you free City Bucks for downloading both free and paid apps), Apple hasn't taken too kindly to the "feature," and has now started the cutoff process for apps that employ such features.

To be specific, if you wanted to earn free City Bucks in Social City, all you'd have to do is download other iPhone applications, such as Zynga Poker (ironically enough), Pretty Pet Salon, Living Social, and so on, as seen at the picture at right. You'd receive any number of City Bucks from each app downloaded, with more free currency being given out if you actually purchased one of these "sponsored" apps. While this is great for the game player, as they are allowed to further their own experience and purchase new items otherwise unavailable to them, it does create a very weird imbalance on Apple's top app charts, as apps that may suffer from bugs, or simply aren't that enjoyable suddenly rise to the top of the free or paid app charts. This "padding" makes other games (those that don't use this incentive-based download feature) look worse by comparison, which Apple claims simply isn't fair.

For now, all apps that contain such incentive-based downloads will still have the currency up for grabs, but only until their developers can release an update that removes it. If they don't, these apps face removal from the app store, and the developers themselves could even be permanently banned from the iOS developer program. We know that this is serious business, as Tech Crunch has reported that some new apps have been rejected from inclusion on the app store because they violated this reinterpreted ruling in the developers terms of service:

    3.10: Developers who attempt to manipulate or cheat the user reviews or chart ranking in the App Store with fake or paid reviews, or any other inappropriate methods will be removed from the iOS Developer Program

What does this mean in the long run? Essentially, if you play any mobile version of a Facebook game, like Social City, you'll have to start paying up for your City Cash just like everyone else, until Playdom (in this case) or other developers across the platform decide what to do in terms of advertising and cross-promotional activities. If your apps haven't been updated yet, stock up on all of the free premium currency you can, while you can, as there's no telling when each app will be updated (or removed for good).

Do you have many apps that ask you to download other apps for free currency? What will you do now that those options for free "money" are now being taken away?

Chủ Nhật, 11 tháng 12, 2011

PapayaMobile's mobile social game network gets friendly with iOS

OpenFeint and Mobage might want to watch out ... or get a delicious fruit in their logo somehow. Beijing-based PapayaMobile announced that it has expanded its mobile social game network from Android to iOS devices. iPhone and iPad game developers can now incorporate PapayaMobile into their game much like they would OpenFeint or Apple's Game Center.

But not only that, developers can create their own social games from scratch through PapayaMobile's Social Game Engine, and launch said games across both iOS and Android devices at once. PapayaMobile's social game network works across both iOS and Android. This means that if a mobile game uses PapayaMobile on both its iOS and Android versions, players can issue challenges, send game invitations, view leaderboards and more between both versions of the game.

PapayaMobile's main goal is to connect both Android and iOS gamers through a single network, something that can't be said for most mobile social game networks (well, aside from OpenFeint). Surely PapayaMobile hopes this cross-platform move will boost its player base of over 30 million. It looks like the mobile social games arena just met a new challenger.

Well, make that a few new challengers. The first games to hit iOS with PapayaMobile include X-City by Aidi Game, Contagion by 2Clams, and Burger Joint by Arctic Empire. Something tells us Facebook missed a golden opportunity with Connect.

Do you think there's room for another mobile social games network? Which network do you prefer using right now with your mobile games?

Nexon's next social game, Zombie Misfits, looks for brains on Facebook

Alright, we thought it too: "Another zombie game?" But hold on just a second there, naysayers. Nexon's new Facebook game, Zombie Misfits, takes the whole zombie craze in a decidedly different direction. Co-developed by Canadian studio Antic Entertainment, this social take on what's quickly becoming a tired trend turns is a side-scrolling tower defense game.

Wait, according to a release, it's a "cartoon-style apocalyptic tower defense game with an RPG flare." Does that sound different enough for you? And if you ask us, the game's art style looks like something you'd easily find on Cartoon Network.

Ever since Nexon struck gold with MapleStory Adventures, the company has been bullish on Facebook games, but has taken its sweet time. (The publisher likely could have thrown its name on a number of Facebook games this year, but didn't.)

But back to the brain bustin'. Zombie Misfits has players defend survivors of the zombie apocalypse in two-dimensional zones against wave after wave of walking cadavers. To do so, you must place Defenders in key, predefined points in each level to kill off the walkers (thanks, The Walking Dead) before they reach the hovel of "breathers", as tutorial character Slim calls them.


The game features a number of different defenders like the Biker, a club-wielding badass type, and the pistol-toting Trooper--all of which can be modified and upgraded. Of course, you'll need to strategize which Defenders to place as you unlock them to fight the numerous types of zombies. And players can enlist the help of their friends, as per usual. But really, nothing beats the feeling of taking a giant chain saw to a morose mob of undead mouth-breathers.

Click here to play Zombie Misfits on Facebook Now >

Check out the rest of our Halloween coverage right here.

Do you think there's room for another zombie game on Facebook? What do you think of the zombie craze overall--is it just a fad?