Hiển thị các bài đăng có nhãn FacebookGames. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn FacebookGames. Hiển thị tất cả bài đăng

Thứ Tư, 15 tháng 2, 2012

'Super Whales' drop upwards of $10K on social games

If you've ever wondered just how much people are spending in FarmVille and other social games, a new report from Social Gold and Inside Social Games have found some (disturbing) answers. About 90% of social gamers don't drop a dime on these free-to-play games, but those who do, average about $60 a person.

That's not the unsettling part of the story. There's a tiny percentage of that spendy population, called "Super Whales,' who have dropped over $10K on FarmVille and its ilk. Social Gold, a company that provides microtransaction software to game developers, reports that one lavish spender in Saudi Arabia has dropped $25,000 (yes, you read that right -- 25 THOUSAND) dollars on social games and another in the US has invested nearly $20,000 in games as well. Can you say goodbye college fund?

One game maker says he ran across several hedge-funders who tried to out-spend each other in one of his games, dropping over a grand each on virtual armor and weapons. We predict it's only a matter of time until we see a bankrupt virtual farmer sobbing on Dr. Phil. Oh, the horror.

Thứ Sáu, 3 tháng 2, 2012

Social games to see increase in virtual purchases (again), analysts say

It looks like we're going to be buying many more digital doodads in the future, according to a study conducted by Lazard Capital Markets. Lazard's survey also suggests that time spent in social games will steadily increase if not maintain.

"Specifically, 86 percent of online gamers plan to spend at least as much or more time playing games online this year," Lazard said. "Similarly, 88 percent of social gamers plan to spend as much or more time playing Facebook games this year."

Well, that is a lot of loyal Facebook gamers, but just because social games like FarmVille are immensely popular in the U.S. doesn't necessarily mean players are going to be suddenly inspired to throw their dough at a social game. According Lazard's study, 21 percent of Facebook users--both console and social gamers exclusively--are paying for digital goods somewhere. While this doesn't directly correlate to just digital purchases on Facebook, Lazard claimed, "Nonetheless, from a trend perspective we note that virtual goods consumption is increasing."

The prime question here is, regardless of what the numbers imply, what is it exactly that will improve attitudes towards digital goods enough to change how game content is accessed? It's entirely possible that by as early as the next generation of traditional video games that digital distribution will become the primary method of buying games, which social gaming has surely had an impact on. However, it's uncertain what would make us gamers more comfortable with spending money on intangible items. The regulation of social games' item prices through Facebook Credits might do the trick.

Thứ Năm, 2 tháng 2, 2012

Lunchtime poll: Facebook punishes Ravenwood Fair maker for privacy gaffe - did they go too far?

Just as we were really starting to fall for the Facebook game Ravenwood Fair from LOLApps, we got a rude awakening when we learned we could no longer share items from the game on our Facebook Wall or send gifts to friends. Turns out, Facebook is punishing the social game developer for leaking user information to ad network and other data mining companies.

For six months, you will not be able to post anything from any LOL Apps game on Facebook, essentially turning off all of the things that make these games 'social,' and in some cases, fun to play.

While privacy on the Internet is no joking matter, do you think that Facebook's punishment is too harsh? Or should they have taken the punishment a step further? Sound off in today's lunchtime poll.

Facebook punishes LOLApps for privacy gaffe. Is it fair?
Yes, it's a fair punishmentNot sureNo, they should ban LOL Apps from Facebook foreverNo, it's really affecting my game experience!
VoteView ResultsShare ThisPolldaddy.com

Thứ Hai, 9 tháng 1, 2012

Milmo on Facebook: Opening a whole new world of social gaming

Flying in Milmo
Let's forget the fancy introductions and just come out and say it: Milmo for Facebook is a sprawling, vibrant world that exists in your browser. A full 3D MMO developed by Swedish studio Junebud, Milmo is exactly what we were referring to when we predicted the trend of genre blending for 2011. And this game released in 2010!

Making use of the Unity Engine (another prediction for 2011), this game transports players into a living, breathing world even more so than existing Facebook MMOs like Godswar Online. Obviously, the game is designed to have more widespread appeal through somewhat childish graphics, a frame of a plot and simplistic combat (click to swing weapon, click again... and again). But where Milmo shines is in the sense of awe it draws from you--you'll find yourself saying yourself after a few minutes of play, "Whoa, this is on my Facebook?"

Find more of our impressions after the break.
The world of Milmo
This game is more about the experience of exploration than any of its other features. Everything from the combat to the quests are tools to drive players to see every nook and cranny of over 12 islands. In fact, there are even reward for collecting all eight Exploration Tokens in each level, which are normally found hiding in areas you wouldn't normally journey to. This encourages you to simply run around and take everything in, but with a purpose.

Of course, the common MMO tropes are all in place. However, there seem to be no levels in Milmo like most MMOs, which could serve to encourage play with other users of all experience levels, regardless of where they've been. But players do gain Gems from defeating enemies ranging from crabs to snails and strange bouncing heads of snowmen. (Hey, this is a fantasy.) These gems are used to buy items like health potions and new weapons. There are quests in the game, but they're rather simplistic in that they've yet to go beyond the range of "Hey you, kill these critters for me."

Sunlight
While flaws like this are noticeable to the jaded average gamer, Junebud's target demographic will think nothing of it, soaking in every quest and piece of uncharted land. In fact, even I found myself ignoring the quests for a time and simply running and jumping around, testing the limits of where I could reach. But these limits are easily broken by cannons strewn across islands that players can jump into for easy transport. Ever wanted to fly in a Facebook game? Now is your chance. As you progress, you'll be given the choice to tackle an overarching quest through divergent paths, giving you options on where to travel next. Again, this reinforces open discovery.

You'd think that a Facebook MMO would forget about using the network's normal channels of communication, choosing to use solely an in-game chat room or something (which it does include), but nearly everything can be shared on Facebook. Receive a new Title to show off that you collected over one thousand gems? You'll be automatically given the option to post that to your News Feed. You can also invite your Facebook friends to play directly, but what you will not find any of here is gifting or requests for help from friends.

Floating Islands
Alas, Milmo never forgets that it is, in fact, on Facebook. The game is littered with tutorials that update as you progress, revealing new features to you. This is mainly for players who have yet to try an MMO and can become tiresome for seasoned gamers. Also, there is a premium shop in Milmo for virtual goods purchases using cold hard cash, another Facebook staple. All in all, Milmo signifies a major leap forward for Facebook games in that it advances what's possible on the platform while retaining its roots.

Go shopping on Facebook with Viva! Mall by Konami on Jan. 14

Slaying demons with a whip and weaving through rush hour traffic? Mere child's play. Esteemed developer Konami has already broken into Facebook with games like Castlevania: Lords of Shadow Challenge, but its newest game, Viva! Mall, marks a milestone for the company. This will be the first original (and complete) social game developed by Konami.

"With the release of Frogger and Castlevania: Lords of Shadow Challenge already gaining traction among the Facebook community, we felt like we were ready to make another contribution to the social networking site with the release of Viva! Mall," Konami president Shinji Hirano says. "This title is our first major attempt in bringing a full featured Facebook game to market and consumers can expect to hear more announcements on our next Facebook game soon."

Set to release Jan. 14, Viva! Mall will put players in the role of running their own shopping center. Mall owners will take care of every responsibility from cleaning it to maintaining inventory. In other words, Viva! Mall is expected to play a lot like games such as CityVille and FarmVille. Said by Konami to give players a glimpse of what it's like to run a real mall, players will be able to hire friends to manage stores. The developer also promises weekly content updates as well as gifting and daily lottery bonuses. Expect more details when our checks clear the game is released this Friday.