Sean Ryan (pictured), who previously worked for News Corp. creating an online games division, is now director of games partnerships at Facebook, VentureBeat reports. The position had been open since August before the decision was finally made to take Ryan on, who also previously served as CEO for Meez, a virtual world for teenagers and LiveJournal, a once popular blogging service before the turn of the decade.
Now, don't get too excited--Facebook will not be making its own games anytime soon if ever. Ryan will purely foster the social network's relationships with developers like Zynga, Playdom, Playfish and more. In other words, it's this guy's job to keep dudes like Zynga CEO Mark Pincus peachy keen.
This is a smart move by Facebook, which hasn't had a stellar track record of catering both to gamers and non-gamers alike. Though, the company did recently create a new development division solely for improving the gaming experience on the site. It seems as if Facebook is finally serious about the half of its users that enjoy these games, which aren't going away anytime soon.
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 Hai, 9 tháng 1, 2012
Thứ Sáu, 6 tháng 1, 2012
Aliens vs. Predator developer Rebellion opens social games division
Unfortunately, this does not necessarily mean that AvP is coming to Facebook. Develop reports that Rebellion, the UK-based studio behind the Aliens vs. Predator games, has opened a social gaming division. This internal team will focus on Facebook games after having recently released Evil Genius, its first social game. Rebellion will still focus on creating high-profile games with high production values, but after seeing its first social game leave the nest, Rebellion appears hungry for more.
"The release of Evil Genius has given us an appetite to look at other opportunities in the area," said Rebellion co-founder Jason Kingsley. "One thing that has become increasingly apparent over the last few years is that gamers can't be defined as just people who own consoles – people who use social media like Facebook or use smart phones all play games and this is an exciting new opportunity that we want to explore."
Rebellion follows several traditional gaming companies into the Facebook scene like EA, Konami, Sega and Ubisoft. If anything, this move is yet another example of massive shifts in the gaming industry. In other words, expect to see more (and even bigger) companies follow suit in 2011.
[Via Shacknews]
[Image Credit: Squidoo]
How do you think Rebellion will fare in the social games space? Do you think it's to traditional developers' benefit that they focus at least some talent toward Facebook?
"The release of Evil Genius has given us an appetite to look at other opportunities in the area," said Rebellion co-founder Jason Kingsley. "One thing that has become increasingly apparent over the last few years is that gamers can't be defined as just people who own consoles – people who use social media like Facebook or use smart phones all play games and this is an exciting new opportunity that we want to explore."
Rebellion follows several traditional gaming companies into the Facebook scene like EA, Konami, Sega and Ubisoft. If anything, this move is yet another example of massive shifts in the gaming industry. In other words, expect to see more (and even bigger) companies follow suit in 2011.
[Via Shacknews]
[Image Credit: Squidoo]
How do you think Rebellion will fare in the social games space? Do you think it's to traditional developers' benefit that they focus at least some talent toward Facebook?
Nhãn:
develop,
ea,
evil genius,
EvilGenius,
Facebook games,
FacebookGames,
game development,
GameDevelopment,
Konami,
rebellion,
rebellion-studios,
sega,
social games,
SocialGames
Thứ Tư, 4 tháng 1, 2012
Zynga CEO Mark Pincus doesn't like it when fans play for too long
Right. During an interview with MIT's Technology Review, FarmVille creator Zynga's CEO Mark Pincus said, "I don't like it when I find out that people are averaging long session times in any of our games. All of the newer games that we bring out are trying to reduce those session times. Because one of the biggest reasons people don't play games is they say that they don't have the time."
According to Technology Review, this comment was made before the CityVille maker agreed to a quiet period prior to its upcoming initial public offering (IPO). The butt of that quote may be true, but Pincus's words strike us as odd. They're especially odd considering the not-so-tiny 5 percent of paying players--about 54 million people--is likely the crop of players that spend the most time in games like Adventure World and CastleVille.
Technology Review says that the burst-style gameplay of its games can spur players to eventually pay up, quoting one player in particular that plays up to four hours daily in short 15-minute spurts. "You start spending time playing a game, and you find that you care about it for any host of reasons, if we [design] it well," Pincus told Technology Review, "and at some point you may see that by spending some money you can save yourself a bunch of time [or] get something that has status or changes your friends' view of you."
Sure, these in-game boosts can save players time, but they can also serve to keep players in-game for longer. The more virtual items bought outright, the less energy spent on procuring them, and thus more time spent doing other things in the game. This writer is willing to bet that the average whale, a casino term used to describe social gamers that spend large amounts of money, spends way more time than the average player that throws up maybe a few bucks a week. And we're sure Zynga likes them just teeny, tiny bit more.
Would you consider yourself a "whale" or know someone that might be a whale? How much time do you or they spend playing Facebook games daily?
According to Technology Review, this comment was made before the CityVille maker agreed to a quiet period prior to its upcoming initial public offering (IPO). The butt of that quote may be true, but Pincus's words strike us as odd. They're especially odd considering the not-so-tiny 5 percent of paying players--about 54 million people--is likely the crop of players that spend the most time in games like Adventure World and CastleVille.
Technology Review says that the burst-style gameplay of its games can spur players to eventually pay up, quoting one player in particular that plays up to four hours daily in short 15-minute spurts. "You start spending time playing a game, and you find that you care about it for any host of reasons, if we [design] it well," Pincus told Technology Review, "and at some point you may see that by spending some money you can save yourself a bunch of time [or] get something that has status or changes your friends' view of you."
Sure, these in-game boosts can save players time, but they can also serve to keep players in-game for longer. The more virtual items bought outright, the less energy spent on procuring them, and thus more time spent doing other things in the game. This writer is willing to bet that the average whale, a casino term used to describe social gamers that spend large amounts of money, spends way more time than the average player that throws up maybe a few bucks a week. And we're sure Zynga likes them just teeny, tiny bit more.
Would you consider yourself a "whale" or know someone that might be a whale? How much time do you or they spend playing Facebook games daily?
Nhãn:
Facebook games,
Mark Pincus,
mit,
mit technology review,
social game whales,
social games,
technology review,
whales,
zynga,
zynga ceo mark pincus
Thứ Sáu, 30 tháng 12, 2011
Zynga's Brian Reynolds trying deeper, more clever social game design
Hey, you asked for it. Zynga's chief game designer Brian Reynolds never rests, and even now he's working to bring deeper game mechanics to social games without increasing their complexity, Gamasutra reports. Good call, Reynolds, because we're not sure these games could become more complex, really. (Have any of you seen Kingdoms of Camelot?)
In an interview with the game industry news site, the FrontierVille creator was asked whether he expected to social games to become deeper. Reynolds replied, "I think we'll continue to learn how to design games that way. We'll be better and better at hiding the friction, but making there be depth."
In fact, that's what the former Civilization designer has been up to all along. The mechanics you see happening in FrontierVille today were intentionally designed to intuitively teach you how to play without reading a manual or 700 pop-ups. How close he got to that point is up for debate, but he presses on regardless in the name of deeper Facebook games.
So extremely simple parts that just happen to have very subtle interactions with each other -- that was what we were trying to do with FrontierVille. For example, have a lot of little systems, but we don't make the player have to read a book on how to play before they can start. It's more like, 'Oh look, there's a whole world of stuff; just click on stuff. No matter what you click on, something good will happen!' And then, eventually, you notice that animals work a little bit different from plants, and then maybe you notice, 'Oh look, if I put a sheep here, then the grass doesn't grow back.'
Reynolds continues to explain (check the full interview here) that positive reactions this garners from players, and that this feeling is one he wants to create in his games more regularly without introducing too many complexities like menus and guides. While some would argue that games like FarmVille and CityVille could use even less complexity, this is at least exciting for what Reynolds aspires to in social games. And if the next innovation in social games comes from Reynolds and Zynga, we know it will stir massive waves.
Are you excited to see what Reynolds has in store for Zynga, and inevitably, social games? How would you make social games deeper without being complex?
In an interview with the game industry news site, the FrontierVille creator was asked whether he expected to social games to become deeper. Reynolds replied, "I think we'll continue to learn how to design games that way. We'll be better and better at hiding the friction, but making there be depth."
In fact, that's what the former Civilization designer has been up to all along. The mechanics you see happening in FrontierVille today were intentionally designed to intuitively teach you how to play without reading a manual or 700 pop-ups. How close he got to that point is up for debate, but he presses on regardless in the name of deeper Facebook games.
So extremely simple parts that just happen to have very subtle interactions with each other -- that was what we were trying to do with FrontierVille. For example, have a lot of little systems, but we don't make the player have to read a book on how to play before they can start. It's more like, 'Oh look, there's a whole world of stuff; just click on stuff. No matter what you click on, something good will happen!' And then, eventually, you notice that animals work a little bit different from plants, and then maybe you notice, 'Oh look, if I put a sheep here, then the grass doesn't grow back.'
Reynolds continues to explain (check the full interview here) that positive reactions this garners from players, and that this feeling is one he wants to create in his games more regularly without introducing too many complexities like menus and guides. While some would argue that games like FarmVille and CityVille could use even less complexity, this is at least exciting for what Reynolds aspires to in social games. And if the next innovation in social games comes from Reynolds and Zynga, we know it will stir massive waves.
Are you excited to see what Reynolds has in store for Zynga, and inevitably, social games? How would you make social games deeper without being complex?
Thứ Hai, 26 tháng 12, 2011
Rockstar, L.A. Noire gets talkative with Social Club features
I doubt the second thing Rockstar and 2K Games said when creating L.A. Noire was, "You know what this technological feat of a storytelling game needs? Social features!" Nonetheless, here they are, as Rockstar has thrown is its much-awaited interactive crime drama, L.A. Noire, into the Social Club, Gamercast reports. Alright, so maybe "interactive crime drama" is a bit much for a game that just released, but considering it was the first video game ever accepted into the Tribeca Film Festival, it might be fitting. The Social Club is not only a social hub for Rockstar fans, but a source of information and a repository for special in-game items.
The Rockstar Social Club has been around since the release of Grand Theft Auto way back when, and the company has consistently added new titles including GTA: Chinatown Wars and Red Dead Redemption. Sure, having a community to consult for help on difficult cases with L.A. Noire is handy, but we know why everyone comes flocking: the items. Luckily for you, joining the Rockstar Social Club by linking your Xbox Live or PlayStation Network account could net you an exclusive item in the game.
It's the Chicago Lightning Detective Suit, and its enhancements to your shotgun and machine gun accuracy will come in handy when dispatching perps. While plenty of developers and publishers are using social media to enhance console games--just look at what EA2D is up to for EA with Dragon Age Legends--few are creating their very own platforms like Rockstar. Recently, Naughty Dog teased some social features in its upcoming Uncharted 3. Regardless of whether developers are using Facebook directly to introduce social features to their console games, the allure of social games was likely an inspiration. And free stuff--that's always inspiring.
[Image Credit: Rockstar]
Have you signed up for the Rockstar Social Club? Do you think social layers add or detract from a console game experience?
The Rockstar Social Club has been around since the release of Grand Theft Auto way back when, and the company has consistently added new titles including GTA: Chinatown Wars and Red Dead Redemption. Sure, having a community to consult for help on difficult cases with L.A. Noire is handy, but we know why everyone comes flocking: the items. Luckily for you, joining the Rockstar Social Club by linking your Xbox Live or PlayStation Network account could net you an exclusive item in the game.
It's the Chicago Lightning Detective Suit, and its enhancements to your shotgun and machine gun accuracy will come in handy when dispatching perps. While plenty of developers and publishers are using social media to enhance console games--just look at what EA2D is up to for EA with Dragon Age Legends--few are creating their very own platforms like Rockstar. Recently, Naughty Dog teased some social features in its upcoming Uncharted 3. Regardless of whether developers are using Facebook directly to introduce social features to their console games, the allure of social games was likely an inspiration. And free stuff--that's always inspiring.
[Image Credit: Rockstar]
Have you signed up for the Rockstar Social Club? Do you think social layers add or detract from a console game experience?
Nhãn:
2k games,
Facebook games,
gamercast,
L.A.,
l.a. noire,
la noire,
LA-Noire,
rockstar,
rockstar socail club l.aa noire,
rockstar social club,
social club,
social games
Thứ Tư, 14 tháng 12, 2011
Xbox 360 cures gamers' loneliness, goes social in Dashboard update
Alright, so maybe they weren't lonely, but we'll bet that, after this Xbox 360 Dashboard update, players friends list will magically grow. Microsoft's Major Nelson, or Larry Hryb, made the announcement earlier this week that the next major Xbox update will hit Dec. 6 on his blog. Come the week after next, players will be able to share to Facebook straight from the Dashboard.
But the updates go a bit deeper with the addition of Beacons, which allow players to broadcast status updates to their friends that share what games they would like to play with anyone interested. These open call-outs for in-game teammates can be pushed to players' Facebook Walls too. Other changes include cloud storage for games, meaning more space on players' hard drives and access to games from any Xbox 360.
In a way, you could say that makes games more "social" as well, lowering the barrier to playing games with friends in person (IRL, if you will) ever so slightly. But we can't help but notice Microsoft's growing focus on social, and wonder if it's a response at all to the arrival potential game changers like these to Facebook. It may only a matter of time before that competition heats up.
[Via Inside Social Games]
Are you excited at all by these changes to Xbox gaming? Do you think Xbox-like games could ever be popular/successful on Facebook?
But the updates go a bit deeper with the addition of Beacons, which allow players to broadcast status updates to their friends that share what games they would like to play with anyone interested. These open call-outs for in-game teammates can be pushed to players' Facebook Walls too. Other changes include cloud storage for games, meaning more space on players' hard drives and access to games from any Xbox 360.
In a way, you could say that makes games more "social" as well, lowering the barrier to playing games with friends in person (IRL, if you will) ever so slightly. But we can't help but notice Microsoft's growing focus on social, and wonder if it's a response at all to the arrival potential game changers like these to Facebook. It may only a matter of time before that competition heats up.
[Via Inside Social Games]
Are you excited at all by these changes to Xbox gaming? Do you think Xbox-like games could ever be popular/successful on Facebook?
Nhãn:
FACEBOOK CONNECT,
Facebook games,
inside social games,
major nelson,
Microsoft,
social games,
update,
xbox,
Xbox-360,
xbox-360-dashboard,
xbox-dashboard,
Xbox-Live
Zynga CEO Mark Pincus doesn't like it when fans play for too long
Right. During an interview with MIT's Technology Review, FarmVille creator Zynga's CEO Mark Pincus said, "I don't like it when I find out that people are averaging long session times in any of our games. All of the newer games that we bring out are trying to reduce those session times. Because one of the biggest reasons people don't play games is they say that they don't have the time."
According to Technology Review, this comment was made before the CityVille maker agreed to a quiet period prior to its upcoming initial public offering (IPO). The butt of that quote may be true, but Pincus's words strike us as odd. They're especially odd considering the not-so-tiny 5 percent of paying players--about 54 million people--is likely the crop of players that spend the most time in games like Adventure World and CastleVille.
Technology Review says that the burst-style gameplay of its games can spur players to eventually pay up, quoting one player in particular that plays up to four hours daily in short 15-minute spurts. "You start spending time playing a game, and you find that you care about it for any host of reasons, if we [design] it well," Pincus told Technology Review, "and at some point you may see that by spending some money you can save yourself a bunch of time [or] get something that has status or changes your friends' view of you."
Sure, these in-game boosts can save players time, but they can also serve to keep players in-game for longer. The more virtual items bought outright, the less energy spent on procuring them, and thus more time spent doing other things in the game. This writer is willing to bet that the average whale, a casino term used to describe social gamers that spend large amounts of money, spends way more time than the average player that throws up maybe a few bucks a week. And we're sure Zynga likes them just teeny, tiny bit more.
Would you consider yourself a "whale" or know someone that might be a whale? How much time do you or they spend playing Facebook games daily?
According to Technology Review, this comment was made before the CityVille maker agreed to a quiet period prior to its upcoming initial public offering (IPO). The butt of that quote may be true, but Pincus's words strike us as odd. They're especially odd considering the not-so-tiny 5 percent of paying players--about 54 million people--is likely the crop of players that spend the most time in games like Adventure World and CastleVille.
Technology Review says that the burst-style gameplay of its games can spur players to eventually pay up, quoting one player in particular that plays up to four hours daily in short 15-minute spurts. "You start spending time playing a game, and you find that you care about it for any host of reasons, if we [design] it well," Pincus told Technology Review, "and at some point you may see that by spending some money you can save yourself a bunch of time [or] get something that has status or changes your friends' view of you."
Sure, these in-game boosts can save players time, but they can also serve to keep players in-game for longer. The more virtual items bought outright, the less energy spent on procuring them, and thus more time spent doing other things in the game. This writer is willing to bet that the average whale, a casino term used to describe social gamers that spend large amounts of money, spends way more time than the average player that throws up maybe a few bucks a week. And we're sure Zynga likes them just teeny, tiny bit more.
Would you consider yourself a "whale" or know someone that might be a whale? How much time do you or they spend playing Facebook games daily?
Nhãn:
Facebook games,
Mark Pincus,
mit,
mit technology review,
social game whales,
social games,
technology review,
whales,
zynga,
zynga ceo mark pincus
Frogger is 30 years old, still bouncin' in Frogger Pinball on Facebook
Alright, so 30 is far from old, but that's ancient in frog years. Konami celebrates the 30th anniversary of gaming's favorite jaywalker with Frogger Pinball on Facebook. The game, created by Silverball Studios, is definitely a departure for Frogger, having the little green guy save his Lily from the clutches of the evil RoboCroc ... as a pinball. We at least hope the villain drives a red sedan.
Frogger Pinball takes cues from games like Bejeweled Blitz with its weekly leaderboards and tournaments, but attempts to add a light storyline to its naturally twitch-reflex play style. Come on, did you expect anything less from a Frogger game, and a pinball-themed one at that? The game's story mode spans three different tables: the Swamp, City and Space Station.
Players can unlock special characters from there to compete with their friends for the high score in Challenge Mode. Of course, unique power-ups and bonuses are rewarded throughout for leveling up, hitting targets and completing loops. We're sure each pinball table features unique obstacles, and you'll have to complete them with both Frogger and Lily to play Challenge Mode with all three characters.
Frogger Pinball in action
Konami has been no slouch when it comes to social gaming, either. The company has already released a few Facebook games, including an original in Viva! Mall. While that game has since shut down, the company has reported that social games helped the company double its profits year-over-year, according to Joystiq. That said, expect way--and we mean way--more where Frogger came from.
Frogger Pinball takes cues from games like Bejeweled Blitz with its weekly leaderboards and tournaments, but attempts to add a light storyline to its naturally twitch-reflex play style. Come on, did you expect anything less from a Frogger game, and a pinball-themed one at that? The game's story mode spans three different tables: the Swamp, City and Space Station.
Players can unlock special characters from there to compete with their friends for the high score in Challenge Mode. Of course, unique power-ups and bonuses are rewarded throughout for leveling up, hitting targets and completing loops. We're sure each pinball table features unique obstacles, and you'll have to complete them with both Frogger and Lily to play Challenge Mode with all three characters.
Frogger Pinball in action
Konami has been no slouch when it comes to social gaming, either. The company has already released a few Facebook games, including an original in Viva! Mall. While that game has since shut down, the company has reported that social games helped the company double its profits year-over-year, according to Joystiq. That said, expect way--and we mean way--more where Frogger came from.
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