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

Thứ Sáu, 3 tháng 2, 2012

Four things that drive me crazy about Facebook games

For the record, I love social games. I love that they're free to play and accessible to all types of people. I love that their popularity has exploded over the past two years, and that they've been turning all of game-dom on its head.

But, after playing FarmVille, Mafia Wars and the rest for just over a year now, there are a few things in these games that have really started to gnaw on my nerves -- four in particular. They don't actually make me want to chop down a door with an axe like Jack Nicholson in The Shining, but they make me go, ya know, something, something.

Bugs, bugs, bugs

My biggest gripe about social gaming is the bugs. I'm talking about all of the little glitches in games that never really seem to go away. Examples of this include items that mysteriously disappear, buttons that don't work or losing connection to a game. It's like Whack-A-Mole, once one bug is bopped in the head, another one pops up somewhere else.

For instance, I was tending my FarmVille crops this weekend and got the ever annoying 'Game out of sync with server' message, which means you have to reload the game and re-do everything you just did again. So after spending five minutes harvesting and planting crops, then I had to do it again. Then I had to reload the game again. Then harvest the same crops again. Ugh.

This has happened to me several times in Mafia Wars as well. After promising that a more stable game experience was on its way, Mafia Wars rolled out a special event, San Juan, and then had to roll it back again. Then it launched again. This had also happened a few weeks before with the similar Beat the Feds event. FrontierVille, lately, has also been a big reloader.

Some might say that's the nature of social gaming -- everything's created and pushed out to players without proper testing, but I'm looking forward to the day that this whole form of gaming evolves and it will not be acceptable for games to have so many problems after it's made public, especially considering how many players might be losing real-life money due to some random in-game hiccup.

frontierville huge savings sale

Annoying pop-ups advertising virtual currency sales

I've also recently noticed that more games have started introducing random pop-ups, informing me that I've been especially been chosen to participate in a sale on the game's virtual currency. It's all very annoying, kind of like those silly TV infomercials that play on a loop after midnight. No, I don't want a Slap Chop or a Perfect Fit button, and I don't want to buy any Horseshoes in FrontierVille either. The only way that I'm might possibly consider spending my real-life cash for virtual cash is if there was a 75% clearance sale. And that's just to consider it. Zynga games have particularly been aggressive with this form of advertising, and it ain't working for me.

Pop-ups in general are also annoying. If I have already given blanket consent for a game to post messages to my Wall, why do I still have to click on pop-ups that ask for my permission to post something to my Facebook wall?

treasure isle too many t

Too many extra things to do in a game

One of the great things about playing games on Facebook is that you can get in and out quickly. I can take a break from writing or whatever I'm doing, jump into a game for five minutes, play and then be done. In the beginning, it was easy to run out of things to do in FarmVille and the other big Facebook games. Once you reached the max level, it was pretty much game over. To keep people playing, developers responded by rolling out more and more new features -- special fighting events, buildable items, holiday-themed events, etc. While these new add-ons will certainly keep the average virtual farmer busy, they have also started to pull players into too many directions, rather than giving players a more directed experience.

Zynga's Treasure Isle is one of the worst offenders -- I am literally working on four side projects at once, and instead of digging for treasure, I usually spend most of my time posting message on my Facebook Wall, begging for friends to send me dye, ropes and other building materials to get the jobs done. RockYou's Zoo World is another serious offender. Just slow down on the projects, partner. Not everyone is playing your game 24/7.

gifting-facebook games drive me crazy -- blog.games.com

Accepting gifts ... for hours

Sending and receiving gifts is an integral part of the social game experience. And let me tell you, I like getting gifts, however, accepting them. A few games like Pet Society, Cafe World and PetVille have streamlined the gifting process quite nicely. But, when it comes to accepting gifts in the three games I probably play the most -- FarmVille, FrontierVille and Mafia Wars -- it's a time-consuming affair.

The process breaks down like this: I click to accept a gift on Facebook, then I wait while I'm bounced to the game. Then, I click another button confirming that I want to accept the gift. Then I click another button to go back to my Facebook game gift page (if available). Sometimes I'll accept a gift from someone and instead of directing me back to Facebook, the game loads automatically right afterward. Then I'm frantically scrambling to hit the back button so I don't get stuck waiting for the game to load. Exhausted yet? I am.

While I'm sure there's a reason the gifting is set up this way; I really wish there was a better way to get the job done. I don't want to click anything to receive gifts -- just let them flow automatically into some virtual gifting box and let me have those hours I spend accepting gifts every week back to actually spend more time playing the games.

Thứ Sáu, 6 tháng 1, 2012

FrontierVille Sneak Peek: Fanny and Bess Mystery Crates

The war between Fanny and Bess continues regardless of whether you set them up during the Valentine's Day Goals (a little flirtatious rivalry, perhaps?). FrontierVille Info has found two new Mystery Crates that are on their way to FrontierVille revolving all around our two favorite ladies, Bess and Fanny. It's unknown when exactly these Crates will be released or whether they're slowly rolling out already, but according to FrontierV, they will cost between 30 and 35 Horseshoes.
Bess Collection
The Bess and Fanny Collections each have a chance of dropping one of four items, which are essentially mirrors of one another. The Bess Collection includes a White Rabbit, Bess' Horse, Bess' Wagon and Bess' Outhouse.

Fanny Collection
If you hadn't noticed already, each Collection takes on the general theme of its character pretty heavily. The Bess Collection is largely red and orange-colored, while the Fanny Collection takes on blue and black almost exclusively. Fanny's items include a Black Raven, Fanny's Horse, Fanny's Wagon and Fanny's Outhouse. According to FrontierV, these items will be available for purchase through March 28, so I'd say these Crates are en route as of this writing.

[Image Credit: FrontierV]

Do you plan on buying either of these Mystery Crates? Which do you prefer more, and why?

FarmVille Model Farm goes green with St. Patrick's Day items

As useless as it may be, the Model Farm presses on in FarmVille, and has been updated in time for St. Patty's Day this Thursday. Items in this edition of the Model Farm include some new additions that were just introduced to the game last night like the Irish Hare, Irish Cob Horse, Leprechaun Girl Gnome and more. Of course, all of the items here are available for either Farm Cash or an exorbitant amount of coins, though you do receive that random bonus for visiting. Taking a peek won't hurt anybody, right?

[Via FarmVille Freak]

Find the rest of our St. Patrick's Day Coverage right here.

Do you visit the Model Farm daily for the bonus? Have you ever purchased anything from there?

Quote of the Moment: 'Zynga can't just throw FarmVille onto mobile'

Angry Birds Facebook

    You can't take an experience that works in one environment and one ecosystem and force-feed it onto another. It's like Zynga. They can't just take Farmville and throw it on mobile and see what sticks. The titles that have been successful for them on mobile are the ones they've built from the ground up for the platform.

Peter Vesterbacka of Rovio said this in an interview with Inside Social Games regarding Angry Birds' big move to Facebook. The (filthy rich) Angry Birds' "Mighty Eagle" also revealed that the Facebook version has been in the works for an entire year. This goes to show how seriously the company is taking the move in comparison to most studios who crank out Facebook games in a fraction of that time. However, the prime reason behind Rovio's extended development for Angry Birds Facebook is adapting the same experience to a different platform. One can imagine this is a challenge from either end of the spectrum.

[Image Credit: Game N Train]

What do you think of Rovio's strategic approach to Facebook? Will they be successful on the platform?

Thứ Năm, 22 tháng 12, 2011

EA's John Riccitiello speaks out on The Sims Social Facebook launch date... or doesn't

In EA's most recent earnings / conference call, CEO John Riccitiello was questioned about the expected popularity of EA's upcoming (and highly anticipated) Facebook game, The Sims Social. While the game's Facebook fan page already has 868,000 Likes, Riccitiello still wouldn't reveal just what percentage of the franchise's user-base are predicted to make the transition to this new social version.

That's not all Riccitiello held back though, as a launch date will likely never be released before the game suddenly appears on the platform. Why? Competitive advertising. As reported by Gamasutra, Riccitiello explained the company's decision, both on the lack of an announced release date, and on withholding any predictions as to traffic:

"We aren't going to put out the stats. They're highly sensitive competitive comparisons, which is one of the reasons we're also not giving you a launch date. It's relatively easy for a competitor to buy all the relevant advertising, say 24, 36, 48 hours prior to a release."

This, says Riccitiello, would greatly impact (and not in a good way) EA's chances of marketing the game itself, as its competitors will have beaten EA to the proverbial punch. Alas, for now, that seems to be all we'll be told about the game's launch date beforehand, but you can be sure that we'll let you know when the Sims Social finally goes live. We can't wait!

Do you have a prediction for when the Sims Social will launch? How many of the franchise's established fans do you think will immediately jump on board with this Facebook version?

Thứ Sáu, 16 tháng 12, 2011

Facebook game lets you solve anagrams to save Canada's forests

True to its name, in order to play Donate2Play Media's first new game, you're going to have to pony up some change. Wordraiser is an anagram game that has players make as many words as possible out of one word.

If you manage to guess the key word, you get to level up. After leveling up a few times, you'll be asked to buy "Karma Points" that enable you to play more games.

Donation packages range from $1 to $20 USD, where $1 USD equals 10 Karma Points, which is good for buying one game. But right now, it seems that there's nothing stopping you from playing as much as you want. We're not sure if this is a bug, as the game just launched during the previous weekend.

While Wordraiser is supposedly free-to-play, it's also the offspring of Donate2Play's partnership with The Ancient Forest Alliance (AFA), a Canadian grassroots organization devoted to finding the balance between forestry jobs and preserving British Columbia's ancient woodlands (defined as tree populations that are over 120 years old). So half of the money given to Wordraiser will be split between AFA and Donate2Play.

Gallery: Wordraiser

Lastly, there's a top ten high scores leaderboard that displays players' names followed by their levels, and two of AFA's founders, TJ Watts and Ken Wu, are currently on the board in ninth and third place, respectively. According to its Facebook page, Wordraiser currently has 202 monthly users.

Keep in mind, though, that Donate2Play is doing all the heavy lifting here, with no risk or prior investment from AFA. Outreach for the game is done via automatic Facebook wall posts. Players will also receive facts about British Columbian forests during load screens and photos of these forests by TJ Watt.

[Hat-tip: Times Colonist]

Click here to play Wordraiser on Facebook now >

Would you rather donate to a charity directly than through a Facebook game?

Adventure World: Redeem a Zynga Game Card for 15 free energy packs

If you've become a fan of Zynga's newest Facebook game Adventure World (now Adventure World - An Indiana Jones Game), and are ready to lay down some real-world money in the game, you now have some extra incentive to do so. For every Game Card redeemed in the game, you'll receive 15 Energy Packs.

Unfortunately, we're not sure exactly what that means. We'd love for it to mean 15 full energy refills, but if you look inside the game, a 30 Energy pot of coffee costs a whopping 30 Adventure Cash. Now, I don't know about you, but that doesn't seem like something Zynga would just give away for free, especially in bulk. This leaves us with another option, the single cup of coffee, which gives you just five energy points. This would be a decent boost, since we're talking about a "free" prize after all, but even then, it still likely won't take you long to burn through all of those bonus energy points.

What's worse, there's yet another option for energy refills: a Bolt that gives you just one energy point. Surely this isn't the "Energy Packs" Zynga is talking about, but it's something to keep in mind all the same. We're working on discovering just which kind of "Energy Pack" you'll receive when redeeming a Zynga Game Card, but for now, why not take a look at our tools upgrade guide, so you'll be able to upgrade your tools to do more work for less energy to make all of your points go that much further.

Will you redeem a Zynga Game Card to earn 15 free Energy Packs? If you have, which specific kind of pack did you receive?

Thứ Ba, 13 tháng 12, 2011

Bubble Witch Saga pops on Facebook, King.com hits 900M gameplays

If games like Bubble Bobble have taught us anything, it's that sometimes there's nothing more relaxing than popping bubbles. Casual and social game developer King.com knows this all too well, and has released its second bubble-bursting game on Facebook, Bubble Witch Saga. This new game is a socially-enhanced port of one of the top five most popular games ever on King.com (the casual games website of the same name), King.com Director of Product Performance, Social and Mobile, Lars Jornow told us.

The game features more levels than ever with 70 unique stages, new booster power-ups available for Facebook Credits and a deeper storyline than before. Players assume the role of an aspiring witch who wishes to join the proverbial circle of three. In order to impress the witches, you must burst the bubbles by matching three of the same color to fill their cauldron with magic goop. I mean, who knows what witches put in those things?

Bursting the bubbles will get the cauldron below bubbling, as witches are so wont to do. Each successful match causes spiders to drop from the ceiling. The more spiders you have when you burst enough bubbles, the more points you'll get (and hopefully stars), as the spiders will act as bumpers for the remaining bubbles and increase your chances of scoring big.
Buggle Witch Saga concept art
Completing each level with the most stars possible will help you reach new uncharted parts of a vast forest in your quest to become the fourth witch of the circle. Players can invite their friends to the game to help restore their lives if they fail to clear a difficult level, and later in the game they will need more friends to unlock new levels to play.

Bubble Witch Saga takes an interesting spin on the bubble-bursting sub genre of casual and social games, with its semi-realistic art style that's delightfully reminiscent of the unforgettable Halloween flick Hocus-Pocus. While the game already has six episodes (with about 10 levels each) of content, Jornow tells us that more content is already in the works.
Bubble Witch Saga gameplay
Not to mention that the game will hit mobile devices later this year. King.com also announced that it has surpassed 900 million monthly gameplay sessions across all of its platforms. Granted, that's thanks to its over 200 games total, but an impressive feat nonetheless--though, the company does say that it has beat PopCap in monthly players on Facebook, according to AppData. Bubble Witch is available for play now on Facebook, so have at those bubbles, my pretties. (I promise that's the last time I say "my pretties" here ... whoops, done it again!)

Click here to play Bubble Witch Saga on Facebook Now >

Are you excited to kick back and blow up some bubbles once again? What do you think of this game so far, and the bubble-bursting sub genre of casual or social games?

Get your booze on in Malibu Rum's Beach Club on Facebook

If developers can make Facebook games in which you grow and sell a certain controversial plant and not hear "boo," I guess a game revolving around the firewater can slide. Because the sales of Malibu Rum tend to dip ... a lot in the colder months, Pernod Ricard, the company behind Malibu Rum, created a Facebook game to promote the awareness of its brand.

The game, which launched today, is known simply as Beach Club, and frankly, it's a pretty impressive branded Facebook game. (Look, more and more companies are going to be up to this in the future, and the games are only becoming more detailed, elaborate and visually impressive.) The game, which has Malibu Rum branding aplenty, tasks players with running their very own beach island.

Beach Club, developed by Aegis Media Group's Isobar, is said to block underage Facebook users from playing by relying on both the birth dates in their profiles and an age verification immediately after installing the app. They're not exactly airtight methods of keeping the kiddies out, but do more to keep the game in front of 21 to 35-year-olds than other Facebook games surrounding questionable topics.

According to AdAge, Malibu made a conscious effort to keep the game geared toward adults through more than just age verification. The game makes liberal use of more mature-looking artwork than other games aimed at the same crowd. "In our game the drawing of the avatars are more mature, they are clearly adults walking around this beach," Malibu senior brand manager AnnaMarie Battiloro told AdAge.
Beach Club overview
Oddly enough, the game isn't governed by an energy system or much of anything that limits your play time, unlike most games. While the game is available globally on Facebook, U.S. players earn points that go toward a vacation to Barbados, the rum's birthplace, that Malibu is giving away through Beach Club.

You'll earn these valuable points by keeping the guests of your resort happy through landscaping and adding new attractions to your tropical getaway. The most notable of which is a beach-side bar. Guests will approach the bar, and clicking on it unveils a mini game of sorts in which players have to bartend a series of Malibu Rum-themed drinks. You'll take guests' orders and have to fill them accordingly and quickly by clicking and dragging various ingredients.
Beach Club bartending
And it's all done to the sound of a 30-minute long club soundtrack with some of this past summer's most popular original tracks. Battiloro told AdAge that Malibu doesn't want Beach Club to be "overtly tied to the brand." "We actually are not trying to earn fans from this at all, Battiloro said. "We are trying to earn more brand loyalty, recognition and association."

But when a beach comber drives past our beach resort, leaving the Malibu Rum logo in its wake, we seriously doubt that. But you know what, this is one of the more full-featured, smoothly-animated branded games we've seen in awhile on Facebook. And if this is the direction brands will go when making games on Facebook, I'm not sure I mind that much.

Click here to play Beach Club on Facebook Now >

After hopping into the game, what do you think of Beach Club so far? What do you think of branded games on Facebook? Could they ever reach the quality of original Facebook games?

Chủ Nhật, 11 tháng 12, 2011

Facebook has more gamers than Microsoft, Sony, Nintendo combined?

Facebook games are big, but they might not be that huge just yet. At the company's London edition of the F8 conference, Facebook director of partnerships Ethan Beard said that it has more gamers than Nintendo, Sony and Microsoft combined, TechRadar reports. We're not exactly certain what measure Beard was referring to, because our math adds up a bit differently.

"Social design inside social gaming has driven fantastic growth," Beard told F8 conference-goers. "It's revolutionising gaming. We have over 200 million social gamers on Facebook every month; that's more Facebook gamers than the Xbox, PlayStation and Nintendo combined."

But after looking at the number of units sold by each company, compared to Facebook's reported 200 million monthly players, we're not 100 percent on board with that call. Nintendo has shipped over 87 million Wii units and over 147 million Nintendo DS systems to date, as of June 30. And Microsoft has sold over 57 million Xbox 360 consoles as of Sept. 30, while Sony sold nearly 52 million PlayStation 3 rigs as of July 31.

Social games have no doubt garnered more players in such a short amount of time than any gaming platform to date. But, if you look at the amount of consoles shipped and sold by all three major manufacturers, Beard's claim appears to fall a bit short. That is, unless Beard is talking online gamers. Then Facebook just might have the big three beat, to which Beard said, "These aren't games with friends sprinkled on top; it's more about social interactions with gaming on top."

Do you think there are more Facebook gamers than there are of all three major game consoles combined? Will there be a time when social gaming is bigger than traditional gaming across the board?

With PlayJam, Flash-based social games could hit your HDTV in 2012

Games like Zynga's Adventure World and Vostu's GolMania sure look nice in full screen, but how about in a really full screen? That's what London, England-based PlayJam looks to make possible. The company just announced an agreement with Adobe, the creator of Flash (the most common technology behind social games), to bring Flash-based social games to Internet-connected HDTVs.

PlayJam, which works with social game developers to bring social games to HDTVs from Samsung, LG, Panasonic and Sony, will bring both 2D and 3D-based Flash games to said flat screens. "Features such as billing, leader-boards, tournaments and integration with third party social networks and TV programming can be seamlessly integrated via PlayJam's SDK," PlayJam said in a release.

The developer tools are said to release in the second quarter of 2012, so between Jan. 1 and March 31, 2012. PlayJam currently has deals with developers like Relentless--the studio behind console quiz game series Buzz--but these tools will be up for grabs from any developer. And the fact that the company just scored another $5 million funding from investors like GameStop Digital Ventures and Adobe Ventures should nudge social game makers along.

With social game makers including Zynga looking to branch off of Facebook and onto new platforms, it's easy to see a day when we could manage our metropolises in CityVille on the old 55-inch plasma. And when you consider the imminent advent of 3D graphics through Flash, thanks to Unreal, (in theory) PlayJam offers an intriguing prospect. Well, at least the potential end of click-and-drag navigation.

Would you play your social games on the big screen in the living room? What Facebook game would you want to play on a 55-inch screen the most?

Thứ Ba, 11 tháng 10, 2011

Facebook games move to Requests 2.0, or one-click requests, next year

The FarmVille fans are just gonna' love this one. Facebook announced that Requests 2.0, a feature that will allow users to opt into one-click requests in their favorite Facebook games with specific friends, will become the standard starting Jan. 1, 2012. The upcoming change was announced on the Facebook Developers Blog, but don't fret just yet, privacy watchdogs.

Actually, this feature already exists on Facebook in games like EA and Playfish's The Sims Social. We're all familiar with the pop-ups that require us to click "Share" in order to send direct requests to our friends, but you may have noticed some with a checked box and a message that reads, "Don't ask again before sending requests to Joe Shmoe from this app." While perhaps the box shouldn't already be checked, removing the check will force Facebook to continue requesting for your permission.

Honestly, after Facebooks' Mark Zuckerberg revealed at the annual f8 Conference that games will automatically post certain data to the new universal Ticker, it's hard not to wonder why players would be scared of a feature like this. This change is much different than Zynga's approach, which essentially makes all sharing automatic and barred players from choosing who to send what items. Requests 2.0 gives players to option to activate automatic sharing with whomever they want on an individual basis.

Facebook Games Platform developer Derek Brandao then revealed how this new change--that will remove support for the old requests model come Jan. 1, 2012--could make Facebook game requests much faster for players. Brandao then starts speaking developer, to which many of your eyes (including mine) will begin to glaze over.

This change doesn't seem to affect public game shares like "I need 17 pickles in FarmVille," but could make sharing between friends much smoother. Giving players the choice to opt out of the feature protects Facebook somewhat from anti-privacy claims, but there's still something about Facebook reporting on every game we play that's just a tiny bit disconcerting.

What do you think of this upcoming change to Facebook games? Do you think it somehow encroaches on players' privacy or complicates things like FarmVille One-Click Sharing did? Sound off in the comments. Add Comment

Thứ Bảy, 24 tháng 9, 2011

Baseball Superstars: The League goes for a grand slam on Facebook

Just in time for the playoff season in the states (Philadelphia NL East Champs! ... sorry), Gamevil has released its very own baseball simulator on Facebook, Baseball Superstars: The League. The Korean and Los Angeles-based developer best known for the Zenonia series of RPGs (role-playing games) on the iPhone released this social version of its hit baseball sims on iOS.

Of course, EA Sports and Playfish have already staked their claim to the sub genre on Facebook with World Series Superstars, but already Gamevil has one thing going for it: global multiplayer. That's right, once you choose your team's name, logo and specialty between Power, Accuracy and Speed, you can jump into games immediately with anyone playing the game.

While you will certainly need Facebook friends to play in Exhibition games, those looking for a fast and easy Quick Play game, the world's digital baseball managers await you. There's also a Home Run Derby mode as well as full-blown tournaments, which are coming soon. And the gameplay is surprisingly interactive, having players actually swing at pitches with clicks.
Baseball Superstars Logo
Baseball Superstars features a full-blown pitching system as well, in which players select from a variety of pitches and choose exactly where they land in or around the strike zone. There are also a number of commands you can give to base runners to attempt to steal bases. All in all, this looks like an impressively full-featured baseball game on Facebook at launch.
While much of the game has players tweaking their stadiums like most sports games on Facebook, it's the actually Quick Plays and Exhibition games that are the meat and potatoes of Baseball Superstars, and what could make this game a competitor to existing social sports games. "It builds upon our years of strategic advances in the global games market, and shows that we can adapt and offer a unique yet competitive social games experience," VP and head of Gamevil USA Kyu Lee said in a release.
Baseball Superstars gameplay
Baseball Superstars is just Gamevil's second release on Facebook after Train City, which didn't do so hot, according to AppData. Considering the hype train that is US baseball in September and October, baseball fans (the closet Facebook game-loving ones, at least) are going to be on the hunt for a new experience on Facebook.

And it looks like Gamevil will be there to meet them with a Facebook game that actually focuses on, you know, the baseball? Hey, the second time can still be a charm, too, right?

Click here to play Baseball Superstars: The League on Facebook Now >

Have you tried this new baseball Facebook game yet? What do you think of Gamevil's second entry into the Facebook game space, and what about their existing iOS games? Sound off in the comments. Add Comment

NHL Superstars coming to Facebook in October

Adding to its popular brand of "Superstars" titles on Facebook, Electronic Arts has announced the production of NHL Superstars for Facebook. This new game, as reported by ShackNews, comes on the heels of EA's NHL 12 on Xbox 360 and PlayStation 3 breaking franchise records for the biggest launch week in the franchise's history.

As for the franchise's jump onto the Facebook ice, we're told this: "NHL Superstars will bring an all-new NHL experience to millions of hockey fans by enabling players to build and manage their ultimate team of professional hockey players. With dynamic and accessible gameplay, fans can compete head-to-head in games against their Facebook friends from around the world."

While specific details are still lacking as to what we can exactly expect from NHL Superstars, we can't imagine EA / Playfish breaking the mold. We'll likely be able to collect cards that contain professional hockey players, and then trade those cards out to create the best team possible. Each player will likely have stats, and we'll be able to use those players in virtual hockey games against others for supremacy.

We don't have a specific release date for NHL Superstars, although the game is set to take to the ice sometime in October. We'll make sure to give you a complete look at the game when we know more.

Are you excited to see NHL Superstars come to Facebook? Which players will you look for to create your perfect team? Sound off in the comments.

Thứ Năm, 22 tháng 9, 2011

Diamond Dash maker: Social games 'will evolve again in the next years'

Frankly, they kind of have no choice. That's general idea Wooga studio head Henric Suuronen (pictured) seems to have put forward in an in-depth interview with Gamasutra. And it would be wise to listen--the Berlin, Germany-based Facebook game creator is third behind Zynga and EA (now that PopCap's numbers have been integrated), according to AppData.

During the interview, Suuronen gave Gamasutra a detailed explanation of where Facebook games have been, what it takes to create them from a design perspective and, most importantly, where they're going. Specifically speaking to social mechanics in Facebook games, Suuronen said to Gamasutra:

"Now moving four years forward, you have games like CityVille, Pioneer Trail from Zynga, Kabam games, Digital Chocolate games, and Zombie Lane -- great game -- and now Magic Land," Suuronen told Gamasutra. "So it has really evolved. So why would the progression stop here? So I think it will evolve, as it has done from four years ago with Jetman and Scrabulous and Tower Bloxx. So it will evolve again in the next years."

The hit maker behind Diamond Dash recently released its seventh game on Facebook, Magic Land, which enjoys a healthy 3.4 million monthly players and over 330,000 daily players. According to Suuronen, Wooga's latest game had the most man hours thrown into it, a trend he seems to believe will continue. "The whole myth of the minimum viable product -- it's gone," Suuronen told Gamasutra. "It's something that you say to investors to sound cool."

Sure, Suuronen believes that players will eventually get tired of the standard social gaming mechanics of sharing gifts and helping asynchronously. However, the Wooga studio head also points out that the harsh reality of designing Facebook games to get players to pay up isn't going anywhere, and some traditional designers have trouble coming to grips with that.

Considering social games are expected to make $1 billion this year alone (and cash in even more from there), traditional designers and companies better wise up quick if they want to fit in the next big money machine. Read Suuronen's full interview with Gamasutra here, in which he predicts how you might be enticed to pay up in the future.

Do you agree that Facebook games can only grow into more robust entertainment options from here? Where would you like to see the industry go from today's CityVille's and other life simulators? Sound off in the comments. 2 Comments