Social Games

Outernauts review

by M. Dorn on July 23, 2012 · 0 comments

Outernauts is the long-awaited Facebook title from Insomniac Games, creators of the popular Ratchet & Clank and Resistance series for Sony games consoles. The new game, which is published by EA, launched into open beta late last week and has so far picked up 30,000 monthly active users and 7,000 daily active users.

Outernauts is a science fiction role-playing game in which players explore various mysterious isometric-perspective worlds, battle and capture monsters (similar to the popular Pokémon franchise from Nintendo) and work their way through the game’s plot, which is directed by quests. Along the way, players’ captured monsters will grow in strength following successful battles, and the player’s overall experience level will also increase, allowing them to construct additional buildings on their home planet. This in turn opens up access to additional content and special abilities.

Many people have been following the development of Outernauts with great interest, as Insomniac is an extremely well-regarded developer in the mainstream gaming space. The company’s console titles are favorites of many “core” gamers thanks to their memorable characters and strong senses of narrative. As such, a large proportion of core gamers were paying far more attention to Outernauts than they would to most other Facebook games, purely due to the developer’s pedigree.

Unfortunately, Outernauts’ heavy reliance on traditional social gaming formulae — an energy bar, regular “nag screens” to invite friends, “pay to win” mechanics — is likely to turn those core gamers straight back off the game as soon as they run across them. Core gamers who have the majority of their experience playing standalone PC or console titles have notably different expectations to those who primarily play social games, so while these mechanics will be no big deal to dedicated Facebook game players, they are not likely to make converts of the core. It is, of course, understandable why these mechanics are in there — the game needs to be monetized and promoted, after all — but to rely on such conventional formulae seems like a missed opportunity, particularly when these very mechanics are often the reason that core gamers give social gaming a wide berth in the first place. It would perhaps have been wiser to use a monetization model more similar to “free to play” downloadable PC games — visual customization and timesavers as opposed to the progress throttling and paid-for “cheats” that we have here.

This is a shame, because Outernauts is actually a very high-quality social game. It is well-presented and features gameplay that is a little deeper than the normal “click on things until they disappear in a shower of coins and experience” mechanics. The combat system, for example, demands that players carefully manage their party of monsters and ensure that all are leveled up appropriately. It also requires that player pay attention to the “elements” of each monster, as certain types are more effective against others — fire-type monsters are particularly effective against snow-type, for example. This required strategizing is somewhat undermined by the ability to immediately restore monsters to full health and stamina — or even revive them from “knockout” status — by expending hard currency, but this mechanic is optional, and savvy players won’t need to use it.

This leaves Outernauts in something of an interesting position. While its main “combat and exploration” gameplay may appeal to core gamers and casual social players alike, only one of those groups is generally willing to tolerate the heavy monetization and enforced social play that is layered atop the base play mechanics. The game’s high quality is likely to attract a relatively strong audience of social players (though monster-battling games tend not to make a huge impact) — but if Insomniac and EA were hoping to attract more core gamers to the Facebook gaming fold, this is probably not the way they should have gone about it.

You can follow Outernauts’ progress with AppData, our traffic tracking service for social games and developers.

Play

A decent-quality game, but a missed opportunity to court (and retain) the core gamer audience.


Source: Inside Social Games

A roundup of all the news Inside Network brought you between July 16 and 21.

Inside Mobile Apps

Tracking the convergence of mobile apps, social platforms and virtual goods.

Monday, July 16

  • Fish Tales evolves into Fantastic Fishies
  • Zynga’s David Ko opens up about Zynga’s mobile publishing plans

Tuesday, July 17

  • Crickler provides a new take on crosswords
  • Autodesk acquires Socialcam for $ 60M
  • Kiip raises $ 11 Million in Series B round of funding lead by Relay Ventures
  • Appcelerator introduces private cloud services to court bigger developers, enterprise clients
  • Diptic, Pyramid Run, Guess the Character! and more on this week’s top free iOS Apps

Wednesday, July 18

  • Analytics company Apsalar moves into advertising with ApEngage, now reaches 225 million users
  • InMobi confirms MMTG Labs acquisition
  • Inside Network Job Board: nWay, 12 Gigs, GREE and more
  • StartApp passes 150M downloads of its Android-only, bundled search software
  • How Miniclip went from web portal to 100M mobile downloads
  • Richard Garriott’s Ultimate RPG is spiritual successor to Ultima on mobile and social platforms
  • Tiny Wings returns with new 2.0 update

Thursday, July 19

  • Pocket raises $ 5M Series B to expand its ‘save for later’ services
  • Germany’s Bigpoint closes mobile division, lays off 29
  • New hires in mobile: Square, Gameloft and EA PopCap
  • Armor Games’ latest challenges players to Follow the Rabbit
  • Adfonic: Android overtakes iOS to become most popular platform for mobile advertisers
  • Amazing Alex, Tiny Wings, Minecraft and more on this week’s top paid iOS apps

Friday, July 20

  • CSR Racing, The Tribez, Fieldrunners 2 and more on this week’s top grossing iOS apps
  • Google acquires popular third-party email client Sparrow
  • GREE to open Vancouver studio, will focus on innovation, new concepts
  • Facebook adds iOS and Mac development studio Acrylic to design team
  • Deity Wars enters the card-battling fray
  • Amazing Alex, Shadowgun and more on this week’s Android app charts
  • Mobile app news roundup: mobile Mozilla, Apple fixes and Transformers heads to Mobage

Saturday, July 21

  • Inside Network Job Board: nWay, 12 Gigs, Playsino and more

Inside Social Games

Covering all the latest developments at the intersection of games and social platforms.

Monday, July 16

  • SimCity Social tops this week’s list of fastest-growing Facebook games by MAU
  • Hotel Casino review
  • Zynga’s David Ko opens up about Zynga’s mobile publishing plans

Tuesday, July 17

  • Grace Brown review

Wednesday, July 18

  • Applifier debuts Facebook-only video ad network for game trailers
  • SongPop barely outpaces SimCity Social as this week’s fastest-growing Facebook game by DAU
  • Inside Network Job Board: nWay, 12 Gigs, Playsino and more
  • Crazy Penguin Wars review
  • Richard Garriott: Mobile and social platforms represent “third grand era of computer games”

Thursday, July 19

  • The Sims Social and Zynga Slingo are this week’s gainer and loser among July’s Top 25 Facebook games
  • CastleVille lead designer founds new mobile studio, BonusXP
  • Birdopolis review
  • New hires in social games: Social Point, PlaySpace and Zynga

Friday, July 20

  • GameDuell: Cross-platform players monetize 25% more than those on a single platform
  • King’s Bounty lords over this week’s emerging Facebook games
  • Hollywood Slots review
  • Outernauts is now live on Facebook
  • Social games news roundup: Zynga, Zynga and more Zynga

Saturday, July 21

  • Inside Network Job Board: nWay, 12 Gigs, Big Viking Games and more

Inside Facebook

Tracking Facebook and the Facebook platform for developers and marketers.

  • Monday, July 16
  • Less than 10 percent of traffic to Facebook pages comes from outside Facebook.com
  • Facebook hires team behind mobile bookmarking service Spool
  • New mobile ‘action links’ allow users to take specific actions in other apps without leaving Facebook
  • Facebook creates duplicate page finder tool for admins to report unofficial pages

Tuesday, July 17

  • Autodesk acquires No. 1 Facebook app Socialcam for $ 60M
  • Extole creates new marketing apps that promote word of mouth using Open Graph
  • Facebook brings activity log to mobile devices so users can delete stories and check privacy settings
  • Viralheat launches free conversation management and publishing tool to serve small businesses and agencies
  • Facebook platform industry hires: Conversocial, FreshBuzz, Nanigans, Shoutlet, TBG Digital and Wildfire

Wednesday, July 18

  • Facebook ads in desktop and mobile News Feed outperform Twitter promoted accounts

Thursday, July 19

  • Facebook bug leads Lululemon and more pages to post fake offers; other pages can’t create offers at all
  • Facebook testing new Pinterest-inspired design for app stories in News Feed
  • ShareThis brings social reader functionality to new sharing widget for publishers
  • Xbox, EA Sports, Gamestop, and Lego among others in this week’s most talked about pages in games and toys
  • SimCity Social, Spotify, SongPop, TripAdvisor, Instagram and more on this week’s top growing apps by DAU
  • Facebook to introduce sponsored results in search typeahead

Friday, July 20

  • Facebook adds iOS and Mac development studio Acrylic to design team
  • Facebook hires: technology partners, analysts, platform operations, growth, more
  • Facebook careers: natural language processing, privacy, media solutions, more
  • Custom tabs, Ghosts of Mistwood, Jewel Kingdom, more on this week’s top 20 emerging Facebook apps by MAU
  • Facebook roundup: stock price and customer satisfaction down, Washington to offer voter registration app, Zuckerberg visits Walmart HQ and more

 


Source: Inside Social Games

The Inside Network Job Board is dedicated to providing you with the best social media job opportunities across social and mobile application platforms. Here are this week’s highlights from the Inside Network Job Board, including positions at: nWay, 12 Gigs, GREE and more.

Big Viking Games

  • Game Designer

FunSockets

  • Senior Director of User Acquisition

 Karma

  • Game Programmer

King.com

  • Community Manager/CRM Assistant

Nectar Communications

  • PR Account Supervisor/Director 

nWay, Inc

  • Back-end Engineer

Playsino

  • Associate Producer Mobile/ Social Games
  • Lead iOS Developer Mobile/ Social Games

PT Gaming

  • Job Fair – San Bruno Customer Service Provider

TellApart

  • Sales Executive

Ubisoft

  • Games Metrics Analyst


Source: Inside Social Games

Zynga teams up with Wildlife Conservation Society — Zynga.org announced it is partnering with the Wildlife Conservation Society. The company is offering exclusive starter packs for Bubble Safari players, with 100 percent of the proceeds going to the WCS.

Mark Pincus doesn’t plan to change Zynga’s operating strategy — Zynga Founder and CEO Mark Pincus sat down to chat with GamesIndustry.biz. When asked about whether or not recent stockholder reactions would affect the company’s business strategy, he said,”It’s OK to be a little misunderstood; but what’s not OK is to change your strategy or your execution because you’re worried about what your industry or investors are going to think of you in the short term.”

Marvel: Avengers Alliance getting new characters — Disney Playdom’s Marvel: Avengers Alliance is getting an upgrade in the form of new playable characters. The new characters are from on the current Avengers vs. X-Men storyline and include Emma Frost, Rogue, Beast, Quicksilver, Gambit, Havok, Tigra and Valkyrie.

Tencent may bring some Chinese games to Western markets — Speaking at last week’s GamesBeat conference, Tencent Senior Executive Vice President David Wallerstein said the company is building up its Western presence, but still isn’t sure about importing games from China in order to do so: “We thought about it. We’ve looked at certain titles internally, and it’s been really tough. For us to bring a game over, it has to be the right game.”

Pangalore announces Knightly Adventure — Developer Pangalore announced it’s working on Knightly Adventure, a cross-platform social RPG. The game is scheduled to launch on mobile devices and Facebook sometime in August.

Zynga appoints Ellen Siminoff to board of directors — Ellen Siminoff, a founding executive at Yahoo and  CEO of Shmoop University, Inc., joined Zynga’s board of directors this week. Siminoff  is the first woman to join the company’s board and will also join the company’s audit committee.


Source: Inside Social Games

Cross-promotion pioneer Applifier is upgrading from display bars to a video ad network called Impact, debuting on Facebook this month with King.com, Gaia Online and Song Pop games.

Impact allows developers to display 30- to 60-second game trailers from within a Facebook game at key points of the user experience. The idea is that the videos increase monetization or acquisition, depending on how they are implemented. A user may be prompted to watch a video in exchange for a virtual good for that game after failing a level, for example; this would increase monetization as the user is more engaged (and therefore more likely to spend) and any advertising seen in the video will yield pay-per-view revenue for the developer. On the acquisition side, a user may see a persistent module in a game’s UI that shows a video trailer of a second game, which could drive cross-promotion.

Whatever method a developer chooses, Applifier’s policy mandates that Impact video ads are opt-in only — no forcing them on users unasked. The video ads can be targeted at either the most engaged users (the ones more likely to monetize), or at users who could be losing interest and are therefore in the mood to try a new game (more likely to become a new acquisition). The targeting is based on player behavior collected from over 250 million anonymous player profiles. Developers can choose to reinvest earnings from displaying the video ads to receive a 25 percent boost in user acquisition.

Impact might seem like a stretch for the noble-spirited cross-promotion network of 2010 that wanted to share traffic between small- and mid-sized developers. Applifier CEO Jussi Laakkonen explains, however, that game trailers are very much an extension of his company’s core values.

“We still believe in Facebook gaming,” he tells Inside Social Games. “It’s not exploding anymore, but there’s still business there. We believe Facebook games deserve more [recognition] for the quality. Trailers can provide that — banners are just not enough.”

Around this time last year, Applifier had just entered the mobile market with a game discovery and cross-promotion app similar to what it offered on Facebook. The company has been very quiet since then; Laakkonen says that we can expect to hear more about Applifier’s efforts in the coming months. Next up on the company’s to-do is a panel on user acquisition panels during the IDGA Summit at Casual Connect in Seattle next week.


Source: Inside Social Games

Grace Brown review

by M. Dorn on July 18, 2012 · 0 comments

Grace Brown is a new Facebook title from Viral Games. It’s a hidden object title, but rather than taking the same approach as other similar titles on the social network, Grace Brown is a highly-polished experience more akin to that seen in standalone games of the genre.

Grace Brown casts players in the role of the titular heroine, a renowned explorer, philanthropist and all-round “good person,” as she attempts to help her professor friend break into a mysterious pyramid at the North Pole and uncover the secrets of the universe’s creation. The game alternates between simple adventure scenes in which the player can click to move, examine objects or interact with them and more traditional hidden object areas in which the player must locate all of the objects on a list.

Grace Brown’s key differences from other hidden object games on Facebook primarily come in its game structure. Rather than providing players with a mansion, garden or similar map screen to rebuild and unlock the game’s various levels, Grace Brown unfolds over a series of episodes in locations around the world, each of which cost a large number of in-game coins to start. Once an episode has begun, players work their way through a linear storyline, completing hidden object levels along the way to progress. There is no time limit or speed bonus on the hidden object scenes — players can take their time over locating all the items, though may make use of a “hint” function in exchange for in-game coins.

The other big difference between Grace Brown and other Facebook-based hidden object games is in production values. The game features beautifully-drawn background graphics and full speech for in-game characters. When playing in full-screen mode, the only thing distinguishing Grace Brown from full-price standalone hidden object titles are occasional popups nagging players to share news and rewards with friends or purchase additional soft currency with which to acquire hints.

Grace Brown is a challenging game. Many of the hidden objects blend well into the backdrop, and even in the early stages, the color scheme of the artwork errs towards low-light monochromatic, making it quite difficult to spot some items. As is the case with many other hidden object games, certain object names are a little ambiguous and difficult to spot at times — one early level sees players searching for a “pouch” that looks more like a battered coffee cup, for example. This is less of an issue than it would be in some other games, however, since there is no rush for the player to complete the hidden object scenes. There is no time limit, and no bonus for quickly completing them. They are simply barriers to progression, and there is no social competitive element.

In many ways, Grace Brown would probably have been better off as a paid standalone title for PC, Mac and perhaps tablet devices. There’s no real social incentive for players to invite friends or brag about their achievements and the monetization feels somewhat tacked-on. This isn’t to say it’s a bad game; quite the contrary, in fact — it’s very pleasing to see a Facebook game that doesn’t compromise on production values simply because it’s a “social game.” It’s simply very apparent that the unique possibilities offered by the social network aren’t leveraged in this title.

Grace Brown is not yet listed on our traffic tracking service AppData. Check back shortly to follow the game’s progress by MAU, DAU and user retention figures.

Play

Excellent production values, but little use has been made of Facebook’s core social features.


Source: Inside Social Games

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