Tag Archives: Farmville

Can Users Find Their Games in the New Facebook Homepage?

So two weeks after slowly dripping out of the recent Facebook homepage redesign, one indicator that users still don’t know where to find things (like games) is the number of developers spending time educating users how to find the Game Dashboard:

mafia-wars-teach-users-dshbd-2010-0217

In general, while the creation of the Games Dashboard at least acknowledged the importance of games in the day-to-day usage of the Facebook platform, Facebook didn’t bother publicizing the games dashboard during the rollout.

So far I haven’t been able to discern a noticeable decline across all developers, as some games were already declining from December platform changes and there were a good deal of promotions (e.g. various Valentines promos and horse stable promotion on FarmVille) that may have masked the impact of the redesign. That said, one example where it does seem to have had an effect is Playdom:

playdom-post-fb-homepage-change

While bookmarks weren’t always leveraged by users, they were persistent and did provide a very convenient way for a user to get to their favorite application consistently. Now to get to the games dashboard, you must continually navigate back to the homepage to find the link. I firmly believe the games dashboard is a huge improvement, providing the potential to discover new games and find your existing ones. But further education cannot overcome the fundamental design flaw of not having “games” as a persistent part of the site navigation, visible from every page. There seems to be some ample space in that blue navigation bar at the top: a simple Games link there could be a benefit for the entire ecosystem.

What About the Power User?

One other side note is that I missed in assessing the homepage redesign initially is that the ability to filter the news feed has been removed: You can choose only to see the Top News or Most Recent news. In the past, there was a way to filter the news feed by leveraging categories in the left navigation, such as user-defined “Family” or network groups, but also by games (a FarmVille power user could select FarmVille and see all their friends’ posts).

One has to wonder if that feature has hurt some of the bigger games, as power users in the past could use that feature to connect with friends (and keep them reinforcing the circle of sending requests and gifts to each other). Now the only way power users can get that feature is to go to FarmVille.com, which has that filtered news feed prominently right below the game.

Update 2/20/2010:Kudos to the product team at Cafe World to take the initiative, being one of the first apps to actually share the Cafe World-specific filter and help their power users find their neighbors’ posts:

cafe-world-newsfeed-filter-

How FarmVille Finally Broke Through 30 Million Daily Active Users

While most games that have been out more than a month or so have been flat or declining (especially the largest of those on Facebook), Zynga’s FarmVille actually eclipsed the 30 million daily active user (DAU) mark earlier this month thanks to a little horse stable.

farmville-passes-30million-dau

The horse stable is an combination of the earlier barn-raising promotion (where users posted to their wall and needed 10 FarmVille players to click on it to help you) and the Christmas Tree promotion (where you requested presents from friends to grow your tree to its largest size). In the horse stable promotion, users need to collect multiple items from friends to make the barn:

farmville-horse-stable

In the past, requests were used primarily for sending gifts to friends. Here, users are prompted to actually ask their friends to send them gifts. While on FarmVille this is done through wall posts, Zynga has been experimenting using requests instead of wall posts in Mafia Wars. The “Safe House” promo first ran over the holidays and was brought back again for Valentine’s Day.

mafia-wars-send-gift-request

Flipping the focus from sending gifts to asking for gifts is an innovative response to Facebook’s banning of pre-game gift interstitials (where users logging into the game were prompted to send gifts before playing) back in December. And they work because these requests unlock something in the game, providing a real-game incentive for sending the much-maligned social spam.

Early Winners and Losers from Facebook Platform Changes

When Facebook implemented a flurry of platform changes that curtailed some viral marketing tactics in early December, developers scrambled to revive tactics and there was the thought that this might level the playing field a bit, taking some wind out of the sails of the most aggressive viral marketers.

To get some initial feel for the impact of these platform changes (and provide a benchmark for the industry), we looked at Daily Active Users (DAU), Monthly Active Users (MAU) and the resulting Sticky Factors (DAU/MAU) for top developers on December 7, 2009 (just prior to platform changes going into effect) and January 5, 2010. This assumes that the impact of the holidays (across the board dips around Christmas and New Year’s Day) was similar across all of these titles and also comes with the caveat that developer level numbers are not necessarily unique users (a user may play multiple games by that developer).

Developer MAU 12/7 MAU 1/5 % Diff DAU 12/7 DAU 12/5 % Diff Sticky 12/7 Sticky 1/5 % Diff
Zynga 219.5 mil 231.3 mil 5.4% 64.1 mil 62.4 mil -2.6% 29% 27% -7.6%
Playfish 59.5 mil 55.8 mil -6.2% 11.7 mil 9.5 mil -19% 20% 17% -13%
CrowdStar 38.3 mil 48.3 mil 26.2% 10.8 mil 11.0 mil 2.2% 28% 23% -19%
Playdom 22.7 mil 20.8 mil -8.3% 3.2 mil 3.3 mil 1.6% 14% 16% 10.7%
6 waves 38.7 mil 33.9 mil -13% 7.8 mil 6.7 mil -15% 20% 20% -2.4%
Slashkey 18.4 mil 16.3 mil -12% 5.1 mil 3.7 mil -28% 28% 23% -18%
PopCap 10.4 mil 10.1 mil -2.6% 3.1 mil 2.9 mil -7.8% 30% 29% -5.3%
TOTAL 407.5 mil 416.4 mil 2.2% 105.8 mil 99.4 mil -6.0% 26% 24% -8.0%

This initial cut makes it appear that some of the biggest developers (Zynga, CrowdStar and Playdom) have done reasonably well, but each of these developers actually launched a significant new game during the period. Because new games typically haven’t reached a steady state (which inflates the sticky factor) and because we’re more interested in the impact on games existing prior to the platform changes, let’s look at the numbers without Zynga’s PetVille, Playfish’s Poker Rivals, CrowdStar’s Happy Island and Playdom’s Tiki Farm:

Developer MAU 12/7 MAU 1/5 % Diff DAU 12/7 DAU 12/5 % Diff Sticky 12/7 Sticky 1/5 % Diff
Zynga 218.5 mil 212.4 mil -2.8% 64.1 mil 58.4 mil -8.9% 29% 27% -6.3%
Playfish 59.1 mil 54.3 mil -8.1% 11.6 mil 9.4 mil -19% 20% 17% -12%
CrowdStar 38.3 mil 42.0 mil 9.6% 10.8 mil 9.2 mil -14% 28% 22% -22%
Playdom 22.7 mil 18.7 mil -17% 3.2 mil 2.7 mil -18% 14% 14% -0.7%
6 waves 38.7 mil 33.9 mil -12% 7.8 mil 6.7 mil -14% 20% 20% -2.4%
Slashkey 18.4 mil 16.3 mil -12% 5.1 mil 3.7 mil -28% 28% 23% -18%
PopCap 10.4 mil 10.1 mil -2.6% 3.1 mil 2.9 mil -7.8% 30% 29% -5.3%
TOTAL 406.2 mil 387.7 mil -4.6% 105.7 mil 92.8 mil -12% 26% 24% -8.0%

The total line is not for all developers on the Facebook platform, just the seven aggregated above, so there is some bias in the aggregated numbers because Zynga makes up over half of the total MAU and DAU numbers. But given this caveat, the total line suggests that so far, these developers are seeing on average a 4.6% decline in MAU and a 12.2% decline DAU which has reduced the sticky factor by 8%. I believe MAU numbers will continue to decline a bit more before they stabilize a bit.

See the full breakdown of the winners and losers including commentary on each developer at InsideSocialGames.com