Tag Archives: Game Mechanics

Different game play mechanisms

Quick Hits: PetVille’s Massive Growth, Playfish Still Down Since EA Acquistion

A day after CrowdStar threw down the gauntlet that it was going to be more profitable than Zynga, Zynga pulled out a massive Facebook advertising campaign (see example ad at right) that saw PetVille’s numbers go through the roof, helping it crush rival CrowdStar’s Happy Pets. PetVille climbed from 934,945 daily active users (DAU) to over 3.1 million in a single day, taking over the #14 spot among Facebook applications and quickly surpassing CrowdStar’s Happy Pets (currently #18 with just under 2.6 million DAU). Also not so trivial: After less than a week, PetVille is now only 300,000 behind YoVille — Zynga’s initial sim game– which launched 19 months ago.

Zynga Believes There is Life in Synchronous Games After All?

After my article in InsideSocialGames yesterday suggested that Zynga was focusing its attention on asynchronous games and less time on synchronous games like Scramble and Zynga Poker, today’s FarmVille toolbar actually cross promotes largely synchronous game PathWords (for the first time that I can ever remember) and formerly deposed sim game Roller Coaster Kingdom:

The EA Purchase of Playfish Still Not Showing Growth

We’re a month out since Electronic Arts made a big splash in purchasing Playfish and we noted that traffic was actually down across the top Playfish games shortly after launch. The cross-promotions to EA properties like the Sims3 iPhone application and to the Pogo.com portal have been removed, but traffic through December 7th on the top Playfish games remained 10% or more below their average DAU during the month prior to the acquisition:

Restaurant City Pet Society Country Story
Avg DAU 30 days prior 5,048,849 5,099,902 1,645,520
Dec 7 DAU 4,542,862 4,551,948 1,463,206
% Difference -10.0% -10.7% -11.1%

Interestingly, the Pet Society numbers have been revitalized in the last two days (growing from 4.5 million to it’s pre-acquisition levels with just under 5.1 million DAU), which might be seen as a defensive initiative in reaction to rival Zynga’s massive launch of incredibly similar PetVille. Part of the improvement in DAU may be due to a new daily coin lottery, where users have a chance to win more if they have logged in five straight days, but wondering how long it will take EA to support Playfish with ads to protect itself from inroads by Zynga.

Meanwhile, EA’s Spore Islands never really took off — it never grew over 20,000 DAU, and could never retain users. It’s Sticky Factor is a dismal 5%.

Bejeweled Blitz Flat, Others Target Gem Swapping Masses

While PopCap’s Bejeweled Blitz has been solidly at 3 million DAU for over a month now, other gem-swapping games are beginning to find an audience. GameDuell has been targeting Bejeweled players in ads for its Jungle Jewels game (so far only amassing 216,000 DAU and cracking the top 100 with a pretty limited social game experience) while France’s ZSlide has been advertising Treasure Madness (with a slew of gem-swapping mini-games) and gained a little traction (currently in the top 50 with 700,000 DAU). I expect more subtle nuances to the gem-swapping games to continue to percolate in the months ahead, much like they did in the casual games space.

PetVille Ends Cross-Promotion of Zynga Poker – Are Synchronous Games Dead?

With the release of PetVille last week, one of the more notable changes is that Zynga stopped cross-promoting Texas Hold’em Poker, signaling that Zynga is continuing to move away from the synchronous games of its early days and dedicating its resources more fully on asynchronous games.

zynga-toolbar-20091207

I generally think of Zynga going through three game development stages:

Stage One – Turn-based social games

  • Key games: Scramble, PathWords, Word Twist, Sodoku, Attack!
  • These games were fairly popular in the days of Scrabulous, but head-to-head play among friends was often a waiting fiasco: Users came on at different points in the day for a asynchronous session and would have to wait for others in a game to finally log on and take their turn before game play could proceed.

Stage Two – Testing Three Paths: Asynchronous, Synchronous and Sim Games

  • Key games: Mafia Wars, Texas Hold’em and YoVille
  • Mafia Wars created the ability to leverage those short, multiple-times-a-day user sessions and provide a core asynchronous play style that was duplicated in a multitude of titles (Gang Wars, Space Wars, Dragon Wars, Street Rcing, Fashion Wars, Vampire Wars, Special Forces, Dope Wars, Pirates)
  • Texas Hold’em (eventually renamed Zynga Poker) invested heavily in a robust lobby system, allowing users to join other Facebook users not in their network in synchronous play
  • YoVille was also developed in this period (my understanding that this was actually developed externally and purchased by Zynga) providing a valuable learning experience about what worked in sim games.

Stage Three – The Rise of Sim Games and Games as a Service

  • Key games: FarmVille, FishVille, PetVille, Café World, Roller Coaster Kingdom
  • Short game play with appointment gaming mechanisms that are all asynchronous and built for a more broad audience
  • Interestingly, all of these games have origins from other Facebook titles, except Roller Coaster Kingdom, which actually has had the most difficulty in terms of creating growth and a high sticky factor (relative to the hyper growth of the other titles in this stage). In fact, Roller Coaster Kingdom was actually dropped from cross promotion when FishVille launched.

So why drop Texas Hold’em (currently # 11 in DAU)? I thought I’d look at the growth factors of the Stage Two games since the introduction of FarmVille in late June till the beginning of this month (using data through December 6th) to see how this rapidly growing new audience is taking in the older games. In this table, I look at the marginal growth in DAU and MAU since FarmVille’s launch:

Game Additional DAU % DAU growth Additional MAU % MAU growth Implied Sticky Factor
Mafia Wars 3.30 million 94% 14.15 million 124% 21.8
YoVille 2.01 million 143% 11.26 million 144% 17.9
Texas Hold’em 1.83 million 67% 6.12 million 44% 29.9

Not surprisingly, YoVille’s similar game play style has afforded it the biggest growth among these games. In comparison, Texas Hold’em has had the smallest increase in DAU and MAU (although to be fair, the poker game had a higher base MAU of 13.8 million compared to 12.2 million for Mafia Wars and 7.8 million for YoVille at the time FarmVille launched) and seemed to benefit the least from the rise of the new sim games.

Dropping Texas Hold’em Poker from cross-promotion toolbars really seems to come down to two key points: demographics and synchronous vs. asynchronous game play. Speaking generally, Poker skews heavily male and is more of a niche (5% of the US plays poker online and players are 74% male between the ages of 26-35 according to industry data). These Stage Three games are much more casual games by nature, which traditionally has a female skew and slightly older audience.

More importantly, Poker is truly a synchronous game play mechanic – you have to have other people to play against online at the same time with you – where all of the other games have a core asynchronous game mode that make them more similar and likely more successful as cross-promotions.

Can Synchronous Game Play Thrive on Facebook?

It has been widely believed that Poker was one of the key revenue drivers for Zynga (especially prior to the release of FarmVille or growth of Mafia Wars), so I doubt Zynga will put its Poker game out to pasture. Indeed, all the major developers have their hat in the ring with poker: Playfish has recently joined the fray, launching Poker Rivals and Playdom has about 150,000 DAU using it’s Poker Palace.

Beyond poker, there is a rich history of synchronous multiplayer games especially in cards (from Bill Gates playing Bridge with users in the community on MSN’s old Zone game portal to groups gathering to play Gin together on Wednesday nights on Pogo.com), suggesting that there is a definite audience and opportunity here.

But the challenge is that in these examples you largely play a pick-up game with strangers: there is always a group of players online and enough of a pool to always start a game. In contrast, Facebook relies on the strength of your social network, and many of your friends are not online at the same time, making the pool of available players who have the same interest in playing a specific game very small.

Take a look at how many people appear in your Facebook chat window – I’d guess that at any one time you’ll have at most 10-15% of your friends available. Then think about what percentage of those friends will actually want to play the same game with you? It’s small, thus there is a need to somehow, safely, branch out beyond your friends to play.

Playing with Strangers

There is already a compliment of multiplayer games (other than poker) on Facebook that involve synchronous play with strangers (e.g. the Stage One Zynga games, GameHouse’s Uno, and Large Animal Game’s Bananagrams), but they are all relatively tiny compared to the 4.5 million DAU for Texas Hold’em – in fact many have 100,000 DAU or less.

fishville-addme-20091207Interestingly, the applications with the largest audiences where strangers are playing together may actually be the top asynchronous games. Games like FarmVille and MafiaWars have required users to have a certain number of friends in the application to unlock different levels or content (in some cases those items or levels can be unlocked with cash).

While not explicitly pushing users to play with strangers, you can go to any game’s fan page and see users comments to a developer post that look like a stream of “Add Me” requests – pushing users to add total strangers so they can advance in the game.

For the full analysis, including discussions of synchronous gameplay on Facebook and the practice of friending strangers to get ahead in a game, see the full post at InsideSocialGames.com

For Fish Sim Games, Does Stealing Make Them Stickier?

As you might expect with the Thanksgiving holidays, the growth in the top fish sim games appeared to wane as we focused on real-life relationships and turkey dinners:

All the fish sim games remained flat or declined their daily active user numbers over Thanksgiving

Across the board, daily users for each of the fish sim games flat-lined during Thanksgiving (although the reporting tool failed to provide new numbers for Sunday the 29th and Monday the 30th of November, most games were flat or down Thanksgiving week). In addition, for Zynga’s FishVille we’re seeing the social game sticky factor (Daily Active Users/Monthly Active Users) declining and it looks like it might settle at a 28-30% Sticky Factor similar to CrowdStar’s Happy Aquarium and TallTree Games’s Fish World:

As FishVille's sticky factor comes down to the level of rivals Happy Aquarium and Fish World, My Fishbowl maintains a sticky factor 33% higher than any of them

In this group, 6 WavesMy Fishbowl continues to have the strongest sticky factor, a good 33% higher than other fish sim games with over 1 million Daily Active Users (DAU). I believe their success is primarily due to the fact that it is the only one of the four top fish sim games natively coded in Chinese, which is allowing it to take advantage of Facebook’s rapid growth in Southeast Asia. In addition, it may also have something to do with the fact that My Fishbowl has a strong game element of “stealing” from your neighbors’ tanks (if your friends are late to collect the treasures produced by their fish, you can go in and steal these treasures for yourself).

Read the rest of the analysis, plus the impact on developers looking to grow into Asia and other fast-growing Facebook regions, at InsideSocialGames.com