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 Hai, 30 tháng 1, 2012

Lord of the Rings arrives on Facebook with Aragorn's Quest advergame

Lord of the Rings advergame
Before making the journey to various consoles and handheld gaming systems, Aragorn will take his quest to Facebook in a social adventure... of sorts. To help create some buzz of his next adventure in The Lord of the Rings: Aragorn's Quest, Warner Bros. have created a small (alright, it's minuscule) Facebook game for fans to enter. Players can take four of their friends along for the ride, filling the roles of The Wizard, The Hobbit, The Dwarf and The Elf. (If you can't figure out who they represent, then you must be new to this.)

After choosing a friend for each role, well, that's it really. The only purpose this serves is to enter you and your friends into the various contests that will take place on the game's fan page. Though, you can make alternate teams with more of your friends to increase your chances of winning the grand prize, a massive prize pack including an HDTV, a Sony Playstation 3 with MOVE motion controller starter pack and a copy of The Lord of The Rings: Aragorn's Quest.

All in all, it's a pretty big let down and a horribly missed opportunity at crafting what could have been an epic Facebok adventure. What's even worse is this sweepstakes is only open to our friends across the pond in the U.K., but at least Lord of the Rings fans across the globe can play the advergame and mark their friends as either Gandalf, Samwise, Legolas or Gimli in weekly quests. (Though, it seems somewhat wasteful at that point, really.) Act quickly, our British friends, as your journey for the grand prize will end on Jan. 14.

Thứ Ba, 10 tháng 1, 2012

There are nearly 80M Facebook strategy gamers; now that's hardcore

Surprisingly enough, a lot of Facebook gamers wouldn't consider toiling away in digital soil for hours "fun." As traditional Facebook games like CityVille and FarmVille dominate the charts monthly, another sect of social games has garnered a considerable share of gamers' time: strategy games. According to SocialTimesPro, there are 80 million Facebook gamers that enjoy the cerebral, explosion-packed and "hardcore" action of games like Empires & Allies, Army Attack and Backyard Monsters.

The report cites the top 13 strategy games on Facebook by monthly players, which totals out to about 79 million. A number of stragglers that bring in hundreds of thousands more round out that number to 80 million. Of course, Empires & Allies by Zynga tops the list with 52 million monthly players (that's a bit dated, compared to current numbers on AppData). Though, that game's "hardcore" cred is somewhat arguable.

Zynga's clearly successful answer to this growing genre on Facebook is followed by many games that purists would call the real deal. Games like Army Attack by Digital Chocolate with 5.3 million monthly players and Kixeye's Backyard Monsters with 3.9 million players. And while Kabam sits at fourth place with Dragons of Atlantis at 3.8 million, it runs the rest of the list with three more games.

The fact that strategy games are growing is no surprise. But the fact that these games--generally reserved for fans of traditional strategy series like Starcraft and Command and Conquer--make up almost a third of all Facebook gamers is shocking. The thing is that most of these games don't have the reach Zynga throws around, yet still reel in millions of Facebook gamers. Are 18 to 35-year-old men getting their Facebook fix with these games? Or, is the new breed of social gamers (ahem, moms) getting keen on game types previously reserved for wrist brace-wielding PC gamers?

While the data presented by SocialTimesPro can't provide those answers, I'd personally go with the latter. Facebook is probably the last place fans of games like Starcraft would go to in search of a new strategy fix. So, maybe Richard Garriott is right: The line between "casual" Facebook gamers and "hardcore" PC and console gamers blurs further every day.

Thứ Hai, 9 tháng 1, 2012

Trial Madness 2 on Facebook is addictive, antisocial motocross

Trial Madness 2
Alright, so it's not exactly a social game in the traditional sense. But Trial Madness 2 by Spanish developer Social Point is just plain fun. Sure, you can add your friends and compare times with them--not to mention to global leader boards. And of course you can create a custom player profile and avatar that will display your highest score and currency. But none of this is the main draw of Trial Madness 2.

It's the gameplay.

And while gameplay alone doesn't seem to get social games very far these days, Trial Madness 2 certainly brings it in spades. Not to mention plenty of competition. Check behind the break for our detailed impressions of Trial Madness 2.

Trial Madness 2 gameplay
This balance-heavy biking game doesn't exactly advance the sub-genre of casual gaming, but Trial Madness 2 certainly does add some much need polish to it. The gameplay remains the same: simple to understand, nearly impossible to master. Players navigate a motocross bike across both somewhat normal and at times ridiculous terrain using the arrow keys. The "up" and "down" arrow key accelerate and apply the brakes, respectively. The "left" key leans the bike backward and "right" leans it forward. Throw in some horribly uneven courses and you got yourself what should be a headache.

Let's put it this way: you're going to crash. A lot. But reload times are so quick that I find myself almost pressing the "Retry" button via muscle memory. Trial Madness 2 evokes this almost insatiable need to beat the next level while maximizing points. Completing the level in the least amount of time will surely increase your score, throwing in a few skillful back flips or front flips here and there will rack up the points. To do a flip, just hold in either the "left" or "right" key while in midair, but the key to a successful flip is knowing when to stop. This trial-and-error gameplay (hence the name) is admittedly addictive.

Level Complete!
After every successful level, you'll be given the option to brag through a News Feed post, taunting your friends into trying to beat your time. Turning up the scale on the competition is World mode, which displays the top players globally with their highest score and Gold won from tournaments.

An otherwise meaningless statistic, Gold is used to buy into Tournaments, which offer large Gold prizes and bragging rights. As you might have already noticed, most of the game's social elements are pretty nebulous, deceptively simple features. Tournaments and Gold are both those types of features, offering no more incentive to partake than a chance at the glory of having your face attached to one of the highest scores. Throw in a long list of Achievements to obtain for nothing more than, again, glory, and Trial Madness might be one of the most competitive games on Facebook. But with such shallow social features, only you and the other otherwise anonymous bikers will know anything of it.

Santa Claw: Use Facebook Connect to play a claw machine from home

Santa Claw
Well, at this point it's more like, "Wait in line to play a real claw machine from home," but it's awesome nonetheless. Mashable reports that Real Art Design, a Chicago-based design firm, have created a gigantic claw machine using one ton of steel, 700 feet and wire and 1.5 wheelchairs to be played with solely online. That's right, just log in using your Facebook account, Twitter handle or e-mail address and... wait for a really long time to play. As you can imagine, word of this intriguing creation has spread like wildfire--so much so that we can't even fit in the line at the moment.

The idea behind the creation is to give away the gifts that Santa had leftover from this past Christmas. That is, of course, if you manage to get in line before all the presents are gone. If you do somehow squeeze in and, through some mystical alignment of whatever celestial bodies symbolize luck, win a prize, then Real Art Design will send that exact present directly to your house. Who knows what could be inside, but we sure hope Santa dropped a MacBook somewhere along the way.

Zuma Blitz player scores over 2 million in single session

One Zuma Blitz player has achieved what many thought might be the impossible: over 2 million points in a single play session. We've watched the video multiple times and still have trouble figuring out just how YouTube user Causaelity made it happen. All we can say is that it took incredible speed, timing and a whole lot of gap shots and Time Balls. That explosive Hot Frog must have been helpful too.

Well, after all the Time Balls smashed this player had over two minutes to reach that score. Not to mention that this apparent Zuma Blitz master is a Level 80 Battle Frog. Sadly, if the high score indicator speaks the truth, this isn't even close to his best. It's about time we all get our Zuma on if we want to even come close to a score like this. (And to think I was proud of breaking 100,000.) Excellent ball busting, Causaelity!

What's your highest score in Zuma Blitz? What are your personal tips for maximizing your score in the game?

Thứ Sáu, 16 tháng 12, 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?

Thứ Tư, 14 tháng 12, 2011

Capcom feels the power of The Smurf, gets bullish on social games

Seriously, those blue buggers must be hypnotizing or something. Capcom, the Japanese games company behind serious game franchises like Resident Evil, has revealed serious intention to take advantage of the social games movement. 1UP reports that Capcom will employ a laser focus on the social games industry, the same industry that kept it in the black in 2011.

"Capcom has decided to look at the social-game field from the scope of the entire company," Street Fighter IV producer Yoshinori Ono told Famitsu Magazine, translated by 1UP. "Instead of framing it in its own section like consoles or mobile games, it's something that all of Capcom development is involved with."

The news comes just as Capcom announced that the next game in the wildly popular (in Japan) Monster Hunter series would appear on mobile phones through Japanese social game publisher Gree. Ono, who will lead the charge, went on to say that this company-wide push into social will ultimately lead to new properties, as not many social gamers are also fans of, say, Street Fighter, even in Japan. (Though, Ono has admitted that fighting games would fit right on Facebook.)

"We discuss all the issues that go behind a platform choice, then go with what we think is the best solution," Ono said. "If we have titles suitable for the overseas market, for example, then Facebook or Google+ are viable choices for that."

Capcom's strictly-social subsidiary, Beeline Interactive, has enjoyed immense success in the U.S. with games like Smurfs' Village. That said, we'd be surprised if this new found social initiative didn't creep over into Capcom's Western efforts. Facebook gamers: Better start practicing your Hadouken.

[Via GamesIndustry.biz]

Do you think Capcom is making a smart move in focusing more on social games company-wide? What Capcom franchise do you hope hits Facebook or Google+ first?

Quote of the Moment: 'People will get burnt out on' today's social games

Better prepare your last words, CityVille. Alright, so the top Facebook game might have longer than that in it, but Glitch developer and Tiny Speck founder Stewart Butterfield says that games designed like Zynga's best can't last forever. Speck, best known for creating Flickr, made the projection during an in-depth interview with GamesIndustry.biz.

"People will get burnt out on this," Butterfield told GI.biz. "Maybe some of them will last for a very long time, but I feel like the easy successes have been taken already, and that won't work in the long run. I mean, I could be wrong about that, and I hope I am, because that would be a lame future for games."

The social game rookie is speaking to how the majority of, if not all, popular Facebook games are designed: the Energy system. Butterfield thinks that social gamers will eventually grow tired of being forced to either wait to progress in a game after their Energy is spent or put up a buck to keep going. (Only it's slowly becoming more like $5.)

"Just my own reaction, the first time I saw that it was okay, the second time I saw that it was okay, and by whatever time it is now I'm like, 'I get this. It's transparent, and I don't give a shit about having a bigger building here that cost me three dollars.,'" the Glitch maker admitted to GI.biz. In other words, he's tired of the gated progress design in Facebook games. Actually, so should we after four years of putting up with it.

Are you sick of Energy in social games? What should social game makers do to change this system yet remain profitable so that they might keep making games?

Ever want to joust on a Vespa? Then thank social game maker Naoplay

Soon, friend--your weird, weird dreams of impaling your best friends while riding a motorscooter will come true. French social game developer Naoplay has announced MetroJoust, a new social game headed to Facebook, iOS and Android come 2012. Expected in the year's "first trimester (what kind of time frame is that?)," MetroJoust sounds fairly self-explanatory.

You'll get to compete in a joust ... in a metropolitan area with metropolitan themes. We can already imagine how this is going to turn out. (Spoiler: It'll probably be a skill-based affair.) According to the announcement, "MetroJoust offers different and complementary playing experiences depending on the platform you play it on." We're just gonna go out on a limb and guess that means you'll earn rewards usual across multiple versions of the game.
MetroJoust artwork
Naoplay says that MetroJoust will start off like a casual social game, but later ramp up in complexity. The game will later feature "real RPG dimension including character leveling, interaction with other players but also non playing characters, a complete guild system and from the start, a thousand items available, allowing players to upgrade and personalize their characters."

Based on these initial screens, we know that the game will focus heavily on artwork evocative of themes like urban decay or perhaps even post-apocalypse. Players will get to deck out their modern knights like new shields, armor and steeds--er, rides. Naoplay will release another teaser for MetroJoust on Dec. 8, and maybe we'll get to see a Vespa joust in motion. But only if it's a Vespa.

Are you intrigued by a Facebook game focusing on modern jousts? Which of the three platforms do you think a game like this would do best on?

ews Add Comment Are social games cool now? Gen Y is 30 percent of US social gamers

Social games aren't just going "hardcore", but it seems they're no longer just for old middle-aged folk. According to an eMarketer report citing data from Information Solutions Group (ISG), 30 percent of US social gamers are between 18 and 29 years old. That figure is as of September of this year, and in January 2010, Generation Y made up for just 15 percent.

With that change, the average age of the social gamer has dropped from 45 to just above 41 years old. So, social gamers are getting younger--how did this happen? Well, "hardcore" games are generally for younger audiences, so perhaps the recent boom in strategy games on Facebook accounts for at least some of this shift. Generally speaking, social games are slowly becoming more visually attractive and action-packed. Take The Sims Social, CastleVille and Mafia Wars 2, for instance.

As for what this could mean, social game makers are likely going to create games that are more appealing to this younger crowd. That's especially considering the data from ISG finds that younger social gamers are more likely to pay up for virtual items. Will 2012 be the year of the Facebook shooter? Probably not, but you can probably expect more games like this.

Will social games change now that younger players are getting into the mix? If so, how will they change, and if not, why should they remain the same?

Disney, Playdom look to former OnLive exec as head of social games

Former OnLive VP of games and media John Spinale got traditional game publishers interested in streaming their games, perhaps he has a trick or two up his sleeve for Disney. VentureBeat reports that Spinale has joined Disney as its head of social games, essentially taking over Playdom GM (and Disney Interactive Media Group co-president) John Pleasants's duties.

Spinale, now based in DIMG's Palo Alto-Calif. offices, will cover Playdom's day-to-day activities and report to Pleasants, according to VentureBeat. Before coming to Playdom, Spinale handled bringing dozens of new games and publishers on board to OnLive's video game streaming service--quite the feat, if you ask us.

"Playdom has an exciting road map for 2012 and beyond, and John will play an important role in bringing the magic of Disney to the world's most popular social media platforms," Pleasants said. "Social games are a key part of Disney's digital strategy, and will be a critical driver of DIMG's future success."

This news comes just after Business Insider's scathing report on the state of Disney and Playdom, citing nameless sources. One source even said, "Six top executives at the VP level or above have moved on in the last three months including Playdom's Co-COO." If those statements are to be true, then Spinale has quite a lot of work ahead of him. Spinale will have the golden opportunity to oversee Disney's long-awaited entry into social games ... aside from Gnome Town.

Is this the nudge that Disney and Playdom need to make even bigger waves in the social games space? What Disney franchise do you hope hits Facebook first?

Thứ Tư, 21 tháng 9, 2011

Ubisoft CEO: Smurfs & Co. gained 4.2 million players with no marketing

And now, The Smurfs & Co. is sitting pretty with over 9 million monthly players since its launch just over a month ago. During an interview with GamesIndustry.biz, Ubisoft CEO Yves Guillemot revealed, "Smurfs went from zero to 4.2 million without marketing in two weeks."

While these might not be The Sims Social numbers, it speaks volumes to the power social games with strong brands behind them have on Facebook. This is especially considering Ubisoft conducted zero advertising (the main method of growth for Facebook games these days) for The Smurfs & Co. in that time period. That's the power of The Smurfs for ya, I guess.

Guillemont continued," So it's amazing how fast, when the content is adapted, those products can grow. So it really shows that people are very interested by new content in games. So we will continue to develop and make sure the quality of the game experience is adapted to what people are looking for."

In other words, the best way to for a Facebook game to grow is the keep it current, according to Guillemont. (So, that's why Zynga updates its games incessantly!) The Ubisoft boss went on to reveal to GamesIndustry.biz just why it's in on the rapidly growing free-to-play and social games movement: "In the long term there's no reason why the casual would not overcome the hardcore business because there are more people that are interested in buying casual."

So, if you ask Guillemont, casual (and free-to-play) are the way to go, which already accounted for 40 percent of the company's revenue in 2010. And Ubisoft is certainly not alone--EA has already spent over $1 billion on Facebook and mobile games, which is looking to already be paying off. Other traditional companies are slowly dipping their feet, while a legion of originally hardcore game designers have Facebook Credits twinkling in their eyes.

Does this mean no more Assassin's Creed or Ghost Recon for the hardcore crowd? Of course not, but I'm willing to bet that it does mean far more blue creatures in white hats in a not-so-little place called Facebook.

Do you agree that casual games could overtake hardcore games in the future? What do you think of The Smurfs & Co. so far, what brands do you hope Ubisoft brings to Facebook next? Sound off in the comments. Add Comment

It's time to explore Adventure World, Zynga's largest Facebook game yet

Seriously, do you have a few hours to kill? Then good, because you might need it (and some Facebook Credits, in that case). Zynga has set Adventure World loose on Facebook--all 30 maps, 200 quests, over 1,000 art assets and 20,000 objects included. In this game that just so happens to be 40 times larger than previous Zynga games like FarmVille, players assume the role of an adventurer in search of the golden city of El Dorado.

You'll trek across jungles, mountains, caverns, volcanoes and finally venture into El Dorado itself, overcoming a myriad of wild beasts, lethal traps and various puzzles using your wits in search of the ultimate treasure. Developed by Zynga Boston (formerly known as Conduit Labs), Adventure World makes use of pseudo-3D, cel-shaded visuals to achieve an art style reminiscent of comic books from the '40s revolving around the golden age of exploration.

"When we joined the Zynga family a year ago, our goal was to not only create a game unlike any other in the social gaming space today, but to create a completely new genre," Zynga Boston GM Nabeel Hyatt said in a release. "We call this genre social adventure, one where players can explore, discover and team up with friends on an adventure of a lifetime."

Gallery: Adventure World on Facebook
Player navigate the world using unique tools like whips, grappling hooks and more that level individually as your character progresses. Speaking of which, there are over 10,000 different avatar variations at launch through its customization system. Based on an early look at the game, Adventure World looks to be Zynga's most ambitious project yet, with game mechanics that teach players rather than tell them how to navigate the game world.

But players will have the help of their friends to navigate Adventure World, too. Players can enlist up to 12 friends along the way to help them overcome obstacles like puzzles and traps more easily. And as players use the same friends more often, the stronger those friends become, fostering tight-knit groups of asynchronous adventurers.


Adventure World is already available in eight languages: English, French, Italian, German, Spanish, Portuguese, Turkish and Norwegian. Zynga also points out that this is the first game to feature a pygmy princess, so if that doesn't get you to click the link below, we don't know what will.

Click here to play Adventure World on Facebook Now >

Check out the rest of our Adventure World Cheats & Tips right here.

Have you tried Adventure World on Facebook yet? What do you think so far of this massive Zynga game? Sound off in the comments. Add Comment