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每日观察:关注美国社交游戏规模及Zynga日本新作(2.27)

发布时间:2012-02-27 13:57:12 Tags:,,

1. 据BI Intelligence的统筹数据称,2015年美国社交游戏市场的产值将达到50亿美元的规模,现阶段这一市场的容量已达到30亿美元的水准。此外,社交游戏将推动游戏产业快速进入free-to-play模式。预计到2015年,社交游戏将成为主流游戏形态,美国社交游戏玩家的基数将提升到1.6亿规模。

chart of social gaming revenue projection from businessinsider.com

chart of social gaming revenue projection from businessinsider.com

2. 据StockMarketWire的消息表示,俄罗斯社交网站Mail.ru的整体营收为5.15亿美元(同比上年度增长59%),净利润为2.076亿美元(同比上年增长157%),和Facebook一样,Mail.ru的月度访问用户中有43%来自手机用户(主要移动用户包括iOS、Android、Windows Phone、Java和Symbian)。

3. Pocketgamer版2012年50佳手机游戏公司(40到31名):40名Armor Games(新晋);39名Z2Live(新晋);38名Red Robot Labs(新晋);37名CrowdStar(新晋);36名Get Set Games(去年27);35名Game Insight(新晋);34名Limbic Software(新晋);33名G5(新晋);32名TinyCo(新晋);31名11 bit studios(新晋),如此多新晋名单说明,这个产业推荐的速度很快,且富有活力。

4. Pocketgamer版2012年50佳手机游戏公司(30到21名):30名Kairosoft(去年49);29名Sega(新晋);28名Funzio(新晋);27名HandyGames(去年38);26名 Madfinger Games(新晋);25名DeNA/ngmoco(去年7);24名Crescent Moon(去年41);23名Big Fish Games(新晋);22名Fishlabs(去年18);21名Pocket Gems(去年24)。

5. Facebook往往能够创造个人奇迹,最近热门游戏Stick Run的表现便是如此,该游戏最近的MAU为420万,DAU为51万,开发者是来自德国的Manuel Otto(个人),年仅15岁(游戏的研发时间在3个月内),游戏约70%的玩家为男性(女性为30%),事实上Stick Run和现在苹果App Store颇流行的Temple Run(夫妻档工作室Imangi Studios)在玩法和机制上都较为相似。

Stick Run from insidesocialgames.com

Stick Run from insidesocialgames.com

6. Zynga日本在沉寂一段时间后(大量西方开发者在日本的境遇都相似,诸如Playfirs的Diner Dash,Playdom的Market Street,Zynga在日本的FarmVillage和Treasure Island最后都惨淡收场)再度出击,推出ios社交RPG游戏Montopia(目前只针对日本市场),据称Montopia是基于Pokemon制作而成,有点类似于Monster Planet。

zynga Japan montopia 01 from serkantoto.com

zynga Japan montopia 01 from serkantoto.com

zynga japan montopia 02 from serkantoto.com

zynga japan montopia 02 from serkantoto.com

zynga japan montopia 03 from serkantoto.com

zynga japan montopia 03 from serkantoto.com

zynga japan montopia 04 from serkantoto.com

zynga japan montopia 04 from serkantoto.com

zynga japan montopia 05 from serkantoto.com

zynga japan montopia 05 from serkantoto.com

zynga japan montopia 06 from serkantoto.com

zynga japan montopia 06 from serkantoto.com

zynga japan montopia 07 from serkantoto.com

zynga japan montopia 07 from serkantoto.com

zynga japan montopia 08 from serkantoto.com

zynga japan montopia 08 from serkantoto.com

7. 据IHS iSuppli的观察显示,2011年第四季度Facebook社交游戏整体活力呈现下滑趋势,这是过去三年美国社交游戏市场狂飙突进以来首次出现的情况,IHS iSuppli认为社交游戏的蜜月期即将结束。根据IHS iSuppli的数据显示,2010年有50%的Facebook活跃用户属于游戏玩家,现在这个比例仅为25%。就连强势的Zynga,其MAU也从2011年9月份的2.66亿下滑至2.25亿(有段时间其MAU曾几乎要降至2亿)。

Facebook from digitaltrends.com

Facebook from digitaltrends.com

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

1. Social gaming has a lot of hype, but how big is the market going to be?

BI Intelligence, Business Insider’s research service, that the US social gaming market, including smartphones, will be a $5 billion market by 2015.

We think social gaming will reach new audiences and new people, and we think it’s disruptive to current models of video games. Because games are provided as a service they can be optimized on the go to improve the product and monetization, and they’re inherently viral because they live on social platforms.(Source:businessinsider

2. Net profit at Mail.Ru Group, one of the largest internet companies in the high-growth Russian-speaking market, grew last year 156.9% to $207.6m.

Its cash reserves at the end of the year were $154.3m.

Commenting on the results, Dmitry Grishin, co-founder and CEO of Mail.Ru Group, said: “In 2011 we continued to focus on integrating and improving of our products.

“We launched active cross-product navigation to enable our users to see active activity alerts off the current page. Our e-mail service has been fully redesigned, including AJAX interface, customised themes, antispam improvements and security enhancements.

“We introduced interoperability between Agent and ICQ, and support for authorisation between instant messengers and social networks to connect with friends. Odnoklassniki continued to gain share of users in the Russian-speaking market, reaching 20.8m monthly users in December 2011 (TNS Russia) and 26.7m global daily users (Liventernet).

“We significantly advanced OK product in 2011, including full site redesign, launch of video and music service, events and video chat. In an effort to further integrate social graphs, we also offered users linking their profiles in My World and OK and ability to cross-post status updates, photos and other events between the two social networks.

“Improvements drove significant increase in engagement – OK y-o-y daily user growth in December 2011 was at 32% (TNS Russia). Our online gaming business remained a clear leader in the Russian market despite increasing competition. We launched 16 new games across all segments – MMO (client & browser), social and mobile. Our core games including Allods and Perfect World demonstrated continued growth while some of the more recent releases have yet to gain scale.

“In 2012, we intend to focus on quality, rather than quantity of the games, including launch of major gaming titles we licensed for Russian speaking territories as well as further international releases of Allods Online.

“Mobile has become one of the major drivers of our user growth. Approximately 43% of Mail.Ru Agent monthly users are accessing the service from their mobile devices, as well as 34% of our OK monthly users. The mobile user growth is exceeding that of PC in our key products and we keep focusing on upgrading mobile versions of our key products (E-mail, Mail.Ru Agent and ICQ, OK and My World, Search) across platforms (iOS, Android, Windows Phone, Java, Symbian).”(Source:stockmarketwire

3. Considering the many thousands of publishers and developers who are daily making new mobile games and supporting live titles, the task of picking out the relatively small number of 50 as being ‘top’ may seem to be a Sisyphean exercise.

Yet, that process provides a wealth of useful information, while the rigor of directly comparing companies – one against another – forces us to think about what we mean by the term ‘top developers’.

In terms of our process at PocketGamer.biz, we used metrics such as creativity, critical acclaim, sales performance, innovation especially in terms of business model, and that certain je ne sais quoi that only the best studios exude.

The full list – produced in conjunction with leading mobile application analytics and advertising platform Flurry – will be revealed daily through our Top 50 Developer of 2012 section.

40. Armor Games

New entry

Well known for its popular free Flash gaming portal, Armor Games certainly has a large portfolio of titles it could bring to iOS. It’s been considered in its choices, however, working closely with developers to make sure the transition between platforms, and especially control methods, are as smooth as possible.

Demonstrating this, during 2011 the Armor published Siege Hero and Kingdom Rush were amongst the highest reviewed releases of the year, although their 99c/$2.99 price point didn’t encourage widespread distribution or commercial success.

Looking to the future, Armor is committed to iOS and, eschewing Android or Windows Phone, is looking to the longterm potential of HTML5.

39. Z2Live

New entry

Social mobile outfit Z2Live has taken its time to get up to speed when it comes to freemium gaming on iOS.

Founded in 2009 in Seattle, picking up staff from Microsoft, Vivendi Mobile and Amplified Games along the way, it took until the release of Trade Nations in November 2010 to gain its first success.

It’s since released Battle Nations and MetalStorm: Wingman, both of which play to the company’s hardcore focus and have been more successful in terms of hitting the top grossing positions on global charts. It’s looking to repeat this with another air combat game slated for a May release, also bulking up on staff during February by acquiring nine-man Big Sandwich Games.

38. Red Robot Labs

New entry

The first location-based games developer to appear on the PocketGamer.biz top 50, Red Robot Labs is a US start up with execs from CrowdStar, EA and Playdom, which has raised $10.5 million, launching its Mafia Wars-style game Life is Crime on Android in September.

Downloaded over a million times, it’s now also available for iPhone. The cross-platform experience is heavily focused around player-vs-player activity, targeting a competitive hardcore market.

Building up scale in 2012, Red Robot has two new games in development, one of which is being developed at UK-based Supermono Studios, which it acquired in December.

37. CrowdStar

New entry

Such is the relentless activity in the social mobile space, there are always new companies looking to make their mark and take their slice of the action. One such is CrowdStar.

A Facebook publisher of casual games for girls, it’s now aggressively moving onto iOS and Android, bringing titles such as Social Girl to the mobile audience.

Backed with an impressive $23 million in VC funding, and the support of OpenFeint and Sibblingz investor Peter Relan as CEO, it’s also starting to branch out with games for guys. Wasteland Empires was released on Facebook last year.

36. Get Set Games

Down 9

It’s a mark of the support and polish that Get Set Games have continued to lavish on Mega Jump since its May 2010 release that many now consider it to be the archetypal mobile endless jumping game.

Of course, it’s very different to Doodle Jump, having adopted a free-to-play model and all that goes with it.

Downloaded over 19 million times on iOS and Android, the Canadian studio has been quick to use new business models such as incentivised actions, also being one of the first company to try the Kiip reward system. 2012 will see the release of companion game in the form of endless runner Mega Run.

35. Game Insight

New entry

Slightly confusing, given that it’s known on Android Market as Cooper Media, Game Insight is a Moscow-based casual mobile publisher, consisting of 13 studios and over 250 staff.

Originally releasing on social networks and iOS, it’s now focused mainly on Android, seeing great success in 2011 with free-to-play games in genres such as town building and hidden object.

Titles such as Crime Story and My Country have each received over 1 million downloads, while Paradise Island is now over 5 million downloads. It’s also looking to release its games via HTML5 in 2012, and has announced it’s opening a San Francisco office to maximise its western publishing operations.

34. Limbic Software

New entry

Given that boutique studio Limbic Software has only released three games in two years, its presence in our top 50 demonstrates its development prowess. Still, while Nuts! and Tower Madness are well regarded, it was Zombie Gunship that created the company’s reputation.

Placing you in control of aiming high powered weaponry from a circling AC-130 gunship in the hopeless task of defending those on the ground from the zombie apocalypse, it mixes sheer gameplay addiction with a very smooth in-app purchase process. It hit the #1 position in the top grossing charts in 19 countries, including the US.

33. G5 Entertainment

New entry

Swedish-headquartered and Russian-based G5 Entertainment has been one of the quiet success stories of the mobile industry in 2011.

Fulfilling its promise to deliver a new release every week, the once casual PC publisher has added to its iOS focus, launching on Android Market during the summer. Virtual City Playground is its most popular title, with the company’s cumulative download total boosted to over 33 million, and growing at around four million every month.

Its games, which are sourced equally internally and from third party developers, often in eastern Europe, focus on the time management and hidden object genres.

32. TinyCo

New entry

Like similar companies, TinyCo burst onto the mobile social scene in 2011 with a blaze of publicity and a big cheque.

Backed with $18 million from Andreessen Horowitz, it’s since been building out various versions of its Tiny social games, gaining more than 20 million downloads in the process.

But it’s also focused on the wider picture, setting up a $5 million developer fund to plug third party talent into its user base. It’s been active on Android too, highlighting its goal to simultaneously release iOS and Android games using to its Griffin game engine. And it’s signed up with DeNA to release its games on Mobage.

31. 11 bit studios

New entry

Arguably the graphical game of the year on iOS – it won an Apple Design Award – Polish developer 11 bit Studios (and publisher Chillingo) spent plenty of time making sure reverse tower defence game Anomaly – Warzone Earth was as polished as it possibly could be.

That certainly paid off in terms of review scores with the title being the highest reviewed iPhone game on the Quality Index. Commercially it didn’t match these heights, though; perhaps the decision to split the release into iPhone and iPad SKUs diluted its presence. The game was released on Android, for Kindle Fire, and on consoles too. We can’t wait to see what the studios gets up to next.(Source:pocketgamer

4. Considering the many thousands of publishers and developers who are daily making new mobile games and supporting live titles, the task of picking out the relatively small number of 50 as being ‘top’ may seem to be a Sisyphean exercise.

Yet, that process provides a wealth of useful information, while the rigor of directly comparing companies – one against another – forces us to think about what we mean by the term ‘top developers’.

In terms of our process at PocketGamer.biz, we used metrics such as creativity, critical acclaim, sales performance, innovation especially in terms of business model, and that certain je ne sais quoi that only the best studios exude.

The full list – produced in conjunction with leading mobile application analytics and advertising platform Flurry – will be revealed daily through our Top 50 Developer of 2012 section.

30. Kairosoft

Up 19 (from 2011)

Bursting onto the western mobile scene with Game Dev Story, Japanese publisher Kairosoft experienced an impressive 2011, releasing six titles across iOS and Android.

All of them are paid, often priced at $3.99, and all follow the similar theme of cute, isometric graphics and simulation resource/time management gameplay. They’re very Japanese in style.

And for this reason, they remain something of niche. So while Game Dev Story gained plaudits for its setting, the more obscure and parochial games – notably Oh! Edo Towns – are only recommended for true fans. Nevertheless, each Kairosoft release is anticipated; after all it’s one of the few companies whose name has become a genre in its own right.

29. Sega

New entry

While other Japanese publishers such as Konami and Capcom have large and lucrative mobile divisions, Sega has always seemed to take a more console-approach to the platform.

This has seen plenty of versions of key games ported such as Sonic and Super Monkey Ball, not to mention arcade remakes of Golden Axe and Streets of Rage etc.

It’s only recently opened up in terms of dedicated development for mobile games. One surprise has been its support for hardcore freemium MMOGs with titles like Samurai Bloodshow, Fallen Realms, and Kingdom Conquest, which has done over 2 million downloads on iOS. On a more classic take, the Sumo Digital developed Sonic & Sega All-Stars Racing scored highly in terms of critical acclaim.

28. Funzio

New entry

Initially launching on Facebook, 2011 was the year US outfit Funzio raised $20 million in VC funding and started to focus on iOS.

It currently has two hardcore games live – Crime City and Modern War – and both are constantly high in the US top grossing charts.

But surprisingly, considering its founders previously worked at Storm8 and Zynga, it’s not yet branched out on Android, although Crime City is available in Google+. Still, with that amount of cash and a growing team, including ex-EA biz dev guy Jamil Moledina, it’s clear the company will be accelerating its growth in 2012.

27. HandyGames

Up 11

One of the veterans of European game development, German publisher HandyGames took its time adapting to the smartphone business. It’s now demonstrating its experience, however, especially in terms of making the most of new distribution opportunities.

Aggressively adopting the free model – backed with in-game advertising and some IAP – it’s been particularly successful on Android, including Amazon’s Appstore, GetJar and Sony Ericsson’s Xperia Play.

During November 2011, it announced it has served up 300 million ads via AdMob, with its Guns N Glory franchise leading the charge with multi-millions of downloads.

26. Madfinger Games

New entry

There aren’t many developers who can live up to comparisons to Epic Games, but when it comes to very high end mobile gaming Czech developer Madfinger’s third person shooter Shadowgun certainly stood toe-to-toe with Infinity Blade.

To a degree, the comparisons are a bit forced, of course, due to its use of rival engine Unity, plus heavy support from Nvidia as the game was a poster child for its Tegra 3 architecture.

Nevertheless, the graphical quality combined with a smooth touchscreen controls, highlighted the company’s action expertise, previously seen in its earlier Samurai franchise. Next up is a multiplayer mode for Shadowgun, plus the promise of three new titles in 2012.

25. DeNA/ngmoco

Down 19

18 months following its headline $403 million acquisition of US publisher and platform holder ngmoco, Japanese outfit DeNA is still furiously building its presence outside of Japan. That’s the reason ngmoco hasn’t released any new titles recently, although it still supports its We Rule franchise.

Instead, it’s been working on DeNA’s Mobage infrastructure and development tools (ngCore), as well as new from-the-ground-up titles. Certainly the company is still hiring and acquiring, across China, Korea and Vietnam to Chile and Europe.

The output of its Swedish studio – founded by ex-EA DICE staff – is particularly anticipated, as is new RPG Skyfall.

24. Crescent Moon

Up 4

Starting out as an indie developer with Ravensword back in 2009, Crescent Moon has built up a solid reputation as a publisher of niche action and RPG games, often developed using the Unity engine.

Working closely with a select number of up-and-coming developers (typically App Store debutees), its games are always high quality, well presented and – interestingly given the prevailing trend – paid titles.

Its philosophy is that while others jump on the nickel-and-dime bandwagon, many core gamers are still happy to pay for a complete game experience. Also significant is that the company solely operates on iOS.

23. Big Fish Games

New entry

One of the largest online casual games publishers, Big Fish has been aggressively increasing its mobile business, being particularly active on iPad.

The reasons are obvious. The large screen work better for its core hidden object games than phones, while the device’s older, more female and more affluent demographic is the audience it’s been selling games to for a decade.

But as well as opening up the floodgates in terms of releases in 2011 – including on Android – the company also innovates. It standardised the ‘free download with IAP to unlock the complete game’ model. Its streaming game service on iOS was less successful, however, being pulled by Apple.

22. Fishlabs

Down 4

On one level, 2011 was a quiet year for German developer Fishlabs. It didn’t release any new titles in its signature Galaxy on Fire franchise, instead expanding its team in terms of technical and support personnel, while preparing for ambitious future versions.

Yet, on the other hand, 2011 was busy. The developer released two games for VW, including the very high end Sports Car Challenge for its Chinese division, and a sequel (of sorts) for the amazingly successful Barclaycard’s Waterslide Extreme.

Oh, and it also released Snowboard Hero and won the Best Studio in the German Game Developer Awards. Not bad for a quiet year.

21. Pocket Gems

Up 3

One of the wave of well-funded (at least $5 million raised to-date) pure social mobile gaming publishers, Pocket Gems’ reputation has been build on the back of its Tap franchises.

Targetting the typical casual free-to-play player, its biggest launch during 2011 was Tap Pet Hotel, which was the top grossing game in 85 countries. However, 2010′s Tap Zoo was the top grossing app across the year in the US, according to Apple.

Overall, its total downloads are now over 60 million, although it’s been relatively slow onto Android, with only three titles on Google’s platform compared to 12 on iOS. We expect this to change in 2012.(Source:pocketgamer

5. Last week, we reported about Stick Run – a fast-growing endless running game that now has a whopping 4 million monthly active users on Facebook. Stick Run was single-handedly developed by 15-year-old Manuel Otto from Germany. We talked to him about the game’s background story, user base and his future plans.

Social Games Observer: How did you get the idea to build Stick Run?

Manuel Otto: Two years ago I started toying with different game concepts but never got to finish one of them. With Stick Run I decided to go through with it and the first playable prototype in single-player mode was done within a few weeks. After all, the main concept of an endless running game isn’t new; there have been hundreds of similar games before.

SGO: How long did the whole development take?
Manuel: To include the social features and multi-player option took another few weeks. Altogether the game was built in 2-3 months.

SGO: Do more of your users prefer the single-player mode or multi-player where different opponents compete in real-time?
Manuel: Definitely the single-player mode. There is an addictive quality to it, because you always want to progress and level up to compete against your friends.

SGO: Do you monetize the game mainly through advertising or virtual goods?
Manuel: At the moment the advertising revenue is a little better but by and large it’s nearly equal.

Stick Run now has 4 million monthly active users.

SGO: What are the most popular premium items?
Manuel: Our best-selling item is the Troll Face for the game character; a close second is a Trading Pass, which grants unrestricted access to the in-game marketplace where players can trade items with each other. The Ninja Kick to remove obstacles and Diamond Shoes for improved controls are also popular.

SGO: Where do your typical users live?
Manuel: At first I thought that Germans would remain in the majority, because it was distributed from here. But Stick Run somehow managed to become popular in the Philippines and now has 2.5 million Filipino players. Germany follows at around 800,000 players.

SGO: Your game has a massive user base, did you acquire these users virally or have you utilized additional marketing channels?
Manuel: When I brought the game to Facebook, I had just turned 14. Back then I didn’t have a clue about marketing; the game has attracted so many players on its own. So far, I’ve not used marketing channels because the user base grows by itself apparently.

SGO: Stick Run saw some enormous growth rates in February – from 2.2 million to now 4 million monthly active users. Can you give any reasons that have led to this massive increase?
Manuel: Actually, that’s a very silly story. I’ll summarize briefly: Until September 2011, Stick Run was still in beta, and after that I published a completely revised version which wasn’t too bad, but there was one stupid bug that affected only players who had just installed the game. The error wasn’t fatal, just annoying: If you went back to the game menu, the music overlapped twice. This obviously has deterred a lot of players, and thus leveled the monthly number of players at around 2 million. Until recently I had no idea about this error, because it just happened to new players. After this little bug was fixed, the growth rate has recovered to its old state.
In hindsight, I could kick myself when I think of how many players I’ve lost because of this bug.

Manuel’s next game will be a 2D shooter.

SGO: Are there any plans for major new features to Stick Run – or another game on Facebook?
Manuel: Currently, there are not too many updates Stick Run because I put almost all my time into a new game. It’s called Stick Combat Multiplayer and it’s a 2D shooter where players fight together with others. There will be lots of modes such as Team Death match, Search & Destroy, Capture The Flag, or GunGame – game modes that players of the Call of Duty series are certainly familiar with.
The game will likely be published in spring 2012; there will be a trailer on YouTube soon.(Source:socialgamesobserver

6. Zynga Japan has been very quiet for a while (the reason being they just weren’t very active or successful in recent months, to say the least), but now the company has rolled out a social RPG with original IP for iOS (Zynga Japan calls it a “Monster Battle RPG”).

What’s special about the game, dubbed “Montopia”, is that:

* Zynga’s Japanese team led development for the title

* Montopia is initially targeted at the Japanese market only (it’s not available in the US store at this point)

* the game is available in Japanese and English from the get-go

* even though it’s a social game, Montopia isn’t embedded in the GREE, Mobage, or Mixi networks

Montopia is basically a Pokemon clone, very much like GREE’s Monster Planet (Monpla), for example.

Players go out on adventures, find monsters, raise them, let monsters “mate” to create stronger ones, build a “team” of compatible monsters, battle against players, play gacha, collect virtual items, etc.

According to Zynga Japan, Montopia features a total of different 200 monsters initially.

I gave the iOS version a spin and must say Montopia is looking pretty good with regards to production value – I especially like the design and UI of the game. The obvious challenge for Zynga will be to get eyeballs for the title, as it’s not linked to any of the popular social gaming networks in Japan.

Going for a stand-alone app is an interesting move: on Montopia’s official page, Zynga Japan just says an Android version is to follow soon.(Source:serkantoto

7. While Facebook casual gaming has helped to triple the number of gamers in the US in the past three years, new research is saying that the social gaming boom is beginning to calm down, and perhaps seeking to mature. Market research firm IHS iSuppli states that “the honeymooon’s over,” chiefly due to rising barriers to entry, increasing competition and the fact that gaming has fallen in priority for social media users.

The IHS iSuppli report points out that 2011 marked a sharp drop in Facebook gaming, compared to the manic growth in the previous years. In 2010, 50 percent of Facebook’s monthly active users were gamers; gunning down virtual capos, and spamming friends’ feeds with brown cows. 2011 halved that number, with Facebook gamers dropping down to 25 percent. Meanwhile, Facebook user growth has continued to climb. The social media giant reached 800 million active users last month, and is projected to hit the 1 billion mark by late summer of 2012.

The study uses the social gaming leader to illustrate the point. Facebook’s gaming poster child Zynga, which makes up 12 percent of the networking site’s revenue, declined in monthly active users during the fourth quarter of 2011 during its IPO push. Despite remaining somewhat steady all through 2011, the company dropped to 225 million users in the fourth quarter—down from 266 million in September 2011.

“Facebook rocketed to prominence as gaming platform in 2009 and 2010,” said IHS. senior game analyst, Steve Bailey. However, with equal speed, zynga mau 2011the market then settled into a state of maturity in 2011, with conditions becoming markedly more challenging for game operators. While Facebook remains a worthwhile opportunity for companies able to meet these challenges, the tone of the market in 2012 will be somewhat muted compared to the optimistic outlook of the past few years.”

Bailey went on to point out that, one of the major components for this Facebook gaming challenge is finding and retaining users, and that means a rise in costs. With virality diminished, operators have had to shell out more money for advertising, and low costs were originally one of the more appealing aspects of social gaming for developers.

Along with advertising costs, the maturing of the marketplace also means a rise in production values. User engagement is key for developers; accessible genres are being shunned. Instead, Bailey states that there has been a steady trend towards strategy, action and traditional/casino games which require more skill and commitment from players.

And while Facebook’s active users cfarmvilleontinue to grow, the drop in gamers is a good reminder that Facebook is a non-specialist games platform. Gaming developers not only fend off direct gaming competition, they also need to vie for users’ attention with other “Facebook priorities.” Gamers would command more “voting power,” from specialist game platforms.

Perhaps its time to leave the Facebook nest? Developers like Kabam seem to be leading the exodus; sensing the impracticality of Facebook’s advertising costs, and refocusing its business with a partnership with Gamestop-owned gaming platform Kongregate, as well as investing in console-like 3D for its future games. Bailey believes that there is “copious opportunity in shifting Facebook gaming to complementary devices or markets,” though smartphones already have established competition.(Source:digitaltrends


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