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每日观察:关注游戏项目在Kickstarter平台融资成功率(6.12)

1)据Social Game Observer报道,由于缺乏用户捧场,德国社交游戏开发商Wooga游戏《Diamond Dash》、《Monster World》和《Bubble Island》将于7月1日撤出Google+平台。

google-plus-wooga(from socialgameobserver)

google-plus-wooga(from socialgameobserver)

据AppData数据显示,《Diamond Dash》是Wooga头号Facebook游戏,目前在Facebook平台的MAU为1770万,DAU为360万。Wooga与Zynga、Playdom、PopCap Games和Kabam一样曾是Google+平台首航合作伙伴,该公司尚未回应解释其中原因。

2)据insidesocialgames报道,Facebook最近正测试一项新功能,打算通过发送新型通知以增加玩家对游戏的粘性。

这类通知信息不同于好友请求,它来自Facebook而非游戏本身,其中包含“现在开始游戏”等行动号召及内容,这种设置将有利于促使玩家重返游戏。用户在所有Facebook页面顶端都可以看到一个通知图标,并将在该页面左下角看到一个弹窗。

Facebook notifications(from insidesocialgames)

Facebook notifications(from insidesocialgames)

但考虑到有些用户可能会误认为这些通知消息来自开发商而屏蔽所有的游戏通知内容,所以Facebook的这项测试仅瞄准一小部分用户,并从中搜集数据以决定是否向该平台普遍推广这项功能。从目前测试情况来看,用户仅接受自己已玩过游戏的通知消息。

3)新闻集团旗下社交游戏部门Making Fun最近与福克斯合作,将电影《吸血鬼猎人林肯》(6月22日上映)中的9个场景植入寻物解谜游戏《Hidden Haunts》,支持玩家置身于电影场景中参与游戏体验。

abraham lincoln vampire hunter(from games)

abraham lincoln vampire hunter(from games)

4)据games.com报道,今年68岁的美国新泽西州老太太Kathleen Henkel扬言将在6月26日在曼哈顿的一个旅馆中连续30小时玩PopCap游戏《Solitaire Blitz》,意在创造一项最长时间玩电子游戏的纪录。另有一名英国威尔士人Laura Rich也表示将在伦敦参与同样挑战。

solitaire-blitz-marathon(from games)

solitaire-blitz-marathon(from games)

该活动由PopCap赞助,支持玩家根据这两名参与者的最终游戏时长,向公益机构捐款。例如,你可以按每小时10美分的标准出价,而30小时就是3美元。这些款项将捐赠给发展中国家,用于资助当地的饮水项目。

5)据Appsblogger最近发布的信息图表显示,尽管大众融资平台Kickstarter成为许多小型及独立开发者的游戏项目融资渠道,但开发者向该平台提交的1729个游戏项目(包括括桌游及纸牌游戏)中,成功融资者仅占比43%(游戏邦注:其成功率甚至低于Kickstarter所有项目的平均水平,在Kickstarter所接受的4万5815个融资项目中,融资成功率为50%,失败率为41.3%,还有0.1%项目被取消,有8.5%仍在融资过程中,有0.1%处于暂停状态)。

从13个项目类型来看,游戏是成功率第四低的种类,但同时也是融资数额最高的第四大项目类型(目前融资额已达2270万美元),排名仅次于设计、音乐、电影&视频。此外,从支持者人气来看,游戏也位居第三名(支持者数量达44万9562人),仅次于音乐、电影&视频类型。

Appsblogger还发现成功项目的融资持续时间一般较短,平均约38天,而失败项目一般持续43天。并且成功项目一般的融资目标也低于失败项目,前者平均为5487美元,而后者则高达1万6635美元。

而在成功融资的项目中,仅有8.5%项目所获金额比最初目标翻倍增长。

kickstarter behind the numbers(from AppsBlogger.com)

kickstarter behind the numbers(from AppsBlogger.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)Wooga removing games from Google+

AJ Glasser

Wooga is removing its games from the Google+ platform. Diamond Dash, Monster World and Bubble Island will no longer be available to G+ players as of July 1.

Social Game Observer first reported the closures, pinning them on a lack of G+ users to sustain the game. We had heard some developers claim the “numbers aren’t there” to support a social games ecosystem, but some were optimistic that Google’s more focused approach to curating social games would yield healthy retention if not large audiences. On Facebook, Diamond Dash ranks as wooga’s largest title at 17.7 million monthly active users and 3.6 million daily active users, according to our AppData traffic tracking services. Note that Diamond Dash alone is cross-compatible with an iOS version, which gave the game a bump in traffic after launching in December 2011.

Wooga served as one of the launch partners for G+’s games service along with Zynga, Playdom, PopCap Games and Kabam. The German developer stood out from these partners’ early offerings by focusing on two arcade titles and a farming role-playing game. According to what some developers have told us, Google+ doesn’t populate its game genres with too-similar titles. The platform also offers very few social features, currently limited to invites, a games-only activity feed viewed from the Games tab and more recently a site-wide chat feature that offers no games-specific activity (e.g. sending game items via chat message).

The developer did not respond to request for comment as of press time.(source:insidesocialgames

2)Facebook tries promoting games with notifications

Brittany Darwell

Facebook appears to be testing a way to drive users to re-engage with games by sending them a new type of notification, we’ve discovered.

Some users are seeing notifications about their friends playing games. These notifications, which are different from requests, appear to come from Facebook, not the game itself. The notifications include the “Play now” call to action, which the social network uses in its sidebar modules, like the “Games You May Like” module seen below.

[Update 6/11/12 5:54 p.m. PT - Facebook confirms, "We are testing this feature as part of ongoing tests to help people discover and reengage with apps and games and drive meaningful traffic to developers."]

Facebook frequently tries new sidebar modules to promote games discovery, but we’ve never seen the company use notifications in this way. This placement could lead more users back into games than sidebar modules do because users receive a red notification icon at the top of all Facebook pages and will see a pop-up in the bottom left corner of the page if they happen to be on Facebook.com when the notification comes through.

Some users might be frustrated by notifications that are not actual games requests. This could backfire if users decide to hide all notifications from a game, thinking the notifications are from the developer rather than Facebook. However, the test is likely limited to a small proportion of users and the social network can gather information and consider the results before implementing the feature more widely. From what we’ve seen, users only receive notifications for games they’ve already played, but Facebook could be running other variations of the test.

In the past, Facebook has had to limit developer access to notifications to prevent spam. Between February 2010 and February 2011, developers could not send any notifications, and email was the only app-to-user communication channel. App requests sent by friends began to appear in the notification center again in December 2010. When Facebook enabled app-generated requests again in 2011, it did so without allowing the requests to generate notifications the same way as user-generated requests do.(source:insidesocialgames

3)Abraham Lincoln now hunts vampires both on screen and Facebook

by Joe Osborne

For a man that’s been dead for nearly 150 years, Abraham Lincoln sure is a man of many talents. Not only is the 16th President of the United States a closet vampire slayer on the big screen, he’s been caught in the act on Facebook, too. Making Fun, the social games division of News Corp, has teamed up with Fox to bring Abraham Lincoln: Vampire Hunter to its flagship game, Hidden Haunts.

Nine scenes from the upcoming feature film have been condensed into hidden-object scenes within Hidden Haunts to help promote the flick before it hits theaters June 22. Abraham hunts vampires, while Hidden Haunts players hunt for hidden objects. Let’s see you try and think up a better fit for this movie tie-in other than “Hey, it’s the cool thing to do!”

“Hidden Haunts is a game defined by a dark, supernatural tone and vintage-styled, photo-realistic scenes,” Making Fun president John Welch said in a release. “We are excited by this opportunity, knowing that ‘Abraham Lincoln: Vampire Hunter’s’ history-bending tone will sync perfectly with the game, allowing fans of the film to interact with characters and scenes, on an individual basis and with Facebook friends.”(source:games

4)Sixty-eight year old grandma attempts to play Solitaire Blitz for 30 hours straight

by Libe Goad

On June 26, Kathleen Henkel, a 68-year-old grandmother from New Jersey (pictured below), will be seated in a hotel in Manhattan, fervently playing PopCap’s Solitaire Blitz in an attempt to set a new record for the Longest Videogames Marathon Playing a Card Game. Her goal: To play the game for 30 consecutive hours. The next day, Wales resident Laura Rich will do the same in London, UK.

This marathon/publicity stunt is part of a larger charity event sponsored by PopCap, where fans of the game can go online, starting today, and pledge money based on how many consecutive hours the two ladies play. For instance, you can pledge 10 cents an hour, which means if the full 30 hours is reached, you will pay out a mere $3. The proceeds will go to charity: water which facilitates water projects in developing countries.

“I’m thrilled to be attempting a world record and supporting a very worthy cause at the same time,” says Ms. Henkel. “I’ll be logging at least 60 hours of Solitaire Blitz playtime over the next two weeks to get in playing shape. I’m really determined to reach the goal of 30 consecutive hours. Luckily the space is connected to a hotel – I’ll be ordering lots of coffee!” (source:games

5)Less than half of Kickstarter’s game projects have succeeded – report

by Eric Caoili

Though Kickstarter is seen by many small and indie developers as a great way to finance game projects that might otherwise have trouble picking up a publisher, less than half of them have reached their funding goals.

The crowdfunding platform has received plenty of press in recent months after high-profile projects from developers like Double Fine, InXile Entertainment (Wasteland 2), and Harebrained Schemes (Shadowrun Returns) managed to raise millions from fans on Kickstarter.

But those successes might have overshadowed the many Kickstarter campaigns that have failed. Appsblogger scraped all of the campaigns posted on the service, and published an infographic showing that only 43 percent of the 1,729 game projects (includes board and card games) submitted to Kickstarter have succeeded.

Taking into account live campaigns that are still accepting donations, likely close to half of game projects were unable to hit their goals. That percentage would be higher than Kickstarter’s average: half of the platform’s 45,815 submitted projects have succeeded, while 41.3 percent have failed.

Games are the fourth least successful project type (out of 13). However, the Games category is the fourth largest in terms of money raised ($22.7 million), behind Design, Music, and Film & Video. And it’s the third most popular in terms of backers who’ve pledged money to projects (449,562), following Music and Film & Video.

Appsblogger also found that successful projects in general tend to have shorter durations (average of 38 days, versus an average of 43 days for failed projects). The pledge target for the average successful campaign ($5,487) is much lower than the average for failed ones ($16,635).

As for projects that manage to not only reach their donation goal but more than double it — as was the case with Double Fine, InXile, and Harebrained — those successes are rare. Only 8.5 percent of funded campaigns have received more than double their initial target. (source:gamasutra


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