《模拟人生社交版》已打败Zynga旗下的《Empires & Allies》和《Zynga Poker》，在上周还超越了《FrontierVille》最新推也的延伸游戏《Pioneer Trail》，其DAU与《FarmVille》仅相距100多万（游戏邦注：《FarmVille》最近DAU为840万）。
5）据AllThingsD报道，谷歌日前宣布准备关闭旗下社交应用及游戏开发工作室Slide（谷歌一年前以1.82亿美元收购该公司），Slide主管Max Levchin及产品高管Jared Fliesler也将离职，不过该团队多数成员将继续留在谷歌参与其他项目。
7）在本周的MAU增长最快Facebook游戏榜单上，《模拟人生社交版》（最近MAU为2089万）和《The Smurfs & Co.》（最近MAU为780万）分别居于第一第二席位，排在第三名的是Zynga游戏《Texas HoldEm Poker》（最近MAU为3655万）。
而RockYou游戏《Zoo World 2》用户数量增长开始下滑，所以并没进入本榜单前20名之列。该游戏最高峰时的MAU是940万，DAU为94万。排在第九名的是由6waves Lolapps本周刚发布的模拟游戏《Baby & Me》，其最近MAU为93万，《胡莱三国》居于第12名，最近MAU为112万。（本文为游戏邦/gamerboom.com编译，如需转载请联系：游戏邦）
1）Report: Zynga May Delay IPO Due To ‘Rocky Stock Markets’
by Mike Rose
Social games giant Zynga may be planning to delay its upcoming plans for an initial public offering due to poor market conditions, according to media reports.
The FarmVille studio filed an S-1 with the SEC indicating its desire to issue an initial public stock offering “as soon as is practicable” back in July.
However, according to the New York Post, and as reported by financial news website Reuters, the company may be considering a delay to the IPO until November.
The newspaper cites two sources who have knowledge of the potential delay, explaining that Zynga’s original plan was to list as quickly as possible, but is “no longer in a rush because of the rocky stock markets.”
Gamasutra contacted Zynga for confirmation, but the company declined to comment on the subject.
Following the IPO filing earlier this year, it was revealed that the company had 148 million unique monthly players across its games as of March 31, much lower than previous counts which tallied players of multiple Zynga games multiple times.（source:gamasutra）
2）Newell: ‘Premature Monetization Is The Root Of All Evil’
In a new Gamasutra feature interview, Valve co-founder Gabe Newell discussed the future plans for upcoming Dota 2′s business model, noting that the company is more concerned about making sure the game is accepted by players.
“The primary focus for us at this point is not worrying about monetization, and it’s instead worrying about getting the game right,” he explained.
“So we started with a group of IceFrog’s [original Dota developer] testers that he’s worked with for all the different versions, and sort of got it to a point where we’d stopped making them crazy with all of the dumb things that we had done.”
He continued, “The International [tournament at this month's Gamescom] is sort of the next step of that process. It’s like, this is a very tough audience; there are a bunch of clear technology pieces and server pieces we have to get done. And the phase after that is, there’s going to be an invitation beta, and then after that there’s going to be an open beta.”
“But our focus is really much on building something that’s cool, and then we’ll worry about monetization. So we’re not going to worry about that until later. Premature monetization is the root of all evil,” he said.
When asked whether he believed being aware of your monetization design was important during the game design period, Newell responded, “I think not sucking is way more of an important thing to pay attention to first.”
“I think every gamer can point to shipping too early, or sucking, as being a way more dominant story in our industry than, ‘Oh, it was slightly cumbersome to give the company money.’ I mean look at Minecraft, right? Notch wasn’t thinking through his incredibly precise monetization strategy.”（source:gamasutra）
4）Online Gaming Audience Defies Stereotypes
Audience demographics shift as new gaming possibilities open up in social and mobile
The online gaming space is an exciting place for both gamers and brand marketers. In particular, the growing appeal of casual and social games is encouraging users to play them across multiple platforms, from PCs and consoles to smartphones and tablets. And that appeal is growing beyond the typical gamer demographics.
“Gone are the days when only males ages 18 to 34 were hardcore gamers or only moms were pelting their Facebook friends with requests for hens or heifers in social games like FarmVille,” said Lisa E. Phillips, eMarketer senior analyst and author of the new report, “Online Gaming Audience: Lines Blur as the Market Grows.” “Today’s core gamers are also playing casual games. More women are using game consoles beyond the Nintendo Wii, and their game choices include many genres.”
eMarketer estimates that social gaming will reach 61.9 million US internet users by the end of this year, or over a quarter of the online population. Growth, which is beginning to level out after strong increases, will be driven by the rise of mobile social gaming.
US Social Gamers, 2010-2013
The audience for all types of mobile games (excluding pre-installed games on feature phones) is even greater, and growing more rapidly. This year, 73.5 million mobile users will play games at least monthly, up 22.1%. By 2015, more than 100 million US consumers will play games regularly on their phone.
US Mobile Gamers, 2010-2015
eMarketer also estimates the online console gaming audience at 38.2 million this year, while 89.5 million consumers will play casual online games like solitaire, mahjong and Scrabble. These four groups of gamers overlap, as players become increasingly platform-agnostic.
“Although certain affinities still exist, most gamers are playing games on at least three different systems,” said Phillips. “However, marketers must still be prepared to support a promotion across multiple platforms.（source:emarketer）
5）Google Closes Social App, Game Developer Slide
by Tom Curtis
Google has announced that it has decided to shut down its social app and game development studio Slide, a startup the search engine giant purchased for $182 million just one year ago.
Coinciding with the studio closure, Slide leader Max Levchin and head of product Jared Fliesler will be departing Google, reports AllThingsD.
“Max has decided to leave Slide and Google to pursue other opportunities, and we wish him the best,” a Google spokesperson said. “Most of the team from Slide will remain at Google to work on other opportunities.”
Since its acquisition by Google, Slide has worked on a number of social apps such as the web-based SuperPoke Pets and the picture-sharing app Photovine, which launched two weeks ago on August 17.
Since Google purchased Slide, the studio has existed separately from the rest of the company’s social efforts, reports AllThingsD. For instance, while Google executives Vic Gundotra and Bradley Horowitz led the charge in developing the Google+ social network, Slide and Max Levchin existed as a smaller subsidiary reporting to Google co-founder Sergey Brin.
Earlier this month, Google debuted its first set of third party social games on Google+, with apps from popular developers such as Zynga, PopCap, Wooga, and more.（source:gamasutra）
6）Facebook wants its games selection to match consoles’ variety
by Joe Osborne
And they’re getting mighty close. During an interview with MCV, Facebook director of games partnerships Sean Ryan said, “There is a range of sophisticated games we want to get on our platform.” He’s referring to the fact that there is simply more of a variety of games on consoles when compared to Facebook. To him, Facebook doesn’t have that wide selection because, as a games platform, it’s only 3 and a half years old.
“We are a pure platform – we don’t invest in games or make them,” Ryan said to MCV. “But we ask ourselves how we can make games like a football manager title rise up and become a success.” When asked about whether this would harm larger traditional game firms, he said to MCV that this is a chance to reach bigger audiences with high-end games. Um, does this mean we’ll see Halo soon on the old Facebook?
“Our aim is to have more people playing on Facebook or via games on consoles using the Social Graph,” Ryan said. “There is no question the hours spent on Facebook have to come from somewhere and that may mean eating into other traditional gaming areas.” OK, so maybe not on Facebook … but so close!（source:games）