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Features
  The Social Network Game Boom
by Sande Chen
8 comments
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April 29, 2009 Article Start Previous Page 4 of 4
 

Business Models

Although the development cycle of social games is similar to that of casual games, their business models are more aligned with MMOs. Given their origins, however, social games almost always have a free component. Beyond that, game developers are free to monetize applications as they see fit and they've been doing well with a mixture of the following business models:

  • Advertising or Sponsorship
  • Microtransactions: virtual currency and/or virtual goods
  • Subscriptions or Premium modes

The advantages for developers for using a social network like Facebook are evident. The barriers to entry are low but the potential for profit is high. They're getting wide distribution on a trusted network and moreover, they don't need to share revenue with Facebook.

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The approval for Facebook applications is quick -- something like 24 hours from submission. Ali built his first app in two weeks, but nowadays, with better graphics and production values expected, it might take three to six months for an application to go online.

Even after a game goes live, social game developers must maintain the service and answer to customers. Like MMO developers, social game developers are constantly adding content and evolving their games. Compared to MMOs, though, these iterations occur at a blistering pace.

"Facebook time is faster than normal Internet time," says Ali. "Facebook enables rapid feedback in a way that the Web never did before."

As such, clones of games run rampant, but the first mover may not have the advantage as other developers improve upon the design. The friend-trading stock market game, Friends for Sale, for instance, was preceded by Owned! and Owned! in turn was preceded by Human Pets. Mobsters, Mob Wars, and Mafia Wars are all similar takes on a RPG.

Some developers also sweeten their app's sales by appealing to users' charitable natures. (Lil) Green Patch, a top Facebook virtual pet application, purports to help save the rainforest while you tend to your garden and scare off pests.

Numerous other apps of this kind exist, some with ties to charities like the Nature Conservancy. The causes supported range from world hunger to global warming. It's unknown how much of this revenue actually goes to the charities. A few users from the IGDA Women in Games mailing list reported that by playing these games every day or by buying the game's virtual currency, they felt that they were assisting a valuable cause.


(Lil) Green Patch

Because these business models do better when there are more users, some developers had "forced invites" built into the application. If users wanted to progress in the game, then they needed to invite friends to add the application. "The days of Facebook games after the API was introduced were horrible for a lot of people," says Green, "because of the constant spamming by your friends to join some new game."

In February 2008, Facebook banned forced invites, which has led developers down creative routes to incentivize invites in game design or otherwise, use newsfeed notifications to their advantage. Both SGN and Playfish steadfastly avoid spamming, instead relying on word of mouth for their games.

Playfish is experimenting with all three business models and has been successful in monetizing these multiple revenue streams. Overall, Ali estimates that 80% of revenue for games comes from virtual currency whereas 80% of revenue for non-games comes from advertising or sponsorship.

Advertising/Sponsorship

The game developer can place interstitial ads, banner ads, video ads, links, or branded virtual items inside the game. Most advertisers are looking for an application that will integrate their brands into the game. This hasn't happened as much in games, but can with the help of 3rd party ad networks like AppSavvy, SocialMedia.com, and Cubics. Else, the game developer can sell ads or get sponsorship on its own.

Developers can also use networks like Super Rewards and Offerpal Media to receive a referral fee. In exchange for filling out offers to join NetFlix or other services, players receive virtual currency or goods. (Lil) Green Patch, for example, offers more acreage for your garden if you sign up for a number of offers.

Microtransactions

In most cases, developers use a dual currency system. In (fluff)Friends, there's munny and there's gold. Munny is earned while playing the game and can be used to purchase virtual goods to pamper your (fluff)Friend. Gold, however, is used to purchase limited edition characters, merchandise that simply isn't available to those with just munny. To obtain virtual currency like gold, players pay for it with PayPal or credit cards. Across Facebook, virtual items range in price, from $1 to $50.

As in the case with free-to-play MMOs with microtransactions, developers must be careful to keep these special items from unbalancing the game. It's important that non-paying players enjoy the game as much as paying players. For games like (fluff)Friends, it's definitely more fun with more players. Developers need to take care not to alienate non-paying players.

Subscriptions/Premium Modes

In the subscription or premium mode scenarios, players pay a monthly or yearly fee for extra modes or advantages. In Word Challenge, a player can pay for Pro Player Club membership and get more taunts, no ads, and exclusive modes of play, like Word Grid. Again, the issue here is whether or not the premium mode unbalances the game or gives subscribers an unfair advantage. In the case of Word Challenge, it doesn't.

In PackRat, though, the subscription definitely gives an advantage to XL (premium) players by giving XL players access to XL markets, double pack size, and tix, the PackRat equivalent of (fluff)Friends gold.

Although these perks are understandable because XL players want value for their subscription, it has slowed down the game considerably. With the extra pack size, XL players, whether intentionally or unintentionally, hoard cards and remove them from circulation. This was more apparent in PackRat v2.0, which has since been dismantled.

Future of Social Games

While the first generation of social games had simplistic gameplay and simplistic graphics, the second generation has upped the ante. Production values match Web games and game developers are merging the gameplay qualities of casual games, MMOGs, and virtual worlds. With Flash 10's 3D capabilities, 3D games may be coming to social networking sites soon.

"The sky's the limit," says Davis.

One day in the future, players will enjoy immersive strategy games, arcade games, casual games, RPGs, ARGs, and virtual worlds, all on a social networking site. Davis fully expects larger game publishers to join the fray and make this vision a reality.

As for indie developers, Ali, now a partner at Shotput Ventures, says, "Just do it. There are so many stories of people who are building an app for Facebook and it ends up being such a great success that they quit their day job. It's totally possible."

 
Article Start Previous Page 4 of 4
 
Comments

Aki Jarvinen
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Interesting article!

I've written about similar issues regarding motivations and design, with slightly different terms, in a couple of posts. Check out 'Game Design for Social Networks', parts 1 & 2:

http://www.mygamestudies.com/content/game-design-social-networks-part-1

@aquito

Nick Hoffman
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I really enjoyed this article. As we see the future of communication and gaming infiltrating the social networking atmosphere it seems the possibilities are endless. I work in a private school for students on the Autistic Spectrum, mood and anxiety disorders and they love their video games, almost as much as I do. The social aspect of their lives is the major hurdle for them to overcome and incorporating video games and social networking seems to be the way to go. Being a gamer myself I have been trying to think of appropriate games to use in teaching our student the nuances of essential social skills (perspective taking, teamwork, time management, self-control etc.)
After reading this article it made me think about where communication and gaming is going now, more online and not so much face-to-face, which seems to favor our students. Do you think that the more kids use the social networking, MMOG's, and electronic communication in general is degrading those essential face-to-face social skills? When thinking of trying to develop lesson plans and curriculum for these video game groups that is a question taht keeps popping up.

Jhypsy Shah
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I thought about building a MUD for a flash terminal to make an app..thought it would be neat.

Janne Paavilainen
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Good read. "Social games" as a narrowing genre term is indeed a bit poor as almost all video games are so very often social in different levels. There are no true single player games in an arcade for example, not to mention Wii party games, multiplayer strategy games or even PONG. Then again, the more accurate "social media games" is probably considered too long and awkward to use.

Loretta Micheals
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Excellent article! The recent phenomenon of Farm Town on Facebook shows an amazing desire for more of these games. They supposedly have hit the 4,000,000 user mark in less than three months. The game is a fascinating combination of SimCity (only call it SimFarm) with a great social interaction. They still have a lot of bugs to iron out, but this doesn't stop some very obsessive playing.

Daniel Carvalho
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My main issue with the social networking, Web 2.0 boom is the influence it's having on serious games. Sure the social era has created profitable opportunities for new would-be developers with low barriers of entry, but so much emphasis is placed on mass market appeal and revenue. Developers are now focused on satisfying the basic needs and desires of the masses with very little concern of the craft of making games. Most of these "gamers" deplorable compulsions, don't go past clicking random objects on the screen and watching them explode. Lets not forget the wicked score, incrementing every time you're successful in doing so. It's these gamers that aren't going to care about your artful touches, your attention to detail, or your story.

Lets face it, we know the masses aren't often right. Lets not let the uneducated make what should be our educated decisions. Companies are spending so much time trying to get an extra buck and broadening their audience, that they are forgetting the gamers that spent their cash getting the game industry where it is today.

I realize different games have different goals, such as passing time, and sure, take the good and better your titles. I'm just against it effecting the mainstream hardcore AAA industry negatively, which it is.

I really don't like where the gaming industry is going.

Caleb Garner
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@Daniel... dude you have no idea how elitist and out of touch you sound... lighten up... there is plenty to go around. I don't like most social game out there either, but surely you can see the potential? This whole thing is not even two years old!

Making a social network game still requires a hard work, a clever idea that engages people and ultimately makes the lives of those who interact with it happy. they are games. Games are about having fun... and most people don't find serious all that fun... Isn't fun the business we're in?

Bill Murtog
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Great read. There seems to be so many of these networks popping up but many lack substance or vision. I remember early on the innovators were CharacterPlanet which is now http://gamefriends.com and guildcafe which is gamerdna. Some really awesome ones coming out though. Should be interesting to see who "wins".


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