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Hugh
de Loayza, vice president of business development for Zynga, is extremely
bullish on the social gaming business -- which is shaping up to be the
posterchild for industry growth in 2009. Zynga, of course, operates many of the
most popular games on Facebook -- including FarmVille, Café World, and Mafia
Wars -- the top three titles, as of this writing, for monthly active users.
This
interview took place at last month's GDC China in Shanghai shortly after the
launch of Café World. In his presentation, de Loayza revealed that the title is
Zynga's fastest growing game yet -- it reached 3 million users in just six
days. As of this writing, it has over 28 million monthly active users.
De
Loayza's background, of course, is not in social gaming, but in casual games -- with
stints at EA's Pogo and Sony Online Entertainment -- so he understands the
industry's transition.
Here, he speaks about not just what makes these games
successful, but why developers like Brian Reynolds, who left Big Huge Games for
Zynga, are attracted to the social games space -- besides the potential profits.
What do you ascribe Café World's success to?
Hugh
de Loayza: It's a network effect where we're driving traffic across multiple
extremely large games. It's a little bit of good fortune that we have.
Do you track the percentage of people that come in via, say, FarmVille?
HD:
We are an incredibly analytical organization, so we track just about
everything. It's the secret sauce behind all that stuff. There's a lot of
mathemagics that go into it.
Obviously, "virality" has been a huge buzzword. You guys
capitalize on that with a lot of status updates and news feed stuff in
Facebook. Where do you see where that is right now, as things evolve and people
become used to seeing it? What is the current state of virality?
HD:
It's a constantly evolving state. That's the magic behind what we do. Certain
things we do will work, and others won't. You try new ones, and A, B, C, D, E,
F, G testing constantly. The current state is that some of that stuff does
work. We also have to pay really significant attention and care to the rulesets
that are put in place by the social networks.
Do you find that as there are more games and more experiences doing
more virality, that there's a saturation effect that the audience is reaching?
HD:
I'm sure that the audience reaches some degree of saturation. We all do, if
we're spending a lot of time on there. The trick for us is understanding new
mechanisms that will inspire them to do that. It's also about good gameplay,
right? That is a part of the gameplay, but it's also about building experiences
that they want to share with others through the communication channels.
It's no secret that Playfish has been really critical of the
auto-inviting systems that a lot of games have, and have talked more about
creating experiences that users organically wish to bring their friends into.
You guys have to look at it both ways, right?
HD:
I guess we do look at it both ways, but the truth of the matter is that the
response speaks for itself. If 18 million people are playing FarmVille,
it's a game that they want to share with their friends, and it's an experience
that they want to provide. There are other opportunities for farm games,
including [Playfish's] Country Story. It's a good experience.
If you look at the evolution of the farm genre, in light of the
Chinese markets, there was a high degree of game cloning. There was Harvest
Moon, then Happy Farm, which was launched in Asia, and that begat
the Western farm games. How do you see that issue? How do you see the overall
saturation of game ideas that are cloned? The source is not original, and once
something becomes big, it becomes pervasively copied?
HD:
Our games are pretty distinctively different from the traditional Asian farm
games. A shooter is a shooter, so a harvest mechanic is a harvest mechanic. But
the story you wrap around it is different. The other thing to pay attention to
is that you've got a service that you're running.
The value is in that service,
for the users. If it's something that's constantly changing, you're in the same
sandbox, but at the same time, it's a widely different experience all the time.
It's the difference between Half-Life, which is basically a shooter, to Combat
Arms, or whatever. It's the same shooting mechanism, it's just different
services around it.
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There's alot of social games that are coming close to what the social experience should become, but it's like they won't go that extra mile or two. And for the likes of me, I can't figure out why they won't do it right.
Greed is the only thing I can think of... But see, that doesn't makes no sense neither, because if they do finally get it right, the money will come... Not that they're not doing well getting money, just how they go about it leaves a bad taste in my mouth.
I dunno
http://www.techcrunch.com/2009/11/08/zynga-to-stop-all-in-game-offers/