| Kenneth Blaney |
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The problem is not sync vs async. Battle Pirates gets put on the top of the heap (in my opinion) of facebook games pretty easily by simply not forcing you treat your friends as resources. Although I CAN get a reward for inviting friends to Battle Pirates, the rewards are capped (anything more than 17 friends doesn't help) and the rewards take the form of convenience, not power. This is in comparison to the "village" genre of games where, all to often, you are faced with situations like "this structure costs 20 stone, 10 gold, 5 wood and 3 friends".
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| Jeremy Alessi |
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The problem is that people have grown tired of games clearly created to use them instead of entertain them.
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| Anatoly Ropotov |
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No.
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| Dennis Hansen |
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We're doing a synchronous football game called Soccorama on FB - it's still in Beta but you can play it now.
http://www.soccorama.com/ |
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| Lewis Pulsipher |
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Synchronous games aren't likely to create very large audiences, because they're inconvenient. One of the hallmarks of mass-market games is that they're convenient. I could see an asynchronous, turn-based, cooperative game making inroads, something like Pandemic (board game) only with many tougher puzzles to collectively solve for those who get tired of the simple ones.
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| Gary LaRochelle |
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Playdom/Disney has the synchronous game Wild Ones. Basically a Worms inspired game. It's a fun game to play but the internet lag makes it impossible to enjoy. The lag would throws off your aim and timing.
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| Ramin Shokrizade |
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Wait wait, let me get this straight. These companies think that if they add real social interaction to their social games that players will find them more interesting? Brilliant! With most of the industry investment dollars going to social game development, this miraculous conclusion could have come a bit sooner.
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| Kevin Gadd |
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If your game is largely synchronous, you are naturally limiting the total size of your audience, because many of the people who play asynchronous games won't have anyone to play a synchronous game with at a given moment. You end up crossing into appointment gaming territory, which is never going to be as big as something like FarmVille. Might be easier to monetize that audience, though.
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| Joshua Oreskovich |
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How about some actually social interaction on my social site?
Someone said a while back that facebook could care less if you were run over by a gas truck. this isn't an anology of facebooks feelings, but Facebooks social use. It's the next years chat room for the too lonely and bored to go out and do something. again social platforms mega fail to innovate. Also has to do with the fact the games are childish, cartoony second to third rate games. Put a pvp user interface on facebook for a triple a shooter and watch it succeed.. well moreso anyways. mean really Asychronous doesn't shine a turkey like Facebook games, facebook needs to be reinvented at this point ~ too much competition. Facebook is an address book on it's best day, a day planner, 'general' social circle news. It's not a social poster child of highly motivated movers and shakers. |
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| Christopher Pfeiffer |
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Our game is in beta and is synchronous. About 60% of players choose to play within Facebook even with the option to also directly play the PC client version:
www.bombbuddies.com |
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| Elliott Wu |
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Yay for synchronous "victory to the highest bidder" gameplay!!! Zynga can now ask their players to bid for their victory in REAL time!! The Visa Crucible is now a reality!!!
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| Glenn Sturgeon |
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It seems maybe the deal announced back in january to bring Gaikai games to FB is a big part of answer to the question, Real-time multiplayer games: Could they help save Facebook?.
http://www.gamasutra.com/view/news/39681/Cloud_gaming_service_Gaikai_coming_to_F acebook.php I've been wondering how the Sony acquisition of gaikai will affect the deal they had. |
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| Michael Joseph |
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Has Facebook ever used celebrities to promote their games? Assuming they could actually get A list celebrities and athletes to help them promote their games, they might start investigating ways to tie "real" people with celebrity players. Yes it'd be gimmicky, but it might actually work.
"OMG Justin Beiber is going to be playing in the mega ManufacturedStarVille tournament this weekend! And the winner gets to have dinner with him!" I think Facebook should play to it's strength which is connecting friends and family... and trying to help foster new connections through locality and common interests. - dating services - local movie nights w/ age ranges specified (so the 30 something crowd can avoid the teenyboppers and vice versa) - gaming & hobby clubs - craigslist style local classifieds - genealogy trees - local chat rooms (eg #seattle, perhaps age segregated) - public access style local video feeds - i dunno what else anyways, focus on services and use their massive userbase to out compete existing online services in those respective domains and continue to help people connect with one another for every type of connection under the sun. This is the same type of stuff google should be doing but google's problem is it's so damn generic and sterile and impersonal (which is fine for finding generic impersonal information online) Facebook at it's core starts by connecting you with people you actually know. |
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| Nicholas Bellerophon |
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I think Battle Pirates is particularly successful because it permits (and rewards) both synchronous AND asynchronous play. So if you want to come on and try to raid someone's base, you can, whether they're online or not. But you can also have enemies and/or allies online with you, at which point things become even more fun.
Furthermore, its social mechanics are well balanced. Not too much spam, but still definitely strong social pull from invites and gift requests. But the biggest social win for BP is that, really, it's a team game. Surprisingly, for quite some time Kixeye didn't even formally support the team element, but guilds emerged naturally using the Facebook Groups system, generally along the lines of available real-time in-game chat. It is no surprise that this chat is encapsulated by 'zone', which by the way correlates with physical base-to-base distance and thus fleet travel time. So what Kixeye have done is create a sense of LOCALITY, with chat permitting the emergence of COMMUNITY. This is how real society works. Game designers should take note :) |
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| Charles Doty |
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This is completely missing the 'typical' Zynga crowd. They aren't interested in 'playing games'; it's the interaction. They enjoy trading stuff, showing off their accomplishments, helping someone else, etc. But, they've been through a few cycles of quick advancement, followed by slower and slower advancement designed to wring money out of them. Each successive cycle has more than likely become less and less rewarding.
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| Lilit Abrahamyan |
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A nice atricle, Tom. However, what surprises me is that it discusses synchroneous gameplay without mentioning Idle Worship at all, which, if i am not mistaken, is the fist synchroneous game on FB. I have been playing it from the very first day of its open beta and can say it's the best social game ever imfo... It also provides asynchroneous gameplay if one wishes not to communicate with the playing community, which, however, is quite difficult, as there are always online players there, ready to help/bless/curse or just chat! Besides, the game itself is built in such a way that you do communicate with other "Gods"-players eventually, who may bump into your island by chance. And it has wonderful social mechanics in place in form of very humorous greeting cards which you can post either on your wall and puch it onto your friend's newfeeds or on your friend's walls. You never need to invite a friend to help you out as there are plenty of players eager to lend a hand. I haven't played Battle Pirates yet... will check that out right away.
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| chris maloney |
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william goldman once said "no one in hollywood knows anything." by that i mean gaming is entertainment just like movies and tv shows, driven by hits. and no one knows what could work and what couldn't. within a month or a year or never, we could see a major hit synchronous game. the possibility is there, but who knows if someone will develop a hit. i think a guy like mark burnett could do something, but guys like him don't focus on games.
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