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Zynga Staff Told To Copy Competition, Claims Senior Ex-Employee
by Simon Parkin [PC, Console/PC]
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September 10, 2010
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A former employee of Zynga, the social game developer behind the seven most popular titles on Facebook this month, has spoken out against the company's business approach and studio culture, calling it "one of the most evil places I've run into."
Staff were explicitly told to steal competitor's ideas, said the anonymous senior staffer, speaking to alt.paper SF Weekly. "I don't f***ing want innovation," the ex-employee claims company founder Mark Pincus told him. "You're not smarter than your competitor. Just copy what they do and do it until you get their numbers."
The paper said that it spoke with other former Zynga employees who echoed the same sentiments. None of the sources gave their names. Zynga did not offer SF Weekly a comment on the claims.
Zynga's business model has proved successful for the company. An investors' brief compiled for financial-research site Track.com estimated its revenues would be nearly $530 million in 2010, up from $300 million in 2009 although, as a privately-owned company, its true income and worth remain unknown.
Meanwhile, despite dropping 24 percent of its players since its peak, Zynga's flagship game, FarmVille, still dominates gaming on the Facebook platform, with 62 million users each month -- almost double that of the second-best performing title.
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If you look at today's leading companies in pretty much any field you will see this pattern emerge to some extent. Well, apart from Apple who don't do ANY market research whatsoever.
with that said though I would love to see an in depth interview with actual developers of these games , I imagine the difficulties and challenges they face must be at least a tad bit different than other developers.
http://www.gamasutra.com/blogs/NicholasLovell/20100908/5924/Snobbish_Arrogant_an
d_Elitist__Why_Attitudes_to_Zynga_Suck.php
This isn't to say that they have to be like this.
Time to move to a free agent / art patronage culture - as with film, architecture, music, visual arts (etc)...
Are games an art form (yes, with a commercial upside), or only a type of crack cocaine that we use to pry money from people?
The IP Laws are broken. They give an unfair advantage at companies that have the most cash and they barely protect Innovation, if they would have, a company like Zynga couldn't have never came across their deeply undeserved success.
At the end of the day it is only a system of etiquette that will prevent this kind of thing from happening.
...and thus, the IP protection laws are broken. They should be cheap to do and easy to enforce.
myFarm was developed by just one indie dev and I was one of the first batch of players for it, then competitors started to pop out with his same exact formula, same camera angle, similar texture of graphics, same mechanics, etc.
If the IP protection laws worked properly, copiers would have to think twice before taking a huge risk.
^
THIS.
sometimes its not the quality of the game that makes it successful, but how many people knows about it.
i'm not supporting this, but it's been the culture of social games pretty much since they got coined as such.. take the completion bar.. the one that every game has now. "Bookmark, like, etc.." a few months ago i'd never seen that before but then suddenly every game i visited after a long break had this bar appear.. and for the time being it works.
these companies will continue to do this till the market demands something different. regardless of how some of us feel about the argument of "they are not even real games" is pointless because as long as the market supports it, this culture will continue.
One thing to note is that these two philosophies have very different long-term business models. The latter model's profitability is based upon the companies ability to keep producing quality works. With the former, however, profitability only lasts until the market is saturated. Once everyone makes roughly the same product, profit margins are minimal, as companies can only get ahead by edging out the competition by a few cents.
Personally, I'd rather work in a creative setting than on an assembly line.
What's sad is that they're only cloning the little features. I may just not have seen it, but it doesn't appear that any of the major players is innovating in that space with novel ways of connecting friends through games. It's just interface tweaks covering the same set of features.
There's nothing innately evil about that. Microsoft has managed to succeed for many years by seeing what products are popular and then doing them better. (Although sometimes that backfires, as with Java, sometimes it works very well, as with Internet Explorer.) I would also say that Blizzard did exactly this with World of Warcraft -- they didn't innovate in any significant area; they used the "second-mover advantage" to take what worked in other MMOs and simplify and streamline those features. So has Zynga.
Basically, Zynga : FarmVille :: Blizzard : WoW. Is Blizzard evil?
I'd say no, and the same for Zynga. But at the same time, that lack of innovation does make their products not very interesting to me, and potentially not very helpful toward growing their respective game genres over the long term. (Short term, certainly; long term...?)
The good news is that the relatively low cost of getting a game up in the social gaming arena should allow for more developers to try more new ideas. Of course, the downside there is that it gets harder to find good games amid all the quick hacks, or -- as Apple recently put it with their usual tactlessness -- "amateur hour."
But better an active marketplace than a stagnant one.
People feel that Zynga crosses that line and is not being inspired by games like Farm Town but cloning them. Part of the reason for that is that it is a challenge to distinguish Farmville from Farm Town in screenshots, whereas WoW and Everquest have matching mechanics and inspiration was definitely very heavy, but each is still distinctly and separately identifiable.
It's the equivalent of it being fine to take inspiration from the Mona Lisa and make something that feels similar but is not the same, it is another to clone the work and pass it off as my own.
That line between inspiration and cloning is an easy line to see, but a difficult line to define.
But we're talking about inventive gameplay. I can take another guys gameplay, and "reskin" it with my own copyrighted content, and I've "stolen" the underlying gameplay - because he was easily able to protect his copyright, but didn't bother to patent the gameplay (which is what most game designers do).
Really what game designers rely on most is trademark. The Dungeons & Dragons mark is primarily associated with the tabletop RPG. If TSR patented the tabletop RPG gameplay, true no one else would have been able to do such a game for 17 years or so - but they didn't need to. The D&D brand was worth more and easier to lock down.
D&D is another PacMan case in my opinion. Plenty of various elements in combination make that a very protectable IP, and there are a ton of legal spin offs of that IP as well. And, TSR has probably sued a lot of parties and won….and also lost ;)
btw- @ gus, I don’t think these cow clickers define the genre ‘social games’. social games are here for a long, long time to come IMO.
* overheard bus conversation