Hiển thị các bài đăng có nhãn facebook games. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn facebook games. Hiển thị tất cả bài đăng

Thứ Bảy, 11 tháng 2, 2012

Ultimate Fourth of July Guide for FarmVille, Mafia Wars and more

The Fourth of July is right around the corner, and you can bet your firecrackers that FarmVille, Mafia Wars and the rest of the big games on Facebook will release special items and events in celebration of this major holiday. Games.com - The Blog! will be compiling all of those special holiday items/events in this post, so check back here soon for a complete list.

For readers who do not live in the U.S., here's the low-down on this American holiday from Wikipedia:

"In the United States, Independence Day, commonly known as the Fourth of July, is a federal holiday commemorating the adoption of the Declaration of Independence on July 4, 1776, declaring independence from the Kingdom of Great Britain. Independence Day is commonly associated with fireworks, parades, barbecues, carnivals, fairs, picnics, concerts, baseball games, political speeches and ceremonies, and various other public and private events celebrating the history, government, and traditions of the United States. Independence Day is the national day of the United States."

FrontierVille
FrontierVille celebrates Independence Day with Firecracker, Liberty Bell
FrontierVille Liberty Cherry trees available for limited time
FrontierVille Independence Day Collection rings in the holiday weekend

FarmVille
New FarmVille decorations and free gifts: Celebrate Fourth of July with fireworks!

Pet Society
Pet Society rolls out Fourth of July items and clearance sale

Cafe World
Cafe World: Celebrate Fourth of July with Sizzling Summer Decor

Mafia Wars
Mafia Wars Fourth of July sale includes five limited edition items
Mafia Wars Fourth of July sale incentives: Elvis impersonator and more

Treasure Isle
Treasure Isle flags return in time for Fourth of July

YoVille
YoVille Fourth of July Fireworks now available
YoVille releases new July 4th items
YoVille Fourth of July items added to the clothing store

FishVille
FishVille creatures and decor flaunt Fourth of July flair

Zoo World
Zoo World celebrates 4th of July with collection game

Happy Pets
Happy Pets pretends Independence Day is Memorial Day

Hotel City
Hotel City lights up the sky with July 4th fireworks

How are you going to celebrate Fourth of July?

Thứ Tư, 1 tháng 2, 2012

Facebook FPS: UberStrike brings gunslinging action to social networks

UberStrike
While browser first-person shooters (FPS) like Quake Live and Battlefield Heroes have been around for a while now, we've patiently awaited the day for our favorite modern American past time to come to Facebook: shooting things. South Korean developer Cmune has brought its browser FPS game, UberStrike, to Facebook. And it is, for lack of a better a word, awesome. Playing much like commonly known games such as Quake, UberStrike brings the traditional online FPS to the world of social games in a huge way.

Take a look behind the break for more about this shooter on Facebook.
Character Creation
For those familiar with how FPS games work, there won't be much different here than the novelty of having one on Facebook. But those new to genre will learn best through trial and error. Installing UberStrike requires players to download a one-time Java program to help run the game. Once inside the game, you'll find yourself in Character Creation where you're given a few options to customize your avatar such as skin tone, clothing color and hair color. (But only male avatars are available, what gives?) After that's through, the lobby awaits, which serves as the game's live chat room as well. This is where players can organize games together and buy Credits (the game's paid currency) bundles.

More importantly, this is also where you'll access games to play. Clicking the "Play" button will take you to a list of servers that are located in various parts of the world by region. It's best to choose a server closest to where you live to ensure the best play experience. For instance, I live on the East Coast, so choosing a West Coast server would still be playable, though I might suffer from serious lag and control issues. After choosing a server, you'll be presented with a list of games currently playing on that server.

Gameplay
Fortunately, the games are separated by map, player number and gameplay mode. There are currently only two gameplay modes available: Death Match and Team Death Match. In other words, you can kill everyone around you or kill everyone on opposing teams. Choose a game (or create your own) and you'll assume control of your character and get to the meat and potatoes of UberStrike.

Gameplay is simple enough, control movement using a combination of the WASD keys and the mouse to aim. Clicking the left mouse button fires and keys 1 through 5 cycle through weapons. The aim of the game is rack up as many kills as possible while staying alive, so be sure to pick up as many armor and health packs as possible. The balance between attacking other players and staying alive by collecting armor and health makes for a Facebook gaming experience that is sure to keep you on your toes.

Death Scene
As for visuals, this game looks impressive for being on a platform that normally only runs Flash games and not much else. Uberstrike operates in full, though minimally detailed, 3D with even a physics engine that affects the flight of projectiles and, how should we say, bodies. The graphics can be scaled for performance or looks through the Options menu where you can also remap controls and even sync a game controller for the console FPS crowd.

However, we're put off by just one thing: The Shop. Acquiring new weapons is far different than in other FPS games where they're found on the ground. Using Credits, players can buy licenses for more advanced weapons. The keyword here is "license." Buying a weapon or other enhancement only grants access to the item for a certain time period. This wouldn't be so bad if they weren't so expensive. To paint a better picture, buying, say, a Force Cannon for one week's use costs 2,184 Credits currently. However, that's about $4 for an item that's only going to last you a week as opposed to other games where that would be a one-time purchase.

While there are items and weapons available for coins, they'll never be as powerful as the paid items. Unfortunately, that's the current state of social gaming and it's unlikely to change for some time. That being said, UberStrike is a game that could get FPS fans hooked almost instantly and might even make some FPS players out of you.

Play UberStrike on Facebook Now >

Thứ Năm, 12 tháng 1, 2012

Live in a tropical paradise year-round with Beachtown on Facebook

Want to ring in the new year on Facebook by trying out a new game? Hueys Planet hopes that you will give their offering Beachtown a try. The game gives "everyone... their own beach," and you'll be able to customize that beach with a wide assortment of outdoor and water activities (those that you would normally find on a trip to the beach) in a gameplay setup that isn't entirely unlike the Sims.

Your friends will play an integral part in your advancement through Beachtown, as you'll be able to control their actions, and earn experience points and Beach Coins (the game's currency) for not only your actions, but the actions of your friends as well. Luckily, your friends don't actually have to play the game to take part, although it couldn't hurt the experience, if you can actually play with real friends.

Meet us behind the break for a complete look at Beachtown on Facebook.

Bringing in elements of the Sims franchise, each person on your beach is technically computer controlled, but you'll be able to control their actions at any time by simply clicking on them and then dragging them to the area of the beach or water of your choice. Each person has a set of desires, based on activities that they would like to take part in, and while you'll receive points for all actions, if you can match up a character with the activity they would personally like to complete, then you'll earn bonus points.

All sorts of "attractions" or activities can be added to your beach, ranging from spots that allow for Longboarding, Surfing or Snorkling in the water, to areas on the sand like Yoga and Exercise stations, or even Hula spots. Each activity will be completed after a different amount of time, so there will likely always be a spot open for your friends if you stick around long enough into a gameplay session. You can even upgrade these activities as you go along to make them more rewarding.

You'll have a series of light quests to complete on the left side of the screen, and bonus items will appear as you, or your assigned friends complete each task. You'll need to manually collect the prizes for completing tasks, which adds the ability to leave the game and then come back at a later time when the activity has been completed, but the rewards are still available.

Adding to the customization in the game is the ability to decorate your beach with a variety of themed items, including palm trees, beach umbrellas, and beach towels, along with some more unique items, like rock stacks, sundials, tikis, and so on. There are items available to purchase for both Beach Coins and Clams, the game's premium currency.

Another game element comes in the form of your Beach's popularity. As you add activities for your friends to take part in, the popularity goes up, allowing you to have even more friends appear on your Beach at the same time. Obviously, then, the more activities you have to take part in and the more friends you have to do them - the more coins you'll earn as a result and the faster you'll level up. Leveling up unlocks new activities, and thus the cycle continues.

Other gameplay elements include collections that can be completed (shells, starfish, stones, and the like) by clicking on Treasure Chests that appear at random quite frequently as you play. These chests can contain either coins or these collectibles. Trading in collections earns you coins, and you can add items to a Needs List to ask your friends for help in sending them to you.

Speaking of friends, the game's social elements include the ability to send free gifts to your friends, and the ability to visit your friends' beaches. Interestingly, there is no in-game NPC friend, so you'll have to invite some of your own friends to play the game in order to get anything out of these features.

Thứ Hai, 9 tháng 1, 2012

Look, Zynga, MapleStory maker Nexon can make a billion bucks too

Well, at least in Japan. TechCrunch reports that Nexon, the South Korean creator of hit free-to-play game franchise MapleStory, looks to make up to $1.3 billion from its initial public offering (IPO) on the Tokyo Stock Exchange. The company, which has since expanded onto Facebook with a version of MapleStory and two other games, expects to reel in over 100 billion yen.

Better yet, the Nexon IPO could boost the now Japan-based company's market cap, or the public consensus on how much a company is worth, up to between $7.7 and $9 billion. For those keeping score, that's not terribly far off from where Zynga is expected to land. (You know, when its IPO actually happens.) And in the Japanese social game space, that could set Nexon in first place ahead of both DeNA and GREE.

Many credit Nexon as one of the first companies to popularize the free-to-play game model in the Western world. The company is also known for releasing the world's first graphics-based MMORPG (massively multiplayer online role-playing game), The Kingdom of the Winds, in 1995. That said, we're surprised this hadn't happened sooner.

On Facebook, Nexon currently enjoys around 1.7 million monthly players, according to AppData. That's thanks almost entirely to MapleStory Adventures. However, the publisher's Wonder Cruise has yet to officially release on Facebook and its brand spankin' new Zombie Misfits is slowly climbing. Now, if only Nexon would take that extra cash and put Dungeon Fighter in our iPhones already.

Facebook's Zuckerberg 'pretty sure' company won't make social games

Riiight. We're onto you, Mark. Jokes (momentarily) aside, Facebook CEO Mark Zuckerberg (pictured) and COO Sheryl Sandberg told journalist Charlie Rose during a PBS interview that aired Monday night that Facebook will not build its own social games, Business Insider reports. However, it's interesting to note that the Big Z is the one who led the conversation into games, and continues to praise them.

"One thing that we haven't talked about at all here are games, right," Zuckerberg told Rose. "I mean, games is probably the biggest industry today that has gone really social, right. I mean, the incumbent game companies are really being disrupted and are quickly trying to become social. And you have companies like Zynga."

Despite his deep enthusiasm for social games, the Facebook chief said, "No, I'm pretty sure we're not going to build any games." That is, after Rose repeatedly interrupted the guy ... jeez. Zuckerberg went on to elaborate that Facebook is better off focusing its resources on creating a single ecosystem for smaller products, like games, music streaming services and more.

The guy kind of has a point. For Facebook to start its own game studio, it would draw focus away from the company's core product: a social network and platform. Here's a piece of the transcribed interview in which Rose appears to interrupt Zuckerberg, like, a lot:

    Mark Zuckerberg: One thing that we haven't talked about at all here are games, right. I mean, games is probably the biggest industry today that has gone really social, right. I mean, the incumbent game companies are really being disrupted and are quickly trying to become social. And you have companies like Zynga.

    Charlie Rose: Yeah, well –

    Mark Zuckerberg: – which are going public soon and will be valued at most likely at multibillion dollar valuations. And basically all of their games are built on top of Facebook for the most part.

    Charlie Rose: Exactly.

    Mark Zuckerberg: And a huge number of other companies as well. So I mean, does Facebook build any games? No. We build no games.

    Charlie Rose: You say that today –

    Mark Zuckerberg: No, we –

    Charlie Rose: You say that today.

    Mark Zuckerberg: Actually –

    Sheryl Sandberg: I'm pretty sure we're not going to –

    Mark Zuckerberg: No, I'm pretty sure we're not going to build any games.

    Sheryl Sandberg: [unintelligible] we're not going to build games.

    Mark Zuckerberg: We build –

    Charlie Rose: Well, why are you so sure?

    Mark Zuckerberg: Here's why. Here's why.

    Charlie Rose: I'm only saying this because people thought that Steve Jobs –

    Mark Zuckerberg: I'll tell you why.

    Charlie Rose: – would never go into retail, and he did.

    Mark Zuckerberg: I'll tell you why.

    Charlie Rose: All right.

    Mark Zuckerberg: Because building games is really hard. And so that's –

    Charlie Rose: So that's the only reason.

    Mark Zuckerberg: And we're doing - what we're doing is really hard. And we think that we're better off focusing on this piece. I think that building a great game service is really hard. Building a great music service is really hard. Building a great movie service is really hard. And we just believe that an independent entrepreneur will always beat a division of a big company which is why we think that the strategy of these other companies trying to do everything themselves will inevitably be less successful than an ecosystem where you have someone like Facebook trying to build the core product to help people connect and then independent great companies that are only focused on one or two things doing those things really well.

    Sheryl Sandberg: And those companies can't - don't have the discipline to do it, right. They get big, and everyone wants to do everything, and they just say yes. And then they don't do everything well.

Thứ Bảy, 7 tháng 1, 2012

Keep your virtual computer virus free with VirusWars on Facebook

Just today, the folks at BitDefender launched a computer themed tower-defense title on Facebook called VirusWars. The game has a clever premise - you are in charge of protecting the inner workings of your computer system. It's up to you to place defense systems on your motherboard and other various computer hardware in order to keep out all manner of nasty things, from malware and spyware to viruses and even spam.

The game's tower defense layout will be incredibly familiar to those who have played even one other game in the genre. You'll be allowed to choose a level set to start on, with each level giving you a different amount of coins to start with. You'll be able to spend those coins on defensive items, including multiple varieties of turret. These turrets come in different colors and with different stats, with the more powerful options obviously costing more coins to place. That is, you'll be able to choose from a whole host of different stat configurations, from those turrets that shoot fast, but are weak, to those that shoot slowly, but can dominate most anything that enters their path.

Meet us behind the break to see how you'll be able to put your strategy to use to defeat the evil viruses.
You'll be able to see the standard path that all enemies will walk down when you are placing your defensive units. If you can afford it, you'd of course want to place multiple units along each path, in positions where they will be able to reach the most number of viruses before they can attack your system's "health." Once you believe you're ready to face enemies, you can click on the "Send Wave" button to set the gameplay into action.

From here, you can either pause the action, or you can speed it up, for times when you know you'll win and don't need to watch things play out. The game doesn't pause if you open up the shop, but you are allowed to do so and to place new defensive units on the fly. For each enemy you defeat, you'll earn a small amount of coins, which can then be spent to either upgrade your current units to become more powerful, or simply buy additional units from the store.

For each virus that escapes your defenses, and makes it to the "core," you'll lose a bit of health. Depending on the level pack you're playing, you may have to take on 50 waves or more before you've competed the round. You'll be able to track your overall score for a particular level by keeping an eye on the neighbor bar at the bottom of the screen. You can also check out your individual stats (how many kills you've made in total across all of the five current levels), and your team stats (all users choose from one of four teams to join) in order to make sure that you're doing your part in the group.

All told, VirusWars appears to be a pretty solid, if a bit shallow take on the tower defense genre. With a small gameplay area, it's unlikely that most users would get overwhelmed with the placement of their defenses, opening this game up to many more players - especially those that may not be seasoned veterans with the gameplay formula.

Thứ Sáu, 6 tháng 1, 2012

An Hour Without FarmVille: What would you do?

Facebook has been shut down for one hour. All access to the website has been blocked off and no apps calling to it like Facebook Mobile or--gasp--games can receive any data. For all intents and purposes, Facebook is, nay, FarmVille is dead for 60 minutes. What do you do? Alright, so Facebook really isn't shut down. (But how many of you checked?)

Angie Bird, a 26-year-old Facebooker and environmentalist has attempted to contact Mark Zuckerberg, the creator of Facebook, to ask the dreaded question Social Times reports. Earth Hour is coming up, a 60-minute period of celebration and observance of our planet. Everything goes off--Internet, TV, cell phones, videogames--in respect of the energy it consumes.

Will Zuckerberg pull the plug and lead the ceremony? Doubtful, but that ripple-effect-waiting-happen begs questioning. What would we do if Facebook games shut off for one hour? Would you go about your business? Is there work to be done around the house? How about your loved ones; is some quality time in order? These are the things that people might not think about when engrossed in their individual conquests for levels and mastery signs.

These are the things that we could all think about more. Now, don't get me wrong. Turning off for an hour and clicking some crops is a harmless hobby. (And a fun one at that.) Perhaps these are the questions in life that FarmVille addicts fail to ask after finding FarmVille. Many people question whether Facebook game addicts even exist, or if it's even possible to become addicted to a game. If this is the effect of social games on certain folks, an entrancing distraction from real life, then it's somewhat easier to understand an addict's side of the story.

That being said, asking ourselves what we would do without FarmVille, before feeling as if we need it, might be a good way to avoid getting hooked. Not to mention it could help grant some perspective surrounding this issue of "addiction" and claims of "evil" flying off the handle. (That, frankly, a lot of people need.) So, do yourself a favor some time, and go do something else for an hour. The next time you come back to the farm, you might appreciate it that much more.

What would you for an hour if FarmVille shut down? Have you tried to step away from Facebook games for awhile? How did it change your perpestive toward them?

Halfbrick to bring Fruit Ninja to Facebook - fruit slicing has never been so social!

Back in April of 2010, Halfbrick launched Fruit Ninja on the App Store. In the time since, the game has experienced phenomenal success, as millions of players haven't been able to get enough of slicing and dicing their way through a smorgasbord of yummy fruit. However, Fruit Ninja costs 99 cents or $2.99 on iPhone and iPad, respectfully, so Halfbrick has decided to release a new version of the game that's absolutely free to play - and on Facebook to boot.

Fruit Ninja Frenzy doesn't have a release day as of yet, but our friends at Joystiq say that Halfbrick has promised "60 second gameplay with many powerups, unlockables and achievements" to be included in this new version of the game. While the game will be free-to-play, you will be able to collect something called "Juice," the game's premium currency, which can also be purchased with real money. Perhaps this Juice will be used to purchase power-ups that are unavailable anywhere else? That's one possibility, but of course we'll bring you all of the specifics when we know more.

Look for beta tests to be "announced soon."

While we're waiting, let us know what you think of this announcement in the comments. Do you currently play Fruit Ninja on your iOS device (or on Android or Windows 7)? Will you play this new version of the game when it launches for free on Facebook?

Thứ Sáu, 30 tháng 12, 2011

One in nine Facebook users play music games; Guitar Hero finds a new home?

Has Guitar Hero found a new home on Facebook? According to data presented by MXP4, a social game developer based in Paris, it very well could be in the future. Of course, keep in mind that the survey was conducted by folks who have a vested interest in music games on Facebook. MXP4 found that one in nine Facebook users play music games, but more importantly that one in three Facebookers play social games. This is the exact demographic that MPX4 hit with its Pump It series in 2010, and has enjoyed mild success.

Here's what else MXP4 found in its survey:

    96 percent would like more opportunities to compete against their friends when playing Facebook games;
    49 percent said the they would play games on Facebook for the chance to win exclusive tickets, merchandise or opportunities to meet their favorite artists;
    12 percent would pay extra to have access to their favorite artist's latest tarcks on interactive music games.


While it's important to know that most people would want a multiplayer experience on Facebook, it's far more vital to see the possibilities for future Facebook music games.

If this many Facebook users played music games, that's more than enough of a following for companies like Activision and EA to go after. Just think of it, one last triumphant push from the music games genre to reassert is relevance. It's almost cinematic, really. If you think about it, games from these companies would last about as long as their ancestors. And that amounts to about enough money to fly to Mars and back, so, sweet deal.

Thứ Năm, 15 tháng 12, 2011

Facebook games move to Requests 2.0, or one-click requests, next year

The FarmVille fans are just gonna' love this one. Facebook announced that Requests 2.0, a feature that will allow users to opt into one-click requests in their favorite Facebook games with specific friends, will become the standard starting Jan. 1, 2012. The upcoming change was announced on the Facebook Developers Blog, but don't fret just yet, privacy watchdogs.

Actually, this feature already exists on Facebook in games like EA and Playfish's The Sims Social. We're all familiar with the pop-ups that require us to click "Share" in order to send direct requests to our friends, but you may have noticed some with a checked box and a message that reads, "Don't ask again before sending requests to Joe Shmoe from this app." While perhaps the box shouldn't already be checked, removing the check will force Facebook to continue requesting for your permission.

Honestly, after Facebooks' Mark Zuckerberg revealed at the annual f8 Conference that games will automatically post certain data to the new universal Ticker, it's hard not to wonder why players would be scared of a feature like this. This change is much different than Zynga's approach, which essentially makes all sharing automatic and barred players from choosing who to send what items. Requests 2.0 gives players to option to activate automatic sharing with whomever they want on an individual basis.

Facebook Games Platform developer Derek Brandao then revealed how this new change--that will remove support for the old requests model come Jan. 1, 2012--could make Facebook game requests much faster for players. Brandao then starts speaking developer, to which many of your eyes (including mine) will begin to glaze over.

This change doesn't seem to affect public game shares like "I need 17 pickles in FarmVille," but could make sharing between friends much smoother. Giving players the choice to opt out of the feature protects Facebook somewhat from anti-privacy claims, but there's still something about Facebook reporting on every game we play that's just a tiny bit disconcerting.

What do you think of this upcoming change to Facebook games? Do you think it somehow encroaches on players' privacy or complicates things like FarmVille One-Click Sharing did?

Scott Steinberg: Facebook could be in music games' future [Interview]

"It was too many games in too short a time, playing to too niche of an audience at too high a price--in the middle of the worst recession possible." According to technology analyst and public speaker Scott Steinberg, this was what essentially killed the enormous music gaming franchises, Guitar Hero and Rock Band. The age of sitting around your living room with three friends, plucking and fiddling with plastic instruments to Rush's Tom Sawyer is all but over ... for now.

Well, at least those exorbitant pieces of plastic are through. Steinberg details the rise, fall, and imminent resurrection of music-based video games in his new novel, "Music Games Rock: Rhythm Gaming's Greatest Hits of All Time," which you can read for free right here. (If you're so inclined to support the guy, it's also available on iBooks, Kindle and in paperback.)

According to Steinberg, music games inspired by Guitar Hero and Rock Band's wild success will get their second shot in the limelight on Facebook and in your smartphones. We recently sat down with Steinberg to hear his thoughts on just how Facebook games can take advantage of this golden opportunity, why it hasn't happened just yet and what the killer Facebook music game might be like.

What advantages would you say social games have to capitalize on the downfall of music games?

There's a number of advantages, right? Free-to-play and incredibly low barriers to entry. You certainly don't have high-end system requirements, and you don't have to buy pricey plastic peripherals. They can tap into your existing music collection or stream it live, and you have millions of players connected to a platform that's uniform.

You don't have to worry, for the most part, about bugs or errors, because everybody is playing the same thing at the same time. So, what you have is a ready made audience, say, on Facebook alone of 800 million people who are incredibly connected. [They] used to playing with one another and are taking part in a platform that's uniquely tailor-made to take advantage of digital music--and oh, by the way, it's completely free to play.

When you take it in this context, coupled with the fact that every human being on this planet is hardwired to enjoy music, that really is the common unifier. Social games really are uniquely poised to take the genre to the next level.

Music Games RockIn your book, you mention that the music genre has enjoyed a revival on social networks through Facebook games like Nightclub City and Dirty Dancing--largely simulator games. But what about games that more closely resemble the now-defunct rhythm games like Pump It? Which of the two do you think has a better chance at thriving on Facebook?

Actually, I would argue that some of the better ones that have a chance of surviving may not even be traditional games at all. Look at a service like Turntable.fm: Wouldn't consider it a game per se, except it's powered completely by gamification elements. You're creating custom play lists, you're interacting with other players in a social environment and ultimately you're competing for the approval of other users by liking the songs.

Or, if you look at other games like YooStar Playground or apps like VidRhythm--these are the titles that are to do particularly well. That said, simulation titles [have a] strong audience for them and proven capability, and certainly because that's where so many games got their roots [on Facebook]. There's likely to be a lot of people interested. I've even seen a number of unreleased games that are in prototype that essentially allow you to take on the role of managing or performing in a rock band--I think they're uniquely well-suited.

I think what's not going to translate over well is simply the standard tap in time with the on-screen indicator type games. Though, these can continue to succeed on mobile platforms, because in the mobile context you're typically looking to play maybe with one hand in a span of five or six minutes. Whereas social games may only be a 15-minute spurt, you're sitting down in front of a PC and you're typically more engaged.

There are some music creation social games on the fringe already, like BreakOutBand, that rely on players to share content to succeed. How important would that be in a social game centered around music?

I think user-created content, as it relates to social games, is massively important, because at the end of the day the developers can only take a game so far. And it's the players' ability to interact with and reshape that music or related content that really creates a sense of community, and allows a title to constantly keep feeling fresh and people coming back for more.

It's essentially a win-win, because for the developer it's a very affordable way to keep adding content to the game and keep people talking about it, and coming back after weeks and weeks. Players aren't constrained by office politics, licensing issues, and--to be frank--everybody loves to mix and mash creations.

But how much of that is going to be super-high quality, or chart-topping hits shall we say, versus underground little diddies? This is social interaction at its core, right? So, if you don't have that level of user interactivity, at the end of the day what you have is essentially a game with a bunch of canned content. And not much reason--unless it's saying you need to recruit other players to earn money for your band or unlock new stuff--there's not much incentive to pass it along.

A good amount of music games already exist on Facebook, but none are taking off like music games did before the turn of the decade. What do you think it would take for a music-based social game to enjoy success and notoriety like Guitar Hero?

You need to have a concept with extremely wide appeal that allows players to enjoy rock star wish fulfillment in a matter of minutes without the painful side effects. What also is important is to have recognizable band scenarios, you know, licensed music. But also the ability for players to put their own spin on it and a reason for them to engage with one another.

The problem is, to succeed on social networks where you literally have thousands of titles competing, dozens of them coming out every single week--all of which are completely free to play versus Guitar Hero, which was completely brand new. To have that success on Facebook or another social network, I almost think what you're going to see is a title that's going to have to align itself with Spotify or another one of these streaming services to tap into a massive database of real-world artists and then finds new ways for you to interact with that music.
Dirty Dancing Facebook game
Back to the branded music games like Dirty Dancing (pictured). As you know, they're reaching critical mass, so what do you think is the likelihood of a monster brand like Guitar Hero or Rock Band appearing on Facebook?

Oh, it's a certainty. It's not a question of 'if,' but just a question of 'when.' I think a lot of that is because the game makers aren't unawares. Activision, Harmonix, Mad Catz: They understand the power of social networks as a platform. The problem is that their business has been thus far founded in either selling peripherals--good mark up on those plastic guitars--or selling software for 60 bucks a pop.

They haven't had as much incentive to scurry and think, 'How do we make a free-to-play platform where we're probably going to make a lot less money in the immediate?' But slowly and surely, as so many game players are migrating to these platforms, convenience is winning. It's almost as if they're being forced to acknowledge it. It's a completely new approach to game design--Wal-Mart's not going to order a million units. They'll embrace it; it's just a question of 'when.'

Try to describe your dream music-based Facebook game to me. In other words, what do you think would be the ultimate approach to a music game on Facebook?

The ultimate Facebook music game would not only be able to tap into your full library of digital music, but also stream millions of songs on demand. [It would] allow you to set up on stage custom concerts for your friends, featuring this music or original music you created. [You would] style your avatars, build your own bands, create your own followings, sell your own virtual merchandise and connect over shared love of music with millions of players across the world.

It would effectively recreate the rock and recording industry experience, only in a virtual setting. What I mean is a combo listening service, social network, slash simulation game that effectively allows you to build a rock band and recording industry career from the ground up. I don't see any reason why you couldn't create avatars for your band--it's own look, logo, virtual stickers, t-shirts. You could buy branded gear like Gibson's or Marshall's, earn cash from touring, build your own virtual labels. I don't see any reason why a platform wouldn't be able to break new artists.

Wow, I think it's time for you to call the patent office. Thanks for taking the time to chat, Scott.

What do you think of the prospects of a wildly successful music game hitting Facebook? Who do you think could be the first to create the ultimate music game on Facebook?

Thứ Tư, 26 tháng 10, 2011

Facebook soccer sim Top Eleven gets even more serious in Version 2.0

        Training – the complete overhaul of the training mode now lets managers control every aspect of coaching their team. Decisions need to be made about which skills to focus a player on developing, how to balance the intensity of training with players physical condition, and whether to change a players career and train them for a new position
        Club Finances – managers can now win more premium currency for free than ever before by strategically choosing sponsorships deals. They can sign a riskier deal linked the results of the team, or play it safe and gain tokens on a daily basis
        New Interface – Top Eleven's sleek new look makes the game even easier to navigate and is built to update with new features in the future

6waves Lolapps takes to the skies in Ravenskye City on Facebook

Jokes aside, 6waves Lolapps is employing a similar strategy to its top competitor, releasing a full-blown sequel to its mega hit Facebook game. The company's previous release was an expansion upon Ravenwood Fair with Ravenstone Mine. Unsurprisingly, the prefix "Raven" has become a brand for 6waves Lolapps, 6waves Lolapps co-founder Kavin Stewart told VentureBeat. Another game is in the works for the series, Ravenshire Castle, according to VentureBeat.

Family Feud maker iWin hires Loot Drop's Laralyn McWilliams

Best known for its social renditions of popular game shows like Family Feud and 1 vs 100, iWin looks to use these strategic hires to get its list of casual downloadable games onto social and mobile platforms. Before joining Loot Drop for a short time and now iWin, McWilliams worked with Sony Online Entertainment on Free Realms and a number of Facebook games that were unfortunately axed before release.

Playdom co-founder: Facebook farming games aren't social games

"I tend to think that those will not be very interesting in another two years, and they aren't social games," Thompson said to ATD, referring specifically to the myriad of Facebook games that insist on farming mechanics. "They are single-player games with the possibility of visiting your friend's aquarium – that's not social." (And you should already know just where Thompson is pointing.)

Chủ Nhật, 2 tháng 10, 2011

3 Blokes launches strategic assault on Facebook with Galactic Allies

Galactic Allies on Facebook
We can almost hear the 3 Blokes team in Australia screaming "Fire everything!" as they hit the proverbial "Launch" button on its first Facebook game under publisher RockYou, Galactic Allies. (It would be most appropriate, no?) Real-time strategy fans can jump in on the thrill of space-faring, asynchronous player vs player combat, complete with 3D visuals.

Essentially, Galactic Allies is RockYou and 3 Blokes's answer to the growing trend of hardcore strategy games on Facebook. However, the duo make a point of mentioning that this is a more casual approach to the burgeoning sub genre, and that the game features a heavy focus on an episodic storyline. And in keeping with current trends sparked by developers like Kixeye in War Commander, players can control units individually.
Gallery: Galactic Allies on Facebook
This means you'll likely be able to maneuver your starships around enemy fire, adding another layer of strategy to combat in the game. "Galactic Allies alters expectations for what a Facebook game can be," said 3 Blokes VP and GM George Fidler in a release. "It's a deep and compelling strategy game, but with the accessibility of a browser game." (It also looks like it takes the general idea behind Galactic Trader, one of 3 Blokes's first games, and blows it wide open using some familiar art assets.)

Hopefully this accessible approach will apply to the litany of upgrades players will accumulate across various missions and episodes. Judging from these early screen shots, it looks like Galactic Allies will focus heavily on dialog, but more importantly: Battles will take place both on the surface of alien planets and far above them in the infinite void. In other words, there will be plenty of things high and low to make go boom in Galactic Allies.

Click here to learn more about Galactic Allies on Facebook >

Are you a fan of strategy games on Facebook? How do you think Galactic Allies might size up against its competition? Sound off in the comments. 1 Comment

Thứ Sáu, 30 tháng 9, 2011

Facebook game lets you solve anagrams to save Canada's forests

True to its name, in order to play Donate2Play Media's first new game, Wordraiser, you're going to have to pony up some change. Wordraiser is an anagram game that has players make as many words as possible out of one word.

If you manage to guess the key word, you get to level up. After leveling up a few times, you'll be asked to buy "Karma Points" that enable you to play more games.

Donation packages range from $1 to $20 USD, where $1 USD equals 10 Karma Points, which is good for buying one game. But right now, it seems that there's nothing stopping you from playing as much as you want. We're not sure if this is a bug, as the game just launched during the previous weekend.

While Wordraiser is supposedly free-to-play, it's also the offspring of Donate2Play's partnership with The Ancient Forest Alliance (AFA), a Canadian grassroots organization devoted to finding the balance between forestry jobs and preserving British Columbia's ancient woodlands (defined as tree populations that are over 120 years old). So half of the money given to Wordraiser will be split between AFA and Donate2Play.

Gallery: Wordraiser

Lastly, there's a top ten high scores leaderboard that displays players' names followed by their levels, and two of AFA's founders, TJ Watts and Ken Wu, are currently on the board in ninth and third place, respectively. According to its Facebook page, Wordraiser currently has 202 monthly users.

Keep in mind, though, that Donate2Play is doing all the heavy lifting here, with no risk or prior investment from AFA. Outreach for the game is done via automatic Facebook wall posts. Players will also receive facts about British Columbian forests during load screens and photos of these forests by TJ Watt.

[Hat-tip: Times Colonist]

Click here to play Wordraiser on Facebook now >

Would you rather donate to a charity directly than through a Facebook game? Sound off in the comments. Add Comment

Adventure World: Redeem a Zynga Game Card for 15 free energy packs

If you've become a fan of Zynga's newest Facebook game Adventure World (now Adventure World - An Indiana Jones Game), and are ready to lay down some real-world money in the game, you now have some extra incentive to do so. For every Game Card redeemed in the game, you'll receive 15 Energy Packs.

Unfortunately, we're not sure exactly what that means. We'd love for it to mean 15 full energy refills, but if you look inside the game, a 30 Energy pot of coffee costs a whopping 30 Adventure Cash. Now, I don't know about you, but that doesn't seem like something Zynga would just give away for free, especially in bulk. This leaves us with another option, the single cup of coffee, which gives you just five energy points. This would be a decent boost, since we're talking about a "free" prize after all, but even then, it still likely won't take you long to burn through all of those bonus energy points.

What's worse, there's yet another option for energy refills: a Bolt that gives you just one energy point. Surely this isn't the "Energy Packs" Zynga is talking about, but it's something to keep in mind all the same. We're working on discovering just which kind of "Energy Pack" you'll receive when redeeming a Zynga Game Card, but for now, why not take a look at our tools upgrade guide, so you'll be able to upgrade your tools to do more work for less energy to make all of your points go that much further.

Will you redeem a Zynga Game Card to earn 15 free Energy Packs? If you have, which specific kind of pack did you receive? Sound off in the comments.

3 Blokes launches strategic assault on Facebook with Galactic Allies

Galactic Allies on Facebook
We can almost hear the 3 Blokes team in Australia screaming "Fire everything!" as they hit the proverbial "Launch" button on its first Facebook game under publisher RockYou, Galactic Allies. (It would be most appropriate, no?) Real-time strategy fans can jump in on the thrill of space-faring, asynchronous player vs player combat, complete with 3D visuals.

Essentially, Galactic Allies is RockYou and 3 Blokes's answer to the growing trend of hardcore strategy games on Facebook. However, the duo make a point of mentioning that this is a more casual approach to the burgeoning sub genre, and that the game features a heavy focus on an episodic storyline. And in keeping with current trends sparked by developers like Kixeye in War Commander, players can control units individually.
Gallery: Galactic Allies on Facebook
This means you'll likely be able to maneuver your starships around enemy fire, adding another layer of strategy to combat in the game. "Galactic Allies alters expectations for what a Facebook game can be," said 3 Blokes VP and GM George Fidler in a release. "It's a deep and compelling strategy game, but with the accessibility of a browser game." (It also looks like it takes the general idea behind Galactic Trader, one of 3 Blokes's first games, and blows it wide open using some familiar art assets.)

Hopefully this accessible approach will apply to the litany of upgrades players will accumulate across various missions and episodes. Judging from these early screen shots, it looks like Galactic Allies will focus heavily on dialog, but more importantly: Battles will take place both on the surface of alien planets and far above them in the infinite void. In other words, there will be plenty of things high and low to make go boom in Galactic Allies.

Click here to learn more about Galactic Allies on Facebook >

Are you a fan of strategy games on Facebook? How do you think Galactic Allies might size up against its competition? Sound off in the comments. 1 Comment

Thứ Năm, 29 tháng 9, 2011

NHL Superstars coming to Facebook in October

Adding to its popular brand of "Superstars" titles on Facebook, Electronic Arts has announced the production of NHL Superstars for Facebook. This new game, as reported by ShackNews, comes on the heels of EA's NHL 12 on Xbox 360 and PlayStation 3 breaking franchise records for the biggest launch week in the franchise's history.

As for the franchise's jump onto the Facebook ice, we're told this: "NHL Superstars will bring an all-new NHL experience to millions of hockey fans by enabling players to build and manage their ultimate team of professional hockey players. With dynamic and accessible gameplay, fans can compete head-to-head in games against their Facebook friends from around the world."

While specific details are still lacking as to what we can exactly expect from NHL Superstars, we can't imagine EA / Playfish breaking the mold. We'll likely be able to collect cards that contain professional hockey players, and then trade those cards out to create the best team possible. Each player will likely have stats, and we'll be able to use those players in virtual hockey games against others for supremacy.

We don't have a specific release date for NHL Superstars, although the game is set to take to the ice sometime in October. We'll make sure to give you a complete look at the game when we know more.

Are you excited to see NHL Superstars come to Facebook? Which players will you look for to create your perfect team? Sound off in the comments.