Chủ Nhật, 19 tháng 2, 2012

Wayne Brady is a serious gamer, but he ain't down with the FarmVille

When Let's Make a Deal host (and hilarious Chappelle Show cameo) Wayne Brady isn't, well, making deals with contestants, he's playing video games. During an interview with USA Today, Brady revealed his intense passion for the pastime, stating that his 30-minute breaks between shows consist of Halo: Reach and Mortal Kombat. But he also name-dropped another game.

"I like to be left alone when I'm not working," Brady told USA Today. "So the last thing I want to do is go to a (game like Zynga's) Farmville and have a community. I want the single player experience. I play a storyline all the way through. The more cinematic the game is, the more can replay it."

Well, Facebook games haven't come terribly far since FarmVille when it comes to cinematic experiences. So, we'll avoid trying to sway Brady just yet. Instead, we'll just remind him of two particularly lovely ladies that he might like to hear are down with digital farming. Both Superbad's Emma Stone and Mila Kunis of That '70s Show fame have admitted to being hooked on FarmVille.

So, you might want to at least give it a shot to up your game. Nah--even we won't recommend Facebook games to boost your appeal with the ladies. Hey, you may as well just wait until those nifty Unreal Engine-powered games hit Facebook.

What do you think of Brady's opinions on Facebook games? Are you looking for more cinematic experiences in your social games? Any luck yet?

Asteroids: Gunner to crash-land onto your earthly iPhone, iPad shortly

How do you revive one of most recognizable classic games of all time? Turn it into a mobile social game, duh. Atari will soon release Asteroids: Gunner, the next take on its hit franchise, to iOS devices everywhere. The game, which is said to hit Nov. 10, turns the retro staple into a freemium dual-stick shooter, meaning power-ups and upgrades are available for both in-game currency and real cash.

And by "dual stick" we mean that players will push their thumbs frantically in opposite circles to both avoid running into asteroids and blow them to smithereens. The social comes in with both Game Center and OpenFeint support with a myriad of achievements to brag about with friends. We'd say that Asteroids: Gunner marks a shift in Atari's direction, but we'd be lying.

Atari has been keen on social on mobile gaming for some time now, having launched a Facebook version of Asteroids and two original games: puzzler Faeries vs Darklings and Dungeons & Dragons-themed role-playing game Heroes of Neverwinter. While the three games have enjoyed tepid results, Atari is far from finished.

In addition to Asteroids: Gunner, the company has a mobile version of iconic brick-breaker Breakout in the works for iOS, too. Stay tuned for an in-depth look at the next Asteroids later this week. (Spoiler: You're going to blow things up--including yourself--a lot.)

Are you interested in Atari's new take on gaming? Do you think this new direction could restore a bit Atari's former dominance over the games industry?

EA Partners exec leaves to make a killing with Crime City maker Funzio

All aboard the gravy train. Yet another EA executive has left the company to join a competing social game maker, IndustryGamers reports. This time, it's former EA Partners Director of Business Developement Jamil Moledina (pictured), who just revealed that he had joined Crime City creator Funzio as its VP of Business Development.

Moledina will pretty much be doing the same thing, it seems: making sure Funzio stays in the black by working with partners new and old across platforms. The business development veteran has been with the games industry for some time, working as the executive director of the Game Developers Conference before his stint with EA. As for Funzio, Moledina appears psyched.

"From what I've seen, the future of games is about creating fun social action games for play on any device, any platform, anywhere," Moledina said to IndustryGamers. "Funzio is one of very few companies whose vision and execution are delivering on that goal, and I'm excited to join a team inventing that future."

Moledina follows a number of EA execs who jumped ship into more social waters, despite even the company's headway into social gaming with The Sims Social. Over just this summer, GM of EA-owned Easy Studios Ben Cousins left for ngmoco, NBA Jam creator Mark Turmell joined Zynga (since confirmed) and former executive VP of EA Play Jeff Karp ditched for Zynga, too. While these could all just be coincidental, EA could have a bigger problem on its hands than just Big Trouble in Little Haven.

Do you think news of frequent exits could spell trouble for EA?

Frogger is 30 years old, still bouncin' in Frogger Pinball on Facebook

Alright, so 30 is far from old, but that's ancient in frog years. Konami celebrates the 30th anniversary of gaming's favorite jaywalker with Frogger Pinball on Facebook. The game, created by Silverball Studios, is definitely a departure for Frogger, having the little green guy save his Lily from the clutches of the evil RoboCroc ... as a pinball. We at least hope the villain drives a red sedan.

Frogger Pinball takes cues from games like Bejeweled Blitz with its weekly leaderboards and tournaments, but attempts to add a light storyline to its naturally twitch-reflex play style. Come on, did you expect anything less from a Frogger game, and a pinball-themed one at that? The game's story mode spans three different tables: the Swamp, City and Space Station.

Players can unlock special characters from there to compete with their friends for the high score in Challenge Mode. Of course, unique power-ups and bonuses are rewarded throughout for leveling up, hitting targets and completing loops. We're sure each pinball table features unique obstacles, and you'll have to complete them with both Frogger and Lily to play Challenge Mode with all three characters.
Frogger Pinball in action
Konami has been no slouch when it comes to social gaming, either. The company has already released a few Facebook games, including an original in Viva! Mall. While that game has since shut down, the company has reported that social games helped the company double its profits year-over-year, according to Joystiq. That said, expect way--and we mean way--more where Frogger came from.

Click here to play Frogger Pinball on Facebook Now >

Are you still a Frogger fan after all of these years? Do you think Konami can bring its classic franchises back to life through Facebook?

Facebook games and advertising: An honest perspective [Interview]

If you've played any of Zynga's most popular Facebook games in the past few months, you already know that advertising has exploded in social games. (Does "GagaVille" ring a bell?) To either the ire or joy of millions of players, in-game ad campaigns have become a mainstay in the busiest Facebook games--hell, The Sims Social launched with Dunkin' Donuts in-game items.

The effects of advertising and branding on social games dig even deeper: The advent of advergames like the Twix's FeedBreaker and branded games like Ecko|Code's Dexter Slice of Life are testament to that. Thinking it was about time to get an inside perspective on the matter, we sat down with Charles Bae (pictured), founding partner at Rokkan. Executive Creative Director of the New York-based digital ad agency, Bae has extensive experience working with video game brands and equally extensive opinions on the state of in-game ads and branded games on Facebook.

Could there be a reason other than the massive audience that explains why advertising has exploded in Facebook games?

I don't think there's a particular reason. I think to understand advertising in general is to know that it's going to pervade every medium that you can think of. So, advertising is a monstrous eventuality. And when we talk about gaming, we're seeing--especially because of social media--what advertisers have found is that there is a lot of money here. "Of course we're going to go into this space, but how are we actually going to do it?"

What I think is there's a systematic overtake of anything good that happens online through advertising. And I'm in the advertising industry, and I know why it's there and why it's relevant. It doesn't mean that I enjoy looking at ads that disrupt my experience of playing a game online. But I think people are savvy enough to understand that, when they are hooked into a social game, there will eventually be advertisements there.

That is an approach that works for advertisers as well. If we think about OMGPop, for example. They roll out, it's a beautiful site, tons of people are playing it and I'm checking it out just to see what it's all about--no advertisements, no nothin'. But again, you know advertisers are going to gravitate to it. OMGPop needs to make some kind of money to hit their bottom line.

The thing is, you will launch a product like that online for six months, you get critical mass, you have a user base that you were expecting--those people are not all of a sudden stop going to OMGPop, because of advertisements. They've already invested so much time into creating their profile, into playing games, scoring, making microtransactions and making friends that they will suffer through it. That's kind of my take on advertising in general in the social gaming space.

Indiana Jones Adventure WorldYou use phrases like "suffer through it." Now, do you think this affects how well the advertisements are received on the platform?

Well, we know that for the most part and this is a generalization, the percentage of click-through and someone actually interacting with an advertisement on a social gaming platform is very low. So, I think what you're looking at are impressions, or people who at least get to see the ad. It might be a pre-roll before a game starts, and you put it on mute, because you don't want to listen to it. You could see the glimmer of a Coke or Mercedes logo, and that could be enough for them.

You know, I really think it's come to a point where it doesn't have a benefit for advertisers, and it doesn't have a benefit for consumers either. It's the standard, "This is how advertisements are going to work on a digital platform." No one has really done anything great with it. I think it's a tough challenge that a lot of agencies are trying to figure out.

That said, what do you think of how advertising has been handled within Facebook games thus far, and how can it be improved?

I guess, specifically with games like FarmVille, doing integrated advertising is probably better than just doing a banner ad or pre-roll before a game. So, when you're doing a partnership with FarmVille, and you have special items you will win for playing even more, those are definite bonuses. And I think people do generally enjoy that, but that's on a case-by-case scenario, though.

Someone like me playing FarmVille, if I had the opportunity to win a Red Bull-sponsored mow or something, I wouldn't really give a damn. Again, you would have to understand whether that's a space Red Bull should even be in--it's not really anything appropriate to them. But I think there are some good partners that would potentially benefit from doing something like that. These are new things, these were things that were created on the console platform long before FarmVille was around.

With these in-game advertisements, is there any way we can go up from here?

In terms of improvement, I would say just stop doing it. Again, I'm just going to say that with a grain of salt--I don't really mean that. If we're talking in-game advertising, I think honestly the way to improve it is really just pick the right partner. It doesn't make sense for Nike to partner up with FarmVille. You know, they can argue that the FarmVille audience is wearing Nike sneakers and that's the demographic they're looking for. But seriously, a Nike logo on a game like that just doesn't make sense from a brand perspective. I honestly think John Deere should be a premiere sponsor on FarmVille, because it has a direct association with the gameplay.
FarmVille GagaVille
So, is there any particular piece of Facebook game advertising that you were particularly impressed by?

Not really. I have to be honest with you: I try to avoid that stuff. And again, because I'm in the industry I avoid it to a certain extent since I'm working on a lot of that stuff, too. I don't want to be on it 24/7. I just think that in general, they can perhaps learn a thing or two about console gaming and bring a few of those concepts into it as well.

What concepts are you referring to specifically?

Well again, I think it's that appropriateness of why a brand would be on a particular game. So, when you're thinking about a sports game, why do advertisements work really great on those games? They're recreating a natural experience. There's an experience of watching a football game on TV, and you're going to be inundated with ads.

But, you are expecting that. So, when it's in a game, it's makes perfect. It actually makes that game for the Xbox 360 or PS3 feel more legitimate. If you had a Madden on Xbox with no advertisements, that would feel really weird.

But I wonder how you would add that level of appropriateness--making it feel like it's a legitimate part of the game--to Facebook games. Do you think branded games, like Dexter Slice of Life and Indiana Jones in Adventure World, are a better or worse alternative to direct advertisements in games?

I kind of think this is a good way to go. Really, what brands want are people interacting with them. And this just gives people a different way to interact. It's not really new, but they just want people to spend time with them. Sometimes it could be ranting and raving on Twitter or "Liking" a post saying "I love Dexter." You need to occupy them with Dexter material. Other than watching the TV show, what else can you really do? I think gaming kind of fills that need: trying to interact with their fan base.
Dexter Slice of Life
Most of the branded games I've played thus far feel a bit uninspired--Weeds Social Club is essentially FarmVille. Do you think there's an incentive for developers to create more original experiences? Would that be something these brands are even interested in?

I think developers have a natural need to innovate and always do something that they're passionate about. I think a lot of it has to do with a creative brief that's given. How can you challenge someone that comes to you that says, "We need to build a game that's FarmVille, but it's for Weeds."

You kind of look at that scope of creativity on that and say, "Well, I guess that makes sense, because FarmVille is so popular we'll just do it this way." This is a space where there's a high feeling for innovation. But at the same time when you're working with clients, it's kind of difficult to take that pure innovation and route, because they see an existing platform that works really well and the easy way to be successful is to replicate that formula.

I'm going to relate that to consoles: There are some publishers that just do game adaptations of movies. So, a movie will come out, they only have eight months to develop an actual game for, let's say, the Captain America movie. More often than not, that game is gonna' suck. Finally, they did Batman: Arkham [Asylum], and that was a Batman game that does not relate to the movies whatsoever.

They said, let's just make a really good Batman game, and it worked. I think if you take that same concept, and you put it to social/online, you will get the same result. If you say, "Let's make a kick-ass Dexter game," and that's it--you're going to eventually make a kick-ass Dexter game.

Where do you think social game makers and advertisers will draw the line when it comes to in-game ads or branded games? Is there even a line to draw?

I don't think there's a line. I think this medium is still so young, and it's always evolving. You really need to try everything you can to make an impact with advertising. You have to fail in order to find out what works.

And honestly, the ones that suffer through it are going to be the brands, because they'll spend a lot of money for this type of advertisement to get in there well. But you're also going to piss off the people, too. People have the tendency to just suffer through it, because they've already invested in playing these games.

Thanks for chatting with us, Charles.

What are your thoughts on advertisements in your favorite Facebook games? Have you found any branded Facebook games that you've enjoyed in particular?

There are 14 Pokémon movies, so maybe Monster Galaxy could work

Oh, and put that "maybe" in all caps, italics and bold ... with neon lights strapped on it. Radar Pictures and Gaia Interactive announced that an animated film based on the Facebook game Monster Galaxy is set for the big screen. The movie will, of course, be based around Moga, the cutesy monster-like characters in the Facebook and iPhone game.

"Gaia has always been focused on offering our highly-creative user base a fun, social environment to share their interests," Gaia Interactive CEO Mike Sego said in a release. "When Radar Pictures approached us about turning Monster Galaxy into a film, it seemed like a perfect fit for our goal of entertaining a broader audience. From Gaia Online, to Facebook, to mobile–and now into a movie–we're thrilled to be expanding the Monster Galaxy experience to a wider audience."

Our guess is that Radar Pictures approached Gaia Interactive based on Monster Galaxy's similarities to Pokémon, which has done exceptionally well in Japanese theaters across a whopping 14 movies. (A few of which released in U.S. theaters to some success.) And we make that guess based on the fact that Monster Galaxy has lost nearly 90 percent of its peak monthly player base since its release, according to Inside Social Games.

More details will be released regarding the film in 2012, and if this goes through, Monster Galaxy could be the first Facebook game to receive a major film adaptation. FarmVille is said to have a similar deal in the works, but has only reached talks over a script--a ways away from approaching a production company. Hey, at least Monster Galaxy is guaranteed to have more action than a farming flick, right? Yeah, we got nothin'.

Are you still digging Monster Galaxy on Facebook? Would you pay to see a movie based on the games in theaters?