This is the very first year for the Game Developer Choice Online Awards, and the organizers of this event want your vote to determine which lucky online game will win the Audience Award this year.
You can choose any currently-operating persistent online game, whether it's subscription MMO, free-to-play web game, social network game, or anything else. If you want a few suggestions to get you started, take a look at the nominees for the rest of the GDC Online Awards.
To cast your vote, head to the official GDC Online Awards site and enter the game of your choice and a valid email address. You will then receive an email that will have you confirm your vote.
Voting lasts until Friday, September 24, 12 a.m. PDT. The Audience Award winner will be announced at the GDC Online Awards ceremony, which will be held on October 7, 2010 as part of the Austin's 2010 Game Developers Conference Online (GDC Online).
We're happy that online games, which are often overlooked, will finally be able to get recognition for the many hours of entertainment they provide on a daily basis. We're so excited, in fact, that a few of us from Games.com - The Blog! will be there to cover the event live!
Click here to give your favorite online game props today!
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 Hai, 6 tháng 2, 2012
Thứ Ba, 3 tháng 1, 2012
Quote of the Moment: 'There's not a graphic arms race here' in social games
"There's not a graphic arms race here. There's an art quality arms race, but nobody is racing to bigger, better, more polygons. People are playing these games on their lunch break at office computers with no administrative access. That means don't give me stupid plugins. That means not radically reinventing the wheel."
Brenda Brathwaite of Loot Drop said this in an interview with Inside Social Games recently. While it's not exactly shocking news, it sure gives us a better of idea of where most social game designers might be focused. In other words, it would be safe to assume that innovations in the genre aren't coming in the form of interfaces or graphics, but in art style and payment models. However, tell that to studios like EA who seem to have embraced 3D graphics as the future of Facebook games.
"Change needs to happen in very small increments," Brathwaite said to Inside Social Games, "so that people don't show up to your game and go 'Ew'." In short, don't expect any groundbreaking revolutions to how friends are incorporated into the game screen anytime, if Brathwaite has anything to say on the matter. But according to her, the biggest innovation has everything to do with increasing that 10 percent of paying customers without killing the fun of the game.
Brathwaite explained Loot Drop's approach to monetizing games with an odd if accurate analogy: "We're going for the mariachi's side of the street. We don't want you to feel there's a panhandler begging you for money in the middle of the game." Both players and outsiders cry that social game developers care about one thing: the money; and frankly, it's true. However, it's not all selfish intent--social games can't exist without successful, unobtrusive payment models, which seems to be exactly what Brathwaite is out to perfect. Maybe after that's figured out we can focus on cooler things ... like 3D.
[Image Credit: Brenda Brathwaite]
Do you think Brathwaite and Loot Drop are focused on the right things? What's the next major change you would like to see in social games?
Brenda Brathwaite of Loot Drop said this in an interview with Inside Social Games recently. While it's not exactly shocking news, it sure gives us a better of idea of where most social game designers might be focused. In other words, it would be safe to assume that innovations in the genre aren't coming in the form of interfaces or graphics, but in art style and payment models. However, tell that to studios like EA who seem to have embraced 3D graphics as the future of Facebook games.
"Change needs to happen in very small increments," Brathwaite said to Inside Social Games, "so that people don't show up to your game and go 'Ew'." In short, don't expect any groundbreaking revolutions to how friends are incorporated into the game screen anytime, if Brathwaite has anything to say on the matter. But according to her, the biggest innovation has everything to do with increasing that 10 percent of paying customers without killing the fun of the game.
Brathwaite explained Loot Drop's approach to monetizing games with an odd if accurate analogy: "We're going for the mariachi's side of the street. We don't want you to feel there's a panhandler begging you for money in the middle of the game." Both players and outsiders cry that social game developers care about one thing: the money; and frankly, it's true. However, it's not all selfish intent--social games can't exist without successful, unobtrusive payment models, which seems to be exactly what Brathwaite is out to perfect. Maybe after that's figured out we can focus on cooler things ... like 3D.
[Image Credit: Brenda Brathwaite]
Do you think Brathwaite and Loot Drop are focused on the right things? What's the next major change you would like to see in social games?
Nhãn:
brenda brathwaite,
Facebook games,
game design,
game development,
graphics,
innovation,
inside social games,
loot drop,
money,
payment methods,
social games,
virtual goods
Thứ Năm, 22 tháng 12, 2011
Zynga throws out new game story ideas in another player survey
Back in June, Zynga released a fan survey that asked players to give their opinions on potential game ideas, ranging from becoming a mogul in the music business to taking to the high seas as a pirate. Either those ideas have been tossed aside for the moment, or Zynga plans on working on multiple games at once, as they're back again with another survey that seems to hint at future story ideas for games.
To be specific, we aren't told that these are potential games-in-the-making, but are rather asked which of these stories we'd be "most interested in exploring." There are just six options available, with two dealing with medieval times, the Three Musketeers and even King Arthur's round table. The others range from seeking out paranormal phenomenon and ghost-hunting to living in the forest, studying the art of kung-fu.
Some of these stories actually have a bit of intricate detail included, such as names of locations, which makes me think (ok, hope) they might be more than just the results of a brainstorming session. For instance, we're given a particular story, set in a "small coastal town of Oddwater," where we and our neighbors have supernatural powers. We'd be able to grow "magical plants and creatures," and dabble in witchcraft with spells and potions. Put two and two together, even with just this single example, and it seems as though Zynga might have already begun production on some of these ideas, or at the very least, are toying around with how gameplay could be involved, rather than just storytelling. That's all speculation of course, but my interest is definitely piqued.
If you'd like to give your opinion on any of these game ideas, make sure to take the survey before Zynga closes responses. Who knows? One of these could be the next big thing on Facebook.
If you took the survey, which of the six stories did you find the most interesting? Would you like to see any of them actually transformed into games?
To be specific, we aren't told that these are potential games-in-the-making, but are rather asked which of these stories we'd be "most interested in exploring." There are just six options available, with two dealing with medieval times, the Three Musketeers and even King Arthur's round table. The others range from seeking out paranormal phenomenon and ghost-hunting to living in the forest, studying the art of kung-fu.
Some of these stories actually have a bit of intricate detail included, such as names of locations, which makes me think (ok, hope) they might be more than just the results of a brainstorming session. For instance, we're given a particular story, set in a "small coastal town of Oddwater," where we and our neighbors have supernatural powers. We'd be able to grow "magical plants and creatures," and dabble in witchcraft with spells and potions. Put two and two together, even with just this single example, and it seems as though Zynga might have already begun production on some of these ideas, or at the very least, are toying around with how gameplay could be involved, rather than just storytelling. That's all speculation of course, but my interest is definitely piqued.
If you'd like to give your opinion on any of these game ideas, make sure to take the survey before Zynga closes responses. Who knows? One of these could be the next big thing on Facebook.
If you took the survey, which of the six stories did you find the most interesting? Would you like to see any of them actually transformed into games?
Thứ Ba, 13 tháng 12, 2011
Diamond Dash maker: Social games 'will evolve again in the next years'
Frankly, they kind of have no choice. That's general idea Wooga studio head Henric Suuronen (pictured) seems to have put forward in an in-depth interview with Gamasutra. And it would be wise to listen--the Berlin, Germany-based Facebook game creator is third behind Zynga and EA (now that PopCap's numbers have been integrated), according to AppData.
During the interview, Suuronen gave Gamasutra a detailed explanation of where Facebook games have been, what it takes to create them from a design perspective and, most importantly, where they're going. Specifically speaking to social mechanics in Facebook games, Suuronen said to Gamasutra:
"Now moving four years forward, you have games like CityVille, Pioneer Trail from Zynga, Kabam games, Digital Chocolate games, and Zombie Lane -- great game -- and now Magic Land," Suuronen told Gamasutra. "So it has really evolved. So why would the progression stop here? So I think it will evolve, as it has done from four years ago with Jetman and Scrabulous and Tower Bloxx. So it will evolve again in the next years."
The hit maker behind Diamond Dash recently released its seventh game on Facebook, Magic Land, which enjoys a healthy 3.4 million monthly players and over 330,000 daily players. According to Suuronen, Wooga's latest game had the most man hours thrown into it, a trend he seems to believe will continue. "The whole myth of the minimum viable product -- it's gone," Suuronen told Gamasutra. "It's something that you say to investors to sound cool."
Sure, Suuronen believes that players will eventually get tired of the standard social gaming mechanics of sharing gifts and helping asynchronously. However, the Wooga studio head also points out that the harsh reality of designing Facebook games to get players to pay up isn't going anywhere, and some traditional designers have trouble coming to grips with that.
Considering social games are expected to make $1 billion this year alone (and cash in even more from there), traditional designers and companies better wise up quick if they want to fit in the next big money machine. Read Suuronen's full interview with Gamasutra here, in which he predicts how you might be enticed to pay up in the future.
Do you agree that Facebook games can only grow into more robust entertainment options from here? Where would you like to see the industry go from today's CityVille's and other life simulators?
During the interview, Suuronen gave Gamasutra a detailed explanation of where Facebook games have been, what it takes to create them from a design perspective and, most importantly, where they're going. Specifically speaking to social mechanics in Facebook games, Suuronen said to Gamasutra:
"Now moving four years forward, you have games like CityVille, Pioneer Trail from Zynga, Kabam games, Digital Chocolate games, and Zombie Lane -- great game -- and now Magic Land," Suuronen told Gamasutra. "So it has really evolved. So why would the progression stop here? So I think it will evolve, as it has done from four years ago with Jetman and Scrabulous and Tower Bloxx. So it will evolve again in the next years."
The hit maker behind Diamond Dash recently released its seventh game on Facebook, Magic Land, which enjoys a healthy 3.4 million monthly players and over 330,000 daily players. According to Suuronen, Wooga's latest game had the most man hours thrown into it, a trend he seems to believe will continue. "The whole myth of the minimum viable product -- it's gone," Suuronen told Gamasutra. "It's something that you say to investors to sound cool."
Sure, Suuronen believes that players will eventually get tired of the standard social gaming mechanics of sharing gifts and helping asynchronously. However, the Wooga studio head also points out that the harsh reality of designing Facebook games to get players to pay up isn't going anywhere, and some traditional designers have trouble coming to grips with that.
Considering social games are expected to make $1 billion this year alone (and cash in even more from there), traditional designers and companies better wise up quick if they want to fit in the next big money machine. Read Suuronen's full interview with Gamasutra here, in which he predicts how you might be enticed to pay up in the future.
Do you agree that Facebook games can only grow into more robust entertainment options from here? Where would you like to see the industry go from today's CityVille's and other life simulators?
Sims Social survey lets you sound off on item prices, favorite features and more
It's that time folks - time to let your collective voices be heard! EA wants to know how much fun (or not) you're having with the Sims Social on Facebook, and they've released a fairly long survey to help you tell them. This survey contains all sorts of questions, ranging from the basics of how often you play the game, to allowing you to rate your opinion on item pricing (are they too cheap? too expensive?) and what some of your favorite features are in the game.
Of course, the point of all of this is to gather enough opinions to actually sway the way the game develops in the future. Hopefully, with questions dealing with how much we like to "build" items with parts (bookcases, double beds, etc.), and the option to say that you don't like it at all, we may actually see a lessening in those kinds of items, if enough users agree. You can even rank various gameplay features (decorating your house, visiting friends, customizing your Sim, etc.) in the order that you like them. In this way, perhaps we'll see more focus being placed on the most (overall) liked feature, and you'll be able to say you helped to make that happen.
Unfortunately, this isn't the kind of survey that will allow you to give your opinion on future item sets, but there are plenty of blank text boxes for you to say exactly what you want to the developers in a place that you know they'll see it. Again, this survey is prety lengthy (when compared to other Facebook game surveys anyway), so you'll want to make sure you have around 5-10 minutes to set aside to take it.
We've taken this survey as well, and if we start to notice any gameplay changes arising because of options listed here, we'll make sure to let you know. In the meantime, head over to this link right here to take the survey for yourself.
Of course, the point of all of this is to gather enough opinions to actually sway the way the game develops in the future. Hopefully, with questions dealing with how much we like to "build" items with parts (bookcases, double beds, etc.), and the option to say that you don't like it at all, we may actually see a lessening in those kinds of items, if enough users agree. You can even rank various gameplay features (decorating your house, visiting friends, customizing your Sim, etc.) in the order that you like them. In this way, perhaps we'll see more focus being placed on the most (overall) liked feature, and you'll be able to say you helped to make that happen.
Unfortunately, this isn't the kind of survey that will allow you to give your opinion on future item sets, but there are plenty of blank text boxes for you to say exactly what you want to the developers in a place that you know they'll see it. Again, this survey is prety lengthy (when compared to other Facebook game surveys anyway), so you'll want to make sure you have around 5-10 minutes to set aside to take it.
We've taken this survey as well, and if we start to notice any gameplay changes arising because of options listed here, we'll make sure to let you know. In the meantime, head over to this link right here to take the survey for yourself.
Chủ Nhật, 11 tháng 12, 2011
King.com hits top 10 Facebook developers, 1B games played a month
But wait, there's more: the company has also opened offices in San Francisco and Romania. King.com, London, England-based creator of hit Facebook games like Bubble Saga, announced it is now a top 10 Facebook app developer, according to AppData. The social game maker and games portal chalks the accomplishment up to reaching 1 billion games played monthly.
While that measure is across all King.com game platforms, the developer welcomes 17.6 million monthly and 4.2 million daily players on Facebook. Of course, the top performing King.com game is Bubble Saga. The company's Romania office will handle its mobile efforts, while North American business development will be led by former Gamelab president Jong Woo, King.com's new senior business development director in San Francisco.
"We are ecstatic to have not only reached a billion monthly gameplays, but to also become a top 10 Facebook developer. It's rewarding to see our games gain so much interest and excitement among our players–across all platforms," King.com CEO Riccardo Zacconi said in a release. "We are taking this recent momentum and expanding our reach through North America by adding an office in San Francisco and new employees to that region so we can more closely connect with our partners and gamers there."
Most recently, King.com released Bubble Witch Saga to Facebook, which boasts more daily players than the company's top game at 1.7 million. Perhaps most importantly, this news confirms King.com's plans to strengthen its mobile presence, as social game makers are so wont to do these days. And something tells us those bubble-loving witches might get the treatment next.
Have you played either of the Bubble Saga games on Facebook yet? Which King.com game do you hope gets a mobile version next?
While that measure is across all King.com game platforms, the developer welcomes 17.6 million monthly and 4.2 million daily players on Facebook. Of course, the top performing King.com game is Bubble Saga. The company's Romania office will handle its mobile efforts, while North American business development will be led by former Gamelab president Jong Woo, King.com's new senior business development director in San Francisco.
"We are ecstatic to have not only reached a billion monthly gameplays, but to also become a top 10 Facebook developer. It's rewarding to see our games gain so much interest and excitement among our players–across all platforms," King.com CEO Riccardo Zacconi said in a release. "We are taking this recent momentum and expanding our reach through North America by adding an office in San Francisco and new employees to that region so we can more closely connect with our partners and gamers there."
Most recently, King.com released Bubble Witch Saga to Facebook, which boasts more daily players than the company's top game at 1.7 million. Perhaps most importantly, this news confirms King.com's plans to strengthen its mobile presence, as social game makers are so wont to do these days. And something tells us those bubble-loving witches might get the treatment next.
Have you played either of the Bubble Saga games on Facebook yet? Which King.com game do you hope gets a mobile version next?
Thứ Tư, 21 tháng 9, 2011
Bubble Witch Saga pops on Facebook, King.com hits 900M gameplays
If games like Bubble Bobble have taught us anything, it's that sometimes there's nothing more relaxing than popping bubbles. Casual and social game developer King.com knows this all too well, and has released its second bubble-bursting game on Facebook, Bubble Witch Saga. This new game is a socially-enhanced port of one of the top five most popular games ever on King.com (the casual games website of the same name), King.com Director of Product Performance, Social and Mobile, Lars Jornow told us.
The game features more levels than ever with 70 unique stages, new booster power-ups available for Facebook Credits and a deeper storyline than before. Players assume the role of an aspiring witch who wishes to join the proverbial circle of three. In order to impress the witches, you must burst the bubbles by matching three of the same color to fill their cauldron with magic goop. I mean, who knows what witches put in those things?
Bursting the bubbles will get the cauldron below bubbling, as witches are so wont to do. Each successful match causes spiders to drop from the ceiling. The more spiders you have when you burst enough bubbles, the more points you'll get (and hopefully stars), as the spiders will act as bumpers for the remaining bubbles and increase your chances of scoring big.
Buggle Witch Saga concept art
Completing each level with the most stars possible will help you reach new uncharted parts of a vast forest in your quest to become the fourth witch of the circle. Players can invite their friends to the game to help restore their lives if they fail to clear a difficult level, and later in the game they will need more friends to unlock new levels to play.
Bubble Witch Saga takes an interesting spin on the bubble-bursting sub genre of casual and social games, with its semi-realistic art style that's delightfully reminiscent of the unforgettable Halloween flick Hocus-Pocus. While the game already has six episodes (with about 10 levels each) of content, Jornow tells us that more content is already in the works.
Bubble Witch Saga gameplay
Not to mention that the game will hit mobile devices later this year. King.com also announced that it has surpassed 900 million monthly gameplay sessions across all of its platforms. Granted, that's thanks to its over 200 games total, but an impressive feat nonetheless--though, the company does say that it has beat PopCap in monthly players on Facebook, according to AppData. Bubble Witch is available for play now on Facebook, so have at those bubbles, my pretties. (I promise that's the last time I say "my pretties" here ... whoops, done it again!)
Click here to play Bubble Witch Saga on Facebook Now >
Are you excited to kick back and blow up some bubbles once again? What do you think of this game so far, and the bubble-bursting sub genre of casual or social games? Share with us in the comments. Add Comment
The game features more levels than ever with 70 unique stages, new booster power-ups available for Facebook Credits and a deeper storyline than before. Players assume the role of an aspiring witch who wishes to join the proverbial circle of three. In order to impress the witches, you must burst the bubbles by matching three of the same color to fill their cauldron with magic goop. I mean, who knows what witches put in those things?
Bursting the bubbles will get the cauldron below bubbling, as witches are so wont to do. Each successful match causes spiders to drop from the ceiling. The more spiders you have when you burst enough bubbles, the more points you'll get (and hopefully stars), as the spiders will act as bumpers for the remaining bubbles and increase your chances of scoring big.
Buggle Witch Saga concept art
Completing each level with the most stars possible will help you reach new uncharted parts of a vast forest in your quest to become the fourth witch of the circle. Players can invite their friends to the game to help restore their lives if they fail to clear a difficult level, and later in the game they will need more friends to unlock new levels to play.
Bubble Witch Saga takes an interesting spin on the bubble-bursting sub genre of casual and social games, with its semi-realistic art style that's delightfully reminiscent of the unforgettable Halloween flick Hocus-Pocus. While the game already has six episodes (with about 10 levels each) of content, Jornow tells us that more content is already in the works.
Bubble Witch Saga gameplay
Not to mention that the game will hit mobile devices later this year. King.com also announced that it has surpassed 900 million monthly gameplay sessions across all of its platforms. Granted, that's thanks to its over 200 games total, but an impressive feat nonetheless--though, the company does say that it has beat PopCap in monthly players on Facebook, according to AppData. Bubble Witch is available for play now on Facebook, so have at those bubbles, my pretties. (I promise that's the last time I say "my pretties" here ... whoops, done it again!)
Click here to play Bubble Witch Saga on Facebook Now >
Are you excited to kick back and blow up some bubbles once again? What do you think of this game so far, and the bubble-bursting sub genre of casual or social games? Share with us in the comments. Add Comment
Thứ Ba, 20 tháng 9, 2011
Diamond Dash maker: Social games 'will evolve again in the next years'
Frankly, they kind of have no choice. That's general idea Wooga studio head Henric Suuronen (pictured) seems to have put forward in an in-depth interview with Gamasutra. And it would be wise to listen--the Berlin, Germany-based Facebook game creator is third behind Zynga and EA (now that PopCap's numbers have been integrated), according to AppData.
During the interview, Suuronen gave Gamasutra a detailed explanation of where Facebook games have been, what it takes to create them from a design perspective and, most importantly, where they're going. Specifically speaking to social mechanics in Facebook games, Suuronen said to Gamasutra:
"Now moving four years forward, you have games like CityVille, Pioneer Trail from Zynga, Kabam games, Digital Chocolate games, and Zombie Lane -- great game -- and now Magic Land," Suuronen told Gamasutra. "So it has really evolved. So why would the progression stop here? So I think it will evolve, as it has done from four years ago with Jetman and Scrabulous and Tower Bloxx. So it will evolve again in the next years."
The hit maker behind Diamond Dash recently released its seventh game on Facebook, Magic Land, which enjoys a healthy 3.4 million monthly players and over 330,000 daily players. According to Suuronen, Wooga's latest game had the most man hours thrown into it, a trend he seems to believe will continue. "The whole myth of the minimum viable product -- it's gone," Suuronen told Gamasutra. "It's something that you say to investors to sound cool."
Sure, Suuronen believes that players will eventually get tired of the standard social gaming mechanics of sharing gifts and helping asynchronously. However, the Wooga studio head also points out that the harsh reality of designing Facebook games to get players to pay up isn't going anywhere, and some traditional designers have trouble coming to grips with that.
Considering social games are expected to make $1 billion this year alone (and cash in even more from there), traditional designers and companies better wise up quick if they want to fit in the next big money machine. Read Suuronen's full interview with Gamasutra here, in which he predicts how you might be enticed to pay up in the future.
Do you agree that Facebook games can only grow into more robust entertainment options from here? Where would you like to see the industry go from today's CityVille's and other life simulators? Sound off in the comments. 2 Comments
During the interview, Suuronen gave Gamasutra a detailed explanation of where Facebook games have been, what it takes to create them from a design perspective and, most importantly, where they're going. Specifically speaking to social mechanics in Facebook games, Suuronen said to Gamasutra:
"Now moving four years forward, you have games like CityVille, Pioneer Trail from Zynga, Kabam games, Digital Chocolate games, and Zombie Lane -- great game -- and now Magic Land," Suuronen told Gamasutra. "So it has really evolved. So why would the progression stop here? So I think it will evolve, as it has done from four years ago with Jetman and Scrabulous and Tower Bloxx. So it will evolve again in the next years."
The hit maker behind Diamond Dash recently released its seventh game on Facebook, Magic Land, which enjoys a healthy 3.4 million monthly players and over 330,000 daily players. According to Suuronen, Wooga's latest game had the most man hours thrown into it, a trend he seems to believe will continue. "The whole myth of the minimum viable product -- it's gone," Suuronen told Gamasutra. "It's something that you say to investors to sound cool."
Sure, Suuronen believes that players will eventually get tired of the standard social gaming mechanics of sharing gifts and helping asynchronously. However, the Wooga studio head also points out that the harsh reality of designing Facebook games to get players to pay up isn't going anywhere, and some traditional designers have trouble coming to grips with that.
Considering social games are expected to make $1 billion this year alone (and cash in even more from there), traditional designers and companies better wise up quick if they want to fit in the next big money machine. Read Suuronen's full interview with Gamasutra here, in which he predicts how you might be enticed to pay up in the future.
Do you agree that Facebook games can only grow into more robust entertainment options from here? Where would you like to see the industry go from today's CityVille's and other life simulators? Sound off in the comments. 2 Comments
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