Kenny Shea Dinkin Chief Creative Officer, PlayFirst Steve Meretzky VP of Game Design, Playdom Normal patterns of changing tastes Effects of platform changes Rampant cloning Spoilage Your theory here Or Waxing as the case may be My Town – 800K Peak DAU My Empire – 1M Peak DAU Social City – 3M Peak DAU Millionaire City – 700K DAU - Growing Happy Island – 3M Peak DAU Tiki Resort – 1M Peak DAU Treasure Madness – 900K Peak DAU Treasure Isle - 7M Peak DAU Frontierville – 6.2M DAU Chocolatier - 80K DAU Family Feud – 1.3 million DAU Bola – 700K DAU Playdom/ESPN Titles – Announced EA FIFA – 700K DAU Things go from rise to fall awfully fast Unlikely all 4 will be key growth drivers Next year’s booms yet to be discovered Please don’t tell the Casual Connect people Kingdoms of Camelot – 600K Peak DAU Verdonia – 150K & Growing Wild Ones – 500K DAU Warstorm – 95K Peak DAU Backyard Monsters – 85K Growing Nanostar Siege – 65K Growing Bola – 720K Peak DAU Paradise Paintball Why? ◦ Viral changes put more emphasis on ads ◦ Ads put more emphasis on revenue ◦ Revenue comes from deeply engaged players Expect more companies (especially indies) to focus on profitable niche products During the tutorial… As soon as the tutorial ends… Shorter tutorials Greater complexity Steer players toward desirable behaviors Give direction to players A good way to add narrative Bring on the Sparklies The bar is getting higher This makes it tougher for indies (as do viral changes) Rising production values are hard on margins unless revenues are rising faster than costs 1. Take existing, proven mechanics 2. Combine in a never-beforeseen way 3. Add a new theme 4. Polish until done Everybody wins Social games are big business Big business makes big money ◦ Zynga.org reports over $3,000,000 donated Big money implies social responsibility Let’s hope this trend is growing! Surviving in a tougher landscape As subtle as a hammer and twice as heavy-handed • Goodbye notifications • Requests below the fold • No virals during tutorials • No viral prompts on app entry • Etc. etc. etc. May 26, 2009 Many of the best current viral innovations will be illegal in a year The best developers will learn to adapt and grow regardless Best practices: ◦ Make a good game that people that people want to share ◦ Make your game more fun with friends ◦ Find fun and unique ways for people to share the experience Synchronous is hard But… Most asynchronous social activities ≠ “play” And Vice Versa Typically FB property extensions, not tied into player account Mostly text RPG’s FB Connect Full on Flash gameplay Mobile social networks booming Innovative social gameplay born on phone Possible competitive threats if go to social nets More touchpoints = good Mobile better adapted to many social play patterns Expect more and more social IP’s to start on mobile