Stealing Farmville's thunder one player at a time. 1 down, 80 million to go.
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How to blame games for riots
- Train us in how to be violent successfully
- Reduce our sense of fear in an unfamiliar situation
- Teach us that the consequences of successful looting and violence are usually positive
Did games cause the riots? Of course not. But I bet there were more than a few kids who found it easier to get involved because they'd already had some practice simulations.
Check Out Money Grubbing Whale Exploiter @NicholasLovell's Free2Play Slideshow
If you read Gamesbrief (and you should) then this will be pretty familiar, but it ties everything together nicely.
I wonder if Nicholas over-emphasizes cosmetic and expressive purchasables (status, emotions, feelings), when the research suggests the real money is in consumable resources that let you progress faster.
Of course he might come back and say that "progress" is a form of social status... but I'm not so sure. Once you're addicted to a game progress feels important even if nobody else knows you're playing. (OK so you are paying for feelings when you pay to progress, I guess.)
Opinion: The Worst Thing Nintendo Could Do is Sell Games on the iOS App Store.
- Hardware sales -- Nintendo is the one console company that doesn't sell loss-leader hardware
- Selling its own exclusive IP games
- Licensing 3rd party games to run on Nintendo hardware
- Something that adds a LOT of fun.
- Something that can ONLY work on a games machine, and can't be copied on a general purpose mobile device.
- Something they can build cheaply.
Franchises Come to Facebook: Sims and Smurfs are Fastest-Growing Facebook Games
Ubisoft and EA lead this week’s list of fastest-growing Facebook games by monthly active users with The Smurfs & Co. and The Sims Social. Zoo World 2, The Pokerist Club and GnomeTown round out the top five.
Existing franchises are starting to figure out how to crack Facebook, with Smurfs and Sims now the fastest growing games on the platform.
This puts some fire under Zynga and similar game publishers. Their IP is weak and generic compared to what's coming.
Wooga: Social gamers spend on shortcuts, not decoration
Of the eight ways to spend real-world money in Wooga's flagship Monster World, just 0.3 per cent is spent on avatar customisation and only 2.3 per cent goes on cosmetic decorations.
2.8 per cent is spent on territory expansions, 6.3 on instant building shortcuts, 9.6 per cent on buying materials instead of finding or farming them and 10.5 per cent goes on in-game currency.
The two biggest sectors of income, by far, are Magic Wands – which make crops grow instantly – and Woogoo fuel, which powers the factories which make rare items. Both of these sections bring in around a third of Monster World's revenue each.
Wooga's army of mainly female players are more keen to spend on time saving items than decorative ones.
One Hit Wonder Factory Rovio Pushes to $1 BILLION Valuation
No wonder those Angry Birds have to work hard at keeping those pesky pigs at bay - Rovio Entertainment, the company behind the game is about to get a round of funding that would push the value of the company to over $1 billion.
$1.2 billion in fact.
Brave. The business plan is mysterious: one hit game, a bunch of gimmicky products, $1 billion.
$14.99 Retro-Remake Final Fantasy Tactics Enters Top 20 Grossing iPhone Chart
Final Fantasy Tactics: The War of the Lions — A retro game remake appears this week in the form of Final Fantasy Tactics: The War of the Lions. Ranked at #16, the $15.99 game is a turn-based strategy title set in the Final Fantasy universe and is the iOS rendition of the 1997, PlayStation classic. Released August 4th, the game is created by veteran Japanese console games developer and publisher, Square Enix.
iPhone gamers WILL pay more than 99c for a game that appeals to them, even if it's not cutting edge tech.
Zombie Farm iPhone Game Adds Social Features, Shoots Up Top Grossing Chart
Zombie Farm (Social Update) —Zombie Farm is another older, and popular app that also received a significant update. Currently ranked at #12, the game, which allows users to build a farm and grow their own army of zombies, is now social. Updated July 28th, Zombie Farm lets users connect and play with their friends viaFacebook, email or username. Beyond visiting one another’s farms, players can now send gifts, receive daily rewards, and even engage in a game of “zombie tag” with their friends’ zombies. Monetizing through in-app purchases, Zombie Farm is developed by California-based studio, The Playforge, told us they have more than 20 million players for Zombie Farm.
Adding social features to an already successful game (with enough players for social to make sense) pushed this free to play hit to new heights.
51% of In App Purchase Game Revenue Comes from $20+ Transactions
For Nimblebit's Pocket Frogs specifically 49% of revenues come from the $29.99 In App Purchase options (Premium Potion Packt and Premium Stamp Pack).
You gotta give gamers the chance to give you some REAL money.


