Showing posts with label social gaming summit. Show all posts
Showing posts with label social gaming summit. Show all posts

Monday, August 4, 2008

Social Gaming Summit Videos Now Online

All six panels. I wasn't on any of the panels, but you'll probably enjoy them anyway. :)

Watch as Blake Commagere of Zombies mocks the telecom industry in the panel Asynchronous Games on Social Networks.

lol. That guy is so going to kill me for that.

Thursday, June 19, 2008

Thoughts Inspired by the Social Gaming Summit

Things to Think about:

A whole generation of kids have been playing in virtual worlds are now entering the age (13) when they move into social networks. (Kyra Reppen - Neopets (core audience: 9-14).

My question: how does puberty (i.e. sexual awareness) change social play, particularly the values cherished and expressed by the userbase, and how does it affect social game design?

Kids up to the age of 13 want avatars as their pictures. Teenagers all want real profile pictures. Soccer Moms are mixed. (Dave Williams - Shockwave/Addicting Games)

I guess that answers my question why there isn't a successful avatar-based app on Facebook (though Yoville is seeing some nice growth). And it also suggests that building a fantasy based virtual world on the back of Facebook might not be the best idea. Perhaps, a virtual world where you pilot a 3D rendering of your profile picture would be better? The technology is out there (courtesy of an offshoot of Shervin Pishevar's old company, Freewebs.com!)

In Korea, MapleStory (a 2D MMO) is primarily played by elementary school kids, in the U.S., it's primarily played by teenagers. (Min Kim - Nexon).

So the demographic of players of a game is independent of game design? Is there an arbitrage opportunity here, taking game worlds built for kids and marketing them to different demographics, under different rubrics?

K2 networks (publisher of free-to-play MMOs) sees their usage spike on weekends, meanwhile most social games on Facebook have less usage on weekends.

Does this suggest more immersive games on Facebook will drive users to play on weekends instead of during the week? Or does it suggest that Facebook's audience primarily plays during the week and doesn't have the time for the more immersive experiences that SGN's CEO, Shervin Pishevar, suggested that the social games should move toward.

Answer: people are going to play during the week. Josh Williams of Alamofire said that he knows of at least one person being fired for playing Packrat at work, one year from now we'll be reading a trend piece in the NYtimes about how social games are destroying America's productivity.

Monday, June 16, 2008

My Coverage of Lobby of the Social Gaming Summit

Fortunately, quite a few people covered the sessions, because I spent most of my time in the lobby chatting with other attendees. So I'm going to give you my observations about the conference beyond the sessions. (I've also wrote up some nuggets from the panels that I'll be posting throughout the week so they don't drown in the mass of words of a long post).

Let's talk about those attendees. I noticed a lot of representatives from venture capital floating around, but before you get too excited, it was mostly junior associates sent by their partners to learn about the space. Social Gaming is on everybody's radar, but I suspect a lot of VCs are ready to jump in until they see a platform or infrastructure play. In fact, I know that's true since that what they told me. :)

Most social gaming companies that receive any attention (including from me) are content creators. In the VC world, content risk is a bad thing. Rightfully so, since content creators require hits to succeed. And making hits is really, really hard. I read somewhere recently that in the last few years, around 90 MMOs were produced but failed to launch. Other MMOs that did launch after years of development and millions of dollars spent failed to gain an audience and were shut down. That boils down to ~5 successes (in the US market) out of ~100 attempts. I'd probably be leery about investing in something that had a five percent success rate but required several million dollars and 3+ years to produce. But I digress (so frequently I must have ADD or Alzheimer's).

I spoke a lot of people from outside the gaming world who are looking at social games as the next big opportunity. As well as people from behemoth companies who just wanted to get away from the office for the day - I don't think they were kidding. I recognized a few people for the traditional games industry in the audience, but the crowd was still web-heavy.

Hopefully, somebody is putting together a social gaming track at the next GDC to reach out more to the traditional games industry. If somebody doing so, let me know, I'd like to help out.

In conversations, one of the biggest topics (and one I happen to be thinking a lot about it recently) is the gameification of the web. The basic idea is taking game mechanics and applying to other web properties to increase engagement. I'll be talking more about gameification soon.

Other topics: Twitter as a game. Fear of the traditional games industry entering the space with big budgets and better production values. Payment systems. Mobile as the ultimate gaming platform.

Overall, my impression is that VCs and traditional game developers are still cautious about social games, but more and more web guys are jumping in fast. All hail Ruby on Rails! ;)

Note: Warbook, Friends for Sale, and Packrat are all built on Ruby on Rails.

Friday, June 13, 2008

@ Social Gaming Summit tomorrow: Come say Hi

Like my brothers in blogging (Jeremy Liew, Justin Smith, and Andrew Chen), I, too, will be at the Social Gaming Summit. I like to give acerbic long-winded rants about the social gaming space to anyone who'll listen (but you probably knew that already). So come ask me a question.

However, except three questions in return.