Ralph Barbagallo's Self Indulgent Blog

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Archive for the category “facebook”

FarmVille 2 Illustrates Zynga and Facebook’s Desperation

The launch of FarmVille 2 last week was interesting to watch. Sequels to social games seem like a bad idea–why fragment the user base of a highly popular service for a numerical sequel? MMOs have had the same problem in the past and Zynga’s own Mafia Wars 2 is largely seen as a failure. I was curious to see what approach Zynga would take with their next attempt at a sequel to a flagship game.

The good news is FarmVille 2 is a gorgeous and even charming follow-up to the original game. The 3D graphics using Flash 11 are beautiful and the whole thing is ultra polished. This is one of the slickest Facebook games I’ve ever seen. The mega talented team that built this should follow all the ex-EA executive carpetbaggers and bail. I bet they could raise money and build a great company based on quality like this–for the right platform, of course.

As we’ve discussed here for years, and has become obvious in recent times, Facebook games are dead. Zynga’s and Facebook’s catastrophic stock declines are both linked to a collapse of the Facebook game ecosystem. Both Zynga and Facebook have failed to effectively monetize mobile users, especially in gaming.

Earlier this year, Zynga actually shut down the iOS version of FarmVille. They just couldn’t figure out how to make one of the most popular social games of all time work on mobile. Yet, Zynga doubles down on Facebook with an elaborate and exquisitely detailed sequel. The fact that the primary platform for FarmVille 2 is Facebook proves Zynga still has no effective mobile strategy. It could be contractual. If so, Zynga is tied to a sinking ship.

FarmVille 2 is also a sign of desperation. A few years back social game developers flooded Facebook with spam notifications from games as a so-called ‘viral expansion loop’. Facebook newsfeeds were cluttered with stories about lost sheep and found energy packs. Concerned with spam levels worsening the user experience, Facebook severely restricted access to viral channels.

FarmVille 2 seems to violate the spirit of Facebook’s carefully considered spam policies put in place after the viral channel crackdown. The biggest evidence being the opt-out newsfeed notification. If you look at almost every alert dialog in FarmVille 2, the only way to not have it not shared on your newsfeed is to click a tiny checkbox in the lower left corner. I can’t say I haven’t seen this tactic before, but it seems extra insidious in FarmVille 2′s case. The box is almost invisible and it has to be clicked every time, as the check box is reset on every alert. As a result, FarmVille 2 is bringing Facebook spam back to 2010 levels of annoyance.

Yes, FarmVille 2 uses sleazy tactics to gain free users. Even worse is the fact that Facebook enables this tactic. It’s not like Zynga is some rogue developer. Their special relationship with Facebook gives them access to a lot of early platform perks–including timeline stories, frictionless permissions, and now deceptive spam newsfeed posts. Both Facebook and Zynga are seemingly out of ideas and are going back to blatant spamming to reach and retain users.

Oh, and you can turn off newsfeed spam using this method.

The Big Business of Small Audiences in Mobile Games

Is mobile dead? It appears to be a silly question given all the hype–but it seems like the majors have it sewn up. Take a look at the top grossing apps. The vast majority of them are now published by large companies or independent developers that played their cards right early. Trying to get in the top grossing app list has become a challenge as monolithic “startups” blow millions of dollars from VC war-chests on acquiring users. This has driven up user acquisition costs to the point where even games that monetize well are having their profitability threatened.

The days of the free lunch may be soon over. Mobile can’t grow forever. Eventually smartphone user growth will flatten much like it has on social networks. The rising tide that floats all boats may stop rising.

Given these circumstances, is being a well-funded publisher the only way to go? Even with the use of Russian bot nets, daily free app promotional networks, and PR barrages it’s getting harder for the majors to score a slot in the top grossing apps. This broad and shallow strategy is expensive to execute. Now that the mobile market is large, mainstream, and mature it’s time to start monetizing lucrative niche audiences–narrow and deep.

I’ve encountered several mobile gaming startups employing this strategy to go after a number of different gamer sub-categories.

CORE GAMES

Whether you are “hardcore” or “mid-core”, the “core gaming” business model targets highly engaged gamers. These are the type of consumers that would have purchased an XBOX 360 in 2006, but for whom the tablet or mobile device is the platform of choice. This demographic is still (for now) largely young and male.

On the PC, World of Tanks earns over $10 million annually and League of Legends brings in over $60 million a year monetizing hardcore gamers with f2p economies. Although there are lessons to be learned from these titles, it’s important to apply hardcore game designs to the way core gamers wish to consume content on mobile.

Kixeye and Kabam proved the core gaming model on Facebook, earning over 10X what Zynga does per user. Both are making moves into mobile. Playing defense, Zynga is fighting back with their own core games push. Apparently unable to find a copy of The Innovator’s Dilemma, many legacy game publishers have surrendered, allowing barbarians to invade and steal their customers.

GAMES FOR WOMEN

I’ve been approached by several startups over the past few months looking to monetize female gamers with persistent social mobile games. Not to mention there have been a few high profile announcements in this space have hit the blogs lately. “Games for Girls” was an industry mantra over 10 years ago which resulted in an array of gimmicky games laden with rainbows and pink ponies. As they say, “This time, it’s different.”

Last year, there was a lot of hype about how FarmVille killed the soap opera. If that’s true, then it’s time to merge mobile social games with soap operas to re-engage that demographic. After all, soap operas were originally designed to sell soap to housewives. Now, design them to sell virtual goods. A few startups have appeared in this space, but the only social soap opera game so far doesn’t stray too far from the isometric Skinner Box form of your average Facebook game.

Games are not one-size-fits-all. In free2play games, women monetize differently than men. However, women can be just as engaged and lucrative as the aforementioned core gamer. Games that engage and monetize women can be a powerful niche market if you take it seriously and not approach it as an insulting gimmick.

GAMBLING

Social Gambling has been the hot buzzword of 2012. The ongoing success of Zynga Poker, anticipated changes in federal online gambling laws, and the recent $500 million acquisition of Double Down by IGT have created a frenzy in mobile and social gambling startups.

The fact is, most social games are thinly veiled slot machines anyway. So it’s no surprise that when a developer drops the pretext and releases a quality slot machine simulator like Slotomania that it is going to rocket to the top of the charts.

When monetizing social games we speak of high paying customers as ‘whales’–A term taken from the gambling business. Vegas has been monetizing gamers much longer than game developers have. Not to mention gambling game designs have had thousands of years to be A/B tested.

CONCLUSION

Monetizing niche audiences requires not only a great game, but deep analysis of your customer and their tastes. Instead of going after the same pool of casual users, a new generation of mobile gaming start-ups are carving out lucrative targeted audiences. Some are large enough to catch the attention of investors, others are making significant “quiet money” for their savvy entrepreneurs. As Kabam CEO Keven Chou says, “The key isn’t about how many users you have, It’s about how much money you are making.”

Facebook’s Mobile Gaming Apocalypse

Crowdstar recently announced they are abandoning the Facebook platform to focus on mobile social games. After amazing success on iOS, they have discovered what many of us have known for years: Facebook games are dead.

In the wake of Farmville’s massive success in 2009, investment in social gaming hit a fever pitch. The Facebook audience grew to 500 million with the rising tide floating all boats. We went from “RIP Good Times” to a veritable all-you-can-snort coke buffet in the little over a year.

During this period, Facebook shut down viral channels making it more difficult to acquire ‘free’ customers and instituted a 30% tax on social gaming revenue in the form of Facebook Credits. By 2011, user growth flattened out and user acquisition costs skyrocketed as social gaming companies blew their war chests fighting over the same group of casual social gaming customers.

Apple, on the other hand, introduced In-App-Payments for free apps and created an entirely new genre of tablet games with the introduction of the iPad. News of new social gaming startups declined, but mobile gaming investments became white hot. The mobile social gaming gold rush was on.

Recent filings from Facebook show that Zynga, one of Facebook’s single biggest contributors of revenue, is now responsible for a shrinking portion of Facebook’s income. This may be due to a change of focus. New game releases on Facebook from Zynga have slowed to a trickle. Meanwhile, Zynga has been feverishly acquiring mobile startups and barking up their stock price with social gambling chatter. While some companies stubbornly cling to the Facebook platform, in most cases social gaming companies are evacuating Facebook for mobile.

Facebook can’t earn a dime off of mobile social games despite their usage of the Facebook API because mobile billing is all controlled by Apple or Google (and now Amazon). There is no place for Facebook credits in the mobile ecosystem. If you try to use any alternative payment system in an iOS app, Apple won’t approve it.

This is why Facebook is making carrier billing agreements and beefing up their HTML5 platform. They can’t get a cut of native app revenue, but can position themselves as a premier destination for HTML5 mobile browser games with Facebook Credits as the billing system.

Even if buying Facebook Credits can be made as seamless as iTunes billing, Facebook still has to fix the fact that HTML5 sucks. This is a problem that is somewhat out of their control, as HTML5 performance is affected by features in mobile browsers developed by Apple and Google.

Facebook is desperately trying to figure out mobile–spending $1 billion on Instagram is an example of this. The unstoppable shift to mobile media consumption threatens Facebook’s core revenue streams from all angles. Facebook Credits have no use in native mobile games and Facebook can’t generate much ad revenue as ads are largely non-existent in their own mobile apps. Facebook’s walled garden is under attack from another walled garden of closed mobile devices. I guess it’s karma.

More Quick Notes

I don’t have enough material for an entire blog post, so I figured I’d hit a few minor points before they are too stale to use as an excuse to blog about.

One Month with the Sony Vita

George Broussard famously stated the Vita seems like the last dinosaur at a mammal convention, and sales figures may be confirming this. Still–as a die-hard gamer from the monochrome era, I got one at launch. I’m the earliest adopter there is.

Regardless of the market reality, there is one game that proves the Vita is a serious piece of gaming hardware–Uncharted: Golden Abyss. This is a PS3-sized game of AAA amazingness that you hold in your hand. It’s doubtful the Vita ecosystem can support many games of Uncharted’s scope, but it really is an incredible experience for a handheld.

Oh, and the Near network is cool. It’s strikingly similar to a location-based mobile games ad network I built in 2010. So, yeah–this kind of tech is dear to my heart. What’s up with only being able to refresh every hour?

Adobe Cries For Help

Is Adobe trying to kill itself, or is hurting Flash just a cry for help? Maybe Adobe is just a cutter. Anyway, adding a 9% tax on all content built using Flash’s new Alchemy opcodes is another desperate attempt to create a Flash ecosystem.

This is obviously a move to make UDK and Unity3D’s Flash exporters prohibitively expensive. If you develop Stage3D apps in ActionScript using Adobe’s own tools (or deploy on AIR or mobile), you apparently can release content royalty-free. Too bad. I was really looking forward to using Flash as a low friction web platform for Unity3D content.

GDC 2012 Impressions

My GDC impressions are over a month old and pretty stale. So I’ll keep it quick. Facebook games = dead. Mobile social games = tail end of cokehead frenzy. Social gambling = the fuse has just been lit. The crab cioppino at Sotto Mare = greatest meal of all time.

Why Cloning Is The New Gaming Business Model

Game cloning controversies seemed to have died down over the past month, but the issue will blow up again once another successful game is inevitably ripped off. It’s not even that new of an issue. Still, it came to a fever pitch when Zynga shamelessly copied NimbleBit’s Tiny Tower, then presented this absurd defense of its actions.

You can’t protect an idea. That’s intellectual property 101. Although, it is true that you can protect the expression of an idea: level layouts, art, perhaps even scoring. I’m not a lawyer, but as far as I can tell Zynga is in the clear here.

You have to know the culture that produced social gaming to understand why cloning is the new business model for games. The social gaming industry was created by MBAs, not game developers. To an MBA, there is no difference between a game and any other web service. Both Orbitz and Travelocity sell plane tickets online–but nobody complains that Orbitz ripped off Travelocity. They are simply two competitors in the web airline reservation space.

To a company like Zynga, Tiny Tower is merely a pioneering entry in the Mobile Virtual Tower Simulation space. Zynga is simply producing another entrant and attempting to carve out their slice of the total addressable market for this type of service. There’s no creative soul to Dream Heights, perhaps, but neither is there one for airline ticketing websites.

This is abhorrent to a lot of developers who have been creating games since before the social gaming revolution. Yet, I meet a lot of young gaming entrepreneurs for whom this is the way of things. They speak in terms of attracting another game’s customers with cloned mechanics and a few changes–perhaps in platform, delivery, or other business model differences. Never in terms of creative twists.

Social gaming giants usually clone games from smaller developers and buy larger companies who produce games they’d like to be cloning. This is probably because well-funded startups often have the same cokeheads backing or advising them, and thus a cloning controversy will ruffle some valuable feathers. Smaller developers should be already well into the development of the next hit-to-be-cloned by the time the VC backed cookie cutters arrive.

Let’s Keep Dying

Remember when Bill Gates was the enemy? Ahhh the 1990s–It’s almost like they never happened. Yet, Microsoft still carries with it the Evil Empire reputation it gained from 20 some odd years of suspect business practices and ultimately being declared a monopoly by the FTC…sort of.

Since software broke free from boxes in the Web 2.0 era, Microsoft’s power has waned and Bill Gates put himself out to pasture as a philanthropist. I suspect Bill Gates discovered what we all do–he’s going to die. Perhaps even more depressing, he’s not going to be able to spend all his money before he kicks the bucket. So, Bill Gates has admirably chosen to spend the rest of his life giving away his vast wealth to charitable causes of personal interest: malaria, polio, that sort of thing.

This is in direct contrast to the new generation of rich tech elite. Recently I read this article about Peter Thiel–billionaire venture capitalist and one of the earliest investors in Facebook. Many of his new investments are in biotech–in particular, investing in companies that are trying to cure death.

Bill Gates’ sense of his own mortality is so old school. The Silicon Valley investor class has also realized they can’t live long enough to enjoy all of their wealth. However, instead of spending their fortune on bed nets they are trying to become immortal. The cokeheads will live forever. Time enough at last.

In the same interview, Peter Thiel criticizes modern investors for building trivial technologies that don’t move humanity forward. He waxes nostalgic about the 1960s Space Program and contrasts it with today’s meaningless web 2.0 developments (many of which he is personally responsible for).

I think Peter Thiel is trying to eliminate one of the greatest innovators of all time: death. Just imagine if you could become immortal, but it was really expensive. We’d still be living under the yoke of 16th century kings who want to burn you at the stake for believing in heliocentric orbits.

Plus, your unpredictable expiration date is great motivation for getting stuff done. Steve Jobs’ premature death was a wake-up call to a lot of people putting off things they want to do until some nebulous future date.

It’s not all bad. I’m sure the advancements biotech companies create while slaving away to discover the fountain of youth for their overlords will trickle down into medicine for the rest of us. After all, we’re just now starting to see the benefits of a few decades of stem cell research.

Still, I can’t help but think the human lifespan is in a sweet spot for innovation. Live too short and you’ll never accomplish enough to evolve (fruit flies)–live too long and you’ll put off accomplishing anything for generations (whales–a bunch of slackers). Let’s keep dying, it’s good for the human race.

2011 Year in Review

Location isn’t dead. It’s just everywhere.

When Facebook announced they were killing Places, it was kind of a shock. Several months later it makes total sense. Location isn’t a feature people use apps for. Location is now part of the social web’s fabric.

Instead of a separate Facebook feature, you can now tag a location on to anything: posts, photos, and (yes!) check-ins. It seems like location apps such as Loopt, Brightkite, and SCVNGR have faded as they all ‘pivot’ to Groupon clones or whatever.

Now location is merely an expected feature. I’m willing to bet most people don’t use Instagram primarily because of location. Still, tagging locations on photos is popular. Instagram is outpacing Foursquare for growth. Probably because it’s actually useful beyond announcing “I’m here!” to complete strangers.

Peak Soccer Mom.

Zynga is a monster of a company and congrats on their IPO. I remember seeing Mark Pincus at Cassie Phillips’ very first social gaming conference 5 or so years ago as a relative nobody. This was back when SGN had more funding.

Today, SGN is nothing but a memory. Zynga managed to upend the entire game industry, plunging the old guard into panic and chaos while blazing a trail to a 7 billion dollar valuation. Bravo!

A lot of analysts are disappointed with the IPO. And yeah, Zynga desperately needs new customers. For this reason the company seems like it’s not a growth stock.

Is it a risky investment? Perhaps not. Zynga is the first public company whose performance you can watch in real-time. Instead of looking at guidance and waiting for quarterly reports, just go to AppData and watch their DAUs. If only there was a way to automatically sell a stock once their user retention dropped across the board…

Unity 3.5

The Unity 3.5 beta is now public. The GUI is nowhere to be found–my #1 problem with Unity. Still, it has file locking for SVN and P4V support, multi-select, and a bunch of other small fixes that I’m happy with. Oh, and the Flash exporter really works. Plus, there are some promising new GUI add-ons in the Asset Store.

Console Disruption

The 3DS has been able to pull itself back from the brink with quality software this holiday season. This effort may prove futile as tablets and mobile devices are still pounding the handheld market into submission.

I’m big on the Sony Vita. I even paid extra to reserve the First Edition bundle early. I am fully aboard this kamikaze mission to stuff every conceivable feature in a massively powerful device directly aimed at a market that wants nothing to do with it. A glorious death on the battlefield! I want to see how this turns out–even though a brutal, bloody loss for the axis is seemingly inevitable. Operation DOWNFALL.

Folks I know that got a Japanese Vita say it’s a glorious piece of gaming hardware. However, the 3DS outsold the Vita during launch week in Japan. Not a good sign.

Action Bronson Has The Best Album of the Year

Action Bronson’s Well Done is the best album of the year. The first rapper to rhyme about how to properly cook and serve puffin. Real talk.

VCs, Welcome to the Game Industry

After my post about how Zynga seemed to have hit peak soccer mom, news broke that their profit took a nosedive by %95 this quarter. Some may say this is the bubble bursting on social, but it’s probably not. It’s just the maturing of the social game industry.

Zynga’s active users are down by about 3 million. Growth is flat, this is true. However, Zynga has attributed their falling revenues to the lack of major releases generating new revenue. I’m likely to believe it.

This is a familiar pattern to anyone who follows the dinopubs–companies such as Take 2 have wildly gyrating stock prices due to the release patterns of tent pole games like Grand Theft Auto. With AAA console titles taking 3-5 years to develop, you can go many costly quarters without any decent revenue coming in. This is especially scary when you are spending $50 million to develop a title and $100 million to market it.

Remember the early days of social games? Think back to 2008 when Jetman was hot. It was a crude Flash action title that was probably whipped together in a weekend. SGN bought it as one of the first acquisitions in the space. Contrast that with Adventure World–a lush, rich adventure in…uh…clicking on lots of stuff to generate spam. Ok, not my cup of tea–but the amount of work put into this generation of social games is deceptively large.

Zynga has been spending a lot of money acquiring companies and massive amounts of staff. I’m sure their 2,000 or so employees aren’t sitting around filling out Netflix trial subscriptions for free FarmVille Bucks. There’s a lot of development going on. Social games are taking longer to make and fickle audiences are saturated with compelling content. Naturally, if you don’t have anything new out there your usage and revenue will drop off.

The thing is, this hit-driven pattern was part of what made games totally off-limits to investors until the social revolution. No longer can you throw a heap of money at a bunch of pizza-eating Stanford CS grads in a SOMA loft to crank out code and buy millions of users until you supernova into an acquisition by the greater fool. VCs wanted to invest in so-called ‘game factories’ but now you actually have to produce quality games and work hard for your users. Scary stuff.

I’m not quite sure the crop of VCs that heavily invested in social gaming are ready for slow growth and a revenue chart that looks more like a string of al dente spaghetti than a hockey stick. Will social gaming become as unattractive to VCs as the traditional dinopub industry is? Zynga better not delay their IPO much longer–or time it to coincide with the release of a major title.

Is Location Dying?

I was blown away by today’s announcement that Facebook is shutting down Places. A year ago, it was announced as Facebook’s Foursquare killer. Perhaps Facebook decided Foursquare wasn’t worth killing?

It’s kind of bewildering. Pundits complain that only %6 of Facebook users used Places. But %6 of 700 million users is roughly 3-4X Foursquare’s entire user base. It’s really not even about active users anyway. It’s about the reach of Places check-ins through the social graph.

Places activity is featured prominently in your newsfeed. Check-ins frequently generate comments and from non Places users. These conversations can be a valuable viral marketing tool for venues and events. Check-ins on Facebook Places are far more valuable than those of Foursquare or any of its lesser competitors due to their reach.

Facebook has stated they are opting for a new geotagging feature on pictures and posts instead of check-ins. I do like geotagging much more than check-ins, actually. I think this is one of the best features pioneered by Instagram. I’ve gone to venues because I saw something really delicious tagged at a local restaurant. I’m also more likely to geotag than check-in. Checking-in is a big statement compared to adding location information to a post. Still, can’t check-ins and geotagging all just get along?

For developers, location just got a bit trickier. Basing a game or app on check-in history has always been a bad idea. You don’t want to require a log-in for a game–a good percentage of your users will drop out upon seeing a log-in screen. However, Facebook Places offered more of an opportunity to use social check-ins in an app since it’s attached to a mass appeal social network instead of a niche app like Foursquare. Who remembers their Foursquare password?

Places was seemingly thrown out there with very few enhancements made to it over time. Maybe Facebook decided the cost to whip it into shape was just not worth the effort. After all, revenue streams from check-ins have always been suspect.

This goes to show you that even if the 800 pound gorilla decides to muscle in on your turf being focused and nimble can pay off. It was looking grim last Fall, but Foursquare vanquished the beast and has emerged unscathed with a new round of funding.

Facebook will probably use that prime area of real-estate the Places button occupied in the mobile app for a more lucrative feature. Yet, I can’t help but think they didn’t give Places a chance. The fact is, location will remain an important feature in mobile due to the very nature of the device. Facebook just can’t figure out how.

The New Era of Virality

A few weeks back I saw this post covering a lecture about the current trends in gaming by Tim Chang during GamesBeat 2011. Now, if you read a lot of VC blogs, please stop. VCs are very good about telling you what the trends are last year. You’re likely to crash your car doing too much rear-view mirror driving. In this case, during a bunch of stating the obvious, he claims we are in the “post-viral era.”

This may not be the case.

In social gaming 1.0, it was all about spam. Social game developers prided themselves on their secret knowledge of the so-called “viral expansion loop.” This black art really was no secret. Just spam Facebook newsfeeds with obnoxious ‘stories’ about lost cows and Mafia Wars riches. Whether you were selling herbal Viagra or virtual crops, the technique was the same–Shoot out millions of messages and hope that a fraction of a fraction of a percent follow through.

In the late 2000s, it seemed like the there was a fine line between social game companies and Nigerian 419 scams. Newsfeed spam from social games got so bad that Facebook shut down all the viral channels by early 2010. Except, of course, for Zynga–with whom they have a sweetheart deal. Anyway, when the spam APIs were squelched, Facebook app virality died. This was the end of Social Gaming 1.0.

In 2011, virality still lives. Turning your players into evangelists that go out and get others to play the game as a core mechanic is a tricky thing to achieve but it can be done. The best example of this is the wildly popular (among hipsters, at least) turntable.fm.

A pivot borne out of the social shopping startup, Stickybits, turntable.fm is a music sharing game where you earn points by performing as a virtual DJ. Create a playlist of tracks from turntable.fm’s immense library, or upload your own. Then, play these songs for head-nodding virtual spectators.

Is this legal? Who cares. They’ve amassed a decent chunk of users in a few short months. turntable.fm will figure that out later when the Cease-and-Desists start showing up.

The only way to earn points as a DJ is to have a lot of virtual club-goers watch your performance. Racking up tons of points requires driving lots of users to join your room and watch you spin. The more spectators you have, the more points you earn. If you read interviews with the game’s most fanatical players, you’ll see that turntable.fm has created a group of hardcore whales who put more effort into bringing in new players than your average user acquisition manager at a social gaming company.

For fanatical DJs that desire fame, glory, and enough credits to buy cool avatar gear, the drive to bring in new turntable.fm players is strong. Compared to many other social games, there is little friction to this process as players don’t have to actually play anything. Once invited, users merely have to log-in and consume free music.

The big mystery is how this game plans on monetizing its audience–but I’ve seen few social games with viral mechanics this persuasive. It’s unclear if a game you actually have to play to participate in can emulate the same model, however turntable.fm is an example all game developers should be looking closely at.

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