social games

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  • EA delays unspecified social game based on 'major' EA IP

    by 
    JC Fletcher
    JC Fletcher
    02.01.2012

    EA adjusted its earnings for the most recent quarter (its fiscal Q4) in part because of the delay of an "important social game." It just didn't say which one. In an investor conference call, CEO John Riccitiello broke the news that EA is moving the launch to Q1 of fiscal 2013 (January-March of this year).Later, during the Q&A portion, COO Peter Moore called it "a major title based on a major piece of the EA brand IP." EA recently acquired KlickNation, rebranding it BioWare Social, but that just happened last month -- likely not enough time to even think a game would be ready for this quarter. EA also releases social games through Playfish, EA Play, and EA Sports.

  • Last Guardian executive producer resigns, joins Bossa Studios

    by 
    JC Fletcher
    JC Fletcher
    12.07.2011

    The employment status of The Last Guardian designer Fumito Ueda is still in question, but we have received official word that another producer on the title has departed from Sony. Executive producer Yoshifusa Hayama has left Sony to join UK social game developer Bossa Studios as creative director. Hayama was a VP at Sony Computer Entertainment from 2007 until his departure (according to his LinkedIn profile), credited on a variety of PS3, PSP and Vita projects including LocoRoco 2, The Eye of Judgment, and even the Torne DVR project. He previously worked at Sega's AM2 division, Square Enix, EA, and then Sumo Digital -- which helps explain his connection to the UK game industry. "The future of gaming is definitely online and thanks to recent developments with Flash 11, there is no reason why a social game can no longer be as visually stunning and as compelling as the big console titles," Hayama said in the announcement of his appointment (after the break). He added that Bossa plans to bring games with "3D elements" to Facebook and other social networks.

  • Zynga reports record revenue in last quarter

    by 
    Matt Daniel
    Matt Daniel
    11.04.2011

    A recent SEC filing from Zynga, creator of the social gaming epidemic known as FarmVille, revealed that the company is reporting a record quarterly revenue of over 306 million USD, though -- bizarrely enough -- profits are almost 54 percent lower than they were this time last year. Revenue isn't the only thing that's on the rise, either. The company reports 152 million unique monthly players, compared to the 151 million the company reported in June. The average number of daily players, however, dropped from 59 million to 54 million. At any rate, the company seems to be going strong, with new titles such as the recently announced (supposed MMO) CastleVille just on the horizon.

  • Richard Garriott blames Blizzard for ignoring the social gaming field

    by 
    Justin Olivetti
    Justin Olivetti
    11.02.2011

    Richard Garriott, who heads up social games outfit Portalarium, publicly put the screws to Blizzard and other major MMO companies for overlooking the casual gaming space. In fact, he says that World of Warcraft's biggest challenger won't be from another AAA title, but from the "Zyngas of the world." Talking to Industry Gamers, Garriott accused Blizzard and EA of dropping the ball when it came to social gaming, which Zynga has since explored and exploited. "The only reason Zynga exists is because people like EA, people like Blizzard, failed to step in," he said. Garriott sees these small start-ups as having great potential in the near future. "I think within a few years, you'll see that's not really the case," he said. "I think you'll see that the quality level that comes up through the casual games will rival the quality of traditional massively multiplayer games and then, because it's not something you have to subscribe to, because it's something that virally spreads, and especially because, as people churn out of a big MMO they've got to go somewhere." Garriott's Portalarium is currently working on an upcoming project that is "much more like Ultima Online than people might expect."

  • Mark Jacobs elaborates on departure from EA Mythic

    by 
    Justin Olivetti
    Justin Olivetti
    10.04.2011

    It's been a couple of years since Mark Jacobs abruptly left -- or perhaps was let go -- from EA Mythic, but curiosity around the split persists in the MMO industry. Yesterday, Jacobs opened up about the event that occurred after EA's acquisition of Mythic and BioWare. Long story short: The merge brought about changes, and Jacobs wasn't on board with them. "They made a decision on a direction they wanted to go and obviously, as we put out in our joint statement, that wasn't a direction that had a role for me, or at least the role that I wanted. It really is as simple as that. Or at least publicly. Whatever went on behind the scenes, whatever we talked about, I have no intention of sharing that," he said. Jacobs insists that EA has been kind to him in the subsequent years. "One thing I'll say publicly about EA, they have been very good in what they've said post-departure regarding me. Similarly I've been good about what I've said about them post departure." He has since gone on to form a new company to create social and mobile games. In an ironic twist, Jacobs says that the idea for getting into the social gaming market took root while he was at Mythic, but he left before acting on that notion.

  • Free for All: Massively single-player does not an MMO make

    by 
    Beau Hindman
    Beau Hindman
    09.21.2011

    Oh, the constant attempts at defining how we play. While many of them might seem strange or even laughable, they are all attempts at defining something for the sake of streamlining the sale. If you cannot describe your product to someone, especially in very few words, then it probably isn't going to sell. A while ago I attempted to define what MMORPG means, but I would never pretend that I'm the first one to attempt to do so. After all, the games have changed, the way we connect to them has changed, and the interactions we have with each other have changed. So why not the term? Nintendo seems to think that "Massively Single-Player" makes for a good description. It's a slightly odd one, if you ask me, for many reasons. But let's look at it anyway and see how it might fit into the world of MMOs. Click past the cut!

  • Tour GREE's massive TGS booth

    by 
    JC Fletcher
    JC Fletcher
    09.17.2011

    The biggest booth on the TGS show floor, as far as we can figure, isn't Sony's or Capcom's -- it's the one occupied by mobile social game service GREE. GREE offers games from major publishers, including Sega, Capcom, and Square Enix, in major franchises, for phones. And we're not talking iOS or Android experiences, specifically -- we saw mostly regular cell phone games. But it's working, since GREE had the money to splash out on this big booth experience -- including capsule toy machines that are used for a labyrinthine swag process. First you play a game, then you get a "medal" which you're directed to put into one of the machines. The capsules have numbered slips of paper, which you then bring to a desk to exchange for a prize. I got a notepad.%Gallery-134153%

  • Google begins gradual rollout of games in Google Plus [update]

    by 
    JC Fletcher
    JC Fletcher
    08.11.2011

    After early indications were discovered in Google Plus source code -- and after anyone ever looked at Google Plus and applied common sense -- we knew games would be available on the social network soon. Today, Google began rolling out a small assortment of games, including the ubiquitous Angry Birds, EA2D's Dragon Age Legends, and sudoku. You know, Facebook stuff. A "Games" button at the top of your stream will take you to the available games, if the rollout has made it to your account. If it hasn't, Google says it will "soon." Google's game implementation differs from Facebook in that game-related status updates are cordoned off into the "Games" page, so you can only see them when you are looking at game stuff. Unlike Facebook, you won't have to banish all your friends when they develop Zynga problems. [Thanks, Dylan!] Update: Venturebeat reports that Google is only taking 5 percent commission on its games, another advantage over Facebook (who takes 30). And on the new Google Plus platform blog, engineering director David Glazer claims Plus is taking a "quality over quantity" approach with its games. Developers and new game features will be added in "small steps."

  • No More Heroes social game will be appropriately bloody

    by 
    JC Fletcher
    JC Fletcher
    07.26.2011

    Suda 51's contribution to DeNA's "Super Creators Initiative" is a social No More Heroes game. And, being a No More Heroes game, it'll be about people assassinating one another. It shouldn't be too much of a surprise, then, that Suda 51 told attendees at a press conference, "We're aiming to make it the social game with the most blood." We suppose it could be a surprise, given that the original Japanese and European releases of No More Heroes were bloodless, subsituting a shower of coins. So by being even a little bloody, the new social game is bloodier than the real game in Japan. Suda also expressed a desire to give this game enough "power" and "impact" to make it outside of Japan, a lofty goal for a Japanese mobile game. That was a goal that the three previous mobile NMH games, released by Marvelous in 2008, couldn't achieve.

  • Heroes of Neverwinter preview: Facebook fantasy

    by 
    Griffin McElroy
    Griffin McElroy
    06.11.2011

    I didn't see a Facebook game on the E3 show floor that I would consider passing along to you, honored readers, whose time I value more than my own -- with one noteworthy exception. Dungeons and Dragons: Heroes of Neverwinter represents a project which fans of its tabletop predecessor have been pulling for for a good, long time: An actual adaptation of the game's 4th Edition, complete with dungeon tiles, character progression and the move/minor/standard turn layout. It is, of course, a simplified version of the robust RPG -- most of the series' constituent features are represented in some form or another, but in a limited capacity. Still, even with this one conceit, Heroes of Neverwinter looks like one of the beefiest titles on the platform; not to mention a dungeoneer's dream come true. %Gallery-125848%

  • E3 2011: Nival announces Facebook-integrated MMO Prime World

    by 
    Patrick Mackey
    Patrick Mackey
    06.07.2011

    Nival may be a new player in the MMOsphere, but Prime World, its first big push into the fray, is looking to turn a few heads. Developed in the Unity 3D engine and promising an intense PvP experience inspired by Defense of the Ancients, Prime World hopes to break from other, similar games by integrating itself into Facebook. While elements of the social game can be played in a web browser, the PvP combat will require a downloadable client. Players will be able to construct castles and enjoy other social gaming features, and these elements will bleed into the PvP portions of the game and vice-versa. Well-designed castles will provide "meaningful benefits" to the PvP action scenes, and social networks can be exploited, helping players gain strategic advantages. Likewise, the spoils gained from successful PvP victories and other minigames can be used to customize your castle or be gifted to friends. Nival is expecting Prime World to enter closed beta late this year, but it released a teaser trailer to whet our appetites until then. Check it out after the break! Massively's on the ground in Los Angeles during the week of June 6-9, bringing you all the best news from E3 2011. Whether you're dying to know more about Star Wars: The Old Republic, RIFT, or any MMO in between, you can bet we'll have it covered! %Gallery-125703%

  • NBA extends multi-year licensing agreements with 2K and EA Sports

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    05.23.2011

    Six years ago, the NBA counted five major game makers -- including Sony, Midway and Atari -- in its non-exclusive circle of licensees. That number has since dwindled to two, as the league today re-upped its multi-year licensing agreements with its longstanding (and still standing) video game partners, Take-Two Interactive and Electronic Arts. Unsurprisingly, through its 2K Sports label, Take-Two will continue to make use of its NBA license in its successful NBA 2K franchise. The most recent release, NBA 2K11, has now sold more than five million units since its October 2010 debut, according to the publisher. The next iteration, NBA 2K12, is expected to be announced at E3. Assuming 2K12 is on track to be released this fall (lockout or game on), it would mark a second straight year that 2K Sports' simulation series entered the market with no direct competition (Madden style!). EA, the NBA's oldest video game partner, permanently benched NBA Elite 11 last November after the company determined, "It was just going to be a bad game." EA Sports' next basketball sim won't be released until Fall 2012, with a download-only NBA Jam sequel subbing in this October. Additionally, Take-Two is expected to "explore and develop new NBA licensed gaming opportunities, including online on social media platforms," according to a press announcement. Counting itself as "the No. 1 U.S. sports league on Facebook, Twitter, and YouTube," the NBA, through its NBA Digital label, has already released NBA Legends (developed by Lionside) and NBA Dynasty (in partnership with Disney-owned Playdom) on Facebook this year. [Pictured: Bulls versus Lakers and the NBA Playoffs (EA, 1991); source: Hoopedia]

  • Capcom forms Beeline mobile brand

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    04.19.2011

    Capcom has created its first publishing sub-brand, Beeline, to create social and freemium-based games for the mobile market. The parent company's forays into the space have seen success, with titles in the casual market like Smurfs' Village, Zombie Cafe and Lil' Pirates reaching 15 million downloads. Beeline is meant to keep up the publisher's buzz in the space, capitalizing on its success so far with "a brand and team focused on the mobile casual gamer." Worker bees will be humming along out of four hives set up in LA, Tokyo, Toronto and London. Beeline is expected to publish eight games by next April. As for targeting the "hardcore" mobile gamer, the publisher will continue to develop (and copy) such titles under the familiar "Capcom" name.

  • First Impressions: Gunshine

    by 
    Beau Hindman
    Beau Hindman
    04.18.2011

    Gunshine is a good example of a game that will probably be lumped into the "Facebook game" category. I bring this up only because the game uses Facebook as a vehicle for its content, yet it also takes advantage of some of the social aspects of the network. The truth is that it launches in its own window, so really it's as much of a "Facebook game" as Free Realms is. Many MMORPGs of all shapes and sizes use Facebook's social tools occasionally at the same level that Gunshine does. So let's be clear: There is no farming or coin-clicking in Gunshine. It is simply a top-down shooter, and a cute one at that. While I soloed most of the time in the game, I was aided by the occasional extra player or rented NPC mercenary. What I found was a game that has a lot of potential, makes great use of Flash, and is a good amount of fun. But I found plenty of issues as well. Join me past the cut and I'll tell you about it.

  • Ex-LucasArts devs form November Software, aim to 'elevate social gaming'

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    04.07.2011

    Three former Force Unleashed series developers and an ex-EA Sports programmer have joined up to form November Software, an indie studio with lofty ambitions: "to elevate social gaming to a new standard and deliver high-end 3D content to the web, iPhone and iPad." The team's first project, Inemeri: A Familiar World, will be a free-to-play social game for browsers and iOS devices. "We are striving to hit a quality bar higher than any game running directly in your browser, iPhone or iPad," declares a statement on the game site's About page. The team claims to "have collectively invented a new way to build games from the ground up," with Inemeri said to feature a "new engine and plugin based around a concept of 'streaming'" powering a "challenging and inspiring 3D world that can be explored creatively." Yes, that's a hot air ... balloon. November Software plans to launch a closed beta test of Inemeri this summer. Volunteers are currently being accepted through this signup page.

  • The Weinstein Company announces TWC Games label

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    03.25.2011

    Having reached the pinnacle of success in the film industry -- by distributing Best Picture-winning The King's Speech -- The Weinstein Company has made the dutiful turn to games, taking up "a new initiative in the video game space." Forming a "strategic consultancy" with Beefy Media, the newly minted TWC Games label will look to further capitalize on Weinstein properties, notably from its Dimension Films division, by bringing them to mobile, social and console platforms. Beefy teases that "we have a bunch of products in development," but no specific game announcements have been made at this time. The Dimension label houses a host of horror franchises, including Scream, Hellraiser, Halloween and Children of the Corn, in addition to lighter fare, like Scary Movie and Spy Kids. Scream 4 hits theaters in three weeks -- so plenty of time to put together a "compelling, high quality, cost-efficient" port. They just have to change those pumpkin heads to Scream masks.

  • Zynga acquires Floodgate Entertainment

    by 
    David Hinkle
    David Hinkle
    03.24.2011

    Furthering Zynga's presence on the East Coast is Floodgate Entertainment, the latest acquisition for the social games giant. Floodgate will be assimilated into Zynga Boston, with the formerly independent developer's founder, Paul Neurath, overseeing as creative director. Zynga has been giving its checkbook a workout over the past few months, purchasing Drop7 dev Area/Code (now Zynga New York), as well as snatching up Lou Castle, who was CEO for InstantAction before it went the way of the Dodo. Zynga's current worth is estimated to be in the billions.

  • Dragon Age Legends now live on Facebook, go poke some Darkspawn

    by 
    Griffin McElroy
    Griffin McElroy
    03.16.2011

    At last, social game aficionados/haters have a new title to sink their teeth into/receive hundreds of unwanted Facebook invitations to: Dragon Age Legends. The network-connected strategy RPG lets players work together to complete quests, and earn equipment -- both in Legends and the recently released Dragon Age 2. If you're feeling lost after loading up the game, you're not without options -- perhaps you could consult with one of the thousands of players who got in on the game's beta, which kicked off in January? We bet they know a thing or two about putting down Genlocks.

  • Interview: Click here to learn more about Insomniac Click

    by 
    JC Fletcher
    JC Fletcher
    03.13.2011

    Insomniac Games made the surprise announcement at SXSW Interactive that a new division would make games for Facebook and other social gaming platforms. The newly hired team is already at work on an unannounced project based on a new IP. I wrangled the two Insomniac panelists, marketing director Ryan Schneider and lead artist Tony Mora, to discuss how the new division will integrate "social gaming" into the Insomniac style, and to find out just what a "social game" is.

  • Rebellion opens social games division after Evil Genius success

    by 
    JC Fletcher
    JC Fletcher
    03.07.2011

    Aliens vs. Predator developer Rebellion is giving itself something new to rant about, opening a division for the creation of social games. After launching a Facebook game based on the Evil Genius IP it acquired from Vivendi, it is putting more resources into the development of games for social networks. No specific projects from this division have been announced. In a statement on the company's website, CEO Jason Kingsley said that " The release of Evil Genius has given us an appetite to look at other opportunities in the area," noting that gamers can no longer be defined just as console owners. CTO Chris Kingsley called Evil Genius "a fun and rewarding project." In addition to this new undertaking, Rebellion also recently announced that its Asura Engine supports both the 3DS and the NGP.