All Change…

So you may have noticed the new theme on the www.scottishgames.net site.  It’s the first step in the ongoing evolution of the site as a force for all that is good and right and true in the rapidly evolving wide, wide world o’ games.

NOW for the FIRST TIME EVER you can find all of the important bits of the site – The COMPANY DIRECTORY, the SUBMIT A BANNER page and the CORNER SHOP of ULTIMATE FASHION, all in one place.

The banner remains.  We love you and it gives individuals and companies a way to contribute and participate in new and exciting ways (and it’s open to everyone remember…)

Along with the new LinkedIn group, the Facebook page, Twitter account, RSS feed and e-mail list, we’re hitting several thousand people per day and pulling in all manner of attention from the powers-that-be, the powers-that-would-like-to-be, media, wider interactive sector and the ivory towers of academia from all four corners of the world.

Welcome all, to “the industry bible” (Holyrood Magazine).

We’re planning a lot more new and fascinating updates over the next few weeks, in anticipation of something a little more fundamental and radical later in 2012.  All good, we assure you.  In the mean time, we’re going to try this democracy thing over on Facebook, Twitter and LinkedIn.  We’ll be asking what you, our beloved readers, would like to see more of, less of, some of and otherwise pick your brains about how to make Scottishgames even more invaluable and awesome.

Then we can stick it to the rest of the creative industries with our astonishing use of digital media.  Because let’s face it, it would be embarrassing to be overtaken by the film & tv crowd, or art & antiques.

We’re counting on you.  Now go enjoy Monday…

Are You LinkedIn? Ultra Limited Exclusive Memberships Now OPEN

Yes, you can now join the Scottish Games debates, discussions and strategy planning on the professional social network LinkedIn.  Membership is by approval only and for strictly limited to professionals working within the digital media space (and students on relevant courses).  Join now for early bird incentives and unique super powers.

A Pocket Full Of Wee – Games, Gab & Griffins

Not many people would define WeeWorld as a games company.  As an actual developer and publisher in its own right.  A social network, surely.  An entertainment company definitely, but a games company?  Well, yes.  The ongoing evolution of digital media, the spread of apps to multiple devices and in increasing focus on fun and games within social networks are all combining to make every entertainment company a games company to some degree.  WeeWorld however has embraced these new platforms and is taking its 50M WeeMee owners in some interesting new directions…

The catalogue of games and apps from WeeWorld is a varied and growing one.  WeeMees have left the web browser and made the leap onto smartphones.  WeeWorld is building its own original apps and mobile games

First up, we have to talk about the WeeMee Avatar Creator.  It does exactly what the name suggests.  Users can create, style, customise and personalise their WeeMee on the go.  The app features hundreds of items, accessories and outfits, for a staggering array of stylish wonder.  The first app to be released by WeeWorld, the Avatar Creator remains the company’s most popular download.  The avatar creator is SOOOO popular that WeeWorld has brought it out for iOS AND Windows Mobile AND Android, ensuring that all right thinking people are catered for and supported.

The WeeMee Avatar Creator is 99¢ or 69p and is out now.

Of course, once you’ve made your WeeMee look divine, delicious and ‘hep’, the next step has to be getting that thing to talk.  Which brings us, quite coincidentally to the Talking WeeMee or, if you’re approaching any kind of holiday (religious or secular) then the Talking WeeMee Holiday Version

Users can get their WeeMee to repeat words and phrases back to them in a variety of voices (helium, robot, deep, normal, chipmunk and super deep), as well as record and share videos of their WeeMees in action on YouTube or Facebook.  Hundreds of users have done just that and are even now exploring the outer limits of animation.  Like the WeeMee Creator, the Talking WeeMee is out on the App Store for 99¢/69p.

Or, for the more festive among you, there’s a WeeMee Talking Santa – FREE – or a Talking WeeMee Holiday version, also free, if you prefer your own stunning good looks to jolly old Saint Nicks…

It doesn’t stop there.  Bringing cartoon customisation and infinite variety to an entirely different area of app goodness, the WeeMee Countdown.  A bit of an unusual one this.  Users can import their WeeMee and set up a… well, countdown to an event of their choice, be it a holiday, birthday, exam or ‘other’.  The countdown can measure in days, hours and minutes, in sleeps, whole days – then share it with friends and family through Facebook.  Like the others, the WeeMee Countdown is out for iOS now, at a startlingly reasonable 99¢/69p.  There is an event in your life you are not tracking appropriately.  You should consider this, especially if you’re getting hitched…

Which brings us to the WeeMee Wedding Countdown.  All of the flexibility and customisation of the original app, but tailored especially for the happy couple.  Share the countdown with your guests through Facebook and Twitter and make note of the miserable, cynical swine who don’t Like your posts and hit them for the really expensive wedding presents.

Since weddings tend to be both expensive and nerve-wracking, the WeeWorld team have made this version FREE as their own special present, to YOU!

Of course, if you really want to rub your friends faces in your good fortune and happiness, then you can get the WeeWorld Vacation Countdown.  Another free one, more links to the social networks and another reason WeeWorld has 50M users worldwide.

Next up we come to Cweeture Jump.  A race against the clock, in which you have to get Peter the Griffin (yes, they went there) as high as possible.  Cweetures (yes, they went there too…) are the animal sidekicks that every WeeMee can own.  This is the first time they’ve featured in a game of their own, so as you can imagine, they feel pretty special.  Bounce, leap and spring your way to victory in a bizarre lion/eagle combo animal sidekick iPhone/iPad and iPod Touch game of ultimate bounciness.  It’s free, it’s fast, it’s fun and it has Peter Griffin in it.  Go on.  You know you want to.

One of the company’s more recent titles is Crush Rush.  A branded title, created in conjunction with Dynamo Games in Dundee.  Players have to match the juicy fruits to the delicious Crush bottles at the bottom of the screen in classic mode, or solve puzzles in memory mode by unlocking the secret fruit combos.  A free title, Crush Rush moves WeeWorld beyond the WeeMee focus of their other titles and positions them as a developer and publisher in their own right.  And one which is working with major consumer brands at that.  If you need refreshment and like your puzzles, like you like your juice – packed with fruity goodness – give Crush Rush a chance.

Last, but not least, the company’s up-and-coming game, Pocket Pup challenges players to look after and nurture a weeny and ridiculously adorable wee pup.  We’ll assume that you have to be careful otherwise there could be wee everywhere.  While the game is still in development, WeeWorld has promised some fun touches within the game, should players drift from the approved kennel club procedures for cartoon pup care.  We’re looking forward to this one.
Not a bad line up for a company which many people were not aware were of as a developer/publisher.
WeeWorld has plans for many more games and new interactive experiences for their 50,000,000 users out there, with a dedicated mobile division and – we want to make sure you’re remembering – they are recruiting – looking for a game designer and an iOS developer.
If you’re interested – and you should be – give them a shout.  Both Steve Young, the Creative Director and Celia Francis, the CEO are members of the Scottishgames group on Facebook.  Or you can find them on Twitter, should you want a more discrete word.

WeeWorld – Studio Profile

WeeWorld has been around on the periphery of the games industry, for several years now. Yet while many people recognise the company, it has evolved hugely since it was founded and is now working at the cutting edge of interactive entertainment.

So. In a nutshell: WeeWorld creates ‘visually distinctive and deeply engaging web, iOS and Android social games and applications’. The company’s goal is to ‘entertain and expand creativity and self expression in people of all ages.’

Which makes WeeWorld a ‘social entertainment’ company, which exists in the sweet spot between social networking, casual gaming and online communities. To start with, WeeWorld runs WeeWorld.com which has, quite literally, millions of teens hanging out every month.

WeeWorld.com is a top 10 teen social community, with a massive audience in the US. Every month millions of WeeMees express themselves, socialize, play games and engage with some equally large marketing campaigns, brands and celebrities.

As of now, there are 50 million WeeMees, which can be personalised and outfitted in the latest designer clothing, or equipped with massive range of accessories and interests, allowing users to reflect their real life interests and enthusiasms. These WeeMee are used all over the web to personalize blogs, email signatures, Twitter pics, the chances are very high that at least one of your contacts has one.

Last – and perhaps most importantly – WeeWorld is now in the mobile apps development and publishing business with a long list of five star rated apps in the market so far including:

WeeWorld’s mobile games studio has launched nine mobile applications to date, including the WeeMee Avatar Creator, which is #1 avatar on iPhone and ranked in the top 10 highest grossing iOS apps in the entire social networking category.

The company is following their existing apps with the recently announced Pocket Pup.

This is a virtual pet game in which the player has to train and care for an adorable WeeMee style puppy. Play with it, walk it, feed it and keep it healthy. From work-in-progress shots we’ve seen, the opportunities for ‘creative care’ should keep kids… happy.  WeeWorld’s mobile team also have a variety of other fun new applications in development.

WeeWorld’s focus on entertainment, gaming, virtual goods sales, personalisation and fun has paid dividends with the younger audience. The youth market currently drives around 50% of the overall app market so WeeWorld is perfect placed for further success in the App markets.

WeeWorld has also worked with many of the biggest brands and licenses in the teen market. Companies, artists and personalities including Coca Cola, Skittles, Justin Bieber, Justin Timberlake, The Jonas BrothersJason Derulo, Snoop Dogg, Skechers, Timberland and Warner Music have all had campaigns and new content included in WeeWorld.

New games, new content, new apps and new deals with brand owners are all produced at WeeWorld’s development office in Glasgow.

WeeWorld works entirely on its own IP and now you – yes YOU – can be part of that creative fun! The company is actively looking for game designers, iOS developers and talented people to help the company continue innovating and producing popular, fun and original new content.

WeeWorld is backed by two of the most respected venture capital funds in the digital world. Benchmark Capital and Accel Partners, both of whom have invested in many pioneers in the online and mobile markets.

We’ll be talking to WeeWorld’s CEO Celia Francis later this week, to get more insight and information on the company and their work.

In the meantime, check out the Game Designer and iOS Developer jobs, or download one of WeeWorld’s apps for limitless creative fun!

Coming Soon… WeeWorld Week

The first ever week-long focus on an innovative interactive company based in Scotland kicks off later today with WeeWorld.

Thanks to the art team for the spiffy new banner gracing the top of the blog.  Watch this space for much more info.  Coming soon….

Not Just A Blog…

You can find us, like us, love us, join us, read us or participate with us on Facebook, Twitter and Google+ too.  Go on, you know you want to.

You can even sign up for a daily e-mail newsletter, should you work for an evil organisation.  Links on the right hand side of the screen there.  Enjoy!

An In At Outplay

Prior to this weekend’s festival of games-related recruitment opportunity and wonder, Dundee’s own venture-backed social gaming outfit Outplay Entertainment is looking for a variety of summer interns.

Covering roles from art and programming through to community management, marketing and data analysis, there’s something for everyone.

The words ‘talented’ and ‘creative’ were mentioned, which certainly covers most of our readers.  If you’re interested pop over to Outplay’s jobs page and find out more.

Coming Soon – Cult Leader

There’s a new team in town – and they’re refined, elegant and every inch the sort of gentlemen we need in this hectic, hurly-burly world of videogaming larks.

 

Two Monocle Games is a new studio focusing on the creation of social games for networks including the current market leader, Facebook, as well as up-and-coming communities such as Google+ (with others considered as and when they release an API and have many potential players).

 


The company’s first title, Cult Leader is currently in production, with a release date pencilled in for Q1 2012.  Unlike the sleek, shiny and somewhat banal nature of the Zynga titles, Cult Leader tries to do things a little differently.

 

Players are struck by two sudden revelations.  First, that God is speaking to them and revealing that they, lowly player [x] is in fact a prophet of a higher power!  Charged with spreading the word and recruiting a fearless army of the righteous, to convert the peoples of the world and bring them to an armed compound in a remote location in which they may, together, exist in heavily-armed peace, harmony and one-ness.  All while blowing kisses at the leader’s fleet of bespoke Rolls Royces.

 


Second: that this cult leader thing is quite a good gig.  Pays well and is better even than making videogames as a career.

 

It is, as those in the financial sector are fond of saying, all upside, baby (before eating another swan, braying laughter and buying another bottle of £5,000 wine).  Those people will be first against the wall when the divine legions of [your cult here] sweep through the degenerate, smouldering remains of this so-called civilisation, eliminating the unbelievers and distributing blankets and soup to their still-twitching corpses.

 

So, all in all, nothing like Farmville.

 

Hurrah.

 


Two Monocle is clearly approaching the whole social games market with a very different attitude to the existing social game companies. Tom Naylor, the Big Cheese of the company, told Scottishgames:

 

I really want to try to do something different to the current social gaming trends.  The market leaders have a huge problem with perception and customer churn rates.  We are trying to address that using humour and game play through our brand and our products too. Cult Leader will be something really different on the social gaming scene and hopefully attract lots of attention from its obviously satirical edgy content to its actual game play (not the usual click-wait-click).

 

From our research we know there is a big market there.  Granted it is smaller than the 40-year-old-stay-at-home-mom, but it is there all the same and barely catered for. We want to produce satirical and humorous content for release every week or so (even if it’s just one mission).  Hopefully we can use this as one of the hooks to keep our customers coming back to play and enjoy.

 


All of which points towards something unusual, unique and fun coming to Facebook fairly shortly.  Two Monocle Games have let slip that they’ll be looking for beta testers in the near future.  Rest assured that Scottishgames.net will be your first stop for all of the latest news and updates from the TMG camp as Cult Leader progresses.  Admittedly they spurned our idea of approaching the Scientologists for sponsorship, but we still like them and will enjoy any and all Kool-aid as they provide it.

 


Two Monocle Games are also to be congratulated on a most excellent blog covering the nascent company and its first project.  It’s pithy, erudite and chock-to-the-brim with salient information.  It has gained our heartiest approbation and good wishes.

 

(also note the provision of manifold images and concept art for use within this editorial article.  Our hats, ladies and gentlemen, are most assuredly doffed).

Data Driven Analytics – What Social Games Do

The team at Huzutech in Glasgow posted a fascinating piece on the use of data analysis and metrics in the social gaming space on their blog last week.

We checked it was OK to re-post the piece here and present, for your pleasure and delight, Huzutech on social gaming and designing by data analysis…

You can find the post over on the Huzutech blog – and we’d recommend checking it out.

 

The IPO of San Francisco social games giant Zynga at the end of 2011 highlighted just how polarised opinion is when it comes to this new area of gaming.

The social games scene exploded in last year.  The number of games on the market increased beyond all expectations, as did the variety of games – from simple word and puzzle titles, through to massively multiplayer adventures.

This expansion drew in huge numbers of players and led to massive growth in revenues, from subscriptions, the sale of virtual goods and advertising.

It culminated in late 2011, with Zynga’s initial public offering which valued the company at over one billion dollars.  Not too bad for a company which is not yet five years old.

Despite all of the success however, there remains a lot of cynicism over the future of the social games sector and the long-term value of the games themselves.

Many developers and publishers working within the existing games industry have expressed doubt over many aspects of social gaming.

The fact social games are free-to-play is seen as unsustainable and damaging the value of the game itself.  If a player does not have to pay for a game, the argument states, then they simply don’t value it.

The reliance of social games on the various social platforms (such as Facebook) ties their future into the ongoing success of that platform.  If the network runs into problems (over issues such as privacy), starts to lose large numbers of users, or makes major changes to its support for games, then titles using that network can run into problems.

Then there are the actual games.  Perhaps not surprisingly for a creative industry, this is one of the most fiercely held contentions regarding the social market.  Social games, it is claimed, lack any sort of artistic merit.  They are cynical marketing tools, which use psychological tricks to keep players coming back for more, in order to get them paying.  In short they’re not creative, fun or ‘designed’ in the same way as console, pc or even mobile games, but designed and driven entirely by numbers.

Are any of these claims valid, or even fair?  In part, yes.  However, some of these issues are being viewed in the worst possible light, possibly thanks to the sweeping changes and huge differences social gaming has introduced into the wider games industry.

The social gaming market is something entirely new.  Less than five years ago, it did not exist.  The fact it does now is down to Facebook opening it’s Application Programme Interface (API), which allowed developers worldwide to go and create their own content for the rapidly growing social network.

On any new device, technology or platform which supports consumer facing software, games have very quickly become the most popular type of content.  From the iPhone and Apple App Store, to digital interactive television to social networks, gaming it seems that users are discovering the joys of simple, short and low cost ways to play.

However, the market for these new forms of gaming operate very differently from the existing console and PC sectors.  The most successful games in new social, casual and mobile markets are free.  At least initially.  Users who are looking for smaller, simpler forms of gaming are certainly not going to pay £30/$40 up front for a game they don’t know they’ll enjoy.  While much lower price points ($0.99) have appeared on some markets, the most successful games are those which allow users to download and play them for free.

This business model requires an entirely different approach to creating and marketing a game.  In the ‘traditional’ games market, once the player has bought the game, whether they enjoy it or finish it is almost irrelevant (until you come to release the sequel).  The free-to-play (F2P) model, has to encourage players to return, to play the game again and again, so that new content, new virtual goods and new abilities can be unlocked or ‘sold’ from within the game itself.

Many companies are pushing ahead with this model to great effect.  New levels, new items, character customisation and rare/exclusive items can be sold to enthusiastic players and generate as much, if not more than simple up-front game sales.  Other companies have found success with an up-front payment and then in-game purchases.  Others still have made their entire game free-to-play but have included advertising links within the game.

All of these models are still in their early days, but indications so far are that with care and attention to when and how players are approached, they are willing to buy new content on an ongoing basis.

These points of payment however, have become contentious within the wider games industry, thanks to the data which social games companies can gather from players.  Unlike the PC and console market, where a player’s contact and interaction with the developer/publisher is limited, social games run and interact on a server, so the player is in almost constant contact with the company behind the game.

This gives the social games company far, far more information on how their players act within the game – down to individual mouse clicks, progress through the game and items used.

Many social games companies are using this data to refine and hone their titles, to make them more appealing, more compelling and dare we say – addictive.  This allows them to look for revenue on an ongoing basis, keep users engaged and make sure their players are still their players in the months to come.

This focus has lead to some criticism from the wider games industry that the social market, rather than being creative or driven by design, is actually being driven by data analysis and marketing.  Many developers are looking upon this as a negative thing, taking away much of the creativity and ‘art’ of other forms of gaming.

None of which is strictly fair.  A game which relies upon more ‘casual’ players has to be accessible, simple to pick up and easily understood.  A game which relies upon players returning many times, so that in-game purchases can be made, has to be compelling and addictive – though oddly enough it does NOT have to be ‘fun.

The data on when and how players take part in games, gives social developers the opportunity to really focus on getting players into the game, keeping them playing and encouraging paid transactions.  In turn, this understanding gives social games companies certain rules and mechanisms which can be used in new games and built into experiences which should keep players even more engaged and offer more opportunities for revenue.

There is a case to be made that the console and PC games companies, given access to the same data, would be adopting broadly similar approaches to development and design.  Major console games cost tens of millions and increasingly, hundreds of millions of dollars to create.  The publishers behind those games are not gambling with those sums of money.  They’re focusing just as much on what worked, what was popular and what players will pay for as the companies working on social games.

Does this mean that data analysis can replace the human element and creativity in game design?  Clearly not.  Data analysis can only take you so far.  Since the social games market is still so young, there’s simply no data on long-term use or user response.  Nor can data analysis reveal what isn’t yet on the market.  While many of the leading social games have pulled in millions of players, many more have yet to give games a try.  What is it going to take to address these potential gamers of the future?

Data analysis is a useful tool.  It can help make identify problems in games and allows developers to refine and polish their titles, but it won’t necessarily help create exciting, innovative and unique new experiences which don’t yet exist

As for the new business models being explored by social games companies, again there’s no real long-term data.  However, there are other platforms and indications that virtual good and in-app purchases are being accepted by users worldwide as interesting and valuable.

The mobile markets from Apple and Android feature a variety of apps, not just games, which feature in-app purchases, subscriptions, advertising funded titles and virtual goods.  If the platform is trusted, the revenue model convenient and the content perceived as having value, then consumers seem willing to pay for it.  Even ‘rental’ models for online movies, music and publications are beginning to make an appearance.  Its up to the creators to ensure that their content is seen to have that value.

Online, existing virtual communities such as Moshi Monsters and Club Penguin have also shown that new revenue models can work – even for audiences of a much younger age.

In short, it seems that the opportunities to move away from the traditional retail model is being explored – successfully – by a large number of companies across the online, mobile, social and casual markets.  Which has to be good news for the brand owners, media companies and intellectual properties now looking seriously at these new areas of entertainment for new revenue streams and opportunities to interact with consumers in a new and more interactive ways.

Finally, the concern about relying on a single platform – such as Facebook – is a valid one.  While social networks are still a new phenomenon, there is already substantial evidence that all networks are transient.  Previously booming communities such as Bebo and MySpace have shrunk to a shadow of their former selves.  Yet, Facebook has in many ways rewritten the rules for social spaces.  The open API and critical mass of users suggests this network will be around for a significant time to come.

Which does not, however, make it the only platform in town.  Users are increasingly choosing their own entry point to the Internet.  Some people are Twitter fans and never touch, Facebook.  Others have migrated to Google+.  In many countries around the world, Facebook is not the leading social network by a large margin.

There are opportunities outwith the world’s biggest social network and new channels, communities, networks and routes to market are appearing on an almost daily basis.  So while Facebook may currently by the ’800lb gorilla’ in social gaming, developers, media companies and brand owners need to take a step back and ensure they’re addressing the broadest possible audience.

The bottom line in this new ‘mainstream’ gaming market is that the consumer is king.  You need to be active in the channels they’re using.  You need to be creating games they want to play.  You need to find revenue models that they trust and are comfortable using.

Consumers are increasingly technology agnostic.  They want their favourite content on all of their devices and the artificial barriers created by different devices will start to disappear even more quickly, allowing Facebook users to compete against iPhone owners, Android users, Google+ members and even the new generation of Internet connected televisions.

Far from being a bubble, a fad or a niche, the rise of the social games market is revealing a future for interactive entertainment which is more open, challenging and exciting than it’s ever been before.

Regardless of the platforms, the design methodology, the business models and the routes to market, the future promises to be all about games.  Who knows, there may even be room for fun!

You can find Huzutech online, on Twitter, Facebook or LinkedIn.

STV Gazes Into The Future – Of Games!

The local chapter of STV popped into the Dundee HQ of Outplay Entertainment earlier this week to take a look at what the company’s working on and ponder the ongoing evolution of the games business.

Superstar reporter Holly Hamilton spoke to senior producer Tone Brennan and a handsome passerby to ask how the industry has changed in the last couple of years and what the future holds for the local development studios and publishers (which are increasingly one and the same).

Watch the whole piece over on the STV website.