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).

Out Now – Word Trick For iOS

Word Trick, Outplay Entertainment’s first title for Apple iOS is now live on the App Store in the US, UK, Canada and Europe.  The game is new take on the classic board game formula.  Players take it in turns to make the highest scoring words they can from a selection of eight letters.

The board features the familiar double and triple letter or word scores, but Word Trick adds a new element with green ‘trick tiles’ which give players bonus points when they’re used in groups of three or more.  Up to four players can take part in a single game and players can have up to 21 games in progress at any one time.

Clear?  Good.

Word Trick can now be enjoyed by Facebook and iOS users alike.  On the same game.  On different platforms.  Mind BLOWN.  Truly we are in the FUTURE…

You can also play against other players in the same location by passing your phone back and forth, like a tiny electronic board game of joy.

Word Trick for iOS is available now for your iPad, iPod or iPhone.  There is a free, ad-funded version of the game available now.  A paid for version which removes the adverts will be available shortly.

Go get it.

Cobra Tantalises With Coming Soon Creative

Whatever will they think of next?  Cobra has started promoting a forthcoming game – BEFORE IT’S EVEN RELEASED!

Their so-called promotion will be looked upon by the wider industry with the greatest disapprobation and their concept will be stolen, pirated and released upon the lawless streets of the world before they can draw breath.

Will it be mobile?  Will it be online?  Will it be social?  What genre is it?  THEY DON’T SAY!  There’s literally NO information there.  It’s like the expect people to GUESS or actually wonder what they’re up to.

It’s IMMODEST and crass.

It’s clearly madness!

Looks very nice though.  Count us as impressed.

(Oh and the rest of you.  Yes, you lot.  This is a GOOD idea…)

 

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.

Sh, Sh, Sh… Sh, Sh, Sh – Share Your Booty!

Outplay has clearly been borrowing some of Santa’s elves, as the company has been a positive avalanche of news, information and updates in the last few weeks.

With social gaming much in the media, thanks to Zynga’s initial public offering (which is what IPO stands for, fact fans…) last week, Outplay has announced two new additions to the company’s board, as well as officially launching their debut titles – Word Trick (4.5/5 on Gamezebo) and Booty Quest (now with added Pirates).

Former head of AOL in Europe Karen Thomson has joined Outplay as non-executive Chair.  Randy Breen, a former executive with Electronic Arts (executive producer/creative director) & LucasArts (VP of Product Development) has meanwhile joined the board as a non-executive director.

Quotes time!

“I chose to join the Outplay board because I believe Douglas and Richard have the vision, passion, drive and experience to create huge business opportunities as well as fantastic entertainment properties,” said Karen Thomson, non-executive chair for Outplay. “I am delighted to be involved with such a forward thinking company and look forward to working with Outplay to create rich gaming experiences that bridge the gap between mobile and online platforms.”

“Social and mobile gaming have only begun to show their full potential, and I believe Outplay are well positioned to become a major player in the industry,” said Randy Breen, non-executive director of Outplay. “I’ve known Douglas and Richard for more than a decade and having seen what they and the rest of the Outplay team have accomplished since April and what they have planned for the future, I’m very excited to be part of the board.”

“Karen and Randy bring a wealth of complementary experience and expertise to Outplay Entertainment,” said Douglas Hare, CEO & co-founder of Outplay. “Karen’s marketing background and track record with large-scale consumer-facing internet and mobile businesses combined with Randy’s remarkable creative, production and business expertise will be invaluable to Outplay’s ambitious growth plans for 2012 and beyond. We are thrilled to have them onboard.”

There’s more to come from Outplay in 2012 including, if possible, a look at the company’s three main principles for creating successful games for the new generation of online and social players:

  • Social Games by Design - From the initial concept stages through launch, Outplay will weave social features into every game design. These social activities will always be entertaining and will enrich the player’s overall experience.
  • Games Playable Anywhere - Outplay games are designed to allow players to continue their experience wherever they may be, whether on a mobile device or at a desktop. The desktop and mobile experiences may be identical or complementary to better leverage the qualities of each respective platform.
  • Skill Based Gaming - Outplay believes that players have much more fun and play for longer when there is some form of skill to learn and to master. Rewarding skillful gaming is essential to providing an enduring and engaging experience.

Congratulations to Outplay and welcome, Karen and Randy, to the Scottishgames community.  You’ll enjoy it here, we’re lovely.

Yo Deshi – Updated & Unleashed. There Is No TRY, Only DO…

Proper Games Yo Deshi has been given a major update and is now out for your favourite iOS devices.

Yo Deshi now includes an online multiplayer and story mode, as well as features including:

  • Online Multiplayer through Game Centre
  • Local Two Player / Story Mode
  • Configurable Boards
  • Unlimited Tile Combinations
  • Yo Deshi Training with Master Renshu
  • Five A.I. Players to challenge, with more planned
  • Customisable game options to adjust difficulty

You can see the game in action over on YouTube:

Yo Deshi is out now on the App Store for iPhone/iPod and for iPad.

Follow the latest news and updates from Proper Games over on Facebook.

 

Have Yourself A Customisable Avatar Driven Social Christmas…

It’s December.  Hurrah!  The curse is now officially OFF writing anything about Christmas.  Which is just as well, since WeeWorld is making the holiday season a little more noisy with the launch of its Talking WeeMee – Christmas Edition.

Now your WeeMee can talk, dance, react to your touch or your voice and can be shared with friends, family or unsuspecting contacts, to spread the Christmassy love in all directions.

There are over 50 million WeeMees in existence so far, which makes it one of Scotland’s biggest social companies and one well worth checking out if you have a sleek, shiny iOS gizmo, are a parent, have parents, or think you’ll be forced into one or more interminable dinners or social situations over the holidays i.e. all of you…

The talking holiday WeeMee app is out now – FREE – on the App Store.  You can visit WeeWorld and build your own WeeMee, follow them on Facebook, or find them over on Twitter.

They’re lovely.

Outplay’s Word Trick Gets Wordier, Trickier And Even More Social

Outplay Entertainment is the new social/casual/mobile games publisher founded earlier this year by Doug and Richard Hare.  Since the company was launched in February, it’s had its head down, working away, recruiting staff and creating several original new games.

The first of these, Word Trick, was released several weeks ago and has just received a fairly major update.  The game is a simple word challenge, in which players take turns to make the highest scoring words from their letter tiles.  A bit like the well-known board game which features word creation, but very, very different.  We’d like to emphasise that…

Word Trick also has a couple of actual tricks up its sleeve.  Putting down trick tiles in a sequence triggers bonuses and combos, to boost your score even more mightily, leading to stratospheric scores and general wonder from your friends and contacts.

The game has now received its first update, improving the UI, increasing the integration with the social network allowing users to boast, brag, chat and find opponents more quickly and simply, plus it all works faster and more smoothly.

You can find the complete list of updates over on the Outplay blog.  The company has also created Twitter feeds for both Word Trick and the brand new Booty Quest puzzle game (which we’ll be covering in more depth fairly shortly…)

Or you can go and play the game now!

Funpark Friends – New From Tag Play

It’s a busy week for releases.  Hot on the heels of their move into new (larger) office premises Tag Games has released the first title from their new original games label, Tag Play.

Funpark Friends is an original new game for iPhone and iPad in which players must create and manage their own theme park.  Without putting the words ‘theme’ or ‘park’ in any sort of legally meaningful way…

Joking aside, the game takes the widely loved build-your-own-fun-park-theme-park-thing genre and moves it into the new generation of casual and social gaming.  Now you too can become a tycoon who excels at building amusement rides such as roller coasters.

According to Tag:

The first game from Tagplay marks our baby steps into social and freemium gaming. Funpark Friends is going to be an awesome free to play game in which the player must build the theme park of their dreams. It’s due for global release on 1st October of this year and we’ve very excited about the opportunity to grow the game over time with weekly and monthly content updates planned. It may start off small, but this is one game that has the potential to become huge! The design team are just bursting at the seams trying to stop coming up with cool game-play ideas and so we know if you have as much fun playing the game as we’ve had making it you’ll be in for a treat!

Funpark Friends will introduce a number of quirky social features allowing players to share the game experience with their friends. One problem with so called social games on mobile is that very few of them are actually all that social. We’ve tried to avoid this kind of response, after all no-one visits theme parks alone! What point is there in taming the wildest of rollercoasters if your friends aren’t there to experience it with you? This won’t be a problem in FPF. You can find out more about Funpark Friends by “Liking” us on Facebook to keep up with the latest info.

Funpark Friends can be downloaded for free, from the iTunes App Store now.

You can also follow Tag’s new division over on Twitter.