Civilization II designer talks social media gaming

Frontierville Train2Game blog image

Train2Game students are aware of the growing popularity, but that doesn’t mean hardcore games are going to go away.

That’s according to former Civilization II Lead Designer and Frontierville creator Brian Reynolds.

He doesn’t buy the idea that some gamers’ have that social media games are a bad thing, but rather he sees another change in the forever evolving games industry.

“I don’t think that traditional hardcore games are going to go away. I think they are going to keep making those. But it’s a consolidated industry and now there are only these several gigantic franchises,” he told Kotaku.

“I wouldn’t start a triple-A studio these days. Ten years ago, it almost felt like when we started Big Huge, ‘Wow, good thing we did it then because we never could have done it after that because the door was closing.’”

He also argues that he’s still using the same skills he used to produce other games, are being used to create the likes of Frontierville, and that he finds it to be fun.

“But it turns out that the skills we have are really valuable in social games and it’s actually really fun to design those games. First of all, I’m working on the forefront of a new thing. Second of all, I’m reaching (millions), tens of (millions) of players I could never have reached before.

And third, I really need my skills. It’s harder to design these games. We do the same things we did with strategy games: Design simple systems that interact in complex ways, but they have to be so much more accessible then they used to.”

It also seems that game developers have noticed the change and are looking to join in the production of social media games.

“I saw a big change in their attitude this year when FrontierVille came out, when CityVille came out,” he said. “I suddenly started getting letters from folks that said they wanted to work at Zynga.” He added.

BAFTA has seen the growing significance of social media gaming, with the games now getting their own category at the GAME Awards next month. Meanwhile, it’s been predicted that revenue from casual games will reach over $1 billion this year.

So Train2Game, what are your thoughts on Reynolds comments? Do you agree that he’s obviously right when it comes to hardcore games? Are you surprised to see the developer of a classic game now working on a casual one?

As usual, you can leave your thoughts here on the Train2Game blog or on the Train2Game forum. You can also Tweet us on the Train2Game Twitter account.

[Source: Kotaku via VG247]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see the official Train2Game Game Jam website or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Almost 70% of internet users play casual games

Train2Game Games Survey blog image

Almost 70% of the UK’s online population now use the internet or mobile phones to play games. The good news for Train2Game students – who may look to develop casual games in future – comes from the Newzoo National Gamers Survey 2010 of US and key EU markets.

The number of people playing on social networks, mobile devices or dedicated casual game websites has grown to 67% of the online population in the US and UK.The report says:

On average, online casual game destinations, such as RealGames/Zylom, King.com and PopCap.com reach two-thirds of this audience. As these players extend their games offering to social networks and mobile devices, they find themselves servicing the majority of the nations’ online population and 73% (Germany) to 88% (US) of all gamers. Overlap between platforms is considerable, illustrated by the fact that 46 million Americans – or 33% of all casual gamers – play games on all three platforms.
Graphs on US, UK, Germany, France, Netherlands and Belgium are available at www.newzoo.com

Peter Warman, Newzoo MD adds

It is clear from our data that there is no such thing as “the typical casual gamer”, as almost everyone plays a casual game at least now and again, including people playing World of Warcraft or Call of Duty Black Ops. As games become a more integrated part of people’s lives, there is a place and time for every type of game, regardless of platform”.

The Newzoo survey comes less than a month after the Social Gaming Smart Pack from Econsultancy revealed one fifth of all consumers play social media games. You can read about the report here on the Train2Game blog.

With more and more reports suggesting social media and casual gaming is on the rise, a small team of Train2Game students who produce a good game could potentially find that takes off thanks to how relatively simple it now is to distribute a product online.

The massive success of casual game Angry Birds has seen merchandise based on the game appear in stores around the world. While the ever increasing recognition of social media gaming has seen it become part of BAFTA. (See the Thoughts of Train2Game blog for more information)

So Train2Game, what are your thoughts on yet another survey reporting an increase in casual gaming? Are you starting to think this might be a market you want to develop games for? And how big do you think it can get?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum. Alternatively leave us a comment on the Train2Game Twitter.

[Source: Newzoo]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

iPhone game Angry Birds merchandise heading to High Street

Angry Birds Train2Game blog image

In recent weeks the Train2Game blog has been reporting on the rise of social media and casual games, and all evidence does point to the genre becoming more and more successful in future.

When it comes to the realm of Facebook, Cityville is currently the most popular standalone game with over 100 million users playing in the less than two months since it was released. However, when it comes to casual games for mobile phones Angry Birds is King.

Angry Birds is the most popular game on the iPhone, with over 50 million downloads and is an almost permanent fixture in the top paid software chart in the Apple App store. Now this success looks like it could lead to even more revenue for developers Rovio, with Angry Birds merchandise now seemingly set to invade the High Street. It’s something that Train2Game students may dream of seeing happen with their own games!

Speaking to MCV, Rovio spokesperson Ville Heijari said:

“We have licensing agents in North America and Europe going through various opportunities. We want to address fans of all ages with fun and inspiring Angry Birds merchandise – solid products that will contribute to building a strong brand.”

“The full console games will be available later in 2011. We’re looking at digital distribution as our main channel at the moment, but have not ruled out boxed games.”

Yes, you read that correctly Train2Game blog reader, later this year it may be entirely possible to walk into a High Street retailer and buy a game that first appeared on the iPhone.

Cuddly toys and mobile phone covers are already available, while Rovio say stationary, board games and clothing are also on the way.

Game PR boss Neil Ashurst says Angry Birds “will become like Harry Potter in terms of the enthusiasm around it.”

There is certainly a lot of enthusiasm around the casual mobile game, with the New York Post reporting that a TV series could be on the way! Would any Train2Game students like to see games they create made into a broadcast series?

Whatever happens with Angry Birds in future, it’s already clear that mobile gaming could be a very lucrative market for a Train2Game student development team.

So Train2Game, what are your thoughts on the ever rising success of Angry Birds? Have you played it? Is it worth the hype? And would you like to see games you develop end up with merchandise including pencil cases and board games!?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum.

[Souce: MCV Online]

Social gaming market to pass $1 billion this year

Another day and another Train2Game blog post about the ever-growing world of social media gaming. This time, a report by research group eMarketer suggests that social media gaming is set to pass $1 billion in revenue this year.

The estimate is up 28% over last year where revenue totalled £856 million.  The report also suggests that 62 million internet users in the United States – or 27% of those online – are expected to play at least one social media game a month. That’s up almost ten million from 53 million in 2010 according to eMarketer.

Revenue from virtual goods will continue to bring in the biggest share of dollars this year and next. And marketers are expected to spend $192 million to advertise on social networking games, up a massive 60% from last year.

“Forecasts of audience and revenue growth present an opportunity for marketers to promote their brands through social games,” said Paul Verna, author of the upcoming report “Social Gaming: Marketers Make Their Moves.”

The news comes only one day the Train2Game blog reported over 100 million people are playing Zynga’s latest social media game Cityville. This week also saw a report from EConsultancy – also featured on the Train2Game blog -which suggested that one fifth of all consumers now play social media games.

It’s likely that a lot of this revenue will also come from in-app purchases, a subject discussed during last months Train2Game interview with games industry consultant Nicholas Lovell.

All this goes to show that a Train2Game student who cast their eye towards producing social media games may not me making a bad move at all.

What are your thoughts on the report? Do you believe that social media gaming is really going to pass $ 1 billion in revenue this year?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum.

[Source: Reuters]

Cityville has over 100 million people playing

Cityville Train2Game blog image

Over one hundred million people are now playing Zynga’s latest Facebook game, Cityville.  The social game only launched last month but Inside Social Games reports that the latest Facebook stats say 100,064, 578 people are playing the game. And impressive number that even eclipses Farmville.

This new information confirms the findings published on the Train2Game blog yesterday that Social Media Gaming is on the rise. This news was met by a mixed response from users of the Train2Game Facebook page, but as Train2Game students will know it’s much simpler for a small team to develop a game for social media than it is for them to produce a big blockbuster title.

Cityville was launched on December 2nd and in just two weeks managed to attract 26 million users, just a month later this has quadrupled to over 100 million! Some Train2Game students may not find social media games to be their cup of tea, but it’s hard to disagree that there is a wide audience for them!

Yesterday’s Social Gaming Smart Pack from EConsultancy said that one fifth of all consumers now play social media games online with one third of those playing several times a day.  Among other things, the report also suggests that a fifth of regular social gamers have paid to play and that more women than men play them. These are numbers that Train2Game students can’t really ignore!

In fact during the Third Official Train2Game webinar last year, veteran games designer Jon Hare said that it’s relatively simple for a small team of developers to produce a casual title. Cityville is quite a basic social media game, but that only adds to its appeal which can be seen through the massive growth in the user base!  Developing a good, successful social media game could provide a Train2Game student with a good start in the games industry.

What do you think about the massive user base of Cityville? Have you played it yourself? Can you see yourself developing a social media game in the future?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

The rise and rise of social media gaming

Farmville: Helping to cultivate a predicted 1.5 billion big ones.

2014 may not bring us hover cars or jet packs but it’ll apparently be a good year for the social games market. Why? Well, a new report from media consultants Screen Digest suggests it’ll be worth $1.5 billion in four years time. Yes, $1.5 billion.

It really is a staggering amount of money to get your head around! Especially so when you consider that in 2008 social media games were worth just $76 million. Not that $76 is a small amount of money at all, but in 2009 that increased to $639 million thanks to 500 million active monthly users. The Screen Digest report predicts this growth will continue over the next four years with social media games becoming more and more popular.

I doubt anyone will be surprised as to what has caused such a massive increase in the social games market, with the Screen Digest report stating:

“The market remains dominated by the distribution power and massive userbase of Facebook”

Yes, Facebook. The reason for this massive upsurge in casual social games is titles like Farmville and Mafia Wars. Both of these games are produced by market leader Zynga who last year are thought to have got annual revenue of around $100 million.

It’s not exactly to see surprising with the massive advertising campaign behind the games. According to a Facebook ad I’m looking at right now, ‘Everyone plays Mafia Wars’ Well 25 million players might not be everyone, but that number suggests Zygna must be doing something right. Then of course there’s Farmville which just seems to have become an entity unto itself…the spellchecker I’m using to write this blog even recognises Farmville as a word!

So, with social games set to become even more successful, we used the Train2Game Facebook page (Appropriate, right?) to ask Train2Game students if they’d like to use their skills to help produce a successful social media title. The responses were….somewhat interesting! They included:

“Games like Farmville are easy to make, I would rather a challenge with the more hardcore games, however that being said I would like to give the lower level games a go also.

As far as Farmville go’s I would rather shoot my self head, but everyone has to start some where, and a small game like that could get you the experience it take to work much bigger projects.”

“Yes, you have to start somewhere… But not Farmville…I would feel like a total sell-out if I made a game like Farmville.”

And…

“Farmville is such a badly built game. I couldn’t believe the amount of corners they cut, honestly, I don’t think it cost them more than 2k to build the actual game. Mafia Wars was probably the same.”

So while it seems that the Train2Game students that responded aren’t exactly too keen to produce the next Farmville, it appears the majority feel that working on such a title would provide that all important first step into their chosen career – be it Games Design, Games Development or Games Art & Animator. While many people dislike the concept of social gaming, it’s difficult to ignore how successful it has become. Remember, that big old $1.5 million that’s just over the horizon.

So now it’s over to you, Train2Game blog readers. Do you think the social games market will really be worth $1.5 billion in four years time? What do you think has made it so successful? And how would you feel about developing a social media title?

As usual, leave your comments here, or on the Train2Game forum. Or why not join the discussion on the Train2Game Facebook page?