How A Facebook Game Makes Zynga Millions
businessinsider.com
businessinsider.com
I remember back in high school when web games like Earth 2025 (games.swirve.com/earth/) were quite the rage and everybody was playing them. This lasted for a year or so until the novelty wore off. Some still play but the casual players are gone and the audience is a tiny fraction of what it once was.
I've noticed that my FB friends that play FB games tend to stop playing after a couple months. The games are mindless, cookie-cutter and repetitive for the most part.
<EDIT>I don't think WoW is a good comparison as there is clearly a huge depth between it and Zynga games. The experience is entirely different.
"Easy come, easy go" could apply to this market. I mean these games come out of no where to millions of players. These are not hardcore gamers that develop strong loyalty and build communities, but "casual" players that probably started playing because their friends are.
"Casual" gamers are notoriously fickle. Look at the Nintendo Wii, which is the most popular console but has the least average amount of titles bought per owner (which is where the real money is.)
In 2-3 years I would not be surprised that after all this over-exposure these x-ville games will be significantly less popular. These "games" have more in common with Tamagotchi and Beanie Babies than Wow or Call of Duty... </edit>
Games entertain a long time (years) that's a fact.
What swirve did well is create a community. That's what an online game should aspire to, and I have only seem glimpses of that with the facebook games, even with the obnoxious updates.
I haven't ever bought anything on Facebook, but it would really improve the profitability of these games if there was a super easy payments system there to avoid the huge hurdle of the first time someone has to get the credit card out of their wallet. Once they have the numbered stored, incremental purchases are lubricated, as in the case of iTunes, where it is very easy to make a casual $0.99 purchase.
These sort of games work because they get people addicted, and then blackmail them into paying money to make the games easier for them.
It's more of a bait/switch than an honest upfront cost for entertainment.
The player makes their own fun by setting themselves goals and challenges that match their personalities and skill sets (that they find enjoyable). As their skills develop (or they simply get bored) they naturally find new, different, more challenging things to do until the game can no longer satisfy them.
Zynga provide a free framework and a whole load of extras to enable people to have fun. You can progress for free according to a number of pre-designed interpretations of how you can progress in the game, or you can short-cut for cash and do the bits you really enjoy, and you spend more as you explore different options. It practically screams "revenue stream".
Obviously it's all set up to make loads of cash, but I see it as enabling fun rather than a scam or "accomplishment lite".
I don't think this is exactly the case. They sell a service. Whether you deem it a service of value or not is irrelevant.
Gambling is heavily regulated for a reason. I would say that games like these should be regulated just as much.
Imagine going to the arcades, playing street fighter II, and it saying "We know you can't get on the score board because you suck, but if you pay $20 we'll put you at the top of the score board anyway". Would that be completely fine and above board?
And yes, it would be totally fine. If you don't like it you don't have to play Street Fighter II. And given that it costs 50 cents a play and has a steep learning curve, that's effectively what they do in a roundabout way.
I don't think it's about being puritan, it's about protecting the most vulnerable members of society from themselves.
For example, say you get 95% of the way through a game, then the game asks for $100 to get past an absolutely impossible stage, they'd probably get a fantastic amount of people spending the $100 reluctantly. Which IMHO isn't a nice way to do things.
But that aside, thankfully capitalism doesn't require you to find a "nice" way of doing things. I'm as addicted to shaving as any player is to a Facebook game. (We could both stop, but don't want to.) I'm even more addicted to food. But that doesn't mean Gilette and Whole Foods are scammers.
Having said all this, it's clearly extremely lucrative to setup games like this.
of course, the fact that matt refers to users of products he doesn't like with terms far, FAR worse than 'stupid' kind of negates his point.
And if you think the lottery is stupid, you should not ever work in the game design industry.
They are offering you an 'easier game' for money. When you're competing against other people, that's an un-level playing field.
I'm pretty sure people who run lotteries think they are stupid. They are a tax on the poor, but they're extremely effective at raising money.
Some may think people who play the lottery are stupid. There's a very big difference.
I see your distinction though, I was meaning the latter when I said "lotteries are stupid".
Calling something stupid does not mean the author is saying there is no money to be made in such things.
It's dismissive, and you should never be dismissive of something that makes $250m per year. It clearly has a lot of value that the author doesn't understand, and since he has dismissed it he will never tap into that. That hurts him.
I don't like Twitter (which makes $0m per year) very much, but I try to understand it, play with it, and find out what people do like about it because it will inform product design decisions that I make in the future. I know that a LOT of people do like Twitter and therefore it cannot be stupid. In fact in some ways it must even be brilliant.
http://mattmaroon.com/2007/05/03/why-the-iphone-will-be-a-fl...
The 3G unit was not a flop.
And you didn't address the real point of my comment at all: it's bad to call a Facebook game "stupid," but it's fine to call iPhone users "people who have wet dreams about Steve Jobs."
You are blinding yourself to why Apple is successful, which is costing you.
There's a big difference between a $500-600 unit (with 2 yr contract) that has no 3g and no App Store and a $200 unit (with 2 yr contract) that has 3g and an App Store. They're the same device in name only.
One is priced for businesses, but without business features. The other is priced for consumers, and with much more consumer appeal to boot. One was a flop, the other a roaring success.
I don't think that only Apple fanboys buy the current iPhone and have never said that. And I'd guess between us, I have a much better understanding of why Apple is successful, as you probably vastly understimate marketing and cult appeal.
IMO, this shows that in gaming there isn't a straight line of worst-to-best but instead there's lots of different types of games that appeal not only to different types of people but different moods a person is currently in.
I didn't lose any money, but it was unnerving.
While a lot of us are thinking about cool new tech, lisp, twitter, and all the other kinds of stuff we love talking about on HN, these guys are writing simple flash aquarium apps and raking in millions.
Perhaps running your own startup about a lot more than simple monetary success. I know I want to make people's lives better in addition to controlling my own destiny.
But still, sure looks like a sweet spot to be in. I bet the field is probably way overcrowded by now, though.
Before Google beat the crap out of everyone there was Yahoo, Altavista, Excite etc. Before iPod came there were numerous mp3 players. Before Zynga, there were numerous Facebook apps and countless Flash games.
So, if you want to do it and have a good idea, I'll say do it, give it a shot. Whats the worst that can happen, some time wasted. Lather, rinse, repeat...
It's not that it's necessarily any worse or better, it's just that competing in a crowded field is necessarily different than only having a dozen or two competitors. It's just different skillsets and tactics.
I'm much more comfortable with offering something fairly unique in a smaller market with fewer competitors, but there are those businesses that do very well in huge markets with hundreds of competitors.
Either way, the odds are against you. So you pays your money and takes your chances.
Someone like Zynga has brutally low customer acquisition costs compared to a new social game developer (because they can cross promote to existing players for only the opportunity cost of showing other low-CPM banners).
It's almost a bait and switch:
1. Get user addicted to game 2. After some time, tell user they can progress quicker through the game if they pay money (Blackmail).
This is blackmail later on. (You want to do better at this game? Sure, we can fix that for you, just pay us some money).
From the couple of games like this I've played, it is still entirely possible to hit the limits of the game without spending a dime. It will cost you quite a bit more time and effort, but still possible.
Its more akin to an arcade game where the first play is free, but if you want a continue you have to pay a quarter each time. Sure, its a little bit shady, but its still a valid way to get money from a user. Look at all the sites/service that use a freemium model. Look at things like DropBox. Is that blackmail, since you will eventually fill up your free 2gb, and have to pay for it if you want more?
It's not the same as freemium at all.
A game, where you're competing against other people, that operates on a non level playing field, is unfair. Allowing people to pay money to progress faster in the game is taking advantage of peoples idiocy.
Imagine going to the arcades, playing street fighter II, and it saying "We know you can't get on the score board because you suck, but if you pay $20 we'll put you at the top of the score board anyway". Would that be completely fine and above board?
I fail to see how charging money for faster progress is taking advantage of idiocy. As another example, look at television programming. I can get a half dozen broadcast channels for free. If I want more, and want to get more out of my tv watching experience by having more choice in it, I have to pay for cable, who then offers me various packages, depending on how much each of those channels is worth to me.
It doesn't make it idiocy to value things differently than other people. I value $10 a month more than HBO. Does that make all of the people who pay for HBO idiots? Does that make all it blackmail for the cable company to offer a trial of HBO when I sign up (admittedly, that practice is slightly shady, due to the difficulty to stop the channels after the trial, but that is a completely different issue)? Just because you put more value on your money than others do on a shiny digital fish doesn't make them an idiot, it makes them someone who values shiny digital fish.
-To your edit:
Well, if that was the way things were from the start, sure. Say you go to the arcade, and pick out your game to play. To make this all fit well, lets pick tetris. As long as you know from the start there are various "powerups" you can buy throughout the game, it seems totally fair. Its 1 quarter to start the game. Later in, you can buy various powerups, like double points for one level for another quarter, or the ability to choose your next block for a quarter.
Does it make things different? Yes. But it certainly doesn't make them unfair. The options are open to everyone, those at the top and those trying to get there. Its fair, but is a little shady.
To the level I've got, plenty of things would be easier if I was willing to spend money, but I haven't found anything I can't do for free.
To generalize it, its easy to get a handful of people to do something. If you offer it to them for free, there are plenty of people who will go out of their way to advance as far as possible. Once those people start getting friends involved, the friends will want to get that far too. By offering them a quick advancement in exchange for money, you can then make a tidy profit.
I don't fully agree with you, but there is something very similar to online gambling in these games. (Wasn't Texas Hold 'Em one of Zynga's first games?) Casual games with virtual goods are an expertly engineered environment that is evolved through constant refinement to maximize money extraction -- like slot machines or indeed entire casino buildings. As with casinos, it may turn out they make a significant portion of their revenue from people prone to addiction or suffering from other mood problems, soothed temporarily (but perhaps made more dependent/despondent) by the games' synthetic reward system.
And while I don't support government regulation (of either games or gambling), cultural norms will need to evolve, for individuals and peer groups, that moderate participation. Otherwise, profit-maximizing addiction-engineering will do real damage.
The checkout form for virtual good purchases may someday include a tiny link to "Gamers Anonymous" just like the tiny print and brochures about "Gambler's Anonymous" near casino ATMs and cashier cages.