| brandon sheffield |
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I wonder how many more times we'll have to hear these exact same arguments before someone either proves or disproves it conclusively.
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| Michael Ruud |
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For a group of arcade, console, and casino veterans proclaiming to want to change social games, they sure did a bang up job of producing something that changes... nothing.
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| Nooh Ha |
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This is what happens when traditional, hard-core games developers try to apply their old-school console game thinking to Facebook.
"FarmVille looks crap; let's make FarmVille with high poly 3D graphics" "Why use Flash when there's Unity. Everybody loves Unity" "FarmVille doesn't have any proper gameplay; let's make FarmVille with deep, immersive gameplay" Yes, FarmVille looks crap but 1) it is constrained by what Flash can do and 2) the middle-aged female audience that dominates games like FarmVille don't want realism or need a hugely detailed 3D virtual world. They want simple, accessible escapist fun and are more than happy with the simple graphics used in every one of the most popular Facebook games. Unity is awesome for mobile games development but is wholly inapprpriate for a casual Facebook game. Not one Unity-based "browser" game on Facebook has ever gained significant traction (more than low millions of MAU) as the vast majority of users don't have Unity pre-installed and, when faced with the Unity download request, will simply click away. I once saw under the hood of a Unity Facebook game's user numbers and it was truly shocking. They lost almost all of their "users" at the Install Unity prompt. FarmVille's simplistic (non-)gameplay is used for a very good reason: it works and, given the consistently huge user numbers games of this sort get, clearly the massed Facebook gamer ranks like it too. Old-school designers may rail at this but even the most superficial assessment of this casual (and older female dominated) userbase's gaming tastes over the last decade (Big Fish Games, Game House etc pre-Facebook) would reveal that their gameplay tastes have always been radically different to hard-core gamers'. Spooky Cool Labs is not the first to make these mistakes and certainly won't be the last. |
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| Ramin Shokrizade |
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I've had my eye on these guys for a while now, they have promise. My biggest concern about their approach is they are still embracing this metrics-driven model that works well in super markets but has a number of limitations in the Facebook space that I am not sure they are aware of. Primarily, that metrics are potentially worse than useless in the absence of domain expertise. The Facebook domain is a very different one than the ones they are expert in.
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