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20

One industry-sponsored study claims that only 22% of customers had a positive attitude toward social media advertising, and 8% of consumers abandoned an SNS (Social-networking sites) because of what they perceived as excessive advertising[1]. Schlosser, Shavitt and Kanfer reached the conclusion that users who "actively contribute content" view online ...


19

I personally witnessed the latter happening in Starcraft 2; a section of the achievements would have you win hundreds of games against their AI opponents (boring!) That presupposes that you're actually trying to get that achievement. Most people that get this achievement play AI matches in order to practice and get better at the game. Your overall ...


16

There's a lot of questions here, I'll try to answer as many as I can to the best of my ability. First: Is this a new concept? No. A lot of web games use "timeouts" in the form of terms, action points, or limiting the total amount of actions a player can do at once to a low number. This was true 13 years ago with the online game Utopia, and is still true ...


12

App development for Google+ looks to be similar to app development for Facebook. That is to say, you will likely be able to use any language or platform that allows the game to be played in a browser, and you will interface with the API via RESTful style requests (basically making an HTTP call to something like api.plus.google.com) My guess is that this ...


7

Virality is usually measured by it's K-Factor. The two links in the wikipedia article there are helpful as well - the article on viral app objectives lays out things, and Jon Radoff's spreadsheet can be interesting to play with to figure out some of the interconnections between various factors. K-Factor represents the lifetime number of infections that a ...


6

There is a great presentation by Ben Cousins called Playing To Win. On slideshare (with narration) - http://www.slideshare.net/bcousins/paying-to-win It describes the case of Battlefield Heroes game which was very popular but didn't monetize well and how they redesigned the entire virtual economy ecosystem to make it better. The main changes they did were: ...


6

I'm the creator of Trainyard for iOS. It's a puzzle game, and when players solve a puzzle, they can share their solution on Facebook, Twitter, or directly on the Trainyard site. I don't do in-app analytics, but I can tell you that players do use the buttons. You can do a simple twitter search to see the people that have tweeted from the game in the past ...


6

I think the question you should ask is "what is the impact of transition from ad-free to include ads in players?" All examples I personally know from mobile game developers, they either included ads or didn't, but never switched from one to the other. Just think, if somebody gets hooked to you game with ads, he is OK. But if he gets hooked without ads, and ...


6

Facebook is not at all analogous to games. Once you and all your friends are there (let's say 50 people), you are all not going to get up and leave at the same time because of ads. Just one person won't leave because his network of people won't be at the new place. Facebook as a system has huge momentum because of the social capital thing. An individual ...


5

I think the Sword & Sworcery is a great example of how to effectively implement social media posting into a game. In this case it was strictly twitter, but I think they owe a large portion of their success to this feature. Instead of posting scores or progress in a traditional sense, all of the story in the game is broken into 140 character chunks, ...


5

Generally, very few games use "fuzzy" AI. Most games have AI that is heavily scripted, because if it isn't scripted, the AI will do completely crazy, insane things that no human would ever actually do (see: bugs in Oblivion with "Radiant AI"). It's easier to test scripted AI than to try testing fuzzy AI that might not react in any predictable manner. Even ...


4

The shortest answer is "no", Facebook almost never gives away such placement for free. This is, literally, where they get all their money; Zynga (the big game developer) is the largest source of revenue Facebook has. While not universally true, a good rule of thumb is that if you see it, its for sale. The largest amount I've ever gotten free was $100 in ...


4

The following article is from the dev(s) of clash of clans where they point out one of their "Keys to success" is not having ads. Its just a small reason but its something that's brought up. http://www.gamasutra.com/view/news/185406/Clash_of_Clans_5_keys_to_success.php


4

A user keeps a game on his mobile phone on average 20 days. So for the most part, adding ads is not going to be noticed much after launch. However, it is going to affect your biggest fan the most, which is the segment you don't really want to piss off. There are ways to mitigate the effect however. #1 is to only show ads to people who downloaded the game ...


3

We've got a chat for these things too, by the way. :) For talking to random strangers on the internet: From personal experience, it's better to be able to say "hey, look, want to help me improve this prototype?" than "I'm looking for someone to code a game with". People come and go: Don't be afraid to start something yourself! As for actually working on a ...


3

The best possible choice here is actually to find and meet other local game developers who are interested in working with you on a project. If you're not in a big city, then maybe you'll have to make a trip to one every month or so. If you're completely in the middle of nowhere, however, then you might need to look for people online. The best possible way ...


3

Having never played the *Ville games, a "Timeout" sounds an awful lot like a "cooldown period", which is not a new concept - all sorts of games have cool down periods (rpgs, mmo, fps, etc). The cooldown period may just be longer for *Ville games. The other replies mention reasons why. As for Angry Birds.. particularly Rio - I seem to recall that when the ...


3

There's a simple formula you can use: estimatedCost = (hoursRequired * costPerHour) + additionalCosts The hoursRequired can range anywhere from a few hours for someone advanced making something very simple to hundreds of hours for someone very amateur making something very complex. The costPerHour will vary depending on the number of developers and their ...


3

There are several reasons why to use a backend. Without backend, you can't really have states in your game. That means players start all over when they refresh the web page. The facebook API stuff that you mentioned also comes from backend. You can do lots with facebook API, but it's not even pretending to cover all the cases. Facebook recommends Parse.com ...


2

As already answered, for "classical" social games (in the same way that the current FarmVille and Zynga games), the future is probably something between Flash and HTML5/JS. For example, another popular title from Zynga, Mafia Wars, is designed in HTML and JavaScript. Also, the web-based version of HOMM, Heroes of Might and Magic Kingdoms (by Ubisoft) is ...


2

HTML5/javascript may be the future of social gaming. Flash has a few issues right now that could conceivably get worse. Namely, it has security issues and does not work on apple mobile devices. In theory there is no reason you could not implement a game such as FarmVille ENTIRELY within the browser as opposed to using a flash plugin, but the market ...


2

One possibile explaination is to encourage players to return to the game later, presumably because it can produce more ad revenue (for ad-supported games, possibly depending on the terms of the ad contract), increased mindshare, or a more diverse social population. The latter is especially important for games with a strong social component. Another ...


2

Facebook is not the exact same place as it was 2 years ago. Prepare to heavily advertise, very, very few games grow organically these days and Facebook gives preferential treatment for certain players so don't expect to be able to do what the big guys do either. Cost of advertising is also relatively high on facebook.


2

I sincerely doubt that such a game engine exists. A.I. for example, is very domain specific and you probably won't find an engine that provides the A.I. you need out of the box. Also: The interest in JavaScript by game-developers just started to increase with HTML5 and the iOS platform. Don't expect to find any mature game-engines implemented in JavaScript ...


2

Facebook and Twitter provide cross-system APIs accessible in a variety of ways, typically a simple HTTP request (or a few).


2

In my opinion, the number of achievements is not important, what is important is that there is something for everyone. In my mind, there are two objectives for achievements in games. Keep people playing (to gain more achievements) Give palyers bragging rights Without servicing both goals adding achievements is not worth the effort. As long as you have ...


2

Check "The Sims". If there are games with social interaction implemented, I'm sure this game is among them.


2

So, I'm not sure what you mean by "virality". I'm going to assume you mean, "I want to track how often my players recommend my game to their friends and track how many of those recommendations turn into conversions." Check out Google Analytics and Omniture. They provide a great way to track stats across a variety of platforms and also provide ways to ...


2

What TYPE OF PLACE does one go? Forums or social media sites. There are already sites designed for that purpose. The type of places you want to go are the ones where these gamers are. Search the web for similar indie RTS games. Find out where people are talking about those games and start with that community. Don't spam. Just partake in the ...


1

Not being able to substitute words like in English is not a real problem, because while in English you have this problem less often, it is still there: "There was a man named %name%. He liked kids..." - female names won't work here. Instead you could try to have fun with a more complex approach. "There was a %person1.sexAndAge%. %person1.personalPronoun% ...



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