Games.com Blog: “Greenopolis launches eco-friendly Facebook game” plus 13 more

Games.com Blog: “Greenopolis launches eco-friendly Facebook game” plus 13 more

Link to Blog.games.com

Greenopolis launches eco-friendly Facebook game

Posted: 20 Jul 2010 12:04 PM PDT

A lot of companies want to get into the games business. The most recent entrant is Waste Management, who reported revenues of $11.8 billion in 2009.

The company has a wholly-owned subsidiary called Greenopolis, charged with the mission of social awareness around recycling and the environment. A tiered business plan revolves around real-world rewards for eco-friendly behavior. And now the firm is using games to fulfill that mandate.

Oceanopolis lets players play a game like FarmVille, but set on an island paradise, where trash begins to wash up on shore. Instead of harvesting, you recycle. Points then let you decorate your island, and you can visit friend's islands.

The project's creative director, Jeff Smith, says the effect is to view trash as treasure. "You start wanting to pick this stuff up." Beyond the game, players can be rewarded with real-world credits for entertainment and dining experiences.

The company hopes to expand to the iPhone and other platforms. The game launches on Facebook on August 21st and the beta was opened today.

 

Permalink | Email this | Linking Blogs | Comments

Zuma Blitz on Facebook First Look

Posted: 20 Jul 2010 12:00 PM PDT

Filed under:

zumas revengeAt Casual Connect in Seattle, PopCap gave select members of the press a first look at their upcoming Facebook game, Zuma Blitz.

Much like Bejeweled Blitz, the Facebook version of the popular game gives you 60 seconds to bust as many balls as possible. The one-minute thing is a bit of a misnomer, however. You can actually shoot special balls that will extend time a little longer, which gives you just enough time to maximize your score. There are also balls with special multipliers that will help you send your score soaring to the heavens.

The social parts of the game are pretty limited right now, and those in the game right now are similar to those in Bejeweled Blitz. There's a living leaderboard at the bottom of the page, and once you get your big score, you have the option to post it to your Facebook Wall for bragging rights. There's talk behind the scenes about adding more social features, namely a way to 'curse' your friends in the game. Once you beat a friend, you can curse them, and turn their Facebook photo on the leaderboard into something else, say, a picture of a sheep or cow. To get rid of the 'curse,' you'll have to beat your challenger's score and pass the curse back to them.

Unlike Bejeweled Blitz, Zuma Blitz will definitely include virtual currency (as in paid for with real-life-cash) that can be used to buy power-ups, which were not finalized in the version of the game we played today. Zynga higher ups have been looking for ways to make money on their social games, and Zuma Blitz will apparently be the first test case. The game will also include experience points system as well.

So far the game seems to possess the same addictive quality as Bejeweled Blitz -- it's just challenging enough that you'll keep going back to see if you can beat your high score. Just make sure you take a break from mousing occasionally so you don't get the dreaded 'Zuma Claw.' (It's real! Honest!) Zuma Blitz will be in beta within the next few weeks, stay turned for more details (and images from the game).

Note: The image above is from Zuma's Revenge, not Zuma Blitz.

 

Permalink | Email this | Linking Blogs | Comments

More million-sellers for Xbox Live

Posted: 20 Jul 2010 09:50 AM PDT

Xbox Live Arcade has come a long way since Geometry Wars. According to Scott Austin, the director of marketplace games for the Microsoft service, arcade experiences are getting higher and higher quality to remain competitive. "Some of these titles are competing with retail for share-of-wallet."

He also said that since the announcement of Uno as the first million-seller, a number of other titles have followed, including Castle Crashers and Battlefield 1943. With those numbers, reports Austin, "the upside revenue potential is well over $15 million."

Getting into Xbox Live Arcade can be most competitive, and Austin states that the new Xbox Indie Games "are a much lower bar to entry." With indie games, he tells the audience of developers at the Casual Connect conference in Seattle, "the quality bar is not as competitive." Which leads Austin to make a suggestion to publishers and developers: "It can also be a great platform to test out games."

When asked about Microsoft's plans to offer pre-order for Xbox Live titles, Austin responds: "Theoretically, you don't need pre-orders in the world of digital distribution. When there's unlimited supply, in theory, they don't need pre-orders."

But our customers, he says, really love pre-orders. "We'll be investigating that," he says, and releasing some solutions in the coming months. "Our consumers really love the latest and greatest content."

 

Permalink | Email this | Linking Blogs | Comments

PlayFirst's Chocolatier: Sweet Society gives ladies what they crave

Posted: 20 Jul 2010 09:00 AM PDT

PlayFirst Chocolatier Sweet Society
Does the idea of building your own "grand chocolate empire" sound irresistibly delicious? And we're not talking Willy Wonka bars here, but something more classy and Victorian England, say, circa 1882? If so, then PlayFirst's "Chocolatier: Sweet Society" was made for you.
Chocolatier: Sweet Society Chocolate Recipes
We first covered this game last June, but on yesterday's Casual Connect Seattle, PlayFirst officially announced the game for the world. Since then, Playfirst has improved content by expanding chocolate recipes and incorporating elements from the PC version (originally released in 2007) such as the Factory Optimizer.
Chocolatier: Sweet Society Factory Optimizer
Judging by the core demographic of Facebook social games, where a majority of players are women, PlayFirst decided that their game was the perfect match for Facebook's audience.

According to PlayFirst CEO, Mari Baker, "In limited release, we've already reached over a quarter million players and we're confident this game will please the sweet tooth of Facebook gamers everywhere." Right now, the player statistics for daily and monthly usage on AppData are good, but pretty modest -- hovering around 74k and 390k, respectively.
Chocolatier: Sweet Society Chocolates Gifts
To start playing, or if you just feel like oogling all the yummy artwork, log into Facebook and click here.

 

Permalink | Email this | Linking Blogs | Comments

Playstation Home sees real-estate boom

Posted: 20 Jul 2010 08:57 AM PDT

If you've ever worried about the size of your apartment, chances are Playstation Home offers a solution-a larger virtual apartment to accommodate all of your friends at once. According to senior manager of Sony's developer support group, Justin Cooney, "People are wanting to do things in Home - they're spending a lot of time in Home."

And a lot of people at that: Cooney reports some 14 million users of the virtual space, 85% of whom are repeat users. Personal spaces are one area of note, and Cooney says lots of people buy apartments for their very own Playstation Homes-by the hundreds of thousands.

The most popular is the Summer House. Says Cooney: "This apartment did over $350,000 in [North America] alone."

 

Permalink | Email this | Linking Blogs | Comments

FarmVille Crafting Buildings Appear in Farmers Market

Posted: 20 Jul 2010 08:00 AM PDT

Filed under:

Farmer's Market


FarmVille Farmer's Market Crafting Building
FarmVille Farmer's Market Buy Goods
No FarmVille Farmer's Market Goods

This article originally appeared on FarmVille Freak.

 

Permalink | Email this | Linking Blogs | Comments

PopCap's Zuma's Revenge wins Great Game of the Year

Posted: 20 Jul 2010 07:39 AM PDT

zuma's revenge

PopCap's ball-breaker game Zuma's Revenge took home top honors in this year's Great Game Awards, sponsored by Game House. This is the second year for the event, and PopCap was arguably the star of the show, with nods for Game of the Year, Best Character Design, Most Innovative Game and Top Match-3 games.

2010 GREAT GAME AWARDS WINNERS:

GAME OF THE YEAR
Zuma's Revenge!(TM) - Adventure by PopCap Games

GAME OF THE YEAR - PLAYER'S CHOICE
Jewel Quest Mysteries -Trail of the Midnight Heart by iWin

BEST ART DESIGN
Mystery Legends(TM) - Sleepy Hollow by pixelStorm

BEST CHARACTER DESIGN
Plants vs. Zombies(TM) by PopCap Games

BEST NARRATIVE EXPERIENCE
Cate West - The Velvet Keys(TM) by Gamenauts

MOST INNOVATIVE GAME
Plants vs. Zombies(TM) by PopCap Games

MOST ADDICTIVE GAME
Faerie Solitaire(TM) by Subsoap

UP-AND-COMING DEVELOPER
Youda Games: Youda Farmer, Youda Marina, Youda Sushi Chef

TOP ADVENTURE GAME
Princess Isabella - A Witch's Curse by Gogii Games

TOP TIME MANAGEMENT GAME
Delicious - Emily's Taste of Fame by GameHouse

TOP HIDDEN OBJECT GAME
Mystery P.I.(TM) - The New York Fortune by PopCap Games

TOP MATCH-3
Zuma's Revenge!(TM) - Adventure by PopCap Games

TOP SIM / TYCOON
My Kingdom for the Princess by Nevosoft

The entire lineup of games are all excellent -- Youda Sushi Chef was a definite fave this year -- but there seems to be something missing from this list, social games. Looks like these Awards are limited to downloadable games, which is nice and all, but it would be even nicer to see all casual games included in next year's awards.

 

Permalink | Email this | Linking Blogs | Comments

Virtual Villagers: A First Look at Playing God

Posted: 20 Jul 2010 07:00 AM PDT

Virtual Villagers welcomes players to Isola
With today's release of Virtual Villagers, everyone can now play god on Facebook. But official PR aside, how good is it?

Virtual Villagers Quest Clear the LandJohn Passfield, the Creative Director of 3 Blokes Studios, who helped make the game, says that Virtual Villagers "is building on games like FrontierVille." This is very obvious to players once the game's Quest icons appears, which work nearly identically to FrontierVille's Goals. The two games even share a Quest or Goal achievement called "Clear the Land." On top of that, crops need to be planted and harvested, buildings require wood to build, and the plant life takes over when you've been away for too long.

But plenty of differences allow Virtual Villagers to stand on its own. Unlike FrontierVille, arduous loads of clicking have been replaced with drag-and-drops. Your villagers also don't stay still, and each one comes with his or her own stats page, which will develop over time. And while you start off with one villager, you don't have to work your butt off getting hitched in order to have a second pair of hands to work the land. I got another villager just after hitting Level 3! But, the game warns, "Older villagers start to slow down."
Virtual Villager Detail
Also, compared to the boxed homestead setup on FrontierVille, where you're constricted by walls of trees, the play area of Virtual Villagers is vast. You're on a huge freakin' island and your villagers have full run of the place. It'll take you a minute or two just to walk your characters around. But if you want to speed up the process, you're also allowed to use your mighty godfingers to pick 'em up and drop 'em willy-nilly.
Virtual Villagers: Huge Island
If you're waiting between energy refills in FrontierVille and want to try something new, claim your godhood in Virtual Villagers here. Your worshippers are waiting!
Virtual Villagers praying at Idol of Thunder

 

Permalink | Email this | Linking Blogs | Comments

Virtual Villagers: Facebook's 'first true God game' debuts

Posted: 20 Jul 2010 06:30 AM PDT

Virtual Villagers
Launched today, Virtual Villagers for Facebook is the latest addition to a well-received series of desktop games, the oldest hailing from 2006, released by the San Francisco indy games developer, Last Day of Work (LDW). LDW has partnered with the Australia-based casual games developer, 3 Blokes Studios to bring a version of their title onto Facebook that incorporates social gaming elements.

At first glance, this game has a ton of similarities to Zynga's immensely popular FrontierVille, sporting a "persistent game world" that changes over time. But it also vows to provide "real, dynamic multiplayer storytelling that unfolds according to the actions of all the players together." Like FrontierVille, your characters can get hitched. But not only can you have kids in this game, they will also inherit some of the skills from their parents. Your characters will have stats pages. They can acquire special skills over time. They can also grow old, get sick, and be nursed back to health.

Basically, this game is promising to do everything that FrontierVille does, and more. We'll be providing additional coverage on this soon. For now, everyone can play god by logging into Facebook and giving the game a spin here.

 

Permalink | Email this | Linking Blogs | Comments

Job posting points to Facebook videoconference Charades game

Posted: 20 Jul 2010 06:00 AM PDT

My usual daily Google crawl of social-gaming-related terms turns up an awful lot of job postings looking for "social game programmers." These posts are usually extremely vague or, alternatively, all-too-clear about wanting to copy the hot social gaming trend-of-the-moment. But sometimes, all that searching hits upon a genuinely unique and exciting social gaming idea well before it officially hits.

Such is the case with this here posting for a "videoconference social game" from a mysterious outfit called PoserGames.com. Basically, the game described in the attached documents is an online, multiplayer version of charades (or "celebrities") where players take turns acting out silent clues to get their teammates to guess a secret term or person. Up to eight people will be able to play at once through video conference windows that shift around and change sizes as new players come up for their three minute rounds.

After reading through the description, this seems like a no-brainer idea for online social networks, and with the mass availability of webcams and high bandwidth connections capable of handling multiple streaming video, it seems like it might finally be technically feasible. It also got us wondering what other dinner-party-style games could make the transition online. Pictionary is already well represented, as are most card and board games, but with maybe this video conferencing idea could be put towards something like Truth or Dare or Spin the Bottle next, eh?

 

Permalink | Email this | Linking Blogs | Comments

Big Fish Games pens exclusive deal with Woman's Day

Posted: 20 Jul 2010 05:00 AM PDT

Big Fish Games, the casual game company behind those insanely addictive Mystery Case Files games, has signed an exclusive deal with Woman's Day. Starting Tuesday, July 20, head to WomansDay.com to check out 2,500 games from Big Fish, which include hidden object games to puzzle games and time management games.

mystery case files women's day

"Our games are a great fit for Woman's Day readers ... Casual games are relaxing, mentally stimulating, and fun," says Big Fish CEO Jeremy Lewis in a press release.

Woman's Day has an audience of 24 million women ages 25 to 65 -- so that means we can expect more ladies to learn that hidden object and time management games (which sound like a chore) are more addictive than a frosty pint of Haagen Daas' Caramel Cone.

mystery case files ravenhearst

Woman's Day and Big Fish Games will also include "a special offer" for readers in the September issue of the magazine, available on stands in August. The details on that have not been disclosed yet, but we know that more of these offers -- like this free version of Mystery Case Files Ravenhurst -- will be rolling out during the partnership.

 

Permalink | Email this | Linking Blogs | Comments

Games.com blog takes on Casual Connect in Seattle

Posted: 20 Jul 2010 03:30 AM PDT

casual connect in seattleI'm feeling a little giddy this morning. Why? It's the first day of Casual Connect in Seattle. For those of you who aren't in the know, Casual Connect is a three-day conference where the who's who of casual games get together and, well, talk about casual games. That also includes social games, which is what we cover religiously on the Games.com blog.

This week, our crew will be meeting with people who make your favorite casual/social games and pick their brains about big trends and, hopefully, get a sneak peek at upcoming games. I'm especially looking forward to the always outspoken Hi5 CTO Alex St. John's Facebook Smackdown event, Playdom's John Pleasant's talk about the future of social games, hearing Ohai's Susan Wu's thoughts on what's next for social games after FrontierVille and World of Warcraft and learning more about the upcoming Google Games.

casual connect in seattle

And, like all trade shows, there will be lots of after-hours socializing. Why should you care? That means we'll get a chance to squeeze out more information on what games will be headed your way this year. If you want to stay abreast what's happening at Casual Connect, bookmark http://blog.games.com/tag/casualconnect/and follow us on Twitter.

 

Permalink | Email this | Linking Blogs | Comments

Pet Society Chocolate Boxes Glow in the Dark

Posted: 20 Jul 2010 03:00 AM PDT

Filed under:

Pet Society Glow in the Dark Box
Whee! What a nice surprise to see that the new chocolate boxes glow in the dark! They're even brighter than the skyscrapers in the window.

These boxes cost 550 apiece and give you a different piece of chocolate for the rest of this week. The chocolates themselves are nice, but we really like these beautiful boxes which can be used as decoration long after they've become empty.

We're not sure if the glow-in-the-dark feature was intentional or a mistake. The official Pet Society blog made no mention of it. Either way, we think it's fun, and the boxes get our highest rating of 5 paws. Here they are in the light:
Pet Society Chocolate Box
Which chocolate box is your favorite?

This article originally appeared on Pet Society Anonymous.

 

Permalink | Email this | Linking Blogs | Comments

New study predicts we'll spend 1.5 billion in social games by 2014

Posted: 20 Jul 2010 01:02 AM PDT

hey big spenderWhile the real-life economy continues to tank, the virtual economy for games on social networks is booming. A new study from Screen Digest says that FarmVille junkies and their ilk have been fueling this relatively new economy by opening their wallets and buying one-to-10 dollar items with wild abandon. In 2009, social gamers spend $639 million and those numbers are expected to grow to 1.5 billion in 2014.

While playing games on a social network has turned non-gamers into virtual farmers, mobsters, etc, this explosive economy has also come at the expense of the rest of the portal-driven casual games business, which has a big cross-over audience. This must be at least part of the reason casual gaming companies like Big Fish and PopCap have worked to get their games on Facebook over the past year, and I'm sure we'll hear more about this in the not-too-distant future.

The study also predicts that spending on social network games will start to slow down this year, forcing publishers to look at social networks outside of Facebook to expand their empire and -- the part I like the most -- force publishers to create better (as in better quality) games. If that translates into companies releasing more creative games on Facebook, well, that's something I can get behind.

 

Permalink | Email this | Linking Blogs | Comments