Tile-matching games are one of the most-played social games around. There is something about them that makes them oh-so-lovable.
Is it the simplicity? The fine balance of challenge with ease-of-play? The huge number of levels? Is it the motion and the colour? The fact that they only take a few minutes to complete a level? Something makes these little devils so addictive. Just when you thought you might be getting over your addiction, along comes Monkeybin’s addition to the stable of fun-sized matching games …
Among the biggest winners of the social and mobile gaming revolution is the large band of funsters who love to test their brains with puzzles. There are so many ways to mangle your brain… and we’re proud to announce our latest addition to the puzzle gaming family.
Later this month Monkeybin will release two brand new puzzle games, Hyspherical and Crossed, which are sure to have you gamers all in a spin. Both are dynamic games available initially on the App Store, but they also draw on a long history of puzzles, which have captivated funsters of all ages throughout time. We take a look at that rich history...
The purchase by Microsoft of the makers of Minecraft earlier this month for an eye-watering sum of $2.5 billion is another ‘strategic acquisition’ by one of the giants of the computing world. They are seemingly queuing up to get a bigger slice of the social media pie but how can a game be worth that sort of money and why is Microsoft prepared to pay it?
A few stories about advertising and social games have hit mainstream media in the past month, prompting a couple of questions about the relationship. Firstly, where are we at with how we advertise free-to-play (F2P) social games?; and when is the much-promised revenue from advertising going to materialise and make us poor game developers rich?
Japanese gaming has been at the forefront of the industry, pretty much ever since joysticks were invented. We all remember Taito’s Space Invaders which was cutting edge in the early 80s and household names like Sony, Sega, and Nintendo all made their names during the ‘golden age’ of video gaming from the mid-1980s and throughout the ‘90s. But how are the Japanese doing nowadays with video, social and mobile gaming? In the highly competitive, rapidly changing world of game development, do the Japanese have their noses in front?
Zynga, King, Wooga… all giants that have made a big splash in the world of gaming in recent years, changing the landscape and challenging the dominance of the traditional console and PC gaming giants.
With Amazon’s recent ventures, could one of the Internet’s most famous and longest-lasting names in retail be about to make a play to become the next gaming giant?
Can you ever imagine being so good at a game that people will pay to watch you play it? That’s essentially what’s happening at Twitch, where the world’s elite gamers have given up their day jobs to live off the advertising revenue generated by millions of fellow gamers watching them do what they love...
Since Facebook users started playing poker and tending their virtual farms in their droves just five years ago in 2009, many a fortune has been made through social gaming. Most game developers are small independents grinding out a living doing what they love to help others do what they love. Occasionally though a company rises up and becomes a ‘monster’.
In the world of social gaming, where millions of players can flock to games rapidly, these monsters can awaken almost overnight from anywhere across the globe. Below are ten good examples.
With the huge global popularity of social gaming it was only a matter of time before it made the crossover into the world of employment and business. The development of games for specific purposes for specific companies is not yet widespread, but some notable brands have started to use it for recruitment purposes.
Facebook started in 2004 and celebrated its tenth anniversary earlier this year. Back then games were largely bought to play on the PC, PS2, Xbox, Game Cube or Gameboy Advance; leading games were the likes of Grand Theft Auto, Halo 2, Pokemon and Need for Speed. Although gaming was undoubtedly massive, it was still a niche; it hadn’t been brought to the masses.
Fast forward ten years and it’s a very different story: games with 100 million active players and a total number of worldwide game players running into billions. Facebook has played a key role in shaping this landscape – here’s a brief history and look at what’s ahead.
With so many social games being free to play, how can the poor game developers (like us) earn a crust? In-game advertising has made some progress but is still not yet well-accepted by players, so the main way a game can pay for itself is for players to spend money. That’s easy to say and much harder to do, but below are ten ways that are worth considering…
Do you think that kid sitting next to you is simply playing a game? Wiling away a few moments in idle fun, shooting zombies, matching candy, making birds angry?
Well, possibly. But he could also be learning some valuable skills during the process. There is a lot going on in our minds and subliminally when we play social games – below we look at seven of the major skills we can develop.
It’s not just app developers, game distributors, social media platforms and mobile device makers who have pricked up their ears and opened their eyes at the social gaming revolution. All sorts of areas of life – both personal and professional - are starting to become interested in gaming as a way to communicate, teach, train and engage. ‘Gamification’ - it’s the new buzz word!
The different social game genres are continually jostling for prized space on Facebook and the other main social gaming platforms. But which genres are winning the battle?
I don’t need to quote the latest industry figures to demonstrate the huge popularity of social and mobile gaming; just take a look around. But why is this form of gaming so popular and why has it become an integral part of the lives of so many people on the planet? Some of the reasons are obvious, but others not so…
What’s going on in the App Store?
With many developers and gamers still seeing the App Store as their guiding beacon, it’s sometimes useful to kick back and see what’s happening over there. What’s changing and what are the main trends? Is gaming sizzling hot or fizzling out? We'll call it an ‘app-date’ if you like; an ‘update’ if you don’t like!
A couple of years is a long time in gaming, especially social gaming. There was more evidence of that earlier this month as one of the console gaming giants, Sony, announced that a raft of free-to-play social games would be made available for to its console owners.
This seemingly goes against what it was saying only two years ago…
Someone upset the applecart again! There has been plenty of ‘noise’ this week about changes made by Apple to the app guidelines and what these could mean for the future of developers and social gamers on the App Store. Let’s take a look at what these changes are and what Apple are trying to achieve from them…
Wikipedia says ‘social gaming commonly refers to playing games as a way of social interaction, as opposed to playing games in solitude.’ Tens of thousands of games now fall under this category (there were almost 200,000 games on the iStore at the end of 2013) but the irony is that many of these games ARE played in solitude.
Bells and whistles are fine: all the bright colours, jazzy jingles and dancing bears that attract players to games, convincing them to download and play a few times. But what convinces them to keep coming back? What gives a game that elusive, semi-addictive quality that compels players to log in every single day?
Whichever way you cut your bacon and eggs at breakfast, they go together perfectly. The same applies to social gaming...well sort of: whichever way you cut a game, it needs a big helping of 'challenge' next to it on the plate.
Get that element of the game right and developers are on to something very tasty….
There – that got your attention! But it’s not just a wild attempt to grab your arm and to get you reading. A recent US survey found that one in five mobile social game players would rather give up sex than their games for a week, and this has been making headlines on gaming sites around the world.
But that’s not all they find in the survey – there are some even more worrying discoveries!
A game of 3 million players and a 5-star rating was turned into a game with a zillion 1-star ratings by players' feedback.
The annoying kid on the train who has the volume on his iPad way too high, as he slingshots some angry birds towards innocent pigs; the incessant refrains of ‘sweet’ or ‘tasty’ when the colleague sitting next to you in the lunch room gets a combo in Candy Crush Saga.
Sound is clearly a part of social gaming, but how important is it to the gaming experience? Where would we be without the little jingles, the voiceovers, or the old skool rocking soundtrack?