Early each morning, millions of farmers around the world rise to
toil in their fields. By night, gangs of mobsters scheme and legions of
poker players shuffle up and deal.
Sure, none of it's real. But
the overwhelming popularity of so-called social gaming -- simple games
that let people play with their friends on networking sites such as
Facebook -- is changing the face of video games, experts say.
And
as the maker of popular titles like FarmVille and Mafia Wars, San
Francisco, California-based Zynga has ridden the games' skyrocketing
popularity to the top of that emerging market.
For Zynga founder
Mark Pincus, the formula for gaming success on Facebook, MySpace and
other sites was as simple as it might seem counterintuitive: create
simple games that people like but can easily set aside.
"We
built the games so they could be played in a tab on your browser while
you're on a conference call," said Pincus, a veteran Web entrepreneur
who created Zynga in 2007.
Of course, they've been helped by the
massive growth of Facebook, where the games are so popular they've
spawned "fan" pages devoted to complaining about having to watch
friends play them.
Facebook, with its 400 million users, is
where the vast majority of people play FarmVille and Mafia Wars along
with other Zynga titles like FishVille, Vampires, Café World, YoVille
and Zynga Poker.
In all, more than 65 million people play Zynga games every day, according to media tracking company Developer Analytics.
More than 75 million people a month play FarmVille, Zynga's most popular title.
Zynga's top title, FarmVille, is played
by an estimated 75 million people each month -- roughly equal to the
number who have played the classic arcade and desktop game Tetris
during its entire existence.
The massive growth was satisfying
but not altogether surprising to Pincus, whose previous startups had
included Freeloader, a Web-based information-gathering service;
tech-support company SupportSoft; and Tribe.net, an early social
networking site from 2003.
He said that starting the game
company, which he named after his late English bulldog, was an effort
to fill what he considered a surprising void in most people's daily Internet use.
"I
thought in 2007 that something had gone oddly wrong with the whole
Internet experience," Pincus said. "I would have thought games would
have been one of the top two or three experiences people had on the
Internet."
What Pincus got right, according to gaming expert
Scott Steinberg, was a sort of return to the "golden era" of games like
Pac-man and Super Mario Bros.
"Video games
actually appealed to a huge cross-section. They appealed to everybody,"
said Steinberg, publisher of DigitalTrends.com. "What happened is, as
we went through the mid-'80s to the mid-2000s, you started to see
gaming become more incestuous in terms of 18- to 34-year-old males
making games for people just like them."
Zynga games like Café World draw much higher rates of female players than most video games.
By contrast, three of Zynga's top five
games -- FarmVille, Café World and FishVille -- have mostly female
players, with many players outside the traditional 18- to 34-year-old
range.
Those games all operate on the same basic premise.
Starting with a simple farm, fish tank or restaurant, the player works
to make it bigger and fancier, sharing items with friends and helping
each other along the way.
Some of Zynga's early titles simply
mirrored existing board and card games. It was Mafia Wars -- in which
players team up to whack other gangs -- that first exhibited
what would become the hallmarks of social gaming: simple, single-player
action that's enhanced by teamwork.
With FarmVille, that formula would become complete.
Players
plant virtual crops that can be harvested hours, or days, later. Along
the way, they invite online friends to become their neighbors and help
each other by sending gifts or helping with the farming. There's no way to "win," but players take satisfaction in building big, fancy farms that they can showcase to their friends.
"A
farm is something that is internationally understood and known. It's
cross-cultural, cross-gender, cross-age," Pincus said. "A great social
game should be like a great cocktail party. If you want it to appeal to
absolutely everyone you invite, it has to be broad in its content so
that everyone gets it."
Not that Zynga's success has come without criticism.
Mafia Wars is popular but prompted claims that it was a knock-off.
With hundreds of smaller companies vying
for a piece of the social gaming market, some rivals have accused Zynga
of using its hefty venture capital to crowd out less-financed
competitors.
Many of its most popular games, including
FarmVille, are similar to pre-existing games from smaller companies, a
fact Pincus dismisses by noting that video games have always fallen
into genres with similar titles from competing companies.
Psycho
Monkey LLC, the makers of Mob Wars, filed a lawsuit claiming that Mafia
Wars ripped them off. Zynga settled that case in August, said a
spokeswoman for the company.
Zynga also was hit with complaints
and lawsuits over its original business model, which let players earn
in-game rewards for things like signing up for a credit card or
video-rental membership.
Critics said some of the offers
amounted to scams, leading players to download unwanted software or
unwittingly sign up for memberships that appeared stealthily on their
phone bills.
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