For a guy who's nearly 11-year-old crown jewel in the making was a commercial and critical flop, Silicon Knights' Denis Dyack has made a pretty bold prediction. According to the legendary game designer, Facebook games like Zynga's empire are doomed to fail, Industry Gamers found out during an interview. According to the creator, investing huge amounts of money in social games is foolish and that the genre will bubble up and burst.
"It is damaging traditional gaming for sure but... how it's going to work out is anyone's guess," Dyack told Industry Gamers. "The trend that I see is it's probably going to be one of the biggest bubbles and explosions that our industry's seen in a long time and I think when it crashes it's going to crash very hard. I don't think there's an economy there." Simply put, the developer just doesn't see FarmVille and its cronies lasting very long in the industry.
Facebook Games better with friends
However, much of Dyack's argument seems to stem from a personal distaste for digital farming. "I tried playing FarmVille, I really did, but it's not my cup of tea," he said. "And I'm not saying that FarmVille's a bad game but as a gamer who's played games all my life, I know what kinds of games I want to play. I play games every day and I'm always trying new stuff. Our golden rule is we make games that we want to play ourselves and I just look at those [social] games and those are just games I don't want to play for whatever reason. I just think that they're not a good use of my time versus quality."
Of course, this prediction is the odd one out when it comes to what the industry generally expects of social games. Now, to me a $10 billion company created in under half a decade thanks to social gaming says a lot for the future of the industry. However, I'll play devil's advocate: Suppose social games do die on Facebook. Our games have already been affected by their unique connection to social channels. Look at games like Uncharted 3. If anything, social games will not die, their influence will become inherent in game design.
[Via Cnet]
[Image Credits: Inside Facebook and Our Social Times]
Do you think social games are bound to crash and burn? If anything, how will the genre change over the next few years? Will social features just become inherent in game design?
Hiển thị các bài đăng có nhãn social games. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn social games. Hiển thị tất cả bài đăng
Thứ Hai, 26 tháng 12, 2011
Silicon Knights' Denis Dyack: Facebok gaming will 'crash very hard'
Nhãn:
Denis Dyack,
Facebook games,
facebook games bubble,
farmville,
industry gamers,
industrygamers,
Silicon Knights,
social games,
social games bubble,
too human,
zynga
Front Mission creator Toshiro Tsuchida was 'addicted to social games'
Ah-ha! So, that explains why Toshiro Tsuchida, founder of Japanese game studio G-Craft and creator of the Front Mission and Arc the Lad franchises, moved on from some of the most hardcore games out there to social games. Tsuchida joined Japanese mega-developer Gree back in March, and the design icon told 1UP that the move was partially inspired by a personal interest in social games like Tsuri-star.
"Before I joined Gree, I became addicted to social games like Tsuri-star [a fishing sim] off the recommendations of friends," he said to 1UP. "I admired the idea of players working with each other over networks. It felt like a very natural process, players seeing the merits of working with each other and the game then encouraging them to spend cash to give them the advantage."
Since founding G-Craft, Tsuchiro admits that his focus shifted from creating games to managing teams, losing sight of what makes games fun and becoming absorbed in deadlines. At Gree, 1UP reports that the veteran designer said his collected knowledge will serve him well in creating social games for the monolithic developer. This is far from the first time a traditional game designer has succumbed to the allure of Facebook.
Doom creator John Romero founded his own studio and has two upcoming Facebook games; Richard Garriott, the man behind Ultima, has dove into Facebook; Sid Meier is bringing his acclaimed Civilization franchise to Facebook. Need we say more? Tsuchiro joins a large camp of triple-A refugees, looking to revive their creative spirits on Facebook. Now, if only they all banded together and created one super Facebook game (please tell me they're reading this).
[Image Credit: 1UP]
What do you think of yet another traditional developer moving onto Facebook? How will this mass exodus of talent affect the triple-A games scene?
"Before I joined Gree, I became addicted to social games like Tsuri-star [a fishing sim] off the recommendations of friends," he said to 1UP. "I admired the idea of players working with each other over networks. It felt like a very natural process, players seeing the merits of working with each other and the game then encouraging them to spend cash to give them the advantage."
Since founding G-Craft, Tsuchiro admits that his focus shifted from creating games to managing teams, losing sight of what makes games fun and becoming absorbed in deadlines. At Gree, 1UP reports that the veteran designer said his collected knowledge will serve him well in creating social games for the monolithic developer. This is far from the first time a traditional game designer has succumbed to the allure of Facebook.
Doom creator John Romero founded his own studio and has two upcoming Facebook games; Richard Garriott, the man behind Ultima, has dove into Facebook; Sid Meier is bringing his acclaimed Civilization franchise to Facebook. Need we say more? Tsuchiro joins a large camp of triple-A refugees, looking to revive their creative spirits on Facebook. Now, if only they all banded together and created one super Facebook game (please tell me they're reading this).
[Image Credit: 1UP]
What do you think of yet another traditional developer moving onto Facebook? How will this mass exodus of talent affect the triple-A games scene?
Thứ Ba, 13 tháng 12, 2011
Coco Girl on Facebook: For the fervent fashionista in all of us
Alright, so the fashion game has already been done on Facebook. But Damian Harburger, CEO of Argentina-based social game developer MetroGames, thinks that it hasn't been done right. Well, until now. We know, you're used to seeing hardcore-skewed social games come from the developer like AutoHustle.
Consider this most recent release a fundamental shift for the studio. Harburger tells us that, from here on out, MetroGames will focus largely on women when it comes to Facebook games, and on the more hardcore crowd (mostly men) in its mobile efforts.
Coco Girl is a Facebook game designed for the fashionista in every girl (and guy, in this writer's very particular case). Every girl has her opinions on fashion--some are just more vocal than others, no?--and Coco Girl provides the medium through which to express them.
At every turn in Coco Girl, you're given the opportunity to voice your take on various outfits and in a multitude of situations. In fact, rating your fellow females' outfits is the basis of the game. Sure, players can visit various shops and dress their heavily customized avatar (seriously, even I spent at least 30 minutes fine-tuning my lady). But it's the ability to give other players' clothing choices your two cents, or Rubies in this case, that's the star of this fashion show.
Coco Girl isn't governed by an energy system or too much of a gameplay structure, though you are given daily tasks to complete and quests to embark on. The quests are simply introductory, tiny tasks designed to introduce you to the game's myriad features and customization options. Your Daily Ruby-Maker Checklist is the bread and butter of Coco Girl, and is essentially what's going to get you the Rubies you need to purchase now outfits, make-up and accessories.
Gallery: Coco Girl on Facebook
While in your character's home, you will notice a magazine called Fashion Expert. Every day, you'll open it up and rate at least 20 outfits based on whether you dig them, or whether they're appropriate for certain situations like, say, a job interview or a casting call for a horror movie. However, the amount of Rubies you earn for doing this depends directly upon whether you're opinions gel with the rest of the Coco Girl player base.
While this does well to keep you in line with "what's hot" at the moment, it has the potential to limit daring or unique fashion statements. Nevertheless this is perhaps the most elegant approach yet to having opinions play a meaningful role in a Facebook game. Players can then participate in various mini games in the Coco Carnival to add a dash of variety to simply voting on get-ups, which of course will result in precious Rubies.
The first of which is Fashion Slots, a game in which you must successfully complete an outfit that a fellow lady is looking for. You do this by stopping a spinning wheel of various clothing items in a particular category. As you continue to try and select the correct items, the wheel will spin faster. Then there is Elusive Treasures, a hidden object game that times you on how many, well, hidden objects you can spot within the time limit. The Final mini game is Love Machine, a puzzle game that has players rearranging pipes to create a direct path between two lovers.
Coco Girl Home
All three mini games offer a considerable challenge and refreshing variety to Coco Girl. More importantly, they also provide Tickets, a currency that can only be spent in Coco Carnival on more Rubies or accessories for your avatar to hold. Finally, you can create Daily Looks and Quest Looks--an important aspect of Coco Girl, if you want to be a respected fashion expert in-game.
Every look you create in the game, once saved, can and probably will be voted upon by other players--friend or not--in the Fashion Expert feature. The Daily Looks are voted upon using a star system, while Quest Looks, the outfits you create to best fit certain situations, are a simple thumbs-up or thumbs-down affair. And at the end of the day in Coco Girl, it's all about the votes, it seems.
The ultimate Goal of Coco Girl is to have one of your outfits make it into the Daily Looks Hall of Fame. The get-ups that get the most positive votes are featured every day, and those that the score the most of all time get a spot and recognition forever. You can even buy those top-ranking outfits for Facebook Credits, if you want a competitive edge.
Coco Girl, on top of its detailed artwork, slick animations and varied gameplay, is all about what matters in a Facebook game about fashion: the looks and what people think about 'em, because we all have an opinion.
Consider this most recent release a fundamental shift for the studio. Harburger tells us that, from here on out, MetroGames will focus largely on women when it comes to Facebook games, and on the more hardcore crowd (mostly men) in its mobile efforts.
Coco Girl is a Facebook game designed for the fashionista in every girl (and guy, in this writer's very particular case). Every girl has her opinions on fashion--some are just more vocal than others, no?--and Coco Girl provides the medium through which to express them.
At every turn in Coco Girl, you're given the opportunity to voice your take on various outfits and in a multitude of situations. In fact, rating your fellow females' outfits is the basis of the game. Sure, players can visit various shops and dress their heavily customized avatar (seriously, even I spent at least 30 minutes fine-tuning my lady). But it's the ability to give other players' clothing choices your two cents, or Rubies in this case, that's the star of this fashion show.
Coco Girl isn't governed by an energy system or too much of a gameplay structure, though you are given daily tasks to complete and quests to embark on. The quests are simply introductory, tiny tasks designed to introduce you to the game's myriad features and customization options. Your Daily Ruby-Maker Checklist is the bread and butter of Coco Girl, and is essentially what's going to get you the Rubies you need to purchase now outfits, make-up and accessories.
Gallery: Coco Girl on Facebook
While in your character's home, you will notice a magazine called Fashion Expert. Every day, you'll open it up and rate at least 20 outfits based on whether you dig them, or whether they're appropriate for certain situations like, say, a job interview or a casting call for a horror movie. However, the amount of Rubies you earn for doing this depends directly upon whether you're opinions gel with the rest of the Coco Girl player base.
While this does well to keep you in line with "what's hot" at the moment, it has the potential to limit daring or unique fashion statements. Nevertheless this is perhaps the most elegant approach yet to having opinions play a meaningful role in a Facebook game. Players can then participate in various mini games in the Coco Carnival to add a dash of variety to simply voting on get-ups, which of course will result in precious Rubies.
The first of which is Fashion Slots, a game in which you must successfully complete an outfit that a fellow lady is looking for. You do this by stopping a spinning wheel of various clothing items in a particular category. As you continue to try and select the correct items, the wheel will spin faster. Then there is Elusive Treasures, a hidden object game that times you on how many, well, hidden objects you can spot within the time limit. The Final mini game is Love Machine, a puzzle game that has players rearranging pipes to create a direct path between two lovers.
Coco Girl Home
All three mini games offer a considerable challenge and refreshing variety to Coco Girl. More importantly, they also provide Tickets, a currency that can only be spent in Coco Carnival on more Rubies or accessories for your avatar to hold. Finally, you can create Daily Looks and Quest Looks--an important aspect of Coco Girl, if you want to be a respected fashion expert in-game.
Every look you create in the game, once saved, can and probably will be voted upon by other players--friend or not--in the Fashion Expert feature. The Daily Looks are voted upon using a star system, while Quest Looks, the outfits you create to best fit certain situations, are a simple thumbs-up or thumbs-down affair. And at the end of the day in Coco Girl, it's all about the votes, it seems.
The ultimate Goal of Coco Girl is to have one of your outfits make it into the Daily Looks Hall of Fame. The get-ups that get the most positive votes are featured every day, and those that the score the most of all time get a spot and recognition forever. You can even buy those top-ranking outfits for Facebook Credits, if you want a competitive edge.
Coco Girl, on top of its detailed artwork, slick animations and varied gameplay, is all about what matters in a Facebook game about fashion: the looks and what people think about 'em, because we all have an opinion.
Thứ Sáu, 9 tháng 12, 2011
If Zynga's next big 'Ville is 'ForestVille', how will it be any different?
Don't CastleVille and FrontierVille--sorry, Pioneer Trail--already take place in forests? That's about the only question we have, as Fusible discovered recently that Zynga has registered numerous domain names for "ForestVille". The social games giant has registered everything from "Forestville.com" onwards (the real deal belongs to a school district), to "Forestvillegame.com".
According to Fusbile, all of the domain names were registered through Internet brand protection company MarkMonitor, which Zynga regularly uses to acquire domain names. And Fusible points out that Zynga's own "Zynga.com" along with hundreds of other domains representing the company's properties are registered with MarkMonitor. So yeah, this is definitely Zynga.
Zynga has yet to make any announcement regarding such a game, so the company could purely be covering its bases in preparation for a game that doesn't even make it to Facebook. (Ahem, Kingdoms & Quests.) But again, two of Zynga's 'Ville games already revolve around creating communities in the woods, at least indirectly. We can't wait to see how the developer pushes a game centered around just that.
[Via Joystiq]
Would you play a game by Zynga called "ForestVille"? How could this game be different from both CastleVille and Pioneer Trail?
According to Fusbile, all of the domain names were registered through Internet brand protection company MarkMonitor, which Zynga regularly uses to acquire domain names. And Fusible points out that Zynga's own "Zynga.com" along with hundreds of other domains representing the company's properties are registered with MarkMonitor. So yeah, this is definitely Zynga.
Zynga has yet to make any announcement regarding such a game, so the company could purely be covering its bases in preparation for a game that doesn't even make it to Facebook. (Ahem, Kingdoms & Quests.) But again, two of Zynga's 'Ville games already revolve around creating communities in the woods, at least indirectly. We can't wait to see how the developer pushes a game centered around just that.
[Via Joystiq]
Would you play a game by Zynga called "ForestVille"? How could this game be different from both CastleVille and Pioneer Trail?
Thứ Sáu, 30 tháng 9, 2011
Half of all U.S. social gamers own a game console, RockYou study says
As if we already didn't know: Some social gamers are more "hardcore" than we thought. But the next study released that attempts to drive this point home is courtesy of Zoo World creator RockYou and conducted by Interpret, a media research firm. Titled the "Social Gamer Thought Leadership Research Study," it finds that 50 percent of U.S. social gamers own a traditional gaming console.
The study, which polled over 2,00 social game fans living in the U.S. aged 18 and older with a 60-40 women to men split, also found that social gamers are more "sophisticated." To back up the claim, the study reports a quarter of social gamers prefer games with quests, and that 22 percent admit that score-sharing drives their urge to play more. Oh, and these players also spend quite a bit of time with the games.
Of the over 2,000 people polled, RockYou and Interpret found that the average social gamer spends an average of 9.5 hours playing out of the 13 average hours they spend on networks like Facebook. The average social game player, according to the study, has just over 16 real-life frieds playing these games with them and has made 20 new friends through social games. Of course, the study doesn't get into how deep said friendships are, but how could you?
The study also reports that 42 percent of social gamers would play a social game more, if offered real world rewards like coupons or gift cards. (But isn't the idea to get them to pay up?) It was just recently that Raptr discovered that a number of Zynga fans may be Halo and Grand Theft Auto fans, too. And before that, Kabam found in its own study that the hardcore crowd on Facebook is growing.
What should you take away from this influx of studies and reports? Regardless of whether you still dig tending to virtual crops or running a shanty town, many developers--even the "casual" ones--seem all but done with your farms and cities of yore.
What do you think of the numerous reports on the growing hardcore crowd in social games? How do you think this will change the industry in the long run? Sound off in the comments. Add Comment
The study, which polled over 2,00 social game fans living in the U.S. aged 18 and older with a 60-40 women to men split, also found that social gamers are more "sophisticated." To back up the claim, the study reports a quarter of social gamers prefer games with quests, and that 22 percent admit that score-sharing drives their urge to play more. Oh, and these players also spend quite a bit of time with the games.
Of the over 2,000 people polled, RockYou and Interpret found that the average social gamer spends an average of 9.5 hours playing out of the 13 average hours they spend on networks like Facebook. The average social game player, according to the study, has just over 16 real-life frieds playing these games with them and has made 20 new friends through social games. Of course, the study doesn't get into how deep said friendships are, but how could you?
The study also reports that 42 percent of social gamers would play a social game more, if offered real world rewards like coupons or gift cards. (But isn't the idea to get them to pay up?) It was just recently that Raptr discovered that a number of Zynga fans may be Halo and Grand Theft Auto fans, too. And before that, Kabam found in its own study that the hardcore crowd on Facebook is growing.
What should you take away from this influx of studies and reports? Regardless of whether you still dig tending to virtual crops or running a shanty town, many developers--even the "casual" ones--seem all but done with your farms and cities of yore.
What do you think of the numerous reports on the growing hardcore crowd in social games? How do you think this will change the industry in the long run? Sound off in the comments. Add Comment
Thứ Tư, 21 tháng 9, 2011
Karma Kingdom looks to combine social good, social fun on Facebook
A Facebook game that can score us some good karma points--where do we sign up? We've seen games like FarmVille and CityVille run social good campaigns, but Singapore-based developer Asvathaa has a made an entire game of the idea. The developer just released Karma Kingdom on Facebook, a quest-driven game that looks to help you "Create Your Better World," according to its tag line.
Karma Kingdom integrates Indian mythology into modern lessons of doing good for others. It does this by allowing players to curate an island nation and maintain their citizens' happiness using the three tenants of happiness: health, community and knowledge. You will be guided by several Indian gods and goddesses in your efforts to keep the people happy through quests.
You do this through creating homes for your people to live in, and then surrounding those homes with decorations that promote Health, Community and Knowledge. It seems as if it's important to keep that balance in the decorations you place. Otherwise, your citizens will quickly become unhappy and provide less Goodwill, the resource you need to provide for your people.
Players can plant crops to provide more Goodwill, and the game doesn't seem to be governed by any energy system. (Now, that's something fresh.) But what's more important is the real goodwill Asvathaa aims to create with Karma Kingdom. The Singapore developer has promised to donate a 10 percent of its income through Facebook Credits to non-profit charities. (However, Asvathaa doesn't say which charities it will donate to exactly.)
Karma Kingdom in action
The more happiness-generating decorations you buy in the game using Facebook Credits, the more Asvathaa will donate ... somewhere. "We want to offer a personal CSR (Corporate Social Responsibility) platform for every individual as the desire to give back exists in each one of us," Asvathaa CEO and founder Ashok Desai said in a release. If anything, the game looks to be a fresh take on the genre given that it doesn't limit your play time through energy, and maybe it will do some good, too.
Click here to play Karma Kingdom on Facebook Now >
Have you tried this new Facebook game yet, and what do you think of the fact that it doesn't limit you via energy? Would you ever pay up in the game, not knowing exactly where your Facebook Credits are going? Sound off in the comments. Add Comment
Karma Kingdom integrates Indian mythology into modern lessons of doing good for others. It does this by allowing players to curate an island nation and maintain their citizens' happiness using the three tenants of happiness: health, community and knowledge. You will be guided by several Indian gods and goddesses in your efforts to keep the people happy through quests.
You do this through creating homes for your people to live in, and then surrounding those homes with decorations that promote Health, Community and Knowledge. It seems as if it's important to keep that balance in the decorations you place. Otherwise, your citizens will quickly become unhappy and provide less Goodwill, the resource you need to provide for your people.
Players can plant crops to provide more Goodwill, and the game doesn't seem to be governed by any energy system. (Now, that's something fresh.) But what's more important is the real goodwill Asvathaa aims to create with Karma Kingdom. The Singapore developer has promised to donate a 10 percent of its income through Facebook Credits to non-profit charities. (However, Asvathaa doesn't say which charities it will donate to exactly.)
Karma Kingdom in action
The more happiness-generating decorations you buy in the game using Facebook Credits, the more Asvathaa will donate ... somewhere. "We want to offer a personal CSR (Corporate Social Responsibility) platform for every individual as the desire to give back exists in each one of us," Asvathaa CEO and founder Ashok Desai said in a release. If anything, the game looks to be a fresh take on the genre given that it doesn't limit your play time through energy, and maybe it will do some good, too.
Click here to play Karma Kingdom on Facebook Now >
Have you tried this new Facebook game yet, and what do you think of the fact that it doesn't limit you via energy? Would you ever pay up in the game, not knowing exactly where your Facebook Credits are going? Sound off in the comments. Add Comment
Thứ Ba, 20 tháng 9, 2011
Coco Girl on Facebook: For the fervent fashionista in all of us
Alright, so the fashion game has already been done on Facebook. But Damian Harburger, CEO of Argentina-based social game developer MetroGames, thinks that it hasn't been done right. Well, until now. We know, you're used to seeing hardcore-skewed social games come from the developer like AutoHustle.
Consider this most recent release a fundamental shift for the studio. Harburger tells us that, from here on out, MetroGames will focus largely on women when it comes to Facebook games, and on the more hardcore crowd (mostly men) in its mobile efforts.
Coco Girl is a Facebook game designed for the fashionista in every girl (and guy, in this writer's very particular case). Every girl has her opinions on fashion--some are just more vocal than others, no?--and Coco Girl provides the medium through which to express them.
At every turn in Coco Girl, you're given the opportunity to voice your take on various outfits and in a multitude of situations. In fact, rating your fellow females' outfits is the basis of the game. Sure, players can visit various shops and dress their heavily customized avatar (seriously, even I spent at least 30 minutes fine-tuning my lady). But it's the ability to give other players' clothing choices your two cents, or Rubies in this case, that's the star of this fashion show.
Coco Girl isn't governed by an energy system or too much of a gameplay structure, though you are given daily tasks to complete and quests to embark on. The quests are simply introductory, tiny tasks designed to introduce you to the game's myriad features and customization options. Your Daily Ruby-Maker Checklist is the bread and butter of Coco Girl, and is essentially what's going to get you the Rubies you need to purchase now outfits, make-up and accessories.
Gallery: Coco Girl on Facebook
While in your character's home, you will notice a magazine called Fashion Expert. Every day, you'll open it up and rate at least 20 outfits based on whether you dig them, or whether they're appropriate for certain situations like, say, a job interview or a casting call for a horror movie. However, the amount of Rubies you earn for doing this depends directly upon whether you're opinions gel with the rest of the Coco Girl player base.
While this does well to keep you in line with "what's hot" at the moment, it has the potential to limit daring or unique fashion statements. Nevertheless this is perhaps the most elegant approach yet to having opinions play a meaningful role in a Facebook game. Players can then participate in various mini games in the Coco Carnival to add a dash of variety to simply voting on get-ups, which of course will result in precious Rubies.
The first of which is Fashion Slots, a game in which you must successfully complete an outfit that a fellow lady is looking for. You do this by stopping a spinning wheel of various clothing items in a particular category. As you continue to try and select the correct items, the wheel will spin faster. Then there is Elusive Treasures, a hidden object game that times you on how many, well, hidden objects you can spot within the time limit. The Final mini game is Love Machine, a puzzle game that has players rearranging pipes to create a direct path between two lovers.
Coco Girl Home
All three mini games offer a considerable challenge and refreshing variety to Coco Girl. More importantly, they also provide Tickets, a currency that can only be spent in Coco Carnival on more Rubies or accessories for your avatar to hold. Finally, you can create Daily Looks and Quest Looks--an important aspect of Coco Girl, if you want to be a respected fashion expert in-game.
Every look you create in the game, once saved, can and probably will be voted upon by other players--friend or not--in the Fashion Expert feature. The Daily Looks are voted upon using a star system, while Quest Looks, the outfits you create to best fit certain situations, are a simple thumbs-up or thumbs-down affair. And at the end of the day in Coco Girl, it's all about the votes, it seems.
The ultimate Goal of Coco Girl is to have one of your outfits make it into the Daily Looks Hall of Fame. The get-ups that get the most positive votes are featured every day, and those that the score the most of all time get a spot and recognition forever. You can even buy those top-ranking outfits for Facebook Credits, if you want a competitive edge.
Coco Girl, on top of its detailed artwork, slick animations and varied gameplay, is all about what matters in a Facebook game about fashion: the looks and what people think about 'em, because we all have an opinion.
Click here to play Coco Girl on Facebook Now >
Have you tried Coco Girl on Facebook yet? What do you think of Facebook games directly geared towards women? Do you think any game thus far has been one that "gets it?" Sound off in the comments. Add Comment
Consider this most recent release a fundamental shift for the studio. Harburger tells us that, from here on out, MetroGames will focus largely on women when it comes to Facebook games, and on the more hardcore crowd (mostly men) in its mobile efforts.
Coco Girl is a Facebook game designed for the fashionista in every girl (and guy, in this writer's very particular case). Every girl has her opinions on fashion--some are just more vocal than others, no?--and Coco Girl provides the medium through which to express them.
At every turn in Coco Girl, you're given the opportunity to voice your take on various outfits and in a multitude of situations. In fact, rating your fellow females' outfits is the basis of the game. Sure, players can visit various shops and dress their heavily customized avatar (seriously, even I spent at least 30 minutes fine-tuning my lady). But it's the ability to give other players' clothing choices your two cents, or Rubies in this case, that's the star of this fashion show.
Coco Girl isn't governed by an energy system or too much of a gameplay structure, though you are given daily tasks to complete and quests to embark on. The quests are simply introductory, tiny tasks designed to introduce you to the game's myriad features and customization options. Your Daily Ruby-Maker Checklist is the bread and butter of Coco Girl, and is essentially what's going to get you the Rubies you need to purchase now outfits, make-up and accessories.
Gallery: Coco Girl on Facebook
While in your character's home, you will notice a magazine called Fashion Expert. Every day, you'll open it up and rate at least 20 outfits based on whether you dig them, or whether they're appropriate for certain situations like, say, a job interview or a casting call for a horror movie. However, the amount of Rubies you earn for doing this depends directly upon whether you're opinions gel with the rest of the Coco Girl player base.
While this does well to keep you in line with "what's hot" at the moment, it has the potential to limit daring or unique fashion statements. Nevertheless this is perhaps the most elegant approach yet to having opinions play a meaningful role in a Facebook game. Players can then participate in various mini games in the Coco Carnival to add a dash of variety to simply voting on get-ups, which of course will result in precious Rubies.
The first of which is Fashion Slots, a game in which you must successfully complete an outfit that a fellow lady is looking for. You do this by stopping a spinning wheel of various clothing items in a particular category. As you continue to try and select the correct items, the wheel will spin faster. Then there is Elusive Treasures, a hidden object game that times you on how many, well, hidden objects you can spot within the time limit. The Final mini game is Love Machine, a puzzle game that has players rearranging pipes to create a direct path between two lovers.
Coco Girl Home
All three mini games offer a considerable challenge and refreshing variety to Coco Girl. More importantly, they also provide Tickets, a currency that can only be spent in Coco Carnival on more Rubies or accessories for your avatar to hold. Finally, you can create Daily Looks and Quest Looks--an important aspect of Coco Girl, if you want to be a respected fashion expert in-game.
Every look you create in the game, once saved, can and probably will be voted upon by other players--friend or not--in the Fashion Expert feature. The Daily Looks are voted upon using a star system, while Quest Looks, the outfits you create to best fit certain situations, are a simple thumbs-up or thumbs-down affair. And at the end of the day in Coco Girl, it's all about the votes, it seems.
The ultimate Goal of Coco Girl is to have one of your outfits make it into the Daily Looks Hall of Fame. The get-ups that get the most positive votes are featured every day, and those that the score the most of all time get a spot and recognition forever. You can even buy those top-ranking outfits for Facebook Credits, if you want a competitive edge.
Coco Girl, on top of its detailed artwork, slick animations and varied gameplay, is all about what matters in a Facebook game about fashion: the looks and what people think about 'em, because we all have an opinion.
Click here to play Coco Girl on Facebook Now >
Have you tried Coco Girl on Facebook yet? What do you think of Facebook games directly geared towards women? Do you think any game thus far has been one that "gets it?" Sound off in the comments. Add Comment
Bossa Studios's Facebook debut, Monstermind, will crush your dreams
But in a good way, we promise. Like the U.S., folks in the UK are super cereal (isn't that what kids are saying these days?) about the social games movement. The Guardian reports that Shine TV has acquired London-based social game startup Bossa Studios for an undisclosed amount.
Elisabeth Murdoch's TV production company (recently bought out by daddy's News Corp) has reportedly been eying social gaming for a long time. And what do you know--her timing could not have been better.
According to The Guardian, 11-month-old Bossa Studios looks to unveil its first project, Monstermind (pictured), next week on Facebook. However, it looks like the game is available now on Facebook, though in an "open beta." (For all intents and purposes, the game is live and available for all to play.)
"We have long identified social gaming as a critical component to this strategy, and in Bossa Studios we discovered an entrepreneurial, creative team that shared our passion for creative excellence," Miss Murdoch told The Guardian. "They have bold ideas for this space which we naturally welcome and will be a significant addition to the Shine Group."
Monstermind looks to be a fresh take on the city-building genre that CityVille has done so well to popularize. Well, fresh in the sense that, in addition to building cities, you can sic giant monsters to crush your friends' towns. The game features nearly full 3D visuals and an art style that screams "The Blob meets Sim City." Check out the game's trailer below to see what we mean.
Click here to play Monstermind on Facebook Now >
Were you waiting for a new approach to city-builders on Facebook? What do you think so far of this new studio's first contribution to Facebook gaming? Sound off in the comments. Add Comment
Elisabeth Murdoch's TV production company (recently bought out by daddy's News Corp) has reportedly been eying social gaming for a long time. And what do you know--her timing could not have been better.
According to The Guardian, 11-month-old Bossa Studios looks to unveil its first project, Monstermind (pictured), next week on Facebook. However, it looks like the game is available now on Facebook, though in an "open beta." (For all intents and purposes, the game is live and available for all to play.)
"We have long identified social gaming as a critical component to this strategy, and in Bossa Studios we discovered an entrepreneurial, creative team that shared our passion for creative excellence," Miss Murdoch told The Guardian. "They have bold ideas for this space which we naturally welcome and will be a significant addition to the Shine Group."
Monstermind looks to be a fresh take on the city-building genre that CityVille has done so well to popularize. Well, fresh in the sense that, in addition to building cities, you can sic giant monsters to crush your friends' towns. The game features nearly full 3D visuals and an art style that screams "The Blob meets Sim City." Check out the game's trailer below to see what we mean.
Click here to play Monstermind on Facebook Now >
Were you waiting for a new approach to city-builders on Facebook? What do you think so far of this new studio's first contribution to Facebook gaming? Sound off in the comments. Add Comment
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