Chủ Nhật, 11 tháng 3, 2012

Spartacus gets its Vengeance on Facebook for new season on Starz

Starz wants to take another stab at Facebook gaming. (Sorry, we just couldn't resist.) The entertainment company announced that it will launch a brand new Spartacus social game to coincide with the Jan. 27 season premiere of the show on Starz. Titled Spartacus: Vengeance and created by Large Animal, the Facebook battler will launch on the same day as the season premiere.

Starz Digital Media is handling the publishing of the game, which will capitalize on the success of the first, Spartacus: Gods of the Arena. According to Hollywood Reporter, that first game enjoyed 1.2 million monthly players at its peak. While that peak didn't last for much longer beyond the 2011 Spartacus season's run, those are impressive numbers for a branded social game. And New York-based social game maker Large Animal looks to improve upon its winning formula.

"Spartacus: The Game helped change the landscape for branded Facebook games based on media properties and was very successful," Large Animal CEO Wade Tinney told Hollywood Reporter. (We kinda dug the first game, too, for what it was.) "With Spartacus: Vengeance Game, we intend to amp up all of the things our players and the show's fans love."

When Spartacus" Vengeance hits later this month, players will fill the role of--surprise--an escaped slave that builds an army of makeshift warriors to get payback on his slavers. Players will work with and against characters from the show to reach this goal, which includes an expansion of the battle system in the first into a six-on-six melee. To get a better idea of what to expect from Spartacus: Vengeance on Jan. 27, check out the game trailer below:


Click here for a chance to get into the Spartacus: Vengeance closed beta Now >

Did you like the first Spartacus Facebook game? What do you think of the next one, based on this trailer?

First Wendy's, now McDonald's grants free energy in The Sims Social

Is there something about fast food and Facebook games that just goes hand-in-hand? (Well, at least then we might have yet another excuse for American obesity.) EA and Playfish have partnered up with McDonald's to score its The Sims Social players some free energy in the game. And all they have to do is watch a cute little video. You know, the ones you simply can't resist?

At the bottom of The Sims Social game screen rests an icon that reads, "McDonald's Fries give your Sim a +3 Energy Boost!" Click on the link, watch the 17-second clip, and the McDonald's Fries item will appear in your inventory. The clips are cringe-worthy, self-serving advertisements touting the natural sources behind the fast food giant's delicious if calorie-packed food.

However, players can watch these videos over and over until their Sims' backpacks fill with 15 of the energy-packed McDonald's Fries. And it looks as if, when you use all 15 instances of the item, you can simply watch more clips and restock for as long as the promotion is around. Unfortunately, it's only available to U.S. residents, which is a shame considering Playfish is in the UK. At any rate, click on the ad below the game to load up on the free energy (and laughable McDonald's clips).

Would you click on these ads for the free energy? What do you think of this approach to in-game advertising in Facebook games?

Game of the Day: Potion Panic 2

potion panic 2 game of the day
In today's Game of the Day, Potion Panic 2, you'll mix potions, shoot down enemy hordes, and defend your base against all odds. You're tasked with defending yourself from waves of weird and terrible beasts by mixing your own unique killer potions. Smash your enemies with rocks, dissolve them with acid, or asphyxiate them with vapor. You'll discover dozens of unique and fun recipes to use against the attacking monsters. You can save your favorite recipes for instant use later or simply use the random potion for a messy surprise. Don't forget to spend your coins on upgrades that increase your potions' potency.

Potion Panic 2 is a classic tower defense game with an creative twist. You'll have to craft potions on the fly as enemies march on your base. Using your liquid, solid, and gas potion tanks, you'll mix your potions creating potent weapons. If you think you're up for the challenge ahead, check out Potion Panic 2 below.

Click here to play Potion Panic 2!
potion panic 2 game of the day     potion panic 2 game of the day
Pro Tips:

    Different potions are good against different enemies. For example, gas is good against flying creatures but useless against some ground troops.
    Experiment with different combinations. The combination pictured at the top (2 blue, 2 red, 1 yellow) creates a napalm-like weapon that lights the floor on fire.


What level were you able to get to in Potion Panic 2?

Why and how gambling could infest all social games like a plague

If the recent string of casino game acquisitions, announcements and rumors weren't enough hints: Gambling is poised to become a big deal in social games. And if not in 2012, then 2013 or 2014--it doesn't matter. It's not the "when" that matters, but the "why" and "how". Thanks to similar play hooks between slot machines and social games (on top of how easy real-money gambling would be to implement), the fate of the social games world might be all but determined. And billions of dollars are at stake, but at the expense of what? Fun?

Are Social Gamers Gamblers, Too?
A recent opinion on Gamasutra aims to point out that the same people most attracted to social games could be the same people most attracted to slot machines at your local casino: middle-aged women. But more importantly, the piece attempts to get to the bottom of why social games might attract the same crowd, and points to the author's belief that games on Facebook and elsewhere use gambling mechanics to keep players hooked. The author of the piece, Tyler York, uses FarmVille as an example. Considering Zynga's pride and joy looks absolutely nothing like the flashy depression of a casino, that's important.

It's Dangerously Easy
York is a marketing fellow at a company called Betable, which legally applies gambling mechanics to existing video games. If the fact that companies like this exist isn't enough to freak you out, then consider this: In that same post on the Betable blog, York draws a striking comparison between how slot machines work and the basic play hook in FarmVille. Most crops in the iconic Facebook game cost coins, while some cost premium currency. But what if every single crop cost a tiny amount of premium currency, but was tied with the possibility of real returns rather than coins? In theory, it's a simple programming change.
Zynga Poker Player
What if the 3 Percent Became 100 Percent?
And by that, we mean the generally assumed percentage of players that pay for virtual goods in social games. Let's say every crop in FarmVille had a small price--like $.05 for strawberries, $.50 for potatoes and so on--but each harvest had the chance to return between 10 percent and 300 percent of the original cost. If everything went according to plan, which is admittedly a big "if", then 3 percent paying players would instantly become 100 percent. If you think social gaming's $2 billion market is impressive, then wrap your head around this: Slot machines make $1 billion nationwide every day.
Slot Machine Players
Sweet! But What's the Catch?
Well, here's where things get hairy, and not just "the staunch (but eroding) legalities of online gambling" hairy. This is more like "the fate of innovation in the social games industry as we know it" hairy. In another article on the Betable blog, York points out that not a single innovation has been brought to the world of slot machines in 17 years. And yet, slots make billions upon billions of dollars a year.

That said, what would the motivation be to innovate in social games if real online gambling mechanics were successfully introduced to even existing games? To get players to pay today, designers need to create (even remotely) compelling experiences. But if real-money gambling made its way into social games, simply the promise of the chance to make lots of money in return could inspire players to whip out the credit cards. To bring real-money online gambling to social games would be to turn social game companies into the house. And, in the end, the house always wins.

[Image Credits: GambleDiary, Fast Company, CasinoGuide]

Do you agree that bringing real-money gambling to social games could kill innovation? What do you think are the possibilities of this happening?

Zynga CEO: Staff stock renegotiation 'probably wasn't a good idea'

Zynga CEO Mark Pincus
You gotta' love how hindsight is 20/20. During a telling interview with The Wall Street Journal (WSJ), Zynga CEO and founder Mark Pincus reflected on one of the most turbulent times in the company's history: the months before its initial public offering (IPO). While Pincus stands firm behind the results of the IPO, the proverbial founder of FarmVille did express some regrets.

"I realize that that wasn't a model that had been done in Silicon Valley, and we're always as a company trying to invent new models, and not all of them are worth keeping and repeating," Pincus told WSJ in response to whether renegotiating stock compensation offers with early employees was the right move. "That's never been a policy at our company, and probably I'd say in retrospect, given how much that blew up, and questioned traditions in the Valley, I think probably wasn't a good idea."

Pincus's ultimate decision might have resulted in the end of two long-time employee's careers with Zynga, based on the CEO's words. But we imagine Pincus is already looking forward. In fact, Zynga may have already changed its opinions slightly on real-money gambling within social games, a hot topic now that the Department of Justice has shifted its stance on the issue.

"We're watching it with interest," Pincus said to WSJ. "Virtual reality is about the connection between the virtual and the real, and there's just such a close and perfect connection between the virtual and the real when you're gambling, because these chips have real world value."

[Image Credit: Forbes]

What do you think of Pincus's reflections on what happened prior to Zynga's IPO? Would you ever gamble in a Zynga game?

Thứ Sáu, 9 tháng 3, 2012

Zynga's Dream PetHouse on iOS: Adopt pets high in the tree tops

With the launch of both Dream Heights and Dream Pethouse on iOS, Zynga has had a pretty busy week for releases, at least on the Canadian iTunes store. As of this writing, both games are only available to our friends up North, but if you're able to download Dream Pethouse on either iPhone or iPad, you'll find a free-to-play city-builder of sorts, asking you to fill a tree with fun pets of all shapes and sizes.

At first glance, Dream PetHouse resembles Tecmo's Jollywood on Facebook, since both ask you to build societies high in the trees, and even force you to build bridges and ladders so that each new item somehow connects to those that are already in the tree. However, Dream PetHouse places much more focus on the animals themselves, as your tree will grow to bear fruit which can be fed to these pets to help them grow (older pets offer better profits). Just as you'll earn experience points when completing tasks (leveling up unlocks new items to purchase for your tree), each pet has its own Age meter, which fills as its fed.

Over time, your pets' homes will produce a few coins of profit, which can then be used to purchase more pets and more homes, or even to expand the size of the tree. There's a goal system that takes advantage of most of the game's features, asking you to collect coins from specific buildings, place specific items or buildings in your tree and so on. Interestingly, you'll need to collect the profits from these goals manually, so you may forget that you've completed one altogether. This is odd for a mobile game, since things are normally streamlined as much as possible for quick pick-up-and-play sessions.

Gallery: Zynga's Dream PetHouse on iOS


In addition to homes, you can also purchase Play Areas for your pets, like Restaurants, Aquariums and more. Each building requires you to pay for multiple stages of construction before it's complete, as you'll need to hire a builder for one stage and then a painter for the final stage, as one example. These rooms serve to further flesh out the look of your tree, and can also be used to earn profits after a few minutes or hours, depending on the room.

In terms of social play, you can use Facebook Connect to add friends from Facebook, or you can visit community neighbors, earning food to feed your pets in the process. For the most part however, the game runs just fine as a solo experience.

All told, Dream PetHouse is a fairly simple iPhone game, that can be played in either long sessions (since you'll always have pets to play with), or in short bursts (while waiting for your rooms to generate profits). It might almost be too simple a game for some users, but the high-quality graphics and charm are definitely there. Whether that instant Zynga popularity will be there as well remains to be seen.

Are you excited to try Dream PetHouse when it launches in the American iTunes store? If you've had a chance to play this one, what do you think of it so far?

FarmVille Money Trees now available: Earn 520 Farm Cash in a year

Do you remember that FarmVille Money Tree we brought you a sneak of just this morning? Well, it's now available in the game, and sure enough, it will allow you to double your investment of Farm Cash over one year's time, or 52 weeks.

The Money Tree costs 260 Farm Cash which is definitely a lot, but remember: it's an investment. Once you purchase it, you'll receive an automatic 26,000 experience points, and will then be started on a timer. After seven days, you'll be able to collect 10 Farm Cash from the tree. Wait another seven days and the tree will be ready to harvest for another 10 Farm Cash. And so the cycle goes, for all 52 weeks. At the end of this period, you will have earned 520 Farm Cash, which is exactly double your original investment.

The tree itself will be available in the market for the next two weeks, but you can purchase it at any time during that period to win the same reward. If you just so happen to purchase it a week after your friend, their 52 weeks will simply run out one week before yours. Ultimately, if you already purchase a lot of Farm Cash in FarmVille, this will likely be your dream come true, as it's a gift from Zynga in the amount of almost $50. Of course, you'll have to stick around for a whole year before receiving your entire reward, but if you're willing to shell out this kind of money in bulk, you probably aren't going anywhere anyway.

So what do you think, farmers? Will you purchase the FarmVille Money Tree to earn double the Farm Cash over a year's time, or would you rather use that 260 Farm Cash purchase price on multiple other items right now?

MargaritaVille Online launches on Facebook: Here are some tips to get you started


The wait is finally over, Parrotheads! If you didn't manage to secure a spot in THQ's MargaritaVille Online beta on Facebook, the game has now launched to the public on both Facebook and iPad! We've been keeping track of this one ever since E3 last June, and have come to appreciate the game's depth and linear storyline. Still, there's a lot going on in MVO, and it might be a bit tricky for new users to dive into Jimmy Buffett's world of tropical relaxation. That being the case, we're here with some exclusive tips straight from THQ to help you get started.

    Those collectibles can add up to some helpful coin. If you ever need cash, check your "collections" under the plus icon in the top right corner of the screen. You just might have some complete collections that you can sell for quick coins. [Note: Collectibles are earned at random when breaking open crates, going netting, etc.]
    Smash treasure chests for the biggest payouts. They take 5 smacks, but are well worth the effort. [They normally contain multiple ingredients to build bridges, ladders or even upgrade your boat]
    Treasure Chest Strategy 101 - save your treasure chests until you have lots of quests open as they have a good chance of providing valuable quest items.
    Different levels of treasure chests pay out different rewards. Wood is pretty good, silver is sweeter, but know you want to go for the gold!
    Party Pirates have an affinity for stashing their chests in caves. Don't be afraid to build those bridges in the caves either, they usually lead to chesty goodness.


In addition to those exclusive tips above, you can actually learn a lot about the game from its official Twitter account. We've compiled some of the best tips for you to check out below.

    In Pirate Shooter, go for streaks. Consecutive jewel/head/body shots without missing will award you with lots of extra points!
    The Pirate Shooter game will restock netting locations with barrels and crates each time you play! [These barrels contain many quest related items and coins]
    Be sure to visit the info kiosk. The helpful attendant has useful info as well as the power to replenish many crates or barrels.


Of course, these tips apply to both the Facebook and iPad versions of the game, as the iPad version simply connects to your Facebook account for gaming on the go. An iPhone version will launch soon, allowing you to play MVO's mini-games right in the palm of your hand. There's no release date for that one, as of this writing, but we'll make sure to give you a heads-up when it's available.

Download MargaritaVille Online on iTunes -->

Play MargaritaVille Online on Facebook -->

Have you tried MargaritaVille Online? Will you download the game on your iPad, as well as playing the game on Facebook? What do you think of these in-game tips?

Watch out, CityVille: Angry Birds will nest on Facebook Feb. 14

Rovio plans to give Facebook gamers everywhere an extra gift this Valentine's Day. The Finnish game developer has officially announced that Angry Birds will land on Facebook this Feb. 14. The game has had its fair share of fakes and tests on Facebook since Rovio first announced that intended on invading the social network. But this time, it's for reals--it even has a trailer!

And, based on the trailer, this version of Angry Birds looks like much more than a simple port. It looks like players will have access to power-ups for their birds, namely super-sizing and improved slingshots along with three more. The Mighty Eagle also looks like it might make an appearance in this version of the game, too.

With Rovio headed for Facebook, competition on the platform is about heat up in a big way. If Angry Birds' success, well, everywhere else is any indication, we wouldn't be surprised if this game gave both Zynga and EA a run for their money. Check the trailer below:


Are you psyched for Angry Birds to hit Facebook? Do Zynga, EA and the other social game big wigs have anything to worry about?

If Anonymous won't attack Facebook Jan. 28, then who was that guy?


Protip: Always take threats from an impassioned-but-unorganized group of hacker activists with a grain of salt. A Twitter account representing the global "hacktivists", @AnonOps, has denounced a video recently released threatening to attack Facebook. "Again we must say that we will not attack #Facebook! Again the mass media lie," Anonymous tweeted. So, what's the deal here?

Unfortunately, we can't say for sure. Since Anonymous doesn't have any one particular, identifiable leader calling the shots, it's tough to say whether this truly means that Facebook will be safe from denial of service (DDoS) attacks this weekend. While Anonymous has made several attacks for relatively noble causes in the past, its major problem is its own anonymity.

While @AnonOps is generally considered the "official" Anonymous Twitter account, anyone can create a Twitter or YouTube account under the "Anonymous" moniker and threaten a company with DDoS attacks. Anonymous claims that the mass media has lied, but surely an outlet would rather be "wrong" than to let a potentially imminent attack on a company go unreported in the interest of its readers.

At any rate, it looks like the attack on Facebook will not happen this Saturday, according to the reportedly more official face of Anonymous. The video has since been taken down, but we doubt this is the last time someone either claiming to represent the group or rallying members of the group will threaten Facebook. Your digital farms are should be safe ... for now.

[Via Facebook, TIME]

[Image Credit: Digital Trends]

Are you surprised that the supposed attack on Facebook was denounced? Do you think Anonymous will ever "officially" target Facebook?

3d angry birds, 3d graphics, angry birds, angry birds 3d, mobile game forum

MapleStory Adventures looks more like its predecessor with every update, and Wrath of Ravana is certainly no exception. Of course, Nexon's leading Facebook game (though sadly on a downward slope) has its own charms, like not having to wait for your friends to go dungeon diving. And that's exactly what the developer has introduced: the social game's first ever dungeons, The Wasteland of Souls and The Forgotten Temple.

Nexon has also introduced a new item to MapleStory on Facebook, the Horn of Friendship, which lets players repeatedly summon four friends to help defeat dungeon bosses without waiting for the cooldown periods. However, this item costs Facebook Credits in various amounts, so be prepared to pay up for the tactical advantage. Speaking of which, Nexon has added new stats to consider on almost all player equipment.

Now, pieces of gear will pack Dodge, Critical, and Luck in various amounts. Dodge will decrease your likelihood to be hit by enemy attacks, Critical will increase the chance for your attacks to do extra damage and Luck will increase how often enemies drop items. Players can enchant their gear with these new stats, too, so they can customize equipment according to their play style. And, thanks to MapleStory Adventures producer Jacob Zabie, we have exclusive tips for how to master it all:


Have you already delved deep into MapleStory Adventures' new dungeons? What do you think of the new content so far?

Chủ Nhật, 4 tháng 3, 2012

Sony PS Vita may not be the 'social gaming revolution' we were hoping for


As more details come to light about Sony's upcoming PlayStation Vita handheld gaming system, our hopes of a (as Sony put it) "Social Gaming Revolution" are fading fast. EuroGamer has gathered new details about the console's online capabilities, but honestly, there's nothing truly revolutionary here.

First, there's the feature called Near, which is comparable to the Nintendo's 3DS StreetPass, with a gifting system built in. It tracks your location, and allows you to learn a bit about the Vita owners that are nearby you (what games they've played recently, for one). You can leave gifts in the locations you visit each day, and as other Vita owners visit those same locations, they may be able to pick up said gifts and use them in-game. While it's a novel concept, let's not forget that check-in applications like Gowalla have had item drop-and-pick-up features for quite some time. Besides, the entire virality of Near is dependent on having people within your geographical area that have purchased a Vita, so if you live in a rural neighborhood, your interactions will likely be limited.

Another feature is called Party, and it will allow you to talk with up to three of your friends in a "platform-wide" party, regardless of what you or your friends are doing elsewhere on your Vitas at the time. Again, this is fairly self-explanatory, as Xbox Live's Party Chat and Skype offer two major examples of similar systems.

Finally, there's the LiveArea and Activity trackers, which bring a bit of a Facebook-like setup to the system, as you'll be able to see activities listed in a sort of feed, including posts for when users unlock trophies or reach new leaderboard rankings, and will allow you to comment on them. LiveArea will also allow developers to interact with users, as they can push through announcements of updated content, or even DLC that has been released, and will track users' locations for as-of-now unannounced location features.

As individual systems, these don't really leave much for us to get excited about in the "revolution" column. Sure, cross-game chatting is great, and the Near gifting system should allow users in very active areas to earn in-game items otherwise unavailable to them, but revolutionary? While these combined packages are likely to please many fans, I'm not so sure the adjective fits. We'll make sure to keep track of how Sony further develops the Vita's online and social capabilities, and we can only hope it has more hiding up its sleeve.

Are you excited for the PlayStation Vita? Are you hoping that more social features are added to the system before it launches, or is this a nice round-up of features as-is?

The creator of Mega Man has a Facebook game sans the blue bomber

Wow, what's next, Miyamoto announces a Facebook game? (Wait, no, that'll never happen.) Keiji Inafune, the legendary Japanese game producer and co-designer behind the original Mega Man, has announced his first project since leaving publisher Capcom. He left to make his own studio, Comcept, and The Island of Dr. Momo is the final result.

Set to release in Japan initially through the Gree social mobile games network, Dr. Momo a mysterious character that Touch Arcade reports is a lover of cute stuff, so your mission is to help him gather the cutest animals on Earth for some super-secret, super-cute project. Of course, the game will be supported through micro-transactions like paid currency and digital items. Inafune didn't mention a U.S. release, though we're not going to get our hopes up, and neither should you.

Seriously though, what Japanese (or American) designer can we see head to social games next? Hey, maybe this will be the next battle of the mega designers like the glory days of the SNES and Sega Genesis. If that's the case, social games are headed down a road filled with awesome.

Do you hope the man behind Mega Man will bring Dr. Momo overseas? What do you think the amount of major designers behind social games means?

Angry Birds maker soars into lawsuit with Lodsys over patent violation

Golly, what have the Angry Birds crashed their impervious beaks into now? Oh ... really? That's a bummer. The Telegraph reports that Rovio, the Finnish developer of the infamous Angry Birds games, is facing a patent violation lawsuit from Lodsys. The Texan company alleges that Rovio has violated a patent filed by Lodsys regarding how players purchase levels from within the game.

According to the Telegraph, the control of this alleged in-app payment system has limited several European game developers from launching stateside, but not Rovio. The developer sells millions daily on everything from purchases of the game to Angry Birds plush dolls.

So, it's understandable why a company with such a patent would want to probe that a bit. In fact, the Telegraph reports that the lawsuit has scared lots of European mobile game developers from the US App Store. We've contacted both parties for comment.

[Via Mashable]

How do you think this lawsuit could affect Rovio's day-to-day? Does this make Angry Birds any less appealing of a game to you?

DeNA enlists Mega Man, Sonic creators to make social games

It looks like Japan is using some American moves in its bout with the US for control of the social gaming market. DeNA has announced, according to Andriasang, its Super Creators program. This new program has enlisted the help of legendary Japanese game designers to create social games for release through the company's Ngmoco-ran platform, Mobage. The news was announced at a press conference covered by Japanese outlet 4gamer.net, and here are all five creators, according to Andriasang's translation:

    Keiji Inafune: Comcept. The former Capcom development head is producing an app called J.J. Rockets. The nature of the game hasn't been revealed, but Inafune suggested it will be an action game.
    Suda 51: Grasshopper Manufacture. He'll be releasing something based off No More Heroes.
    Yuji Naka: Prope. The creator Sonic and Nights said that he hopes to release a game that uses positional information and has growth and adventure elements.
    Yoshifumi Hashimoto: Marvelous Entertainment. He'll be releasing a game based off Harvest Moon. The game will link up with weather and seasonal information and will allow for communication with friends.
    Noritaka Funamizu: Crafts & Meister. He'll be working on a brand called "Nama-ge."


Some of these names might be familiar with fans of hits hardcore franchises like Sonic the Hedgehog. However, all you need to know is that Japanese companies are beginning to mirror American companies that have attracted traditional veteran designers into social games. (Though, their approach is far more ... forced.) Designers like Ultima creator Richard Garriott with Portalarium, John Romero--one of two men behind Doom--ready to launch a second social game with Loot Drop, and Brian Reynolds, who joined Zynga last year to release FrontierVille.

The power players are turning into dream teams, so I say we settle this on the court--purely because of the humor in middle-aged coders and designers playing professional sports. Whether these games will eventually come to the US has not been announced, but since DeNA aims to expand into the US at some point, it is a possibility.

Do you think DeNA has a competitive advantage now, with five Super Creators on its side? How will this effect the growing rivalry between US and Japanese social game companies?

Microsoft shelters new social game developers in Windows Azure

Microsoft wants to be part of the social gaming phenomenon one way or another. (For now, that appears to be without buying a company like CrowdStar.) The ubiquitous tech company has launched the Windows Azure Toolkit for Social Games, a special set of free tools for social game developers to host their games from Windows' cloud storage solution, akin to Amazon's similar service.

And while big companies like Zynga use the latter, Microsoft thinks it can attract new developers with its solution. ITProPortal reports that the company announced its new product at the Casual Connect event in San Francisco recently, and that it will provide tools for developers that other services do not offer.

While Amazon offers simply a place to put your game data, Microsoft wants to help game creators with built-in methods for tracking achievements and scores as well as payment integration over Facebook Credits. And, more importantly, Microsoft claims that its Azure servers can handle an influx of players, which is vitally important in the early days of a game's release.

The free set of tools launched with Tankster, an HTML5-based social game housed on Windows Azure. It was created by Grant Skinner, an established casual and social game designer. With the big "M" in the game, perhaps the time for indie games on Facebook isn't over.

Do you think Microsoft has found its place in the world of social gaming? Will new or indie developers be attracted to this new service?

Diner Dash serves its last dish on Facebook Aug. 29 due to poor traffic

It's always sad to see a Facebook game go, but it's even sadder when it is attached to a beloved (and lucrative) franchise. Diner Dash has found success on handhelds like the Nintendo DS, PCs and even the Xbox 360, but not on Facebook. PlayFirst, the game's developer, has announced that it will shut Diner Dash down on Aug. 29, because the game "is no longer performing at a level that can be supported," according to a statement posted on the PlayFirst blog.

The game, which launched just in January of this year, reached an all-time high of 2.5 million monthly players, though players have fallen off considerably, leaving it at just over 1.2 million monthly players right now, according to AppData. What's worse is only a small fraction of those--just over 90 thousand--are playing daily. In other words, it's simply not worth it to keep the game running for PlayFirst, which strikes us as a mixture of odd and heartbreaking.

We enjoyed the game when it first released, though we had our doubts of whether the game could rise to the challenge giants like CityVille have presented to Facebook game latecomers. Unfortunately, like many before it, Diner Dash couldn't hang. However, PlayFirst is offering the PC and Mac OS versions of its hit time-management game--a genre I thought would do extremely well on Facebook considering--for half off the original price until Sept. 1 for those who use the promo code "dinerdash50." You lose a game, you get one for 50 percent off ... at least we didn't come away with nothing.

[Via Inside Social Games]

Were you a fan of Diner Dash on Facebook? Why do you think the game did so poorly on Facebook? Will you continue to play the games elsewhere?

Sony PS Vita may not be the 'social gaming revolution' we were hoping for


As more details come to light about Sony's upcoming PlayStation Vita handheld gaming system, our hopes of a (as Sony put it) "Social Gaming Revolution" are fading fast. EuroGamer has gathered new details about the console's online capabilities, but honestly, there's nothing truly revolutionary here.

First, there's the feature called Near, which is comparable to the Nintendo's 3DS StreetPass, with a gifting system built in. It tracks your location, and allows you to learn a bit about the Vita owners that are nearby you (what games they've played recently, for one). You can leave gifts in the locations you visit each day, and as other Vita owners visit those same locations, they may be able to pick up said gifts and use them in-game. While it's a novel concept, let's not forget that check-in applications like Gowalla have had item drop-and-pick-up features for quite some time. Besides, the entire virality of Near is dependent on having people within your geographical area that have purchased a Vita, so if you live in a rural neighborhood, your interactions will likely be limited.

Another feature is called Party, and it will allow you to talk with up to three of your friends in a "platform-wide" party, regardless of what you or your friends are doing elsewhere on your Vitas at the time. Again, this is fairly self-explanatory, as Xbox Live's Party Chat and Skype offer two major examples of similar systems.

Finally, there's the LiveArea and Activity trackers, which bring a bit of a Facebook-like setup to the system, as you'll be able to see activities listed in a sort of feed, including posts for when users unlock trophies or reach new leaderboard rankings, and will allow you to comment on them. LiveArea will also allow developers to interact with users, as they can push through announcements of updated content, or even DLC that has been released, and will track users' locations for as-of-now unannounced location features.

As individual systems, these don't really leave much for us to get excited about in the "revolution" column. Sure, cross-game chatting is great, and the Near gifting system should allow users in very active areas to earn in-game items otherwise unavailable to them, but revolutionary? While these combined packages are likely to please many fans, I'm not so sure the adjective fits. We'll make sure to keep track of how Sony further develops the Vita's online and social capabilities, and we can only hope it has more hiding up its sleeve.

Are you excited for the PlayStation Vita? Are you hoping that more social features are added to the system before it launches, or is this a nice round-up of features as-is?