Ask HN: Are social games, such as Farmville, “dead”?
I'm working on a design case study for Facebook and am curious if HN thinks that social gaming as seen on Facebook or Myspace is severely diminsihed with the near ubiquity of smartphones or not.
By dead, I don't mean destroyed but weakened significantly. Concrete numbers that weren't from 2012 or 2013 were difficult to come by.
6 comments
[ 4.9 ms ] story [ 25.2 ms ] threadAlso thanks for the reply!
Caveat: Take what I say with a grain of salt; I've never built a game in my life.
What made Farmville successful was to basically bribe players into sharing by rewarding them with in game currency. This resulted in a ton of spam.
If that's not outright banned by now, it's possible the feed filter makes those messages all but invisible regardless. They want people to pay to advertise now.
So now what happened is gamers on fb only would spend say $2, without invite spamming at $5 installs you lost money. But turns out people who own iphones spend money more easily. So everyone moved into mobile. While it didnt have the social channels, you could extract say $6 per user, so that $5 per install was still profitable. Before Apple really cracked down on some shady companies(they bot you into the top 10, you get thousands of installs from top 10 placement), you could drive that cost down even further.
Today, all the free to play apps in the app store follow a lot of the same patterns as social games - clash of clans is just a clone of backyard monsters(fb), which was probably a clone of something else. Some have social elements, mostly top charts, but... These games were never truly social, they were just addiction feeding machines. Effectively they just changed the name to f2p on mobile.
Yep the switch a roo from "social" to free to play is one of the things I noticed.