I read a post this morning by Brian Green talking about casual vs. hardcore games on Facebook. I suppose this could have been a comment on his blog but I felt the urge to respond here.
Brian wrote:
I had dinner recently with someone that is doing a startup that wants to do smaller-scale games. He did an AJAX implementation of a social space, but that project had it’s own special challenges. His most recent foray is to make some games for the Facebook platform. His company built two games: one a more casual game that deals with throwing parties, and a hard-core game that has a men-in-tights theme and zero-sum PvP type mechanics. Guess which one did better.
If you said, “Obviously the hardcore one!” you have learned to anticipate my sense of irony. Well, that and it’d be a boring post if I just validated most people’s assumptions.
So, why does the hard-core game beat out the casual game on a pretty broad platform like Facebook?
Well, first, I don’t think that any lessons at all can be drawn from a single game beating another single game. Second, casual games win, flat-out, on Facebook. Maybe that will change but it’s not the case currently. Here are the top 10 games on Facebook right now, in order of active, engaged players (meaning someone who touched the game at least once in the last 24 hours).
1. Scrabulous (casual). Scrabble, online. 569k daily active users
2. Texas HoldEm Poker (casual). 392k daily active users
3. Speed Racer (casual). 289k daily active users
4. fluff(Friends) (casual). 277k daily active users
5. Quizzes (casual). 273k daily active users
6. Jetman (casual). 258k daily active users
7. Mesmo (casual). 250k daily active users
8. Vampires (casual despite the vampire theme). 250k daily active users
9. Mindjolt Games (a collection of casual games via a flash client). 159k daily active users
10. Zombies (reskinning of Vampires. Casual). 154k daily active users
No hardcore games in the top 10. The top hardcore game on Facebook is Warbook, with 104k daily active users.
Now, it’s not quite as clear-cut as the above. The way Facebook measures engagement is way too simplistic and binary. Either you are counted as a daily active user or you’re not. There’s no scalar measurement of HOW engaged you are. I would bet a lot of money that the average active user on Warbook, for instance, spends a lot more time (ie is more engaged) on Warbook than the average Vampires user spends on that app.
It’s completely unsurprising that casual games dominate Facebook, but what’s interesting to watch are the medium-term dynamics surrounding active users vs. users w/ your app installed (some of the apps above have millions of users but daily active user rates ranging from ~3% to ~15% of their total users). The games that initially dominated Facebook (Vampires, Zombies, Slayers, Werewolves…they’re all exactly the same game, reskinned) were extremely light and barely games at all. They’re at least as much a way to just ‘poke’ someone, which says, “I’m thinking about you,” as they are games. Those early, very light games now have very very low engagement rates of 3-4%.
Now look at the top two game apps on Facebook (Scrabulous and Texas HoldEm). Both are big steps up in complexity from the Vampires apps, and have increased levels of engagement. Texas HoldEm has approximately twice the engagement (7%) while Scrabulous has an astounding 25% engagement rate. Typically, the only apps that get engagement that high are very new apps (which naturally have a higher engagement rate), but Scrabulous has held onto a high engagement rate consistently for awhile now. Why? Well, there’s depth there that isn’t there in Vampires. Once you’ve bitten a few people, engaged in a few (basically random) battles, the average user is done. On the other hand, you can actually get better at Scrabulous, and the possibility space is a lot larger. There’s skill involved, just like in Texas HoldEm.
On the other end of the spectrum you have the fairly complicated Warbook. It’s got a high engagement rate (13%) but hasn’t managed to achieve the level of popularity that the more casual apps have, despite doing pretty well. It’s probably a little on the heavy/hardcore side for the platform it’s on, though I’m sure its owners aren’t complaining. I’ve heard it generates hundreds of millions of pageviews a month.
So what’s the right level of depth to offer on Facebook? Will more hardcore games enter into the ranks of the popular Facebook apps or is Warbook (60th most popular app currently) an aberration? I’m sure we’re going to see other hardcore games gaining users on FB but the way in which people interact with FB (less than 20 minutes/day on average, etc) does not lend itself well to traditional hardcore games. Further, good games on FB are as much about communication and/or self-expression as they are about gameplay.
We (Sparkplay) are going to be launching our first Facebook game in a few weeks, and the design process is interesting when compared to what I’m used to working on (MUDs/MMOs). The biggest difference is that we just don’t care about cheating or exploits that are possible by creating multiple accounts nearly as much because as I said above, it’s as much about communicating with your friends and expressing yourself as it is about “winning.” Going to be fun to see what we learn from our first app. No better way to learn than by doing it!
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January 14th, 2008 at 6:17 pm
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January 11th, 2008 at 11:38 pm
Zell
Interesting read, Matt. I think I would add to any analysis of games on Facebook the observation that the statistical sample is very, very weird. I realize there must be a ’survival of the fittest’ mechanism at work here, but honestly, you couldn’t really tell by looking at the games.
Truth be told, even the really successful games give every appearance of being pretty darn amateurish. The design is questionable (I found Warbook unplayably boring). The UI’s are terrible, the art is second rate. They’re often awfully buggy. Clearly they work because they hook into the Facebook social structure, but — and here’s the point of this rambling comment — I am not sure how much we can draw in terms of conclusions from this half-baked sample. Either I am missing something obvious, or these games succeeded pretty much because they were whatever was around that caught people’s fancy.
January 12th, 2008 at 10:39 am
Matt
Well, I think a big part of making games on Facebook is recognizing that making successful ones is about taking advantage of the strengths of the platform. As an analogy, the games that work best for the Wii take advantage of the Wii’s particular capabilities vis a vis its controller tech. You can just put more traditionally-controlled games on the Wii but all the most popular Wii games make good use of the Wii controller.
Similarly, the strengths of Facebook are not that it’s a platform that lends itself well to things like synchronous play (possible in theory via Flash I believe), or that it’s well-suited to AAA quality products, etc. The strength is the social map and the most successful games/apps will take as much advantage of that as they can.
One thing I’m pretty interested in is how much the quality bar will creep up on FB. I don’t feel like I have a handle on whether it’s inevitable that it will creep up to what you might expect from professional game devs as I’m genuinely not sure if FB users care about that on FB.
January 13th, 2008 at 3:12 pm
Brian 'Psychochild' Green
Of course, the terms “casual” and “hardcore” are always tricky to define exactly. For example, I don’t consider poker to be a very casual game, overall. True, you can play it very casually, but given the gambling background of the game it tends to engender a lot more hardcore thinking.
I also think you point out yourself why there’s not many “hardcore” games out there: time and the platform. The platform doesn’t immediately suggest that traditional, hard-core genres can be implemented easily. The first few games, historically, were “casual” (Pong, Spacewar), so I think we’ll have to wait a bit to see the truly hardcore games as we see on the shelves of Best Buy or similar stores. So, we need to give it some time if this is going to change at all. I agree with you that developers really need to focus on the strengths of the platform, so you probably won’t see a Facebook FPS anytime soon.
The point in my original post was that from two games developed by the same group, the more “hardcore” (even if it isn’t as hardcore as the latest FPS) game proved to be more popular. It even attracted an approximately 38% female audience (total, including those that didn’t report their gender). What does this mean? I think we have a lot of misconceptions about what a casual gamer is. Again, since I tend to define this in terms of time commitment, I think there are a lot of people out there that are interested in what could be considered “hardcore” types of games, but they don’t want to have to spend an obsessive amount of time to get into the games.
Anyway, interesting discussion. BTW, I usually turn long comments into blog posts on my own blog, too.
Have fun,
January 13th, 2008 at 7:18 pm
Acrune
You might be interested to know that one of the coders of warbook (TJ) was a pretty hard-core achaea player before WoW ate his soul. Went to high school with him
January 13th, 2008 at 9:34 pm
Matt
!!! I didn’t know that. That’s incredibly cool! Could you email me? I’d appreciate an intro to him as I just want to say hi.
January 14th, 2008 at 12:10 pm
nabeel hyatt
His name is TJ Murphy, he’ll be at GDC with me and Mark Pincus chatting about Facebook games.
Oh, and since you don’t allow pingbacks - I’ve posted a follow-up to this post at my blog:
http://nabeel.typepad.com/brinking/2008/01/whats-wrong-wit.html
January 14th, 2008 at 5:55 pm
Marco
Hello Mat,
I enjoyed reading your comment regarding Facebook games. You mentioned Sparkplay would be launching a Facebook game in the near future. Can you comment if this will be a stand alone game or will it be tied into your Earth Eternal project? Thanks.
January 14th, 2008 at 7:06 pm
Marc/Richter
That’s fantastic that you’re using Sparkplay to branch out into social networking casual games. I’m not entirely sure what all is possible, based on what game type you’re creating, but it’d be fantastic to be able to embed said game into something else, such as MySpace, which has (per wikipedia) 159 MILLION more people signed up.
January 15th, 2008 at 4:23 am
xian
Of course, the terms “casual” and “hardcore” are always tricky to define exactly
January 15th, 2008 at 1:33 pm
jennie
I am absolutely not a typical Facebooker or gamer, being a)over 50 and b) female but I think you are underestimating Vampires. It has been opened up recently with Coven which means you can interact outside your friends and rack up points faster. It makes it far more interesting than just poking your friends every day. And there is armour, and cloves of garlic, and silver bullets and….
I have always resisted games, though each of my four sons has gone through periods of intense attachment to them. MySpace is too clunky, Bebo is too childish, but I succumbed utterly to Facebook . I am a Vampire Jedi (Level 5) - and quite absurdly proud of it (while working hard to get to Level 6 as the costume is so much more flattering)…
As a psychology graduate, it is fascinating to observe,as detachedly as possible under the circumstances, my relationship with my avatar. Had I thought of running any baseline test, I think you’d find reduced inhibitions in real life as a result of running around Facebook in a few scraps of lace or ribbons, with fangs dripping blood . But it’s not really gaming as such, even though points are involved. I think it’s something different. More like steps into the world Neal Stephenson postulated in Snow Crash, maybe.
But they’re really going to have to upgrade the artwork and the costumes, too boring wearing the same outfit every day. Have offered my services as a wardrobe consultant…
January 16th, 2008 at 12:32 am
Matt
Interesting perspective jennie, thanks! I didn’t realize they’d added those extra elements lately, btw.
And I completely agree, Xian: Casual and Hardcore are very nebulous terms.
January 16th, 2008 at 1:06 pm
kristian segerstrale
Really enjoyed the post - thanks Matt! My new startup Playfish released our first facebook game “Who Has The Biggest Brain?” on Facebook just before the holidays so have been spending time thinking about similar things.
What I find interesting about social networks as a games platform in addition to all the things talked about here is that the amount of play data you have and the willingness of people to provide feedback. With a large, vocal player community and the ability to make instant tweaks to your game based on feedback, social networks should in theory provide the ultimate platform for casual games - even standalone ones. We certainly haven’t been able to resist the temptation to provide little fixes, tweaks and optimisations based on behaviour and feedback.
It’ll be interesting to see how the medium will make games evolve and help us all become better game designers. Posted more on this at http://blog.playfish.com
January 16th, 2008 at 1:09 pm
Matt
I don’t think you should even consider resisting the temptation to iterate based on user behavior and feedback. It’s flat-out a good thing!
–matt
January 29th, 2008 at 10:59 am
Kashif Shaikh
I have a couple of questions Matt,
Instead of focusing on hardcore v.s. casual online games, why not look at the popular online games that are _already_ being played out there for years?
A trip to Yahoo Games, shows the Top 20 games being played. Pool is #1. It’s funny that Pool was #1 5 years ago. Scrabble is at #7 — except that it is not an online game that runs from your browser.
So the question is, how can we take advantage of the Facebook platform’s social map, and apply that to already popular online games?
Whenever I play games online with someone I _know_ is just 10 times more fun, because when you win, you get bragging rights! Well, Facebook creates a social network of your friends so….
Kashif