Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Sibblingz Launches New Version Of Multi-Device, Social Gaming Platform

Multi-device social gaming platform Sibblingz, announced a new version of its cloud-based platform, codenamed Spaceport.

Sibblingz allows developers to create games on Facebook as well as iOS and Android devices, allowing players to continue the same social game as they switch between devices. The platform also offers the developers the ability to monetize free-to-play games with virtual goods.

Spaceport allows game developers to build a game once, using Javascript, and have it play across all smartphone operating systems, with a native app-like experience and fast performance. The games run as a hybrid HTML5 – native app, and the code for the game is written once, in a simple scripting language, so that they ca then run on any device. The updating process is also relatively simple for developers using the platform. With Spaceport, developers just need to revise the JavaScript code for their game in the HTML page once. After doing so, they will see immediate updates take place in their game across every device.

The Spaceport platform, which is a server-side solution in the cloud, will initially roll out with Sibblingz’s own synchronous role-playing game, MiniQuest which demonstrates the technology. MiniQuest, which has been developed once in Javascript/HTML5, will be available in Nokia, Apple, and Android app stores this year and playable across 1 billion smart phones says the company

Sibblingz is part of the YouWeb family, a social and mobile company incubator that created global brands such as OpenFeint and CrowdStar. Over the past year, Sibblingz’s first generation multi-device gaming engine powered two of the top Facebook games, Happy Island and It Girl.

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Zynga Continues International Expansion; Acqhires UK Mobile Gaming Studio Wonderland Software

Another day, another “acqhire” for social gaming giant Zynga. The company is announcing the acquisition of UK-based Wonderland Software, the social gaming studio behind the hit iOS game GodFinger. Zynga is acquiring the team and select IP from Wonderland but not GodFinger the game. Terms of the acquisition were not disclosed.

Wonderland Software will become Zynga Mobile UK and will be based near Guildford, a famous game development center in the UK. This marks Zynga’s first studio in the UK, a market that Zynga says is important for the company. Wonderland Software CEO Matthew Wiggins immediately assumes the role of General Manager, Zynga Mobile UK, reporting to Zynga Mobile Chief David Ko.

Founded in 2009, Wonderland Software spawned from former staff members of Fable series developer Lionhead. The company’s most popular game GodFinger has been voted by Apple has one of the best iOS4 apps.

The company says that Zynga Mobile UK will use Wonderland’s talent and technology to focus on creating new mobile social titles that build on and expand Zynga’s current mobile portfolio of games. This is also the fourth acquisition that represents Zynga’s expansion to a country outside of the U.S. Currently Zynga has studios in Tokyo, Beijing and Frankfurt (and has operations in Bangalore, India).

Zynga’s prior acquisitions in 2011 include JamLegend, MarketZero, Floodgate, social browser Flock, and New York’s Area/Code.

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PapayaMobile Raises $18 Million For Mobile Social Gaming Network

PapayaMobile, the developer of a plug and play technology that incorporates social gaming elements into iOS and Android games, has secured $18 million in Series B funding led by Chinese venture firm Keytone Ventures and DCM. This brings Papaya’s total funding to $22 million.

PapayaMobile hosts mobile games on its social network, which is comprised of over 15 million users and offers mobile developers the tools to build social gaming apps on Android and iOS. Since launching the gaming platform last year, 350 applications have integrated PapayaMobile. PapayaMobile has experienced over 375% growth in its user base since opening its social gaming network in June of 2010.

And Papaya has placed a big bet on the Android platform specifically. The company was one of the first developers to integrate Google Android’s in-app billing on its social gaming network to enable microtransactions.

The new funding will be used to help expand PapayaMobile’s developer ecosystem in both the U.S. and Europe and to improve serve infrastructure so that the company can scale. Papaya is also looking to expand its platform to the Chinese market.

Joe Zhou, founder and managing partner of Keytone Ventures said in a statement: Android growth in China over the next 2 years will be staggering…Couple this growth with the monetization potential of mobile games in China and we believe PapayaMobile is well positioned to be the leader in social gaming platforms for the largest mobile market in the world.

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Sony Xperia Play: a gaming hands-on

Xperia PLAY The Xperia Play handset: 3D gaming, PlayStation controller, 60 titles from launch.

The Sony Xperia Play is NOT a dedicated games console. This is what I was told, very firmly, as my review handset was packed up and posted to me last week. What it is, is a Sony Ericsson Xperia smartphone, with all the functionality of the respected series of Android devices, including 5MP camera, TimeScape social networking system and huge 854 x 480 resolution touchscreen. It just so happens that it is optimised for gaming. Which is, let's be honest, the bit we're interested in.

So while I completely accept that this is NOT a dedicated games console, there have been plenty of in-depth reviews elsewhere handling other aspects of the device. I want to talk about games.

So after a week of messing about with it, I've found the gaming elements of the Xperia Play to be … interesting. The spring-loaded slide-out controller is certainly the star of the show. The d-pad and PlayStation buttons are small, but well-placed and give satisfying feedback when pressed.

In the middle are the two circular touch pads, which act as surrogate analogue sticks and do an impressive job of providing more exact controls. I had no trouble using them to navigate Tevez through packed defences in Fifa 10. There are also two shoulder buttons, which have an equally pleasing click to them, but they are tucked in a little behind the screen, and didn't feel anywhere near as comfortable to use as they would on a regular joypad – at least with my gigantic hands.

The controller is definitely an attractive functional feature, though – even if it does add heft to the phone, both in terms of size and weight. At 175g it's a bit of a porker compared to other Android handsets, but I like the slight chunkiness. It feels more like a dedicated games console. Oh no, I've said it now.

Games-wise, it's very early days. The phone comes with the graphically impressive brawler Bruce Lee, the patchy 3D air combat shooter, Star Battalion, and two reasonable but uninspired EA conversions, Fifa 10 and Sims 3. It's hardly the most thrilling line-up. However, there's the whole Android Market to call upon and 60 titles have already been tweaked to employ the Xperia Play's physical controller. Developers using the Unity3D engine can call on a special API, which helps with the optimisation process – several titles, including the gorgeous 2.5d platformer Cordy, have already been prepared and we can expect many more to follow.

As for classic Psone titles, you've probably heard that the selection is tiny at the moment. Naughty Dog's seminal platformer Crash Bandicoot is pre-loaded, and plays surprisingly solidly (plus, it's a good history lesson for younger fans of the Uncharted series – this was the studio's first significant release), and there are five more titles ready to download, including serviceable snowboarding sim Cool Boaders 2, amiable action adventures Jumping Flash and MediEvil and smashy racer, Destruction Derby 2. I found them quick to download, coming in at around five to ten minutes, but at £3.99 each they're reasonably pricey for nostalgic gaming snacks – especially as there are, let's be honest, PSone emulators around out there (although they're now a little harder to find on Android).

The conversions are very good though (with Crash, you even get the original PlayStation title screen), and you're able to adjust the display settings to go for a stretched widescreen mode or a 4:3 option that matches the olden days TVs that PSone titles were quaintly designed to run on. There are lots of titles I'd love to see – Oddworld: Abe's Exoddus, Super Puzzle Fighter II, Pa Rappa the Rappa, Vandal Hearts, Ape Escape – but we'll have to wait and see. Of course, it would also be great to get access to the PSP library and the downloadable PlayStation minis…

The navigation experience has taken me a little while to master. Among the main menu items, there's the usual link to the Android Market where all the new games reside, but there's also an Xperia Play icon. This takes you to a dedicated menu screen where you can browse all the games you have on your handset as well as see a selection of other available titles. Hit the teeny Android Market icon on this page and it helpfully lists all the Xperia Play-optimised titles in the store.

Furthermore, the main menu also has a PlayStation icon: select that and it brings up a differently-styled "PlayStation Pocket" screen, which lists all the classic PSone titles you've downloaded. In the corner there's also a magnifying glass icon, which I assumed would just search my phone for games. However, this is how you connect to the range of retro PlayStation titles. It's a bit of a hodge-podge of menus, icons and pointers – all made slightly redundant by the fact that your games also appear seperately in that main menu set-up.

The handset is also a moderate disappointment on the specifications side. The battery life is okay with around 10 hours of talk time and 5-6 of gaming. However, the screen – though massive – is a little dark: even with the brightness turned up, I couldn't see anything while sitting in my garden. Plus, like other reviewers, I'm concerned that, with a single-core 1Ghz Snapdragon processor and Adreno 205 GPU set up, it is underpowered compared to brutes like the Samsung Galacy S II and LG Optimus 2X which boast mighty dual-core CPUs and the latest high-end Tegra 2 graphics processors.

Of course raw power is not the only deciding factor with games functionality, and Sony says its use of dual channel ddr2 memory operating at 300 Hertz speeds up communication between the CPU and GPU thereby turbo-charging performance. And well, Sony engineers know how to put games hardware together…

If you want to see the graphics potential of the device, just look at Backstab, Gameloft's visually astonishing open-world swashbuckler. With its richly evocative 18th Century Caribbean setting and smoothly animated sword-fighting set-pieces, it's an Xperia Play exclusive that would stand up against a few very late PS2 or very current PSP titles. The controls are a little clunky, but that's not Sony's fault.

The Sony Ericsson Xperia Play is NOT a dedicated games console. It is a respctable (although not brilliant) Android smartphone that just happens to have lots of functionality and form factor features aimed at gamers. I've really enjoyed the feel of it, and the presence of a very good controller has inspired me to play the sort of more complex driving and shooting titles that I usually avoid on touchscreen devices – because they rarely work, and I hate virtual onscreen controllers.

To make a success of this, Sony needs to very quickly add another 20-or-so PSone titles to the PlayStation Suite. It also needs to consider a cheaper price point for retro games, and to ensure it's fully supporting developrs who want to customise their new titles for the system. What concerns me is that, right now, Xperia Play feels like a device for committed gamers, because it's all about that controller – casual gamers, the people who play Angry Birds and the massive market that Sony needs to attract – don't need a controller.

So, just to re-iterate, the Xperia Play is NOT a dedicated games console. It has a controller, it plays console games, it is "certified" with a console brand, but it is a smartphone, with gaming features. It just needs more games. And maybe more attractive specs. I'll be sad to send it back, but I'll have one eye on Sony Ericsson's press site, expecting an Xperia Play 2 announcement before too long.



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Chris DeWolfe’s MindJolt Expands Gaming Empire; Buys SGN And Hallpass Media

MindJolt, the game distribution company that was acquired by MySpace founder and former CEO Chris DeWolfe last year, has made two significant acquisitions in the gaming space today— game developer Social Gaming Network (SGN) and game network Hallpass Media. The acquisitions were first reported by the New York Times. Financial terms of the acquisitions were not disclosed.

SGN creates a number of popular games for iPhone and Android devices and social platforms like Facebook. SGN’s hit online and mobile games (which have seen 30 million downloads to date), include Mini Tycoon Casino, F.A.S.T., and Skies of Glory. Founded by Shervin Pishevar, SGN has raised a total of $17 million in funding.

Hallpass Media, which has raised $2 million in funding, is a online gaming network consisting of vertically focused casual game destinations. The acquisition brings over four million gamers and nearly 1,500 new
games to the MindJolt platform.

So how does this fit into MindJolt’s strategy? DeWolfe said in a statement, The acquisition of SGN and Hallpass broadens our content offering and extends our reach. Mindjolt becomes a cross-platform ‘triple threat’ with great games across mobile, social, and web platforms…This three-pillar approach enables MindJolt to deliver our games wherever people choose to play, and differentiates our service from others in this space.

MindJolt has a catalog of over 1,300 casual games, which it distributes across partner sites as well as its own game portal MindJolt.com and a Facebook application that had over 10 million monthly active users, as of December. Currently, MindJolt has seen 30 million mobile downloads of its applications and is reaching over 25 million users across the web.

We had a chance to speak to DeWolfe about this strategic move. On the SGN side, DeWolfe tells us that the acquisition was partly a major talent grab and an IP acquisition. This expands our presence beyond just Facebook, says DeWolfe, and gives us a solid base in the mobile gaming arena.

One area where DeWolfe will be focusing his efforts is partnering with with movie studios and entertainment companies to create branded, game titles on mobile, social and casual platforms. He says that because MindJolt is based in LA, the company has ties with networks and production companies to partner with them to produce and distribute these games.

Whole he declined to give us financial specifics on the acquisitions, he did say that the deals were made from a combination of money raised from Austin Ventures last year, equity, and cash from the business. DeWolfe adds that the company will be making a number of smaller acquisitions in the near future and will be looking at larger acquisitions as well.

MindJolt also offers a monetization product called AdJolt, which includes ads and a virtual goods system. Currently, the company is seeing $20 million in revenue and is profitable, according to the New York Times report.

“We want to create hits on Facebook, mobile and the web,” DeWolfe explains. “That’s direction we’re going in.”

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Trion Brings Twitter and YouTube Into The Online Gaming Experience


When I was growing up, games were played offline — whether it was Number Munchers on an Apple2GS, or Super Mario Bros. on Nintendo’s NES console. But, needless to say, that 8-bit world is miles behind us.


Like it has done to every other industry, the Web completely altered the course of gaming. It brought connectivity and scale to video games, allowing huge groups of people to play each other in a single game, simultaneously. Even so, most video game users continued to get their gaming offline; as is often the case, online adoption was mostly limited to geeks in solitude.


It really took the explosion in popularity of Zynga and Facebook games to bring swaths of casual gamers online. The draw of games like FarmVille obviously being the enhanced social features (and spamming). But, on the flip side of the coin, there are “premium” online games, which boast 3D graphics, a more immersive and interactive experience, and enable our strange fantasies through features like role-playing. There are many examples, but the most widely recognized would probably be World of Warcraft.


Massively multiplayer online role-playing games, or MMORPGs as they’re affectionately known, like World of Warcraft, are inherently social and have been a staple of online gaming for over a decade. But, one online games developer, Trion Worlds, is adding a new spin to online gaming and is now attempting to put the icing on the social gameplay experience with its new World of Warcraft competitor, called Rift.


Rift is a game set in the fictional world of Telara, in which creatures of all shapes and sizes and from all planes of existence mash together. (Think Star Wars’ cantina scene.) Through physical rifts, monsters attack Telara’s mother cities and just act like monsters, really. Unsurprisingly, your mission is to stop the monsters. It’s not a particularly world-shaking idea, nor are the characters, but the execution is pretty amazing.


The key to Rift’s successful massive and synchronous gameplay experience begins with the fact that Trion’s games are server-based, meaning that the gameplay, characters, and interactions between players are housed in Trion’s server cloud. This allows the company to remodel less-played portions of the game or add more content on-the-fly.


And, in the case of Rift, Trion breaks its servers down by function, rather than by location, like most other games. Again, this means that one set of servers will handle non-player functions in the game’s world, another will process encounters with “bosses,” for example, and another will deal with functions directly involving the players’ characters. This means that processes can be started and stopped more quickly and easily, causing less lag and other glitches in gameplay. Trion can make changes to the game in realtime, right in front of players, Trion CEO Lars Buttler told me. That’s pretty cool.


But where Rift really sets itself apart is its integration of social media into gameplay. Rift allows you to Tweet, and create and share both pictures and videos from inside the game. In the in-game chat bar, you simply type “/tweet” and your text is posted to Twitter. You can capture screenshots and post them to Twitpic or Yfrog, or you can take video of what you’re playing and post it directly to YouTube.


Why would you want to take video of what you’re playing? Well, it allows you to make tutorials for other gamers, or to show off your mad skills — or your avatar’s crazy dance moves. And that, my friends, is priceless. I think.


Furthermore, Twitter, as Charlie Sheen so adequately demonstrated, is a tool for promotion — especially among brands and celebrities. And now for gamers. “Players have achievements and accomplishments in Rift’s game world, but we want to take that beyond the game world into the real world, so that friends and fans and followers can be a part of that as well”, Buttler said. “We want to allow gamers to become celebrities, in-game and in the real-world”.


And Rift is making a pretty serious splash; gamers are buying in. Prior to its launch in late February, over 1 million people created accounts and gamers have spent more than 2.5 billion minutes gallivanting around Telara. That’s nearly 42 hours per person. What’s more, since the game’s launch, users have sent over 600,000 Tweets. And more than 15,000 YouTube videos have been uploaded since video functionality was launched just over 10 days ago.


Not only is the online game developer trying to break down the barriers between gaming and the real world, it’s taking on other entertainment mediums as well. Building on the success of James Cameron’s Avatar, Trion is partnering with the Syfy Channel to create a TV show that is part fictional drama, part game. The project, tentatively called “One World”, will follow a group of main characters as they travel through an alien world. Their story will be concocted by screenwriters, but the battles that rage in different cities among competing factions will be determined by those playing the game online.


Previous attempts to meld video games with film and television have been less than well-received. But the project is audacious at the very least, and marks another innovative push into cross-genre, “next” entertainment. Even James Cameron was intrigued, telling the LA Times, “I think it’s great, the approach of it has a lot of promise — you’re getting real people to invest something in a character that populates the background … It’s almost like having an artificial intelligence at work behind the primary story but your audience is the A.I.”


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