Game Development Reference
In-Depth Information
the smaller developer outright and bring the developing team into the fold. Here's a sample of top developers
and what they're looking for.
6waves
Josh Burns, Associate Director, Products at 6waves, estimates the company has published over 75 Facebook
games from developers from all over the world.
“We generally do not look to acquire specific Facebook games, but there is always the possibility,” he told
me. “Unlike many publishers, we aren't looking for a certain type of game, as our goal is to create a network
of games that will have multiple titles that will appeal to any one user, which means that we aren't expecting
every single game to appeal to all users and be a mass market hit. Many games will only appeal to a certain
demographic or affinity group, and we understand that. What we are looking for is a high-quality title that will
appeal and engage some segment of users, but will also monetize successfully through virtual goods under the
free-to-play model. There aren't any specific types of game design or gameplay features that we want to see,
rather [we want to see] that the developer has created a compelling experience for users via the game's design
and features.”
To arrange a pitch meeting with 6waves, contact the business development team via e-mail at bd@6waves.com .
EA Playfish
Although the Electronic Arts social game company doesn't currently have a live third-party game among its of-
ferings, it offers “publishing services to independent developers to enable them to maximize the full potential of
their social games on the Facebook platform,” Playfish Public Relations Manager Akiko Abe told me. “Playfish
looks to extend its publishing framework to independent social game developers who want to create quality,
innovative social game experiences on Facebook.”
Check out www.playfish.com/publishing for more info on Playfish's publishing services.
EA PopCap
PopCap develops all its social games in-house. However, Giordano Contestabile, Senior Franchise Director for
Bejeweled, offered a number of tips for Facebook designers. He recommends they get familiar with Bejeweled
Blitz: ”[I]t's one of the few social games that doesn't impose a barrier on players, forcing them to pay or spam
their friends to keep playing. Getting the balance right—creating a game that allows for unlimited play, but still
finds ways to encourage players to monetize through fun rather than through coercion—is really difficult and
probably the most important lesson to be taken from Bejeweled Blitz.”
Contestabile also warned against two common mistakes made by beginning Facebook developers: not struc-
turing a studio to iterate and expand on the game after launch, and not treating monetization as part of the game's
design:
“Soon after releasing your product to the audience, you'll have to engage on several fronts: There will be a
fair amount of bug fixing and general firefighting , you will gain insight from metrics and customer feedback that
you'll want to act on, and you'll realize that your most engaged (and valuable) players are consuming content at
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