These days, the Angry Birds are almost always up to something. Coming hot off of their tour on the big screen (not that big screen), Rovio has released a teaser trailer for an upcoming update to its mega popular casual game. While we're given no gameplay footage or even a hint as to what version this update will arrive at, we can certainly deduce a lot from this trailer.
The clip sees three tiny blue birds dressed up to trick-or-treat (likely the largely useless cluster birds) come across a spooky camp ground and a bucket with, well, something inside of it. Since the update is undoubtedly Halloween-themed, we're going to guess that this is an update to Angry Birds Seasons. And it almost seems as if a new bird or enemy will join the peeved off little birds.
Remember, this would mark the first anniversary of the Seasons spin-off game, which almost randomly launched as Angry Birds Halloween in 2010. Considering how close we are to the joyous day of gorging on candy and dressing up like idiots, expect Rovio to release more details on this new Angry Birds content shortly.
[Via Pocket Gamer]
Check out the rest of our Halloween coverage right here.
What do you think of the teaser trailer for this Angry Birds update? What type of new feature or hook do you think/hope this Halloween content will bring?
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Thứ Ba, 21 tháng 2, 2012
Gardens of Time nabs Best Social Network Game at GDC Online 2011
Playdom has apparently spotted a hit in Gardens of Time on Facebook. The hidden-object game was awarded Best Social Network Game at this year's Game Developers Choice Online Awards last week. Gardens of Time ran against strong competitors like CityVille (Zynga), Dragons of Atlantis (Kabam), FrontierVille (Zynga) and Ravenwood Fair (Lolapps).
According to Playdom, "the award honors the best game launched on a social network, judged in terms of overall depth, execution and quality." While hidden-object games certainly aren't a new genre, but they are new to Facebook, with Gardens of Time being one of the first to hit the platform and garner a healthy 11.1 million monthly players. And Playdom is celebrating.
As a token of thanks to its loyal object finders, the developer is giving all Gardens of Time players an exclusive Fireworks Wagon decoration. (Click here to receive the gift.) Gardens of Time blazed the trail for hidden-object Facebook games in April 2011 to a peak of 14 million monthly players speaking 14 languages.
Of course, the game has, well, inspired other developers to get in on the action. To combat Playdom's head start in the hidden-object sub genre on Facebook, Zynga just announced Hidden Chronicles, though no release date has been given yet. Here's to Playdom hopefully bringing more untapped genres to Facebook (like secret agents?).
Are you a fan of Gardens of Time? Do you think the game deserved the award for Best Social Network Game?
According to Playdom, "the award honors the best game launched on a social network, judged in terms of overall depth, execution and quality." While hidden-object games certainly aren't a new genre, but they are new to Facebook, with Gardens of Time being one of the first to hit the platform and garner a healthy 11.1 million monthly players. And Playdom is celebrating.
As a token of thanks to its loyal object finders, the developer is giving all Gardens of Time players an exclusive Fireworks Wagon decoration. (Click here to receive the gift.) Gardens of Time blazed the trail for hidden-object Facebook games in April 2011 to a peak of 14 million monthly players speaking 14 languages.
Of course, the game has, well, inspired other developers to get in on the action. To combat Playdom's head start in the hidden-object sub genre on Facebook, Zynga just announced Hidden Chronicles, though no release date has been given yet. Here's to Playdom hopefully bringing more untapped genres to Facebook (like secret agents?).
Are you a fan of Gardens of Time? Do you think the game deserved the award for Best Social Network Game?
Snooki, Apps Genius to class it up with eight Facebook, mobile games
Known (by me) as this generation's Jerry Springer without the audience, Jersey Shore has already inspired a Facebook game to mild success. Now, Nicole "Snooki" Polizzi has teamed up with Apps Genius to develop, sell and distribute up to eight social games and mobile applications on Facebook, Google+, Android and iOS.
The first app, still shrouded in mystery, is set to land this November, while three more games are planned for release throughout the following year. We've certainly heard of games branded around TV shows, but this many games surrounding a single celebrity is certainly setting a precedent.
"These games and applications are my new favorite accessories, and I love them to death," Snooki said in a release. "Having worked on these from the beginning, I know Jersey Shore viewers and my other fans will love them. I can't wait to release the first one that we have been working on with Apps Genius."
That sounds like Snooki all right. The Jersey Shore star and New York Times bestselling author (wait, seriously?) will essentially spearhead Apps Genius's new Celebrity Entertainment division. The Red Bank, New Jersey-based company hopes this will inspire new celebs to hop on board. Well, after the stable of Pauly D games releases, of course.
Are you a Jersey Shore fan (come on, you can admit it)? What do you think of Snooki's plans to release a whopping eight games and apps surrounding, well, her?
The first app, still shrouded in mystery, is set to land this November, while three more games are planned for release throughout the following year. We've certainly heard of games branded around TV shows, but this many games surrounding a single celebrity is certainly setting a precedent.
"These games and applications are my new favorite accessories, and I love them to death," Snooki said in a release. "Having worked on these from the beginning, I know Jersey Shore viewers and my other fans will love them. I can't wait to release the first one that we have been working on with Apps Genius."
That sounds like Snooki all right. The Jersey Shore star and New York Times bestselling author (wait, seriously?) will essentially spearhead Apps Genius's new Celebrity Entertainment division. The Red Bank, New Jersey-based company hopes this will inspire new celebs to hop on board. Well, after the stable of Pauly D games releases, of course.
Are you a Jersey Shore fan (come on, you can admit it)? What do you think of Snooki's plans to release a whopping eight games and apps surrounding, well, her?
Facebook updates formula for active users, player numbers plummet
Just before the weekend, Facebook threw everyone for a loop with a new approach to calculating just how "active" monthly active users are of its thousands of apps, namely social games. And as a result, the numbers of monthly active players of just about every Facebook game and developer have dropped significantly. And we say "significantly" because of Facebook's reasoning behind the change.
"Given that most apps work this way, we're changing our active user figures for Apps on Facebook to publicly report the number of users that authenticate with the app," Facebook's Rushi Desai writes. "We believe this shift from "visitors" to "authenticated users" more accurately reflects the usage of an application, and it brings our measurement methodology for apps into alignment with how we measure engagement on Facebook."
What Facebook is essentially saying is that it is no longer counting the users who visit an app or game's Canvas, but refuse to authenticate the app and leave the page before ever entering the game. Instead, Facebook will now only count the amount of users that actively log into the app or game per month.
CityVille MAU
The company goes on to say that the one-time drop will result in a perceived decline in the number of active users of its many social games and apps, but the number of users actually engaging with the apps is unchanged. But that's just it: Regardless of whether the same rough portion of players have been "actively engaging" with games like CityVille this month, this still means that nearly 20 million people merely visited the app in the last month and did not play the game. And that goes for not just CityVille, but Facebook games across the board.
This is certainly a positive change for all, as it promotes a more accurate measure of just how many players are actually playing these still-massive social games. However, the change reveals how many players are actually logging into these games every month as opposed to merely visiting. And no matter how you slice it, the numbers are smaller than previously imagined.
[Via Inside Facebook]
[Image Credit: AppData]
Do you agree that this new measure is revealing as to just how many active players there are of most Facebook games? Do you think this change will help or hurt Facebook game developers in the long run?
"Given that most apps work this way, we're changing our active user figures for Apps on Facebook to publicly report the number of users that authenticate with the app," Facebook's Rushi Desai writes. "We believe this shift from "visitors" to "authenticated users" more accurately reflects the usage of an application, and it brings our measurement methodology for apps into alignment with how we measure engagement on Facebook."
What Facebook is essentially saying is that it is no longer counting the users who visit an app or game's Canvas, but refuse to authenticate the app and leave the page before ever entering the game. Instead, Facebook will now only count the amount of users that actively log into the app or game per month.
CityVille MAU
The company goes on to say that the one-time drop will result in a perceived decline in the number of active users of its many social games and apps, but the number of users actually engaging with the apps is unchanged. But that's just it: Regardless of whether the same rough portion of players have been "actively engaging" with games like CityVille this month, this still means that nearly 20 million people merely visited the app in the last month and did not play the game. And that goes for not just CityVille, but Facebook games across the board.
This is certainly a positive change for all, as it promotes a more accurate measure of just how many players are actually playing these still-massive social games. However, the change reveals how many players are actually logging into these games every month as opposed to merely visiting. And no matter how you slice it, the numbers are smaller than previously imagined.
[Via Inside Facebook]
[Image Credit: AppData]
Do you agree that this new measure is revealing as to just how many active players there are of most Facebook games? Do you think this change will help or hurt Facebook game developers in the long run?
AddictingGames on iPhone is the top free App Store app after 48 hours
Nickelodeon Games and AddictingGames look like they're on a roll, as the AddictingGames (AG) iPhone app became the number one free app on the App Store within just 48 hours of its launch. The app, which is more like a suite of games, packs 18 of the game portal's best games--well, those that work best with touch controls.
The company looks to constantly update the AG app with new games, and already three new games are slated to hit the app on Oct. 20 in a Halloween-themed update. The app features Facebook Connect integration, which allows players to share their high scores and achievements. Players can also share games they've discovered in the app, which should come more in handy as the list of available games grows.
The iOS version of AddictingGames comes just months after Nickelodeon Games released a Facebook app for its stable of 4,000 games this past spring to a healthy 1.3 million monthly players. Included in the AG iPhone app (we've been told that an iPad-optimized version is on the way) are games like Catopult, Achoo! and a game developed exclusively for iOS: Potty Copter.
Now, whether AddictingGames can hold the top spot for the rest of the month (and for when we highlight the top 10 free iOS and Android games) will be even more impressive. The app's Facebook-driven social features are still taking shape, but you can see whether we dug AG on iPhone in our preview right here.
Have you downloaded the AG app for iPhone or your iPod Touch yet? What do you think of flash game portal-style games on social games and now on mobile?
The company looks to constantly update the AG app with new games, and already three new games are slated to hit the app on Oct. 20 in a Halloween-themed update. The app features Facebook Connect integration, which allows players to share their high scores and achievements. Players can also share games they've discovered in the app, which should come more in handy as the list of available games grows.
The iOS version of AddictingGames comes just months after Nickelodeon Games released a Facebook app for its stable of 4,000 games this past spring to a healthy 1.3 million monthly players. Included in the AG iPhone app (we've been told that an iPad-optimized version is on the way) are games like Catopult, Achoo! and a game developed exclusively for iOS: Potty Copter.
Now, whether AddictingGames can hold the top spot for the rest of the month (and for when we highlight the top 10 free iOS and Android games) will be even more impressive. The app's Facebook-driven social features are still taking shape, but you can see whether we dug AG on iPhone in our preview right here.
Have you downloaded the AG app for iPhone or your iPod Touch yet? What do you think of flash game portal-style games on social games and now on mobile?
First Elvis, now John Belushi to be revived in a Facebook game, too?
We couldn't make this stuff up if we tried, folks. And--get this--John Belushi will be featured in the same social game as Elvis, old cars and apparently soap opera stars (or something like that). Entertainment Games announced that, thanks to the license agreement it scored with CMG Worldwide, John Belushi will star in its first, mysterious "retro-based social game."
When it finally unleashes what sounds like a social game nostalgia bomb, it will be available on Facebook, Google+, mobile phones and simply in the browser. According to a release, we're quite close to the release of the still unnamed social game, which is said to focus heavily on story and will be built on the Heyday platform, which Entertainment Games acquired earlier this year.
"Everyone remembers the comic genius of John Belushi," Entertainment Games president Gene Mauro said in a release. "He brought laughter to the world, and it's truly exciting to cast him in new roles and feature him on virtual goods in our new social game. We're honored to be associated with CMG Worldwide and John Belushi and look forward to announcing more of our game's celebrity cast members as we approach our product launch."
The Langhorne, Penn.-based company is certainly taking the branded games strategy to a whole new level. Rather than focusing on a particular brand (or even a single celebrity, for that matter), Entertainment Games looks to harness the pull of a slew of old-time celebrities. That said, at least we know the audience that the company is going for with this release. I'm looking at you, baby boomers.
What do you expect from this game given the retro star treatment it seems to have reeled in? Do you think nostalgia is enough to get you to play a new social game?
When it finally unleashes what sounds like a social game nostalgia bomb, it will be available on Facebook, Google+, mobile phones and simply in the browser. According to a release, we're quite close to the release of the still unnamed social game, which is said to focus heavily on story and will be built on the Heyday platform, which Entertainment Games acquired earlier this year.
"Everyone remembers the comic genius of John Belushi," Entertainment Games president Gene Mauro said in a release. "He brought laughter to the world, and it's truly exciting to cast him in new roles and feature him on virtual goods in our new social game. We're honored to be associated with CMG Worldwide and John Belushi and look forward to announcing more of our game's celebrity cast members as we approach our product launch."
The Langhorne, Penn.-based company is certainly taking the branded games strategy to a whole new level. Rather than focusing on a particular brand (or even a single celebrity, for that matter), Entertainment Games looks to harness the pull of a slew of old-time celebrities. That said, at least we know the audience that the company is going for with this release. I'm looking at you, baby boomers.
What do you expect from this game given the retro star treatment it seems to have reeled in? Do you think nostalgia is enough to get you to play a new social game?
Thứ Hai, 20 tháng 2, 2012
The Killer Pumpkin assaults Pocket God on Facebook this Halloween
Do not under any circumstances mistake this for The Great Pumpkin. A killer pumpkin beast has attacked everybody's favorite pygmies in Pocket God on Facebook. Quebec-based Frima Studio has released a Halloween update to its social rendition of Pocket God, complete with new quests and powers, which means new ways (and reasons) to send pygmies to their doom.
While the game is down for maintenance as of this writing, a new Global Challenge awaits the game's 190,000 monthly players. The Great Jack-o'-Pygmy wants pumpkins everywhere this Halloween, and has granted players with the power to summon a giant pumpkin that transforms pygmies into pumpkins. And when those gourds grow to gigantic proportions, they can even be used to crush more pygmies.
A healthy seven solo quests have been introduced in honor of the costume and candy-filled day. Alright, we know all you care about is how you're going to squish more pygmies. Does this top a unicorn that farts radioactive rainbows? Not by a long shot, but hey, it's the Halloween season, and pumpkins just work. Besides, to best the unicorn, Frima would have to make a unicorn that farts double rainbows--that's still hip, right?
Check out the rest of our Halloween coverage right here >
Have you played Pocket God on Facebook before? What do you like about the game's social edition, and what would you do to change it?
While the game is down for maintenance as of this writing, a new Global Challenge awaits the game's 190,000 monthly players. The Great Jack-o'-Pygmy wants pumpkins everywhere this Halloween, and has granted players with the power to summon a giant pumpkin that transforms pygmies into pumpkins. And when those gourds grow to gigantic proportions, they can even be used to crush more pygmies.
A healthy seven solo quests have been introduced in honor of the costume and candy-filled day. Alright, we know all you care about is how you're going to squish more pygmies. Does this top a unicorn that farts radioactive rainbows? Not by a long shot, but hey, it's the Halloween season, and pumpkins just work. Besides, to best the unicorn, Frima would have to make a unicorn that farts double rainbows--that's still hip, right?
Check out the rest of our Halloween coverage right here >
Have you played Pocket God on Facebook before? What do you like about the game's social edition, and what would you do to change it?
Triple Town, 'Civilization of match-3 games', goes Kindle to Facebook
Triple Town is a new puzzler on Facebook that had its start on the Amazon Kindle last October, where it flourished in popularity. It was created by Spry Fox, a game studio founded by Daniel Cook, the co-creator of Realm of the Mad God, and David J. Edery, a former Worldwide Portfolio Manager for Xbox Live Arcade. After a spiffy makeover, Triple Town made its debut on Facebook and Google+ Games earlier this month, with plans to go mobile. According to AppData, it's now attracted 190,000 monthly players on Facebook.
Hailed by one reviewer as "the Civilization of match-three games," Triple Town is a unique title with familiar aesthetics. Spry Fox originally chose the Kindle as the game's platform, which was explained as "an interesting emerging opportunity" by Edery. But as the game grew popular, Spry Fox wanted to spread the love around. Citing a lack of Bejeweled Blitz-type games on Facebook, Spry Fox decided to push for Triple Town's launch on the social network, as well as make it available in both English and Spanish.
Triple Town merge objects
A basic principle to understanding how to play Triple Town is the following idea: "Grass turns into bushes, bushes into trees, trees into huts, and so on." When you start a round, you're presented with a grid in a woodland theme. There are no time limits and no energy limit. Though you do run out of moves eventually, the creator made sure that you get so many moves that any average player would be able to earn enough virtual currency to buy more moves through play alone.
Triple Crown Double Combos
Like most match-3 games--Bejeweled Blitz and Diamond Dash, for instance--you'll receive random pieces one at a time, but you get to control where they go on your grid. But unlike those traditional games, matching stuff doesn't make it disappear. Instead, matching stuff creates other stuff that's worth a lot more, thereby, netting you more points. The goal of the game is to get as high a score as possible by continuing to merge objects and not running out of space to put things.
Triple Town bears church
The game also throws in some monkey wrenches in the form of Bears and Ninja Bears to make things more challenging. These are pieces that will move around the grid even after you've put them down. Despite having evil, beady and glowing red eyes, the bears are pretty adorable. They'll totter about, roar, and make grumbly ursine noises as you play. On the flip side, other pieces will be there to help you, like the Blue Crystal and Imperial Bot.
Triple Town gameplay
You can see how all these elements can make the game simple, yet surprisingly complex. Every time you move objects on the grid and a match occurs, you've altered the playing field. I thought I'd jump in for a few minutes for one round, but the better of a player you are, the longer you can last, and this game can easily suck up an hour.
Triple Town is truly unlike any game I've ever seen before, for Facebook or otherwise. The closest comparison I can think of is Scott Brodie's Hero Generations, which also involves manipulating an evolving grid-based landscape with a fantasy setting. But Brodie's game is more like an old-fashioned, 8-bit role-playing adventure game. Triple Town also isn't a social game at all, since the only element is a weekly leaderboard, though Spry Fox has plans to expand the game in the future, hinting that it's only a small aspect of a larger Triple Town universe.
Click here to play Triple Town on Facebook now >
Have you ever played any other game that reminded you of Triple Town?
Hailed by one reviewer as "the Civilization of match-three games," Triple Town is a unique title with familiar aesthetics. Spry Fox originally chose the Kindle as the game's platform, which was explained as "an interesting emerging opportunity" by Edery. But as the game grew popular, Spry Fox wanted to spread the love around. Citing a lack of Bejeweled Blitz-type games on Facebook, Spry Fox decided to push for Triple Town's launch on the social network, as well as make it available in both English and Spanish.
Triple Town merge objects
A basic principle to understanding how to play Triple Town is the following idea: "Grass turns into bushes, bushes into trees, trees into huts, and so on." When you start a round, you're presented with a grid in a woodland theme. There are no time limits and no energy limit. Though you do run out of moves eventually, the creator made sure that you get so many moves that any average player would be able to earn enough virtual currency to buy more moves through play alone.
Triple Crown Double Combos
Like most match-3 games--Bejeweled Blitz and Diamond Dash, for instance--you'll receive random pieces one at a time, but you get to control where they go on your grid. But unlike those traditional games, matching stuff doesn't make it disappear. Instead, matching stuff creates other stuff that's worth a lot more, thereby, netting you more points. The goal of the game is to get as high a score as possible by continuing to merge objects and not running out of space to put things.
Triple Town bears church
The game also throws in some monkey wrenches in the form of Bears and Ninja Bears to make things more challenging. These are pieces that will move around the grid even after you've put them down. Despite having evil, beady and glowing red eyes, the bears are pretty adorable. They'll totter about, roar, and make grumbly ursine noises as you play. On the flip side, other pieces will be there to help you, like the Blue Crystal and Imperial Bot.
Triple Town gameplay
You can see how all these elements can make the game simple, yet surprisingly complex. Every time you move objects on the grid and a match occurs, you've altered the playing field. I thought I'd jump in for a few minutes for one round, but the better of a player you are, the longer you can last, and this game can easily suck up an hour.
Triple Town is truly unlike any game I've ever seen before, for Facebook or otherwise. The closest comparison I can think of is Scott Brodie's Hero Generations, which also involves manipulating an evolving grid-based landscape with a fantasy setting. But Brodie's game is more like an old-fashioned, 8-bit role-playing adventure game. Triple Town also isn't a social game at all, since the only element is a weekly leaderboard, though Spry Fox has plans to expand the game in the future, hinting that it's only a small aspect of a larger Triple Town universe.
Click here to play Triple Town on Facebook now >
Have you ever played any other game that reminded you of Triple Town?
'Zynga is making games for accidental gamers,' studio VP says
Look, nobody gets hooked on FarmVille by accident--there's always that friend. Zynga studio VP Bill Mooney (pictured) recently spoke to students at The University of California at Santa Cruz during its Research Review Day about the company's design philosophy. During his talk, titled "Social Games: An Overview and Exploration," Mooney said, "Zynga is making games for accidental gamers," according to IndustryGamers.
The studio head was implying that Zynga doesn't create video games for hardcore or traditional gamers. Sure, that's stating the obvious, but it's vitally important to remember when looking at Zynga's games. They're not exactly technological marvels, accessible to those who just don't get the complexity of controllers and traversing 3D space. But as players progress, they become well-versed in increasingly complex interfaces, thus becoming, well, gamers.
Regardless, social gamers still aren't the same as traditional game fans, and probably never will be. (At least until another friend introduces them to something new.) And because of these "accidental gamers" have a different understanding of what a game should be, Zynga says it caters to that understanding. "You're not shipping a product, you're running an amusement park," Mooney told the students.
And traditional game companies are trying to keep up with that philosophy, wary that even hardcore gamers might yearn for that experience. (Just look at Activision Blizzard's Call of Duty Elite.) "Don't be like work, don't ask too much, be social, help me connect," Mooney said. That, ironically enough, might be the burgeoning industry's greatest challenge, if you ask the right folks.
[Image Credit: Josh Lowensohn (CNET)]
What do you expect from your social games these days? Have you come to expect this level of "connectedness" from other games or services, too?
The studio head was implying that Zynga doesn't create video games for hardcore or traditional gamers. Sure, that's stating the obvious, but it's vitally important to remember when looking at Zynga's games. They're not exactly technological marvels, accessible to those who just don't get the complexity of controllers and traversing 3D space. But as players progress, they become well-versed in increasingly complex interfaces, thus becoming, well, gamers.
Regardless, social gamers still aren't the same as traditional game fans, and probably never will be. (At least until another friend introduces them to something new.) And because of these "accidental gamers" have a different understanding of what a game should be, Zynga says it caters to that understanding. "You're not shipping a product, you're running an amusement park," Mooney told the students.
And traditional game companies are trying to keep up with that philosophy, wary that even hardcore gamers might yearn for that experience. (Just look at Activision Blizzard's Call of Duty Elite.) "Don't be like work, don't ask too much, be social, help me connect," Mooney said. That, ironically enough, might be the burgeoning industry's greatest challenge, if you ask the right folks.
[Image Credit: Josh Lowensohn (CNET)]
What do you expect from your social games these days? Have you come to expect this level of "connectedness" from other games or services, too?
Zynga studio VP Lou Castle leaves for Las Vegas casino games maker
Hey, look on the bright side, Zynga: At least the guy didn't leave for a competitor. IndustryGamers reports that former Zynga studio VP Lou Castle (pictured) left for Shuffle Master, a Las Vegas-based creator of various casino game products like shufflers. According to IndustryGamers, Castle's move was purely for personal reasons, just months after joining the social game giant.
"The Zynga gig was clearly a 5 day a week, 24/7 requirement," Castle told IndustryGamers. "[I have] twins in senior year of high school and [Shuffle Master's] a local job. Life's too short, so I couldn't resist." Quite the noble move, eh? Well, Castle had already served on Shuffle Master's board of directors for six years before becoming the company's CSO, or chief strategy officer. Castle opted to resign from his position on the board as Chairman of the Audit Committee before taking on the job.
Castle is best known for his contributions in creating the famed strategy game series, Command & Conquer, as co-founder of Westwood Studios. The former Zynga executive most recently joins Treasure Isle GM Jeremy Verba in leaving the company. Verba also entered a completely different industry, becoming the CEO of famous (or infamous?) online dating website eHarmony.
These recent departures from Zynga aren't to other game companies, but away from the games industry entirely. Whether Zynga proves to be the video game swan song for industry veterans has yet to be seen. But the San Francisco-based social games maker presses on, with almost too many games announced recently.
Why do you think folks are leaving Zynga, but for companies in completely different industries? Is this the start of a trend of the social game maker?
"The Zynga gig was clearly a 5 day a week, 24/7 requirement," Castle told IndustryGamers. "[I have] twins in senior year of high school and [Shuffle Master's] a local job. Life's too short, so I couldn't resist." Quite the noble move, eh? Well, Castle had already served on Shuffle Master's board of directors for six years before becoming the company's CSO, or chief strategy officer. Castle opted to resign from his position on the board as Chairman of the Audit Committee before taking on the job.
Castle is best known for his contributions in creating the famed strategy game series, Command & Conquer, as co-founder of Westwood Studios. The former Zynga executive most recently joins Treasure Isle GM Jeremy Verba in leaving the company. Verba also entered a completely different industry, becoming the CEO of famous (or infamous?) online dating website eHarmony.
These recent departures from Zynga aren't to other game companies, but away from the games industry entirely. Whether Zynga proves to be the video game swan song for industry veterans has yet to be seen. But the San Francisco-based social games maker presses on, with almost too many games announced recently.
Why do you think folks are leaving Zynga, but for companies in completely different industries? Is this the start of a trend of the social game maker?
Zynga studio VP Lou Castle leaves for Las Vegas casino games maker
Hey, look on the bright side, Zynga: At least the guy didn't leave for a competitor. IndustryGamers reports that former Zynga studio VP Lou Castle (pictured) left for Shuffle Master, a Las Vegas-based creator of various casino game products like shufflers. According to IndustryGamers, Castle's move was purely for personal reasons, just months after joining the social game giant.
"The Zynga gig was clearly a 5 day a week, 24/7 requirement," Castle told IndustryGamers. "[I have] twins in senior year of high school and [Shuffle Master's] a local job. Life's too short, so I couldn't resist." Quite the noble move, eh? Well, Castle had already served on Shuffle Master's board of directors for six years before becoming the company's CSO, or chief strategy officer. Castle opted to resign from his position on the board as Chairman of the Audit Committee before taking on the job.
Castle is best known for his contributions in creating the famed strategy game series, Command & Conquer, as co-founder of Westwood Studios. The former Zynga executive most recently joins Treasure Isle GM Jeremy Verba in leaving the company. Verba also entered a completely different industry, becoming the CEO of famous (or infamous?) online dating website eHarmony.
These recent departures from Zynga aren't to other game companies, but away from the games industry entirely. Whether Zynga proves to be the video game swan song for industry veterans has yet to be seen. But the San Francisco-based social games maker presses on, with almost too many games announced recently.
Why do you think folks are leaving Zynga, but for companies in completely different industries? Is this the start of a trend of the social game maker?
"The Zynga gig was clearly a 5 day a week, 24/7 requirement," Castle told IndustryGamers. "[I have] twins in senior year of high school and [Shuffle Master's] a local job. Life's too short, so I couldn't resist." Quite the noble move, eh? Well, Castle had already served on Shuffle Master's board of directors for six years before becoming the company's CSO, or chief strategy officer. Castle opted to resign from his position on the board as Chairman of the Audit Committee before taking on the job.
Castle is best known for his contributions in creating the famed strategy game series, Command & Conquer, as co-founder of Westwood Studios. The former Zynga executive most recently joins Treasure Isle GM Jeremy Verba in leaving the company. Verba also entered a completely different industry, becoming the CEO of famous (or infamous?) online dating website eHarmony.
These recent departures from Zynga aren't to other game companies, but away from the games industry entirely. Whether Zynga proves to be the video game swan song for industry veterans has yet to be seen. But the San Francisco-based social games maker presses on, with almost too many games announced recently.
Why do you think folks are leaving Zynga, but for companies in completely different industries? Is this the start of a trend of the social game maker?
You might be able to invest in Zynga just in time for Turkey Day
The fabled Zynga initial public offering (IPO) of legend draws near, the prophets of Mt. Reuters foretell. Jokes aside, the San Francisco-based social games maker could go public--meaning you and I could buy Zynga stock--the week before Thanksgiving. At least that's what two anonymous sources told Reuters on Monday, but these plans, of course, could change.
You know, like they've changed several times before? Since its original announcement in July, the exact date of the FarmVille maker's IPO has been pushed back more times than the company would likely care for. According to most reports, the IPO is set to inject another $1 billion into the already filthy rich company. Recent valuations mentioned in filings with the Security and Exchange Commission set Zynga at around $11.5 billion, which is more than what competitor EA is said to be worth.
The company has delayed its IPO in fear of a shaky market, but recently held Zynga Unleashed, a press event that announced a number of new games and initiatives like Project Z. While this was certainly to show off what the company had in store for its fans (and to show off its spiffy new offices), we're sure Zynga was looking to impress investors and analysts. If successful, this move could set the big red dog on the track to becoming the most valuable game company around. And with 70 times voting power on his share of the company, you can be sure that CEO Mark Pincus (pictured) will be at the reins.
[Via Business Insider]
[Image Credit: Getty Images/Bloomberg]
Would you ever invest in Zynga if and when it went public? What other effects do you think this move might have on the games industry overall?
You know, like they've changed several times before? Since its original announcement in July, the exact date of the FarmVille maker's IPO has been pushed back more times than the company would likely care for. According to most reports, the IPO is set to inject another $1 billion into the already filthy rich company. Recent valuations mentioned in filings with the Security and Exchange Commission set Zynga at around $11.5 billion, which is more than what competitor EA is said to be worth.
The company has delayed its IPO in fear of a shaky market, but recently held Zynga Unleashed, a press event that announced a number of new games and initiatives like Project Z. While this was certainly to show off what the company had in store for its fans (and to show off its spiffy new offices), we're sure Zynga was looking to impress investors and analysts. If successful, this move could set the big red dog on the track to becoming the most valuable game company around. And with 70 times voting power on his share of the company, you can be sure that CEO Mark Pincus (pictured) will be at the reins.
[Via Business Insider]
[Image Credit: Getty Images/Bloomberg]
Would you ever invest in Zynga if and when it went public? What other effects do you think this move might have on the games industry overall?
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