Hiển thị các bài đăng có nhãn social games. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn social games. Hiển thị tất cả bài đăng

Thứ Ba, 7 tháng 2, 2012

Quote of the Moment: End of the Golden Era

"There's going to be a lot of [game cloning]. The truth is that there's that in every industry. I mean, MMOs, there's no shortage of terrible World of WarCraft clones that didn't really work out, and you'll see the same thing I think here. A handful will survive, a bunch will fail. You're definitely in the stage right now in social games where there's a lot of bandwagon jumping, where everyone sees moneymoneymoney and suddenly all these new companies appear... It happened before in mobile, it happened before in casual – in the past it's tended to signal the beginning of the end.

"Not necessarily of the genre, but of the sort of golden era, where everything was a fresh blue ocean and all that stuff. It's getting into the era where it'll be a lot more hard-fought. It'll be tough. People will make money there, but there'll be a lot of competition and then margins will shrink and all that sort of stuff. That's my thought on where we're heading with social stuff. Facebook can't go that much faster, they're only going to tighten up their restrictions. Sooner or later they will raise their rates, do other things like that, margins will just get increasingly tough.

"You're already sort of seeing that, a lot of the viral growth of Facebook games is now shut down, they have to do it the old fashioned way, which is by buying ads or by having something that people are actually interested in playing and actually want to want to tell their friends about. From our point of view, we can live with that. That's an okay solution for us. So I'm fairly optimistic about the future – there's enough crazy stuff going on that you never know what's going to happen. I know Google are doing some sort of social network..."

-Popcap Chief Creative Officer Jason Kapalka talks to GamesIndustry.biz about what he sees as a fundamental shift in the social gaming market of late.

Thứ Bảy, 4 tháng 2, 2012

Monstermind maker: Facebook games 'will be like the Atari Eighties crash'

If you have agreed to receive the occasional email from Zynga, you might have received a new survey in your inbox this week, asking for your opinions on a few Zynga games, and also giving you a chance to rate the potential of some new game ideas. While the majority of the questions are fairly basic (how often do you play a specific game, etc.), the survey quickly turns to the heart of the matter, detailing what could possibly be a new game in the company's lineup. Of course, Zynga wants to know what you think of the game concept first.

"Cook delicious food! Craft over 200 recipes in your world-class kitchen using fresh, exotic ingredients collected from local merchants, your garden, and your friends. Use top appliances to whip up amazing dishes that delight your customers and friends, and build the restaurant of your dreams."

From there, we're allowed to rate various features that could potentially be in this as-of-now unconfirmed game. We might be able to visit restaurants owned by real world celebrity chefs (Bobby Flay, Rachael Ray, etc.), cook dishes using ingredients from real world brands, or cook dishes on state of the art kitchen equipment. All in all, there are tons of options here surrounding the use of real world brands or celebrities in this game concept. Could Zynga be planning to create a cooking game with direct involvement from some of these chefs, or even the Food Network as a whole? Or, is this all really just a large brain-storming session looking for fan feedback?

Either way, it's definitely easy to say that this game concept is incredibly familiar to Cafe World (in fact, the ingredient collection feature was already released in the game's Signature Dish event), so it will be interesting to see if anything actually comes from it (perhaps this could be Cafe World 2?). If you wish to take the survey yourself, you can do so by clicking right here.
If you're lucky enough to get FarmVille to work this evening, and have 10 Farm Cash or more to spend, you can now make one of your neighbors' day, week or even month by purchasing them a Mini Rose Horse as part of the Valentine's Presents event.

Similar to the Holiday Presents event that allowed us to give our friends Present Trees, this Valentine's Present event gives you a chance to send Mini Rose Horses to up to six friends at a time, from a fairly random selection of your neighbors. For sending a single Mini Rose Horse, you'll be charged 10 Farm Cash, but will receive an exclusive Romeo Bear for being so generous.

If you don't find the friend you'd like to send a gift to the first time you load this window, simply close it and open it back up by clicking on the box of candy in the top right corner of the FarmVille gameplay area. This will, in theory, show you six new friends. If you still can't find the person you're looking for, post a few item requests on your wall and then make sure they come and respond to them. This, according to the game, will make them a more "helpful" neighbor, and will likely make them show up.

Remember, if you want a horse for yourself, and you have a trustworthy friend, you can always swap items with each other. That is, you purchase a horse for them, and they purchase a horse for you. In that way, you'll both receive horses and bears for the equivalent of 5 Farm Cash each. Just remember to do that soon, as this feature won't be around forever.

Check out the rest of our Valentine's Day coverage right here.
Now, this is just getting out of hand. Bossa Studios co-founder Henrique Olifiers seems to think that, if the copycatting practices in social games persist, then the industry is doomed. In so many words, that's what Olifiers told GamesIndustry.biz in an interview. The Monstermind creator likened the path social games are headed down to the Atari crash in the '80s, when several blatantly similar iterations of the same games flooded the console.

"Social games for me were always on the cutting-edge until they became copycat, and after they became copycat I said, 'Well, this is not going anywhere,'" Olifiers told GI.biz. "This will be like the Atari Eighties crash. Everybody and their grandmother had a version of Space Invaders, and these guys are going to do the same thing."

The issue of copycatting, from accusations thrown at Zynga to lawsuits flung 6waves Lolapps' way, has come to a head in early 2012. While this issue isn't necessarily unique to social or mobile games--it's plagued the game industry for years--it's nevertheless an issue. That said, it's unlikely that copycatting will drive social games into the ground, given their instantly-global distribution and rapid release schedule.

But that's not to say game makers and gamers should be any less wary of it. And Bossa seems to have the right idea for how to make sure, regardless of whether it's likely, stop the social games world from crumbling. "[Our games] should look and feel like nothing else on Facebook," Bossa lead designer Mike Bithell said. "We're working really hard top use these amazing tools, because there are so many things in Facebook that, if used right, make it better than Xbox Live."

Zynga under fire (again) for copycatting: This time, it's Bingo Blitz

January has been a rather warm month in Zynga HQ. Between living with the doubts and expectations of analysts (and investors) and now the second copycatting allegation this month alone, the multibillion dollar social maker is in the hot seat. This time, Santa Monica, Calif.-based Buffalo Studios has lashed out at Zynga for allegedly copying its first social game, Bingo Blitz, one of Facebook's most recommended games of 2011.

The developer sent Zynga a letter in the same vein of NimbleBit's address regarding Tiny Tower, pointing out clear similarities between its game and Zynga Bingo, which currently is in a closed beta test. In fact, the letter is near identical to NimbleBit's, which Buffalo Studios does point out. (Though, we're not sure whether that exactly helps the developer's case. Just sayin'.)

The letter positions pictures of Bingo Blitz, which has garnered nearly 1 million daily players in the past year, according to AppData, next to Zynga Bingo. While it's admittedly tough to call Zynga out on its use of a Bingo board, the similarities between both games' mechanics like keys to open chests and boxes for power-ups as well as collection items are clear.

"We are moved that your new game was so inspired by our innovative product, Bingo Blitz," the snark-filled letter reads. "You've obviously played our game Bingo Blitz ... along with over 1 million other daily active users. Please tell your thousands of employees and shareholders that we hope they enjoy the games we're cooking up next." Ouch, and what if we told you that this is far from the first time?

Thứ Hai, 9 tháng 1, 2012

Wayne Brady is a serious gamer, but he ain't down with the FarmVille

When Let's Make a Deal host (and hilarious Chappelle Show cameo) Wayne Brady isn't, well, making deals with contestants, he's playing video games. During an interview with USA Today, Brady revealed his intense passion for the pastime, stating that his 30-minute breaks between shows consist of Halo: Reach and Mortal Kombat. But he also name-dropped another game.

"I like to be left alone when I'm not working," Brady told USA Today. "So the last thing I want to do is go to a (game like Zynga's) Farmville and have a community. I want the single player experience. I play a storyline all the way through. The more cinematic the game is, the more can replay it."

Well, Facebook games haven't come terribly far since FarmVille when it comes to cinematic experiences. So, we'll avoid trying to sway Brady just yet. Instead, we'll just remind him of two particularly lovely ladies that he might like to hear are down with digital farming. Both Superbad's Emma Stone and Mila Kunis of That '70s Show fame have admitted to being hooked on FarmVille.

So, you might want to at least give it a shot to up your game. Nah--even we won't recommend Facebook games to boost your appeal with the ladies. Hey, you may as well just wait until those nifty Unreal Engine-powered games hit Facebook.

What do you think of Brady's opinions on Facebook games? Are you looking for more cinematic experiences in your social games? Any luck yet?

Frogger is 30 years old, still bouncin' in Frogger Pinball on Facebook

Alright, so 30 is far from old, but that's ancient in frog years. Konami celebrates the 30th anniversary of gaming's favorite jaywalker with Frogger Pinball on Facebook. The game, created by Silverball Studios, is definitely a departure for Frogger, having the little green guy save his Lily from the clutches of the evil RoboCroc ... as a pinball. We at least hope the villain drives a red sedan.

Frogger Pinball takes cues from games like Bejeweled Blitz with its weekly leaderboards and tournaments, but attempts to add a light storyline to its naturally twitch-reflex play style. Come on, did you expect anything less from a Frogger game, and a pinball-themed one at that? The game's story mode spans three different tables: the Swamp, City and Space Station.

Players can unlock special characters from there to compete with their friends for the high score in Challenge Mode. Of course, unique power-ups and bonuses are rewarded throughout for leveling up, hitting targets and completing loops. We're sure each pinball table features unique obstacles, and you'll have to complete them with both Frogger and Lily to play Challenge Mode with all three characters.
Frogger Pinball in action
Konami has been no slouch when it comes to social gaming, either. The company has already released a few Facebook games, including an original in Viva! Mall. While that game has since shut down, the company has reported that social games helped the company double its profits year-over-year, according to Joystiq. That said, expect way--and we mean way--more where Frogger came from.

Thứ Tư, 4 tháng 1, 2012

Deep Realms on Facebook: Depth that's both delightful and detrimental

Deep Realms, for all intents and purposes, is an attempt to get the lot of social gamers into a genre that has largely been dominated by fans of the Final Fantasy series or Dungeons and Dragons. (Full disclosure: You're lookin' at one.) Developed and published by Playdom of Social City fame, Deep Realms nails the classic role-playing game (RPG) shtick while introducing a plethora of social elements to keep players coming back and connecting with one another. Folks who know what a d20 is or can tell you the difference between Cloud Strife and Squall Leonhart will feel right at home with Deep Realms, but will the average FarmVille player dig this much complexity?

Playdom does a wonderful job of easing players into the game's travel system and battle mechanics. Even the six classes and their ability trees should be simple enough to understand for your standard Facebook gamer. You are a humble farmer (sound familiar?) who out of nowhere is thrown into a quest to find your estranged brother who went off into a miscellaneous cave after giant rats attack your homestead. The standard framework of an RPG storyline is there, which is enough to train you how to navigate the world.

Deep Realms Map
Each map is littered with tiles, which each cost one Energy point to move to, so it's easy to see where the gameplay hook stems from. While the whole Energy bit is admittedly getting old, at least this is an inventive method. Tiles have a seemingly random chance of hiding a monster inside, so to speak. This will launch players into battle, which is a turn-based affair of players and monsters trading blows. While the battle system is easy enough to understand--your options are to either attack, drink a health potion or run away--the way in which attacks are assigned is something to be left up to Playdom to explain. (To break the fourth wall for a moment: Explaining exactly how Deep Realms works would take thousands of words.)

Once players hit a certain level, they must choose to enlist in a certain school of combat from six options like Sorcerer, Warrior, Archer and more. You know, the same few roles some of you have been dealing with since the 1970s, which somehow never get old. Regardless, this adds a layer of depth not found in most social games, but it is just the beginning. Once your lowly farmer-turned-sorcerer (at least in my case) reaches Level 5, you're ripped right out of the cave you were exploring. Why?

Deep Realms Town
Because Playdom has something(s) to show you, that's why. You know that adventure you were busy embarking on? Well there is a litany of features and options that, if you're used to playing with friends, supersede your quest. Without getting too bogged down in the details, there's an Arena to fight friends in, a Tavern to rally friends to fight giant monsters with, a Bazaar to buy items in, Elixirs to trade between friends, Spirits to conjure for bonuses when fighting friends, Collections to watch out for when questing, Gifts to send to friends ... you get the idea.

Deep Realms, for all of its beautiful, seemingly hand-drawn graphics, smooth animations and engrossing music, is an incredibly complex game. Especially when at one point you're simply clicking around a cave and another you're bombarded with a list of other things to do that have nothing to do with your brother. If it turns out that he was eaten by bipedal rats wearing vests (you'll see) in the end, it'll be no wonder why considering you were too busy hanging out in Town. The game's myriad features should be introduced slowly, not when you haven't even left the first dungeon. Deep Realms, while borrowing features from several games we've already covered, adds a layer of beautiful, shiny polish that's undeniable. This game deserves your attention, but just be ready for Level 5--it's a doozy.

Click here to play Deep Realms on Facebook Now>

Have you tried Deep Realms yet? What do you think of the game's complexity and how it's presented?

Thứ Năm, 15 tháng 12, 2011

Meteor Games axes almost all staff, shutters social Neopets [Report]

And the company couldn't have better timing. Inside Social Games reports that Meteor Games, the social game developer behind Facebook games like Island Paradise and Serf Wars, has laid off 90 percent of its staff. Anonymous sources told the website that the terribly unfortunate move was made because the company couldn't raise funding for find an interested buyer.

Along with loosing nearly all of its staff, Meteor Games also opted to shut down Neopets: Treasure Keepers, which as of this writing welcomes just 30,000 monthly players and 3,000 daily players, according to AppData. Meteor Games made the announcement on the game's Facebook Wall just yesterday that the game would close today. As an apology for the short notice, Meteor Games gave players some items to use within the game before it closes.

ISG reports that the game peaked in September to the tune of 300,000 monthly players and 35,000 daily players, but it plummeted soon after. Sadly, Meteor Games isn't looking so hot across the board, as its total monthly player base is a hair above 900,000.

The website also confirms that company CEO Zac Brandenberg, left 4-year-old Meteor Games in November. Our best wishes go to those that may have lost their jobs at such an unfortunate time. We've reached out to Meteor Games for comment.

Were you a fan of Neopets: Treasure Keepers? What do you think this news might mean for other smaller social game makers?

Thứ Tư, 26 tháng 10, 2011

Planet Cazmo: Monster Battles enters MocoSpace's orbit on HTML5

Of course, Planet Cazmo is far from alone. Zynga just made a big bet on HTML5-based social games with mobile web versions of FarmVille, Words With Friends and Zynga Poker. CrowdStar CEO Peter Relan made clear his goal of launching the first game to reach 1 billion players through the mobile web, and Wooga released an HTML5 version of its new Magic Land.

The Top 10 Most Influential People in Facebook and Social Games

However, we had to populate the list with 10 names. In an attempt at fairness, we took to AppData's developer leaderboard, but also peppered the list with industry transplants of note. We're certain we've glossed over some video game veterans, but did you really want a list of 30 people? So, feel free to give us your two cents in the comments. (We've put on our flame-retardant suits already.) Here are the top 10 most influential people in Facebook and social games:

PapayaMobile's mobile social game network gets friendly with iOS

OpenFeint and Mobage might want to watch out ... or get a delicious fruit in their logo somehow. Beijing-based PapayaMobile announced that it has expanded its mobile social game network from Android to iOS devices. iPhone and iPad game developers can now incorporate PapayaMobile into their game much like they would OpenFeint or Apple's Game Center.

Nexon's next social game, Zombie Misfits, looks for brains on Facebook

Alright, we thought it too: "Another zombie game?" But hold on just a second there, naysayers. Nexon's new Facebook game, Zombie Misfits, takes the whole zombie craze in a decidedly different direction. Co-developed by Canadian studio Antic Entertainment, this social take on what's quickly becoming a tired trend turns is a side-scrolling tower defense game.

Chủ Nhật, 9 tháng 10, 2011

Facebook soccer sim Top Eleven gets even more serious in Version 2.0

Seriously, if you're looking for a soccer (football, sorry) simulator that considers nearly every possibility, it seriously doesn't more serious than Top Eleven. If we've yet to drive home that this game by Serbian developer Nordeus is seriously deep, just check out some of the features that will hit Top Eleven when Version 2.0 hits on Oct. 10 ... seriously. In addition to already covering every tiny detail:

        * Training – the complete overhaul of the training mode now lets managers control every aspect of coaching their team. Decisions need to be made about which skills to focus a player on developing, how to balance the intensity of training with players physical condition, and whether to change a players career and train them for a new position
        * Club Finances – managers can now win more premium currency for free than ever before by strategically choosing sponsorships deals. They can sign a riskier deal linked the results of the team, or play it safe and gain tokens on a daily basis
        * New Interface – Top Eleven's sleek new look makes the game even easier to navigate and is built to update with new features in the future

"We've been working really hard over the last six months to get these new features built into the game," Nordeus CEO Branko Milutinović said in a release. "The early feedback we've got from our loyal BETA testers has been fantastic and helped us fine-tune the new features, ready for our millions of players. These changes make Top Eleven even more life-like by bringing in more decisions to keep managers thinking and on their toes."
Top Eleven training
With a game that takes such minute considerations (for fans, at least) and turns them into pivotal gameplay hooks, we can only imagine Top Eleven became the most popular sports game on Facebook because soccer fans are insanely meticulous at heart(?). Well, that and the fact that the game is available in about 27 languages. Oh, and soccer (well, football) is huge.

Click here to check out the Top Eleven changes come Oct. 10 >

Are you a fan of Top Eleven on Facebook? Which type of sports game do you prefer on social networks: action-packed arcade style romps or stat-crunching, serious simulators? Sound off in the comments. Add Comment.

Thứ Hai, 26 tháng 9, 2011

More Like 'Team FarmVille 2': Portal creator sets Steam Trading loose

If you hadn't noticed, Portal creator Valve's Steam service and store is slowly becoming more and more like ... FarmVille. I know, it sounds strange, but true. The maker of some of the most hardcore, intense shooter games of all time like Half Life and Team Fortress has released the final version of Steam Trading. This new feature was released in a beta test last month, but now is ready for everyone. Better yet, the feature is available for two more games, at that: Portal 2 and Sega's Spiral Knights.

This feature allows Steam users to trade and gift items to their friends regardless of whether they're logged into their game of choice. Now, players can trade items or (new, never-played) games with friends for whatever they feel is an equal exchange. For instance, a Team Fortress 2 player can trade the hat she found while playing with a friend who has a nifty shield that she wants for her Spiral Knight.

However, players must be friends over Steam (or be in a Group Chat) to trade or give items to one another. Hmm, that sounds vaguely familiar, no? From offering free-to-play multiplayer games earlier this year like Spiral Knights to now allowing players to give each other items through a friends list, Steam has slowly become more and more like Facebook as a games platform. While its far from Facebook and its games, and likely always will be, the influence is undeniable. All we're waiting for is the day it takes Energy to fire bullets in Team Fortress 2. (Fat chance ... we hope.)

[Via Kotaku]

Are you excited to be able to trade with friends in some of your Steam games? Do you think Steam is showing its affinity for the Facebook style of gaming? Sound off in the comments. Add Comment

Thứ Bảy, 17 tháng 9, 2011

Coco Girl on Facebook: For the fervent fashionista in all of us

Alright, so the fashion game has already been doneon Facebook. But Damian Harburger, CEO of Argentina-based social game developerMetroGames, thinks that it hasn't been done right. Well, until now. We know, you're used to seeing hardcore-skewed social games come from the developer like AutoHustle.

Consider this most recent release a fundamental shift for the studio. Harburger tells us that, from here on out, MetroGames will focus largely on women when it comes to Facebook games, and on the more hardcore crowd (mostly men) in its mobile efforts.

Coco Girl is a Facebook game designed for the fashionista in every girl (and guy, in this writer's very particular case). Every girl has her opinions on fashion--some are just more vocal than others, no?--and Coco Girl provides the medium through which to express them.

At every turn in Coco Girl, you're given the opportunity to voice your take on various outfits and in a multitude of situations. In fact, rating your fellow females' outfits is the basis of the game. Sure, players can visit various shops and dress their heavily customized avatar (seriously, even I spent at least 30 minutes fine-tuning my lady). But it's the ability to give other players' clothing choices your two cents, or Rubies in this case, that's the star of this fashion show.

Coco Girl isn't governed by an energy system or too much of a gameplay structure, though you are given daily tasks to complete and quests to embark on. The quests are simply introductory, tiny tasks designed to introduce you to the game's myriad features and customization options. Your Daily Ruby-Maker Checklist is the bread and butter of Coco Girl, and is essentially what's going to get you the Rubies you need to purchase now outfits, make-up and accessories.

Gallery: Coco Girl on Facebook

While in your character's home, you will notice a magazine called Fashion Expert. Every day, you'll open it up and rate at least 20 outfits based on whether you dig them, or whether they're appropriate for certain situations like, say, a job interview or a casting call for a horror movie. However, the amount of Rubies you earn for doing this depends directly upon whether you're opinions gel with the rest of the Coco Girl player base.

While this does well to keep you in line with "what's hot" at the moment, it has the potential to limit daring or unique fashion statements. Nevertheless this is perhaps the most elegant approach yet to having opinions play a meaningful role in a Facebook game. Players can then participate in various mini games in the Coco Carnival to add a dash of variety to simply voting on get-ups, which of course will result in precious Rubies.

The first of which is Fashion Slots, a game in which you must successfully complete an outfit that a fellow lady is looking for. You do this by stopping a spinning wheel of various clothing items in a particular category. As you continue to try and select the correct items, the wheel will spin faster. Then there is Elusive Treasures, a hidden object game that times you on how many, well, hidden objects you can spot within the time limit. The Final mini game is Love Machine, a puzzle game that has players rearranging pipes to create a direct path between two lovers.
Coco Girl Home
All three mini games offer a considerable challenge and refreshing variety to Coco Girl. More importantly, they also provide Tickets, a currency that can only be spent in Coco Carnival on more Rubies or accessories for your avatar to hold. Finally, you can create Daily Looks and Quest Looks--an important aspect of Coco Girl, if you want to be a respected fashion expert in-game.

Every look you create in the game, once saved, can and probably will be voted upon by other players--friend or not--in the Fashion Expert feature. The Daily Looks are voted upon using a star system, while Quest Looks, the outfits you create to best fit certain situations, are a simple thumbs-up or thumbs-down affair. And at the end of the day in Coco Girl, it's all about the votes, it seems.

The ultimate Goal of Coco Girl is to have one of your outfits make it into the Daily Looks Hall of Fame. The get-ups that get the most positive votes are featured every day, and those that the score the most of all time get a spot and recognition forever. You can even buy those top-ranking outfits for Facebook Credits, if you want a competitive edge.

Coco Girl, on top of its detailed artwork, slick animations and varied gameplay, is all about what matters in a Facebook game about fashion: the looks and what people think about 'em, because we all have an opinion.

Click here to play Coco Girl on Facebook Now >

Have you tried Coco Girl on Facebook yet? What do you think of Facebook games directly geared towards women? Do you think any game thus far has been one that "gets it?" Sound off in the comments.

Bossa Studios's Facebook debut, Monstermind, will crush your dreams

But in a good way, we promise. Like the U.S., folks in the UK are super cereal (isn't that what kids are saying these days?) about the social games movement. The Guardian reports that Shine TV has acquired London-based social game startup Bossa Studios for an undisclosed amount.

Elisabeth Murdoch's TV production company (recently bought out by daddy's News Corp) has reportedly been eying social gaming for a long time. And what do you know--her timing could not have been better.

According to The Guardian, 11-month-old Bossa Studios looks to unveil its first project, Monstermind(pictured), next week on Facebook. However, it looks like the game is available now on Facebook, though in an "open beta." (For all intents and purposes, the game is live and available for all to play.)

"We have long identified social gaming as a critical component to this strategy, and in Bossa Studios we discovered an entrepreneurial, creative team that shared our passion for creative excellence," Miss Murdoch told The Guardian. "They have bold ideas for this space which we naturally welcome and will be a significant addition to the Shine Group."

Monstermind looks to be a fresh take on the city-building genre that CityVille has done so well to popularize. Well, fresh in the sense that, in addition to building cities, you can sic giant monsters to crush your friends' towns. The game features nearly full 3D visuals and an art style that screams "The Blob meets Sim City." Check out the game's trailer below to see what we mean.




Click here to play Monstermind on Facebook Now >

Were you waiting for a new approach to city-builders on Facebook? What do you think so far of this new studio's first contribution to Facebook gaming? Sound off in the comments.

Diamond Dash maker: Social games 'will evolve again in the next years'

Frankly, they kind of have no choice. That's general idea Wooga studio head Henric Suuronen (pictured) seems to have put forward in an in-depth interview with Gamasutra. And it would be wise to listen--the Berlin, Germany-based Facebook game creator is third behind Zynga and EA (now that PopCap's numbers have been integrated), according to AppData.

During the interview, Suuronen gave Gamasutra a detailed explanation of where Facebook games have been, what it takes to create them from a design perspective and, most importantly, where they're going. Specifically speaking to social mechanics in Facebook games, Suuronen said to Gamasutra:

"Now moving four years forward, you have games like CityVille, Pioneer Trail from Zynga, Kabam games, Digital Chocolate games, and Zombie Lane -- great game -- and now Magic Land," Suuronen told Gamasutra. "So it has really evolved. So why would the progression stop here? So I think it will evolve, as it has done from four years ago with Jetman and Scrabulous and Tower Bloxx. So it will evolve again in the next years."

The hit maker behind Diamond Dash recently released its seventh game on Facebook, Magic Land, which enjoys a healthy 3.4 million monthly players and over 330,000 daily players. According to Suuronen, Wooga's latest game had the most man hours thrown into it, a trend he seems to believe will continue. "The whole myth of the minimum viable product -- it's gone," Suuronen told Gamasutra. "It's something that you say to investors to sound cool."

Sure, Suuronen believes that players will eventually get tired of the standard social gaming mechanics of sharing gifts and helping asynchronously. However, the Wooga studio head also points out that the harsh reality of designing Facebook games to get players to pay up isn't going anywhere, and some traditional designers have trouble coming to grips with that.

Considering social games are expected to make $1 billion this year alone (and cash in even more from there), traditional designers and companies better wise up quick if they want to fit in the next big money machine. Read Suuronen's full interview with Gamasutra here, in which he predicts how you might be enticed to pay up in the future.

Do you agree that Facebook games can only grow into more robust entertainment options from here? Where would you like to see the industry go from today's CityVille's and other life simulators? Sound off in the comments.