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Zynga on Why Triple-A Developers Fail at Social Games

Posted April 4, 2011 by James Brightman

Zynga makes success in the social games arena look easy, but crafting huge hits for Facebook isn't as simple as it appears. And while there have been more triple-A developers and publishers entering the social space, they've not all had instant success. Zynga's chief games designer, Brian Reynolds, explained to IndustryGamers why that's the case.

He began by noting the huge disparity between the traditional and social spaces at the moment: "I don't think the traditional space is going to go away. I mean, it has shrunk...it shrunk a little last year, and it shrunk a lot the year before. It's not going to always even be shrinking, but it's never going to be growing the way social is growing right now. It's never going to suddenly have hundreds of millions of players on a game or something like that. Those platforms don't have that potential. It's going to continue to be a perfectly fine business, but it's just not going to become a particularly larger business then it already is. It'll grow at a modest rate is my take on it. Some of these publishers will figure it out and they'll get into social and they'll succeed. Some of them will try and they'll fail. That's what we see with any new kind of platform, is their success and failure in adopting the platform and figuring it out."

As for the problem with traditional developers and publishers attempting to make social games, Reynolds said they're failing to make a game that's truly social.  "The important thing with social is to understand that the core of it is social. You can't just go write... Call of Duty and add Facebook functionality. You've got to make a game that's about socializing, make social the core of what you're inventing, and then build the game around that. Mostly where I see triple-A people or developers trying to get into social and then failing is where they say, 'We're just going to take game X and kind of give it a little bit of Facebook plumbing and that'll be great. In some ways, they're missing the point of what social is all about and why it works," he said.

Reynolds continued, "What I tell new game designers at Zynga to do, particularly the ones that come from the triple-A industry, is I say, 'Don't try to make a triple-A game and then try to figure out how to add the social into it. Make a social game and then figure out how to draw on your triple-A experience, to make it better, to make it more fun and more compelling. Those are the people that succeed - the people that come in and really learn social qua social and bring their immense decades of experience to improve it from there."

Reynolds added that one of the advantages of social games is they're instantly accessible and easy to get into. There are no huge downloads or wait times during loading screens like in some console titles. Gamers' expectations have changed.

"In the old days, again, we were talking about the golden hour - you had to catch the player in the golden hour to get them to love it enough and tell their friends and whatever. These days it's more like the golden 15 seconds," he commented. "You can actually watch the little waterfall graph of the longer the bar goes for loading, the more people you lose forever for first time players. That's part of the whole metric driven thing; we learned that stuff."

James Brightman has been covering the games industry since 2003 and has been an avid gamer ever since the days of Atari and Intellivision. He was previously the EIC of GameDaily Biz.

7 Comments

Aaron Heibert
10 months ago

If it wasn't for Facebook - Zynga would be another 'nobody' developer. It is not difficult to design games that people will play when the reasons they play them are out of pure convenience, and a way to interact with their friends on an already established social medium.

They got started with 'first-in' luck and the rest was history with no where near the amount of effort 'real' game developers put into their work.

Zynga games can afford to have serious issues and problems, and people will still play them just because.

I mean seriously - if your crappy game could be on the front page of Google - it'd get a truckload of hits on a regular basis too.

C'mon. Effort? AS IF!

Blaiyan
10 months ago

↑↑ What he said. ↑↑

Jason Daniel
10 months ago

Zynga, please stop poaching the good programmers from AAA titles to make your stupid Facebook Flash games.

Mike Breault
10 months ago

Wasn't there also quite a bit of noise about Zynga stealing game designs for their most successful games (Farmville, etc.) from other, smaller companies? Maybe they don't do that any more though.

http://www.businessinsider.com/how-zynga-is-just-like-microsoft-2010-1
http://www.geek.com/articles/games/zynga-ceo-to-employees-steal-competitors-ideas-until-you-beat-them-2010099/

Jared Routon
10 months ago

I have a new question.

Why do social game developers suck so much at making AAA titles?

EA, Activision, Bethesda make creating AAA titles look easy, but crafting huge hits that generate hundreds of millions of actual sales isn't as simple as it appears.

Mike Turner
9 months ago

My my, lot of rear-end-hurt AAA game developers here. Let me come out in support of Zynga saying that:

1 - In 2011 they expect 1.8 billion in "actual sales" and 630 million in "actual profit", that's about half of EA's and larger than many major ones like Ubisoft.
2 - Yes, if it wasn't for Facebook, millions of normal people wouldn't have become gamers at all. I'm not sure why people are mad at Zynga and it's successful peers for CREATING an entirely new gaming market.
3 - The criticism that "Zynga puts in nowhere near the amount of effort" as "real developers" to make its "crappy games" is the exact point of this article. The stereotype AAA dev/designer/producer/executive thinks that a "real game" needs to have lots of effort and money put into it and that's why the AAA pubs are failing to make it, they haven't been able to adapt to the new paradigms in social. But the truth is, suzy the young professional, her aunt jane, and her friends betty & john the catholic couple with 4 kids don't want to play the AAA games and before social, they didn't have such easily accesible ways to play.

They find Zynga's games FUN, and that's all that matters in games is FUN! And that's why it makes no difference that Zynga doesn't put $50 million in manpower & depth down on one game, lots of people find it fun, and they pay LOTS of money for it.

If that offends you, well then I suppose you won't be getting any share of the millions of dollars to be had in the social market. Like all game markets, it's adapt or die. Don't blame others for figuring out the equation for success in new markets.

abhishek deshpande
9 months ago

I am from 'traditional game development'. Lead Designer at Electronic Arts to be precise, and I agree with Mike Turner. Evolution is not always what we think it is. The quicker we learn this, the better.




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