Lessons from social gamingJames GwertzmanVice President, Asia/PacificTwitter: “gwertz”
PopCap was late
Bejeweled BlitzFirst social product6 weeks developmentLaunched Jan 2009Based on our most popular brand
First 30 daysMonthly Active Unique users(MAU)
First 60 daysMonthly Active Unique users(MAU)
First 140 daysMonthly Active Unique users(MAU)
Top Facebook Games (today)Monthly Active Uniques (MAU)
Understanding viral growthInvite page conversion: 51%Invite page conversion: 49%
Continuous updating
Continuous updating
Continuous updating
Continuous updating
Continuous updating
Dealing with unstable platform
Designing a “social” gameSocial games emphasize relationshipsLots of interaction with other usersInteraction is integral to the gameplayBlitz started with just high-score postingAdded more “social” features over time“team score” for prize competitionTrash talking & showing off
CheatingCheating against your friends is generally no fun and is self-policing…Not so cheating against the world… These players are playing a very different game
CheatingIt’s very hard to protect against determined hackers… so design to minimize the impact
3 Predictions
Social interaction w/ all gamesXbox Live and Facebook ConnectiPhone game and Facebook Connect
Social network billingVS
More deals in Chinese SNS space
Questions?

Lessons learned from SNS games at PopCap