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

Thứ Năm, 12 tháng 1, 2012

CityVille beats FarmVille's best numbers, shatters and sets records

It looks like Zynga and the CityVille team have received a New Year's gift now, too. (In fact, CityVille doesn't seem to need an occasion anymore.) TechCrunch reports that CityVille has become the biggest social game to ever grace Facebook, breaking FarmVille's record-setting peak of nearly 83.8 million monthly players in March 2010 with 84.2 million monthly players. Zynga's most recent social-gaming juggernaut has been shattering records since it launched early in Dec. 2010, but this is a first for both CityVille and the Facebook game genre altogether.

We've all said that the growth has to plateau at some point, but continues surging upward, blowing away our expectations and doubts without much more than a few stutters, according to a chart provided by Inside Social Games (ISG). It's ISG that also predicts CityVille to reach 125 million players at some point in 2011. Well, if the game keeps soaring at this rate of almost two million new monthly players daily, it's only a matter of time before CityVille at least reaches 100 million. Either way, CityVille is already the most popular social game to date in the genre's infantile lifespan. That is until Zynga launches something else, of course.

Top 25 Facebook Games - January 2011

Inside Social Games has released the top 25 Facebook games for January and -- to no surprise -- Zynga's new darling CityVille has gone straight to the top of the charts, overtaking FarmVille, which until recently, seemed darn near impossible. The real question is how long CityVille will stay at the top or if this number is inflated due to extra promotion and the 'new'ness of it all.

Other newcomers to January's Top 25 list include PopCap's Zuma Blitz, which is a timed version of the classic PC game,and CrowdStar's uber girly game, It Girl, which grew 1.2 million last month.

top 25 facebook games 2011

A few other things to point out in this list:

- CityVille gained 80 million users in one month. Wow. It's surprising to see how a city-building game, which isn't drastically different from the many other city-building games out there, gained that much traction. It's a true testament to the power of Zynga's cross-promotion (and it also might be a sign that Zynga's learning how to make more compelling games).;

- FarmVille has been losing players for monthy (roughly 30 million so far), but in December, managed to gain 4 million players One would assume that's due to a combination of all of the special events in the game for the holiday season, the return of game notifications on Facebook and a cross-promotional synergy among all of Zynga's games, many of which were also up last month (with exception of Mafia Wars).

Little War on Facebook: Stone Age game at a Stone Age pace

Little War on Facebook
If there is one niche that Facebook games have yet to hit, it might very well be the Stone Age. Thanks to Chinese social game developer Five Minutes, that's no longer an issue with Little War. Set in prehistoric times, Little War puts you in the role of chieftain, overseeing a fledgling tribe as they kill, expand and cultivate their way to caveman supremacy. Drawing obvious similarities from established warfare and city-building games like My Empire, Little War brings a lot to the table in presentation as one the most visually appealing Facebook games out there. Unfortunately, the game moves at a fossilized snail's pace, forcing players to wait for sometimes days before seeing the fleeting moments of combat.

Find more detailed impressions of Little War after the break.

Little War Tirbe
Your nascent tribe begins already facing the stony tips of an opposing tribe's spears, which serves as the training ground for you, the only person this small community has to look up to. While that sure sounds pretty intense, it quickly boils down to "harvest this" and "train this." Worse off, these processes will take hours outside of the tutorial, which grants you with Hourglasses to instantly finish training cycles and push the invaders back with your own pointy weapons.

Unlike most games that operate in coins, Little War is all about Food, which is at least historically accurate to a point. Everything from building dwellings and warrior training grounds to decorations costs Food. Harvesting crops, completing quests, killing roaming monsters and leveling are all sources of Food. Of course, harvesting is the most readily available and reliable source of food, but also the least entertaining. There is also your population cap to worry about, which fills up with the more soldiers you train and increases with the more dwellings you create. Admittedly, it has the potential to become an interesting balance considering it all draws from a single resource.

Little War Monster Hunt
To mix things up, your tribe can also tap ancient magics to summon more monsters to hunt, increase your tribe's statistics, damage other tribes and more. These are accessed by creating new Wonders, or buildings whose only purpose is to fuel new magic powers. Once built, Wonders can be upgraded using parts collected from defeating monsters, purchasing from the shop, completing quests or even--dare I say--asking friends. Yes, asking and helping friends with requests is a major component to Little War like most social games.

On to what should the most exciting part of Little War: combat. Unfortunately, I've yet to enter a combat experience with another tribe on any scale since the tutorial. And while it hasn't been a terribly long time since then, why should it be? When there are plenty of other games out there that are much more rewarding of building and maintaining a community, combat should be more frequent and far more exciting than it is. When fighting monsters, all that decides the outcome is a small cartoon-style scuffle cloud accompanied by a loading bar. When fighting opposing tribes, scale that same goofy animation to fill the entire screen, add some more oomph to it with more warriors and that's how large scale combat is decided. The only statistic that contributes to your success in combat is Combat Power, which is merely a measure of the amount of warriors you possess in your army. In short, the combat won't exactly have you running back to your computer screen for more like in games such as Mighty Pirates or Monster Galaxy.

Little War Level Up
As mentioned before, getting into combat takes long enough--but so does everything else. Training even the smallest regiment of warrior takes two hours, most of the more meaningful magic powers take almost a day to recharge and harvesting a worthwhile amount of Food takes a full day. You're going to spend a lot of time either staring at timers or setting alarms around events that aren't exactly enthralling. Little War has an incredibly charming art style and smooth presentation, but sadly is sitting on a gold mine of potentially exciting content while emulating elements of other popular social games so well. Just because your game is about the Stone Age doesn't mean it has to move like it.

Trial Madness 2 on Facebook is addictive, antisocial motocross

Trial Madness 2
Alright, so it's not exactly a social game in the traditional sense. But Trial Madness 2 by Spanish developer Social Point is just plain fun. Sure, you can add your friends and compare times with them--not to mention to global leader boards. And of course you can create a custom player profile and avatar that will display your highest score and currency. But none of this is the main draw of Trial Madness 2.

It's the gameplay.

And while gameplay alone doesn't seem to get social games very far these days, Trial Madness 2 certainly brings it in spades. Not to mention plenty of competition. Check behind the break for our detailed impressions of Trial Madness 2.

Trial Madness 2 gameplay
This balance-heavy biking game doesn't exactly advance the sub-genre of casual gaming, but Trial Madness 2 certainly does add some much need polish to it. The gameplay remains the same: simple to understand, nearly impossible to master. Players navigate a motocross bike across both somewhat normal and at times ridiculous terrain using the arrow keys. The "up" and "down" arrow key accelerate and apply the brakes, respectively. The "left" key leans the bike backward and "right" leans it forward. Throw in some horribly uneven courses and you got yourself what should be a headache.

Let's put it this way: you're going to crash. A lot. But reload times are so quick that I find myself almost pressing the "Retry" button via muscle memory. Trial Madness 2 evokes this almost insatiable need to beat the next level while maximizing points. Completing the level in the least amount of time will surely increase your score, throwing in a few skillful back flips or front flips here and there will rack up the points. To do a flip, just hold in either the "left" or "right" key while in midair, but the key to a successful flip is knowing when to stop. This trial-and-error gameplay (hence the name) is admittedly addictive.

Level Complete!
After every successful level, you'll be given the option to brag through a News Feed post, taunting your friends into trying to beat your time. Turning up the scale on the competition is World mode, which displays the top players globally with their highest score and Gold won from tournaments.

An otherwise meaningless statistic, Gold is used to buy into Tournaments, which offer large Gold prizes and bragging rights. As you might have already noticed, most of the game's social elements are pretty nebulous, deceptively simple features. Tournaments and Gold are both those types of features, offering no more incentive to partake than a chance at the glory of having your face attached to one of the highest scores. Throw in a long list of Achievements to obtain for nothing more than, again, glory, and Trial Madness might be one of the most competitive games on Facebook. But with such shallow social features, only you and the other otherwise anonymous bikers will know anything of it.

Santa Claw: Use Facebook Connect to play a claw machine from home

Well, at this point it's more like, "Wait in line to play a real claw machine from home," but it's awesome nonetheless. Mashable reports that Real Art Design, a Chicago-based design firm, have created a gigantic claw machine using one ton of steel, 700 feet and wire and 1.5 wheelchairs to be played with solely online. That's right, just log in using your Facebook account, Twitter handle or e-mail address and... wait for a really long time to play. As you can imagine, word of this intriguing creation has spread like wildfire--so much so that we can't even fit in the line at the moment.

The idea behind the creation is to give away the gifts that Santa had leftover from this past Christmas. That is, of course, if you manage to get in line before all the presents are gone. If you do somehow squeeze in and, through some mystical alignment of whatever celestial bodies symbolize luck, win a prize, then Real Art Design will send that exact present directly to your house. Who knows what could be inside, but we sure hope Santa dropped a MacBook somewhere along the way.

Thứ Ba, 10 tháng 1, 2012

Facebook How-To: Play your games in peace by deactivating Facebook Chat

If you're an active Facebook gamer, or just an active Facebook user, you've likely been greeted by the new Facebook Chat setup, that sees an incredibly large window popping up at will (spanning the vertical height of the entire browser window in some cases), almost each and every time you navigate to a new page (or, say, a new Facebook game). Needless to say, this can get quite annoying very quickly, especially if you're not a fan of the Facebook chat service in the first place, or you'd just like to have some peace and quiet away from the chat requests and "online" status.

Luckily, there is a way to shut Facebook Chat up, and while it's not a permanent solution (allowing you to switch back and forth at your leisure), it will make your life a heck of a lot easier in the future. Please note that the Facebook Chat window has changed in design over the original chat, so the steps for turning it off have also changed. First, the next time the new chat window appears in your way, click on the small gear in the top right corner of the Chat menu, as seen below.

Here, you'll see two options: "Available to Chat," and "Chat Sounds." Unfortunately, both of these are active by default, but while they may not appear to be actual buttons, you can toggle each by simply clicking on them. Say you'd rather be invisible to your currently online friends. Just remove the check next to "Available to Chat," and you'll be sent offline. That's right - no more automatically refreshing friends list, no more chat sounds, and no more annoying window popping up in your face every five seconds (that one's the kicker).

If you would like to hide your online presence to only a specific portion of your Facebook friends list, you can also click on the "Limit Availability" option to see a menu where you can "hide" yourself from particular groups of friends (based on the groups that you've manually created).

After going offline, your games should play as normal, without the possibility for accidentally clicking on a friend to start a chat because it has popped up in your way. The entire chat menu will minimize, giving you peace and quiet at last. Any time you'd like to go back online, just click on the "Chat (Offline)" text in the bottom right corner (where your chat menu is minimized) and you'll automatically go "online" to chat with any of your available friends.

For now, there doesn't seem to be a way to entirely remove the Facebook Chat menu from your account, but at least with these steps, you'll be able to play your games privately, without the sometimes unwanted interference of friends.

Thứ Hai, 9 tháng 1, 2012

Does the Call of Duty maker hope to rock the world of social games?

Activision Blizzard, the publisher of hit shooter series Call of Duty, appears to have a love-hate relationship with Facebook gaming. But that scale appears to slowly be tipping in the lovey-dovey direction. During a recent interview with Bloomberg, Activision Blizzard CEO Bobby Kotick hinted that the company's next move could be a social one, and in a big, big way.

"The exciting thing about Zynga or Facebook as a platform, is they're bringing new audiences to gaming that have never been gamers before," Kotick told Bloomberg. "When you think about that target of a 50 or 55-year-old woman that has never really experienced a game, or someone who's coming in for the first time to play a game with their friends on Facebook, that is a fantastic new platform."

These comments are far more enthusiastic about social gaming than Activision has ever been. While strides have been made to capitalize on the benefits of social gaming with the Call of Duty Elite service, other execs within the company appear even threatened by the prospects of Facebook games. But recently, CFO Thomas Tippl revealed that the shooter king is "methodically investing in mobile and social gaming projects."

"Now, we're never gonna be first guys into those markets, but we usually are the best," Kotick said, closing the interview with Bloomberg on a high note. We'll just have to see how Zynga and EA respond to that. In the video interview below, skip to about 4:30 to hear Kotick's thoughts on Facebook games.

Thứ Tư, 4 tháng 1, 2012

If Zynga's next big 'Ville is 'ForestVille', how will it be any different?

ForestVille
Don't CastleVille and FrontierVille--sorry, Pioneer Trail--already take place in forests? That's about the only question we have, as Fusible discovered recently that Zynga has registered numerous domain names for "ForestVille". The social games giant has registered everything from "Forestville.com" onwards (the real deal belongs to a school district), to "Forestvillegame.com".

According to Fusbile, all of the domain names were registered through Internet brand protection company MarkMonitor, which Zynga regularly uses to acquire domain names. And Fusible points out that Zynga's own "Zynga.com" along with hundreds of other domains representing the company's properties are registered with MarkMonitor. So yeah, this is definitely Zynga.

Zynga has yet to make any announcement regarding such a game, so the company could purely be covering its bases in preparation for a game that doesn't even make it to Facebook. (Ahem, Kingdoms & Quests.) But again, two of Zynga's 'Ville games already revolve around creating communities in the woods, at least indirectly. We can't wait to see how the developer pushes a game centered around just that.

[Via Joystiq]

Would you play a game by Zynga called "ForestVille"? How could this game be different from both CastleVille and Pioneer Trail?

Thứ Sáu, 30 tháng 12, 2011

Rumor: Xbox Live learns from Facebook, free-to-play games incoming

Microsoft may have taken another cue from Facebook. IGN reports that, according to a trusted source, free-to-play games could be coming to Xbox Live as soon as next year. As you already know, the free-to-play, or F2P, pricing model is generally left to Facebook games and MMOs. However, a number of developers including id Software and EA have experimented with the F2P model in the shooter genre. Of course, the free Xbox games would be supported by in-game purchases much like the FarmVilles and Bejeweled Blitzes of today.

It's already known that Dungeon Fighter Online, a F2P MMO for Windows released by Nexon last year, is in the works for Xbox Live. While a pricing model has yet to be announced, rumors like this flying around point to the same F2P distribution method. This and the recently leaked Microsoft video detailing future plans for Xbox all but confirm the rumor, though an official statement would be nice. And how do most F2P games, including social games, makes lots of money? By spreading the word through social channels, of course. If this truly is where Xbox Live is headed, social games could take over consoles. And Microsoft will usher them right in.

[Via Afterdawn]

Could you see F2P, or even social games, coming to Xbox Live? Would you play FarmVille over Xbox Live if you could?

Facebook game profits are big, but MMO gold farming is huge

Gold Farmers
In fact, a report (PDF link) by the Word Bank's infoDev finance program suggests that 75 percent of all virtual goods sales globally are from gold farmers. Gold farmers are folks who make money off of gathering gold in games like World of Warcraft and selling it for real world currency. The types of gold farmers range from those who do it for a wage to those who steal it directly from players' accounts to bots, or automated programs that do the in-game dirty work. Facebook games might be worth $5 billion in four years, but gold farming was worth at least $3 billion in 2009.

Because most gold farmers originate from poorer countries, infoDev recommends that these services be supported whose revenue could help the development of said countries. The only problem is that this practice is largely forbidden within the agreement that players accept when first signing up for their MMO of choice. The report goes so far as to recommend that the US companies behind these games support the largely Chinese gold farmers, which has all but become a business in the past few years.

However, considering companies like Blizzard make absolutely no money from gold farming, it's terribly unlikely that developers would support such a thing unless it involved them. Unfortunately, what's more likely to happen is that developers will cut out the $3 billion middle man and develop currency sales platforms like those in FarmVille and other Facebook games. The Facebook games and gold-farming industries are putting the pressure on subscription-based MMOs to adapt, which increasingly seems to be their only option.

[Via Gamasutra]

[Image Credit: Next Nature]

Have you ever bought gold for an MMO game or currency in a social game? Do you see gold farming lasting much longer as a business model?

Thứ Hai, 26 tháng 12, 2011

Top 25 Facebook Games - May 2011

Zynga, Zynga, Zynga! The house of Z continues to dominate the social gaming charts in May 2011 (would you expect anything less?), but it's interesting to see that all of the FarmVille-creator's top games have taken a hit over the past month. The all-powerful CityVille lost nearly 1 million players, FrontierVille dropped 1.7 million players and a whopping 5.5 million players decided to send Mafia Wars to sleep with the fishes. That's gotta hurt. Well, maybe just a little.

As for the other Top 10 contenders, Gaia Online's Pokemon-inspired Monster Galaxy continues to gobble up the competition, gaining 2.9 million players this month, moving from #12 to #7. That move bumped down PopCap's Bejeweled Blitz and LOLApps' Ravenwood Fair, which both still seem to be hanging tough despite some negative numbers this month.

One of the biggest success stories is Wooga's Diamond Dash, which debuts on the Top 25 chart at #21. This collapse-style game borrows heavily from Bejeweled Blitz and, well, the results show that diamonds are, apparently, a Facebook gamers' best friend. Funzio's Grand Theft Auto-style Crime City also jumped this month from 22 to 15 -- guess crime does pay in Facebook gaming after all.

Who are you not seeing on the top 25 charts this month? New games hip-checked Zynga's PetVille from the list as well as PopCap's Zuma Blitz. RockYou's Zoo World seems to be hanging on by the fingernails at #25 -- losing 1.1 million players and dropping seven slots since April.

Playdom didn't crack the monthly list with its two new games, Deep Realms and Gardens of Time, though the latter had a good showing in the Top 25 based on daily active users (DAU). We were happy to see Digital Chocolate's campy Zombie Lane make it onto the DAU list as well -- after all, there's nothing like ringing in springtime by smashing cartoon zombies to smithereens.

top 25 facebook games may dau

Can social games improve schools? Zynga CEO Mark Pincus thinks so

Could you imagine earning points, badges and levels for good grades in school instead of just a boring letter or number? Zynga CEO Mark Pincus seems to think that this method could improve kids performance in school, as the FarmVille creator has recently given some financial oomph to Grockit, VentureBeat reports. This new San Francisco-based startup, which applies addictive social game mechanics to school work, has partnered with a high-profile charter school network known as KIPP to bring gamified SAT and ACT test preparations to three of its schools in San Francisco, Los Angeles and San Diego.

VentureBeat reports that, because the Grockit platform is secure, it's a fine fit for the KIPP network, not to mention that Grockit can provide personalized instruction based on users' strengths and weaknesses. VentureBeat predicts that, if successful, the partnership could create a massive, online SAT/ACT preparation game for KIPP students nationwide.

And according to Grockit CEO Roy Gilber, the company is working on creating high school course programs, a place that some would argue is crying for change. Whether social game mechanics will improve students' interest and performance in school is something we won't see the results of for some time, but we gotta' try something, right?

Why do you think Mark Pincus is interested in such a program? Do you think social game elements are applicable to education? Will they make a positive or negative change?

Thứ Ba, 20 tháng 12, 2011

Idle Games shows first game Idle Worship's true social colors [Video]

Since co-founding social game hit maker Playdom, Rick Thompson has grown tired of the friend bar beneath Faecbook games. No, scratch that: He's grown tired of the way traditional Facebook games operate ... period. His contempt for this arguably tired form of Facebook game has helped spawn Idle Games and its first ever Facebook game, Idle Worship.

We first heard word of the potentially revolutionary social game way back in April, and Idle Games has launched the game into a closed beta test before presenting it to the audience of TechCrunch Disrupt, an event in San Francisco celebrating tech startups ran by TechCrunch. The overall gameplay of Idle Worship hasn't changed since we first heard about it, but now we have fancy video that reveals more of what the game is all about.

Through Idle Games's Idle Engine, Idle Worship does away with the friend found in almost all social games. Instead, your island of Mudlings (the people you oversee with either benevolence or tyranny) will be surrounded by not only your friends' islands, but players' islands based on how their Facebook profiles match up with your own.

Going even further, the game will slowly curate which of your friendships are stronger by bringing more active friends closer to your island, which is always at the center, and pushing your inactive friends away from your island. And, according to Idle Games CEO Jeffrey Hyman, your interactions with your friends will send ripples throughout the entire game in real time.

Through innovations like these, Hyman aims for Idle Games to become "the Pixar of casual games," according to TechCrunch. To better understand what we mean, check out Hyman's presentation below, and sign up for the ongoing closed beta test of the game right here.



Do you plan on signing up for the closed beta test of Idle Worship? What excites you most (or doesn't excite you) about the game?

Thứ Tư, 14 tháng 12, 2011

RockYou to cast Hooked into Facebook's waters next week [Exclusive]

Between Zoo World and Gourmet Ranch (among other titles), Facebook developer RockYou lays claim to over five million monthly active players. Hoping to add to that player base, we've received exclusive info from developers on the company's newest title--Hooked--set to launch in beta sometime next week.

Hooked is the first title from RockYou's new studio in Redwood City, California, and it offers casino-style video poker and slots in the popular 60-second "blitz" gameplay format. The game's theme is an "undersea fantasy world" (just check out those adorable card fish in the logo), and it will offer various gameplay modes depending on each user's desired play style.

You'll be able to play in synchronous multiplayer, along with a solo mode. Both modes offer a variety of weekly leaderboards that will compare your stats to your friends. When the game launches in beta next week, early adopters will be given extra incentive to come back through "Tickets," which seem to be a type of currency that we'll be able to use on a variety of different features that won't yet be available at launch, but will come soon after release.

One feature we do know of however will be cross-platform capabilities, as a mobile version of Hooked will launch shortly after the launch of Hooked on Facebook. The specific mobile platforms weren't made clear to us, but we'll make sure to follow up with that as we know more. Looking forward to playing Hooked when it launches on Facebook? Check back with us next week as we'll hopefully be able to take a look at RockYou's new title in all of its underwater, animated glory.

Do you like 60-second, fast-paced gameplay setups, or do you enjoy games that aren't rushed, allowing you to really take your time?

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?

Thứ Tư, 26 tháng 10, 2011

Infographic: 35 percent of social gamers never played video games

Of course, the infographic finds that Facebook is the dominant social game platform, with 83 percent of social gamers using the social network to get their daily farming fix. What's most interesting is the finding that 28 percent of U.S. and UK-based social game fans have paid real money for virtual currency. This is leaps and bounds beyond usual the 3 to 5 percent figure thrown around to estimate the amount of paying social gamers

RockYou to cast Hooked into Facebook's waters next week [Exclusive]

You'll be able to play in synchronous multiplayer, along with a solo mode. Both modes offer a variety of weekly leaderboards that will compare your stats to your friends. When the game launches in beta next week, early adopters will be given extra incentive to come back through "Tickets," which seem to be a type of currency that we'll be able to use on a variety of different features that won't yet be available at launch, but will come soon after release.

Thứ Năm, 29 tháng 9, 2011

Adventure World: Redeem a Zynga Game Card for 15 free energy packs

If you've become a fan of Zynga's newest Facebook game Adventure World (now Adventure World - An Indiana Jones Game), and are ready to lay down some real-world money in the game, you now have some extra incentive to do so. For every Game Card redeemed in the game, you'll receive 15 Energy Packs.

Unfortunately, we're not sure exactly what that means. We'd love for it to mean 15 full energy refills, but if you look inside the game, a 30 Energy pot of coffee costs a whopping 30 Adventure Cash. Now, I don't know about you, but that doesn't seem like something Zynga would just give away for free, especially in bulk. This leaves us with another option, the single cup of coffee, which gives you just five energy points. This would be a decent boost, since we're talking about a "free" prize after all, but even then, it still likely won't take you long to burn through all of those bonus energy points.

What's worse, there's yet another option for energy refills: a Bolt that gives you just one energy point. Surely this isn't the "Energy Packs" Zynga is talking about, but it's something to keep in mind all the same. We're working on discovering just which kind of "Energy Pack" you'll receive when redeeming a Zynga Game Card, but for now, why not take a look at our tools upgrade guide, so you'll be able to upgrade your tools to do more work for less energy to make all of your points go that much further.

Will you redeem a Zynga Game Card to earn 15 free Energy Packs? If you have, which specific kind of pack did you receive? Sound off in the comments.

Chủ Nhật, 25 tháng 9, 2011

BrainJewel on Facebook tests your brain in math and memory tasks

While many Facebook gamers have left school behind a long time ago, Chinese game developer TribePlay is hoping to reinvigorate our brains, testing how much we've remembered about math, along with testing our observational skills and memory in a new game called BrainJewel.

In BrainJewel, you're met with an Egyptian treasure map containing a series of levels or tests that include variations on basic memory games, and those that include basic math tasks from addition to division. Each mini-game can be mastered to a three star level, based on your score and as you earn more stars, you'll unlock more tests. As of this writing, it looks like there are only 11 spots, or mini-games, to visit on the map, but you'll likely need to play each game multiple times before earning a score worthy of three stars, which will keep you going long after you've first started the game.

As you play the game, you'll receive Jewels which can be used to purchase power-ups. These power-ups may give you more time to play each mini-game, will increase your score multiplier until you make a mistake and will even protect that multiplier from being reset should you choose the wrong answer in any particular game. As for the games themselves, they range from incredibly simplistic (click on checkerboard squares that contain items, after the items have faded away) to truly challenging (balloons containing - sometimes complex - math equations float into the distance, and you need to determine the right answer from a large selection of arrows).

Gallery: BrainJewel on Facebook


In terms of basic gameplay, there's no energy bar here, so it looks like you can continue playing indefinitely. You can even invite a single friend to challenge on any particular game, if you want to show off your mental prowess. You'll also "level up," such as it is, earning a new in-game title (bragging rights, rather than truly new content) once you reach certain cumulative scores.

All told, BrainJewel has a fairly simplistic setup, and will likely do well to absorb a few minutes of your time, but it needs, at the very least, the promise of new mini-games and maps to truly be a force in the Facebook gaming world.

Play BrainJewel on Facebook -->

Do you like brain-bending puzzle games like this, or do you prefer a more casual gameplay experience like the many simulation games also available on Facebook? Sound off in the comments.

Thứ Tư, 21 tháng 9, 2011

How to prevent your friends from stalking you via Facebook games

o you love your Facebook games, but still feel terribly ashamed for enjoying them? Would you rather people not see you've been logging into FarmVille every two hours to harvest your raspberries? Or how about that time you said you couldn't pick up the phone because you were in the shower, but really, you were glued to a 60-second round of Bejeweled Blitz? And of course, unless your computer is waterproof, there's no explaining to everyone why Facebook says otherwise. And Facebook will say otherwise, cause it knows your every gaming move.

So how do you get Facebook to quit tattling? Here's three things below that you can do:

1) One surefire way to get Facebook games from ever bothering you again without leaving Facebook is to turn off all apps. You can do that by logging into Facebook and clicking here.

2) If you want to stop a single game from sending out information about you, but you don't want to remove it outright, then another method is to head to Application Settings, select the game from the list, click on the word "edit" on the right side, look at the bottom for "App Privacy", and then choose a security setting from the tabbed list on the right. If you choose "Customize" from that list, you'll get the option to make the game viewable to "Only Me" or to even block certain people from seeing that you're using the game.

Facebook application game settings
3) Finally, we come to the spankin' new, never-before-seen Facebook games ticker. For some people, this ticker is a godsend. For others, the ticker represents social gaming stalker central. However you feel about it, there's a way to stop the ticker from telling everyone what you're playing and when you've played it.

Facebook games ticker
To do that, just hover your mouse over your status in the ticker, which should cause a little "x" box to appear. Clicking on it gives you the following options: "Remove this post", "Don't publish 'is playing . . . ' posts", and "Edit app settings". You're going to want the second option if you want the game to stop notifying people of your playtime via the ticker.

And now you're good to go!

Since its inception, the Facebook App/Games Ticker has inspired plenty of love and hate. Which camp do you fall into and why? Sound off in the comments. 4 Comments