Launching a Facebook app
Monday April 21st 2008, 12:46 pm
Filed under: Casual Games, Game Design / Production, Uncategorized

Three weeks ago iQ212 released EmoticonsTM, our first game.  As part of our multi platform launch strategy, Emoticons is on PC, web/facebook, and soon on mobile.  There are big differences between launching a PC or mobile game, and an app for the web.    Fortunately iQ212’s experience comes from diverse platforms.  Here is a bit of our recent experience releasing Emoticons on Facebook.

The best advice for launching a game on Facebook is to not launch it.  Retail and mobile games launch.  An online game does not need to launch, it can continue to live and grow tied to the umbilicus of the web.  Too often, traditional game companies outsource their online version (often as a Marketing expense) and and paste the delivery up on a server.  Fire and forget. A good online game requires a different way of developing and launching.

Emoticons was on Facebook a day after we started development.  At first the build had no game logic, scoring, animation, or server calls, but it was up on the Fb canvas page and the entire team could poke at it.  By building it online, in the setting the users would be playing it, we were able to tweak and plus as we developed.  Every day we would add features and polish, and we would also slowly add real users.  The iQ212 team at first, then family, then friends. 

There are no ads in Emoticons for facebook, yet.  The game is the message and we didn’t want to clutter it with random advertising.  For now we want players to download the PC version, learn about the upcoming mobile version, and invite friends to the facebook version.  Once the Emoticons brand is more established we will incorporate ads and make the shift from retail revenue towards ad revenue.

As Emoticons rolled out to a wider Facebook audience, we watched our stats and honed the experience to ensure a quality gameplay experience, as well as the viral potential.  We have received good advice from smart people, especially RockYou (they KNOW viral and facebook).  After a few weeks we are now up to almost one thousand daily players, and five thousand total. We look forward to a big ad push to expose Emoticons to a wider audience and hasten the viral spread.  Though our focus is now on new games, we still come back to Emoticons as Facebook unveils new features, and to enhance the experience for our players.

So the take-away is that to take advantage of the power of Facebook, you need to take time to craft your game using Facebook as you develop.  Copying a flash file to a webpage will not cut it.  Learn the APIs, adapt to the changing platform, and listen to your players as you roll out.  The benefits will result in a better game, happier players, viral spread, and ultimately more revenue.



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