Posts Tagged ‘flash’

Google’s new search mantra: “Did you know?”

September 8th, 2010

9c0075225700x240.jpg Google’s new search mantra: “Did you know?”Google CEO Eric Schmidt  that the future of search was blazing-fast, “autonomous” searching that constantly provides users with results. He made the comments at a keynote speech at the German IFA home electronics event in Berlin Tuesday.

But autonomous search isn’t really search as we think of it — a user querying a massive database to get a result. Schmidt likened it to telling a user what he or she didn’t know, but was probably interested in seeing. Google already sees more than a billion searches cross their servers daily, and providing an automated process that is constantly providing search data can only boost those numbers.

That means more potential ad revenue from Google’s advertisements running with searches. Advertising made up about 96 percent of Google’s revenue in the first six months of 2010, according to company financials. Try as it might to diversify away from that revenue stream, for now, search-linked advertising is Google’s highly lucrative trick.

The company brought in $6.8 billion for the quarter ending June 30. Improving that by even a small percentage could bring a huge payout for Google.

For now, old-fashioned search is growing quickly on mobile. Google said about 33 percent of mobile searches related to users’ location, and mobile search grew by 50 percent, and searches on Google’s Android mobile operating system tripled, in the first half of 2010. But tech pundits theorize that users will increasingly use task-specific apps to find what they need rather than perform general searches.

The autonomous approach faces risks, from provoking a privacy backlash to draining users’ batteries through constant queries. But the biggest risk is that mobile users will drift away from Google, which has become all but synonymous with search on computers.

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 Google’s new search mantra: “Did you know?”

 Google’s new search mantra: “Did you know?”

LOLapps thrives as under-the-radar Facebook social game maker

September 7th, 2010

420edbd1fcisland.jpg LOLapps thrives as under the radar Facebook social game makerYou probably haven’t heard of , the maker of social games on Facebook. But the company has quietly become one of the leaders of the pack among hot social game companies that are still independent.

The San Francisco company has more than 100 million users. But almost nobody has kept track of that. On , which measures Facebook traffic, LOLapps is listed as having about 10 million monthly active users, which doesn’t even put it the top-10 developer list. But if you consider the 100 million number, only and are in the same ballpark.

b18e678511apps 3.jpg LOLapps thrives as under the radar Facebook social game makerThe undercounting happens for a simple reason. The company’s two top apps, Gift Creator and Quiz Creator, have many more users than are shown in the official stats. That’s because users create their own quizzes and gifts with those apps, and are then counted as the developers of apps; LOLapps doesn’t get credited or recognized when its users create apps that spread virally on Facebook. In that sense, LOLapps is a lot like , another leading Facebook social game company whose quiz games don’t get counted much.

But that low profile has had its benefits, says LOLapps chief executive Arjun Sethi (pictured, left). LOLapps, whose name is a nod to the meme on the web, has been able to fly under the radar. Competitors have not been focused on directly challenging LOLapps’ titles.

The company was founded in late 2007 by four friends — Brian Rue, Kamo Asatryan, Annie Chang, and Kavin Stewart (pictured, right) — who were searching for ways to make money on Facebook. They saw that Slide and RockYou were creating lightweight, casual apps that were being used by tens of millions of users.

They launched their own quiz creation game, where users could craft their own quizzes and share them with friends. The app on Facebook became more like a portal for fun quizzes, with the best ones rising to the top and getting shared by friends.

It took off, doubling its audience just about every day. Two of its founders were committed to the company, but two (Asatryan and Rue) were still in college. Rue had to hit certain revenue targets before his parents would let him drop out of school and work for the company full-time. They got their first million users without spending a dime on ads.

Now, more than a million apps have been created with the Gift Creator and Quiz creator tools. The gifts and quizzes gave LOLapps a staple crop, generating lots of user growth and revenues via virtual goods purchases. Kavin Stewart, co-founder and vice president of product, then used that revenue to start creating games in-house. While Zynga moved fast into its Flash-based simple simulation games such as YoVille and FarmVille, LOLapps took a different turn. It started making elaborate role-playing games aimed at hardcore gamers on Facebook.

That turned out to be a wrong turn for LOLapps, said Stewart. While the RPGs generated loyal fans, the base was small and didn’t grow virally. Then, as Zynga scored big with FarmVille, it became clear that doing the simpler Flash games for casual audiences was the right move. LOLapps regrouped and targeted the same market.

“We are trying to make quality games with ambitious graphics,” said Stewart.

13475622fdapps 2.jpg LOLapps thrives as under the radar Facebook social game makerThat has helped the company attract some stellar talent from the game industry. Now that strategy shift is starting to bear fruit. The company recently launched Critter Island, a game where you can decorate an island for tourists and invite friends to come visit. It’s a cute game with a lot of humor. You can, for instance, drown your friends in the water. The game’s design team included creative director Brenda Brathwaite (pictured above, second from right), a famous video game developer who, like many before her, has moved into Facebook games. She joined LOLapps at the end of March. Now the team has about 45 people, with a little less than half of them hired from traditional game companies.

Another consultant designer who is working on an as-yet-unnamed Facebook game is John Romero (pictured above, far right). That may be surprising to a lot of folks. Romero, the designer of Doom and Quake — two of the most famous hardcore games ever created — is now working on cute Facebook games for LOLapps, whose mascot is a cat. Romero is still working at Gazillion, which is working on hardcore game massively multiplayer online games. But he is consulting for LOLapps on the new game.

“This is where the excitement is now,” Romero said, speaking at LOLapps’ headquarters in San Francisco.

Stewart says LOLapps is concentrating on marrying web and game technology to the kind of mini virtual worlds that are popular on Facebook. The company has now launched seven games to date, beginning with the moderately popular Garden Life back in January. The latest games look like insane parties, full of crazy characters, and are almost more like real-time strategy games. Stewart said the company worked hard to develop graphics that look good but are suitable for what works on Facebook.

Sethi said the company’s goal is to work on a relatively small number of high-quality games, sort of like the Pixar approach to making animated movies, which results in one hit after another.

Some traffic has fallen in recent month as Facebook stopped games from spamming users. But LOLapps is considering expanding to other platforms such as MySpace and Google’s . The overall goal is to reach general web users as well as gamers.

LOLapps is cash flow positive and has so far raised only $4 million, which came from Polaris Ventures in September, 2008. The company has a couple of teams that operate as independent studios, working on new games.  By year-end, LOLapps hopes to have around 55 people. By the end of next year, the goal is to double the size of the team. If that happens, then LOLapps will be much closer to both fame and fortune.

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 LOLapps thrives as under the radar Facebook social game maker

 LOLapps thrives as under the radar Facebook social game maker

How Apple could undermine console gaming with TV app games

September 7th, 2010

54df8fa676pple 3.jpg How Apple could undermine console gaming with TV app gamesApple’s Steve Jobs is an expert at disrupting other companies’ businesses. Just look at what the iPhone did to Nokia and Motorola, two leaders of the cell phone business who are now trying to chase .

What would happen if Jobs turned his eye to console gaming? More disruption, most likely. Apple has already disrupted portable gaming on the Nintendo DS and the Sony PlayStation Portable. The iPhone and iPod Touch have hurt those businesses in the past few years because they offer thousands of free games and many 99 cent titles that have grabbed the attention of gamers and non-gamers alike.

750373c0c0ple 21.jpg How Apple could undermine console gaming with TV app gamesBoth Nintendo and Sony dismissed the casual apps as snacks compared to their full-course meals for gamers. But gamers have been filling up on those snacks. They are consuming apps by the billions. Among the 276,985 apps on the App Store, 46,591 are games, . If each of those games has, say, an hour of content, together they could keep a user busy gaming 24 hours a day for 5.3 years.

With those snacks are available, who’s going to pay $30 for a new Nintendo DS game or PSPgo game? Sony and Nintendo have sold more than 193 million portable hardware units in the current generation of gadgets, according to . Jobs pointed out that, because of its success with games, the iPod Touch has sold more than that combined. Next week, Apple will launch Game Center, which is akin to Xbox Live online game services for its portable devices. Gamers will be able to challenge each other in multiplayer play and recommend games to each other via Game Center. This will help Apple further consolidate its grip on gaming consumers in the portable space. It’s worth noting that this disruption for the traditional portable gaming business has happened in about three and a half years.

With the launch of Apple TV, Apple is renewing its assault on the living room. Back in 2006, the $299 Apple TV stood almost no chance against the similarly priced Sony PlayStation 3 and Microsoft Xbox 360 consoles. It sold poorly in the last five years, while the consoles have sold more than 153 million units.

But the new $99 Apple TV is getting more interesting. It has movie and TV show rentals at prices ranging from 99 cents to $4.99. It has Netflix movies and the ability to play content stored on your computer on the big screen. Right now, the competition is indirect. In a year or two, Apple could take steps that bring it into head-to-head competition with the consoles. All Apple would have to do is launch the App Store on Apple TV, with downloadable game apps. It could further disrupt the business by selling its own Apple-branded connected TVs with Apple TV built right in. Since Apple has cool touchscreen and motion-sensing controls in its iPod Touch, iPad and iPhone devices, it already has lots of game controllers in place that could be used to control games on the TV.

cfc718e309ple 12.jpg How Apple could undermine console gaming with TV app gamesApple isn’t the only company that could disrupt the consoles. Samsung is serious about launching games on its connected TVs and has launched its own app store. Google TV is another player that could bring Flash games from the web to the big screen via connected TVs. Intel has launched its app store for netbooks, but it also aims to be a big player in connected TVs.

But Apple has the premium brand name and the huge momentum of iTunes, an established store with millions of pieces of content. There are marquee games on the App Store, such as Angry Birds and Doodle Jump. Those games aren’t the equivalent of console hardcore games such as Gears of War. But they are keeping addicted fans occupied for many hours. It would take work to reformat games for the high-definition resolution TVs. But creating apps that run on connected TVs won’t be that difficult, particularly if developers are convinced there is a market for such apps.

PS 3 and Xbox 360 games typically cost $60, while Wii games cost $50. Downloadable content often costs $10 or more on the console online services such as the PlayStation Network, Xbox Live and WiiWare. There isn’t much free content at all on these networks, and that’s where Apple’s game apps, or Google TV’s Flash games, could prove disruptive.

The console makers have responded with their own innovations that push gamers toward high-quality and more expensive options. Nintendo is launching the 3DS gaming handheld with stereoscopic 3D. Sony launches its Move motion-sensing controller on Sept. 19. And Microsoft is launching its Kinect motion-sensing system in November. Gamers will likely buy these devices in droves, even as they balk at the prices for the equipment.

But Sony and Nintendo were overly confident about their ability to produce portable game content that gamers would pay $30 for. If you look at the booming success of the console used game business in chains such as GameStop (where 31 percent of sales are used games), it’s clear that gamers don’t want to pay $60 per game. This doesn’t mean that low-priced content will eliminate the high-priced, high-quality content. But if Apple enters this market at the low-end, you can bet that it will grab huge volumes at the expense of the high-end. Where that stops isn’t clear. But it’s time for the console makers to step up to this challenge.

Everyone can see this coming. If Apple moves in slow motion and the console makers respond, then they can escape the fate that the portable game devices are facing. But if Apple moves fast and the console makers move slow, then it will be a bloodbath in consoles.

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 How Apple could undermine console gaming with TV app games

 How Apple could undermine console gaming with TV app games

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