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      <title>Worlds In Motion</title>
      <link>http://worldsinmotion.biz/</link>
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      <language>en</language>
      <copyright>Copyright 2010</copyright>
      <lastBuildDate>Sat, 13 Mar 2010 10:00:17 -0500</lastBuildDate>
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            <item>
         <title>GDC: EA&apos;s Cousens Talks Social Gaming&apos;s Wal-Mart Parallel</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27661/walmart.jpg" align="left" hspace="5">The shift of the game-playing population to internet-based games is analogous to the growth of the American supermarket, according to EA's Ben Cousins.

In a talk Friday at the Game Developers Conference, Cousins explained how studying the history of the American retail experience solidifies his somewhat controversial theory that quick, convenient, internet-based gaming will overtake traditional retail-based products completely.

According to cousins, the retail dynamic at the turn of the 20th century was a high-quality, boutique experience - consumers would interact directly with an expert behind the counter, who would suggest and personally package up products. It was expensive, inconvenient, and slow.

With the rapid adoption of automobiles and growth of paved roads, what we call "supermarkets" became the norm, and consumers gravitated toward the convenience, speed and lower prices they offered.

Cousins argued that traditional packaged retail games are going the way of the old-fashioned market, pointing as many GDC speakers have this year to <i>FarmVille</i> as his primary example. <i>FarmVille</i>'s 80 million users make it the most popular game in the history of the Western world, despite the experience not being as high quality as a traditional, high definition retail game. Consumers, he said, are willing to look past a game's quality if the game is free, quick, and easy to access.]]></description>
         <link>http://worldsinmotion.biz/2010/03/gdc_eas_cousens_talks_social_g.php</link>
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                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Sat, 13 Mar 2010 10:00:17 -0500</pubDate>
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            <item>
         <title>Big Fish Games Ports My Tribe To Facebook</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/26775/bfg.jpg" align="left" hspace="5">Casual gaming portal and developer Big Fish Games announced the release of <i>My Tribe</i>, its second Facebook game and a port of its downloadable Mac and PC game originally released in 2008.

The company says the new release is the second in a series of social game initiatives its launching in 2010. Big Fish Games has redesigned and extended My Tribe for the Facebook platform, adding microtransactions by letting players level up faster and "enhance [their] gameplay experience" by buying virtual goods.

In <i>My Tribe</i>, players pick a unique island with varying levels of natural resources and mysterious objects. Players maintain a group of tribespeople, helping them develop specialties like construction, fishing, agriculture, science, and more. Each member of the tribe grows from child to you to adult, learning new skills ,having children of their own, and becoming respected elders.

Players can unlock knowledge as their tribespeople grow and learn, allowing them to create customized clothing and accessories, build shelters, provide food, and make scientific discoveries. Gamers will also earn trophies and quests, and can visit other islands within their friend network to help with those challenges.

"Social gamers are increasingly drawn to game experiences that offer greater depth of gameplay in easily accessible, social formats," says Big Fish Games's vice president of social games Will O’Brien. "<i>My Tribe</i> is precisely that."

He adds, "What’s cool about <i>My Tribe</i> is that when you’re actively playing, you govern your tribe, but while you are away, your tribespeople will take matters into their own hands. Your teenage tribespeople, for example, may choose to sleep or eat instead of chopping wood!"]]></description>
         <link>http://worldsinmotion.biz/2010/03/big_fish_games_ports_my_tribe.php</link>
         <guid>http://worldsinmotion.biz/2010/03/big_fish_games_ports_my_tribe.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Fri, 12 Mar 2010 18:00:25 -0500</pubDate>
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         <title>Playdom Integrating WildTangent&apos;s BrandBoost Into Tiki Farm</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/20914/wildtangent.jpg" align="left" hspace="5">Casual gaming network WildTangent announced that social game studio Playdom is incorporating its recently launched BrandBoost advertising platform into the developer's <i>Tiki Farm</i> Facebook title.

BrandBoost enables Playdom to reward gamers with virtual items and premium content in exchange for viewing a video or a "rich media advertisement" within <i>Tiki Farm</i>. WildTangent points to a recent Nielsen survey of 27,000 consumers indicating more than 85 percent of gamers prefer not to pay for digital game content, and that its platform allows gamers the choice of receiving content for free by viewing ads.

Launched last December, <a href="http://www.facebook.com/TikiFarm"><i>Tiki Farm</i></a> has more than 5 million monthly active users. Other companies that have integrated the BrandBoost platform into their games include Sony Online Entertainment (free-to-play MMO <i>Free Realms</i>), MMO publisher and operator Outspark.com, and online gaming portal and developer OMGPOP.com.

"BrandBoost offers a new, frictionless option for our players to get access to valuable game items courtesy of trusted brands," says Playdom's Business Development VP Sean Phinney. "This means more of our players will be able to experience the benefits and thrill of premium virtual goods while playing play <i>Tiki Farm</i>.]]></description>
         <link>http://worldsinmotion.biz/2010/03/playdom_integrating_wildtangen.php</link>
         <guid>http://worldsinmotion.biz/2010/03/playdom_integrating_wildtangen.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Fri, 12 Mar 2010 14:00:56 -0500</pubDate>
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         <title>GDC: R.A. Salvatore On Building Worlds, Copernicus</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27645/Untitled-1.jpg" align="left" hspace="5">R.A. Salvatore, the popular fantasy author best-known for his Forgotten Realms novels starring Drow Elf Drizzt Do'Urden. For the past several years, he's been working with Curt Schilling's 38 Studios to produce a game codenamed <i>Copernicus</i>, an MMO. 

With the disclaimer "I'm not here to tell you how to create a world. I am certainly not here to tell you how to design a game. What I am here is to tell you the principles I use when I create a world," Salvatore began a journey through his gaming and writing careers and espoused core concepts of his world building methods. 

"The first thing in an MMO is the size of the world. Any discussion of game design is about hitting sweet spots. For me, one of the most important things in an MMO is the size of the world," said Salvatore. "[<i>EverQuest</i>] is still the game that I look to as the best world in a game," due to its size and scope. 

As an avid <i>EverQuest</i> fan, Salvatore also said "I've come to believe that one of the problems of gamers going forward if we're not careful is how mechanics will take all of the pain out of the games." At 38, he's gotten in many arguments about death penalties -- <i>EverQuest</i> can actually de-level you if you die.

"If you take out of a world two things: the pain of losing, it will diminish the accomplishment of winning. And if you take the element of chance of out it, I won't enjoy it," said Salvatore. "You need that in games. It's harder to do that in a computer game, because your phone lines will light up. Never listen to your customer service guys when you're designing a game." ]]></description>
         <link>http://worldsinmotion.biz/2010/03/gdc_ra_salvatore_on_building_w.php</link>
         <guid>http://worldsinmotion.biz/2010/03/gdc_ra_salvatore_on_building_w.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Core MMOs</category>
        
        
         <pubDate>Thu, 11 Mar 2010 20:00:28 -0500</pubDate>
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         <title>GDC: Blizzard&apos;s Core Game Design Concepts </title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27640/activision_blizzard.jpg" align="left" hspace="5">In a lecture Thursday at GDC, Blizzard EVP of game design Rob Pardo shared Blizzard's core design concepts, offering examples of places where the <i>World of Warcraft</i> developer succeeded and failed in creating compelling multiplayer experiences.

Pardo offered a plethora advice to the designers present, stressing that these lessons may not necessarily gel with other studios and suggesting that everybody go through this same exercise to set down their individual design team's rules.

Below are a few of Blizzard's rules that we found particularly helpful. Some may seem obvious, but often it is the obvious advice that we tend to forget about first.

<b><u>Gameplay First</u></b>

Blizzard's core design philosophy is to design around the core fun gameplay concepts, rather than working around other aspects such as tech. By way of example, significant changes had to be made in the world's lore between <i>Warcraft III</i> and <i>World of Warcraft</i> in order to make a more fun and balanced game, despite pushback from some who felt the lore was sacred.]]></description>
         <link>http://worldsinmotion.biz/2010/03/gdc_blizzards_core_game_design.php</link>
         <guid>http://worldsinmotion.biz/2010/03/gdc_blizzards_core_game_design.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Core MMOs</category>
        
        
         <pubDate>Thu, 11 Mar 2010 18:00:36 -0500</pubDate>
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         <title>GDC: Taking Inspiration from EVE Online&apos;s Espionage Metagame</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27639/eve.jpg" align="left" hspace="5">Independent consultant and lawyer Alexander "The Mittani" Gianturco gave an impassioned talk Thursday at GDC, urging developers to examine the inherent "espionage" metagame of <i>EVE Online</i> and take inspiration from it for other products.

"In my opinion, espionage is the ultimate in user-generated content," said Gianturco. "You don't constantly have to crap out new raids, players will amuse themselves by trying to tear each others' throats out."

The metagame Gianturco referred to is practically unique to <i>EVE Online</i>: high-level players may manipulate others through means outside of the game client itself in order to attain their goals, be it that player's in-game currency, the advancement of his affiliated group, or something else entirely. While this is not an official feature of the game, it is supported by developer CCP's hands-off approach, meaning players have practically created it from scratch.

"Players in an espionage metagame get to use cunning and manipulation as a skill, which is rare in games," he continued. "For those of us who like that sort of thing, it's a huge draw."

Gianturco defines an espionage metagame as having three key components: player-created factions, significant consequences, and a developer-supported environment. 

"Espinage cannot exist in an arena where nothing is risked," said Gianturco, explaining that a loss in World of Warcraft might result in an annoying temporary setback, but a screwup in <i>EVE</i> can literally cost a player $4,000 in assets.

There are of course significant risks in giving your players as much freedom as CCP does with <i>EVE</i>. According to Gianturco, game makers who might allow and foster an espionate metagame must be prepared to field significant user complaints.

"You have to deal with people whining and complaining," he said. "If you can't deal with that, you can't have an espionage metagame worth playing."]]></description>
         <link>http://worldsinmotion.biz/2010/03/gdc_taking_inspiration_from_ev.php</link>
         <guid>http://worldsinmotion.biz/2010/03/gdc_taking_inspiration_from_ev.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Core MMOs</category>
        
        
         <pubDate>Thu, 11 Mar 2010 16:00:54 -0500</pubDate>
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         <title>Sometrics Launches GameCoins.com Community</title>
         <description><![CDATA[<img src="http://www.worldsinmotion.biz/091016-sometrics.jpg" align="left" hspace="5">Social advertising and analytics company Sometrics launched its first direct-to-consumer product, <a href="http://gamecoins.com/">GameCoins.com</a>, a community where gamers can meet friends, participate in forums, and discuss news about their favorites games and virtual worlds.

The site is also an online marketplace for virtual goods and currency. Members can use the Sometrics Offer Solution to participate in advertising offers and earn in-game cash and digital goods for their favorite MMOs, virtual worlds, and social games. Sometrics say that publishers can expand their reach to more gamers through the increased exposure GameCoins.com offers.

Sometrics initial publisher/developer partners on the community site include GamersFirst, IMVU, and Playdom. GamersFirst, which created free-to-play first-person shooter War Rock, says the site helps it market its title to new gamers while providing added value to its existing players.

"This is the first time we’re going to consumers directly with our virtual currency products,” says Sometrics co-founder and CEO Ian Swanson. "Until now, our solutions for earning that game’s virtual currency have lived within the individual games themselves."

Swanson continues, "But with Game Coins we can broaden the reach for all the publishers and games that partner with us. It serves as a hub for consumers, to enable them to share their enthusiasm for a game with others and, while there, discover new games for themselves."]]></description>
         <link>http://worldsinmotion.biz/2010/03/sometrics_launches_gamecoinsco.php</link>
         <guid>http://worldsinmotion.biz/2010/03/sometrics_launches_gamecoinsco.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Core MMOs</category>
                  <category domain="http://www.sixapart.com/ns/types#category">Free-To-Play Online Games</category>
                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Thu, 11 Mar 2010 14:00:56 -0500</pubDate>
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         <title>GDC: hi5 Launches Game Dev Program To Attract Studios, Exclusive Titles</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27625/100224-hi5.jpg" align="left" hspace="5">As part of its recent efforts to compete against rival social networks Facebook and MySpace in the thriving social games space, hi5 has announced a new Game Developer Program designed to encourage developers to release games to its platform by offering various promotion, distribution, and monetization benefits.

The Game Developer Program will provide developers who release their games exclusively on hi5 with a free marketing and promotion package comprised of free banner ads, placement on the hi5 Games page, inclusion on the hi5 Games tool bar, user recommendations, and more. hi5 says it will allow partners to receive a share of advertising revenue generated from their games, too.

Select developers will receive access to the hi5 coins payment interface, the site's virtual currency system for in-game microtransactions, which offers more than 60 payment systems through 30 currencies. The site notes that its system allows studios to avoid the technical and business development work required for integrating other payment systems into their titles.

Developers working on the platform will have access to game-specific AIs for incorporating user profiles, user achievements, and high scores into their titles. They can also use the social network's newly announced Facebook-compatible APIs, which enable developers to take their games initially created for Facebook and run them on hi5 with "little to no revisions".

"To date, social games have been distributed on open platforms competing against thousands of other titles with nothing but their own spamminess to get them discovered," says hi5's recently appointed CTO and president Alex St. John, formerly CEO and founder of casual gaming studio WildTangent.

He adds, "As the market has saturated, getting noticed has become more and more difficult and expensive, particularly for smaller developers. hi5’s new Game Developer Program solves this problem by providing great games with free promotion, rapid audience acquisition and favorable revenue share for new content on hi5.com."]]></description>
         <link>http://worldsinmotion.biz/2010/03/gdc_hi5_launches_game_dev_prog.php</link>
         <guid>http://worldsinmotion.biz/2010/03/gdc_hi5_launches_game_dev_prog.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Thu, 11 Mar 2010 10:00:46 -0500</pubDate>
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         <title>InComm Acquires Open Virtual Currency Firm Zeevex</title>
         <description><![CDATA[<img src="http://www.worldsinmotion.biz/091202-zeevex.jpg" align="left" hspace="5">Prepaid card company InComm has acquired virtual currency provider Zeevex, a move the two firms believe will help them grow sales of prepaid digital content and speed consumer adoption of open virtual currency.

Zeevex offers a platform that supports both token-based and point-based virtual currency models. It provides an open virtual currency through its Zeevex Extreme Game Card, which is sold in more than 31,000 retail locations like GameStop, Blockbuster, and 7-Eleven across the country.

Founded in 2008, the company has offices in Atlanta, Georgia and Palo Alto, California. InComm says its purchase of the virtual currency startup as "an integral component" of its digital content strategy that will support its "commitment to innovation in the prepaid environment.

"Our move into the virtual currency and microtransaction space strengthens our position as a pioneer in digital content at retail and helps InComm drive value to our digital partners allowing them to monetize their content immediately, at a lower cost than many other options, while establishing an unprecedented connection to retail consumers," said InComm's Consumer Products and International SVP Brian Parlotto.

"This represents a great opportunity for our existing digital content partners and the consumers who have come to rely on Zeevex tokens to enhance their online experience," adds Zeevex CEO Ron Williams. "Aligning our virtual currency platform and innovative Digital Locker with InComm's proven expertise in marketing and selling prepaid digital content products at retail will speed the adoption of an open virtual currency."]]></description>
         <link>http://worldsinmotion.biz/2010/03/incomm_acquires_open_virtual_c.php</link>
         <guid>http://worldsinmotion.biz/2010/03/incomm_acquires_open_virtual_c.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Core MMOs</category>
                  <category domain="http://www.sixapart.com/ns/types#category">Free-To-Play Online Games</category>
                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Wed, 10 Mar 2010 16:00:39 -0500</pubDate>
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         <title>Funcom Adds Level 3 CDN Services To More Titles</title>
         <description><![CDATA[<img src="http://www.worldsinmotion.biz/ageofconan.jpg" align="left" hspace="5">Level 3 Communications announced an agreement with online game developer and publisher Funcom to expand their current relationship and offer content delivery network services to more titles from Funcom's catalog.

Funcom has worked with Level 3 since April 2008 to take advantage of the latter's Origin Storage, Caching, and Download services for game patch updates, as well as large file game downloads for MMORPPG <i>Age of Conan</i>. It has has since expanded its relationship with the firm to include CDN services in all its titles and games currently in development.

Level 3's scalable network is designed to accommodate large file downloads of media content for online audiences without disrupting the user experience. The CDN company says that the speed, quality and reliability is promises with its services are necessary for providing "the real-time user experience demanded by online gamers today."

"Over the past two years, we’ve been thoroughly impressed by the Level 3 network’s ability to handle simultaneous traffic to our global audience of gamers, which for the <i>Age of Conan</i> has translated to more than 200 million collective hours of play time by its players,” says Funcom COO Ole Schreiner. "As a result of that experience, Level 3 was a natural choice for Origin Storage, Caching and Download services for all of our games."]]></description>
         <link>http://worldsinmotion.biz/2010/03/funcom_adds_level_3_cdn_servic.php</link>
         <guid>http://worldsinmotion.biz/2010/03/funcom_adds_level_3_cdn_servic.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Core MMOs</category>
        
        
         <pubDate>Wed, 10 Mar 2010 14:00:47 -0500</pubDate>
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         <title>GDC: Playfish&apos;s Segerstrale: &apos;Free&apos; Isn&apos;t A Dirty Word For Games</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27612/playfish.png" align="left" hspace="5">"Free" has often been a dirty word to the game industry, says Playfish co-founder Kristian Segerstrale -- but it shouldn't be. 

"Far from being a threat to our industry, 'free' and the lowering of barriers is actually the biggest growth opportunity in our industry in the next five years," Segerstrale argued in a Social and Online Game Summit talk at the Game Developers Conference this week in San Francisco. 

"It allows us not only to bring in new customers, but to interface with those customers in ways we couldn't previously," he said.

Piracy has long been a major area of concern for traditional video game publishers, and now there are increasingly frequent claims that free online and social games are crowding traditional console-based experience out.

But "we continue to have console blockbusters," Segerstrale observed. "We haven't killed anything. I think all those newspaper headlines about social gaming killing this or that isn't true. We've been hugely additive to the industry."

And one of social gaming's additions is the growing pool of knowledge about lowering barriers to entry.]]></description>
         <link>http://worldsinmotion.biz/2010/03/gdc_playfishs_segerstrale_free.php</link>
         <guid>http://worldsinmotion.biz/2010/03/gdc_playfishs_segerstrale_free.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Wed, 10 Mar 2010 12:00:04 -0500</pubDate>
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         <title>GDC: MySpace Launches New Games Experience, Tools</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27611/100310-myspace-1.jpg" align="left" hspace="5">MySpace revamped <a href="http://apps.myspace.com/index.cfm?fuseaction=apps.game&category=7">the Games section</a> of its site to make it easier for users to discover and share games, and also revealed new application and analytics tools for developers on the MySpace platform.

The new MySpace Games Gallery is designed to make it easier for users to stay up-to-date with games through notifications, as well as discover new games through personalized game recommendations, popular game charts, and their friends's streams. They can also now rate games, which will affect search results and recommendations.

The social network's new analytics tools enable MySpace platform developers to review application-specific analytics through a new API (e.g. invitation conversions, active users, notification responses, and demographics), and track the source of application invitations and utilization to see how users are finding and choosing games.

Developers can now build 3D titles with Unity's 3D engine, which MySpace users can play with a new plug-in. Studios can also tap into Scoreloop, which allows games on different platforms to share leaderboards, achievements, challenges, and buddy lists; and GroovyCortex, a cloud-based solution deigned to provide "low latency push data for multiplayer games".

MySpace is hosting a "Game Development on Social Platforms" session today at GDC, where it's discussing "understanding how to build games for social platforms, the business aspects of developing social games, and how developers and designers can tap MySpace's massive and highly engaged audience." The company will announce its MySpace Developer Challenge winners there, too, including:

- Best New MySpace App: <i>Paradise Paintball </i>
- Most innovative use of the Real-Time Stream API: <i>GeoMeme</i>
- Most innovative use of the Open Search API: <i>Social Mention</i> 
- Most innovative use of the Photos API: <i>Browser Not Included</i> 
- Most innovative MySpace Integration on Mobile: <i>iSkoot</i> 

The social network also announced MySpace Neon, an upcoming iPhone app that gives users access to their MySpace games on their handset. Gamers can interact with games on their iPhones, share real-time notifications with friends, and view the Stream with game-related notifications. Furthermore, MySpace Neon gives users access to all games available on MySpace and allows them to remotely install games.]]></description>
         <link>http://worldsinmotion.biz/2010/03/gdc_myspace_launches_new_games.php</link>
         <guid>http://worldsinmotion.biz/2010/03/gdc_myspace_launches_new_games.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Wed, 10 Mar 2010 10:00:07 -0500</pubDate>
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         <title>New PlayStation Home Update Brings Navigation, Interface Changes</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27608/pshome.jpg" align="left" hspace="5">Sony Computer Entertainment America is rolling out a new update to PlayStation Home tomorrow. The company says Home version 1.35 will bring faster load times and a new navigation interface to its console virtual world.

The new interface features several categories designed to make it easier for users to find their friends and favorite spaces in the Home environment, and to navigate quickly via a category system of favorites.

SCEA also aims to make the login process faster and easier through the update. Users can access the new navigator directly from the PS3's XrossMediaBar.

According to the company, Home's now up to 12 million registered users worldwide, who average about 60 minutes per session in the world. Players interact with one another via avatars, and in addition to socializing among themselves, they can play games, get virtual items and engage with spaces themed around major console titles. 

"With new users, games, entertaining new spaces and virtual items added weekly, PlayStation Home continues to dramatically evolve to offer new challenges and experiences with every visit," says PlayStation Home director Jack Buser.]]></description>
         <link>http://worldsinmotion.biz/2010/03/new_playstation_home_update_br.php</link>
         <guid>http://worldsinmotion.biz/2010/03/new_playstation_home_update_br.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Free-To-Play Online Games</category>
        
        
         <pubDate>Wed, 10 Mar 2010 08:00:24 -0500</pubDate>
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         <title>GDC: Farmville Reaches 32 Million Daily Users</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27593/farmville.jpg" align="left" hspace="5">As part of a technical talk at GDC’s Social Games Summit, Amitt Mahajan, lead developer of <i>Farmville</i>, revealed a number of interesting statistics about the game, including current stats of 32 million players per day. 

<i>Farmville</i>, a <i>Harvest Moon</i>-like farming social game, is one of Facebook’s biggest success stories, earning the small team huge accolades before being purchased by Zynga.

The game took only 5 weeks from conception to launch, developing the back end, using off-the-shelf components when possible, but more than that using best practices from both the web and game development worlds to keep the game extremely portable. Multiple times during development, or even after, Facebook’s API or rules changed, and with a strong web development sensibility at the beginning, nothing slowed the team down significantly. This also helped them avoid user fatigue due to lag or errors.

The core team was six web developers, two artists and three designers. After launch, they wound up getting 18,000 users in the first 24 hours. At the end of four days, they had 1 million users per day, all without having ever promoted it.

Now, the game has more than 110 million installs, and they recently breached the 32 million daily user mark, though the “official” number is still 31 million, and as Mahajan says, that number is still growing.]]></description>
         <link>http://worldsinmotion.biz/2010/03/gdc_farmville_reaches_32_milli.php</link>
         <guid>http://worldsinmotion.biz/2010/03/gdc_farmville_reaches_32_milli.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Tue, 09 Mar 2010 22:00:31 -0500</pubDate>
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         <title>GDC: VCs Talk Devs &apos;In Denial&apos;, Industry&apos;s Social Future</title>
         <description><![CDATA[<img src="http://www.gamasutra.com/db_area/images/news2001/27591/farmville.jpg" align="left" hspace="5">Panelists billed as the world's foremost experts on funding, buying and selling game companies have a view of gaming's future that's likely to be controversial to those working in traditional development.

In a panel at GDC 2010, Northwest Ventures' Tim Chang, Trinity Ventures' Gus Tai, Pacific Crest analyst Evan Wilson and Making Fun and Minor Studios CEO John Welch discussed what companies and products will get funded today -- and according to them, it's not triple-A. 

Gaming is still a highly active arena for venture capitalists, says Chang -- and yet every news broadcast on the industry shows the console games business contracting, presenting a paradox of an industry that's "screwed yet growing," he says.

Chang, whose firm has backed Ngmoco and Playdom, says the shift in the games business is a mirror of what has happened in the music industry as much of it goes digital. Now, time and attention is shifting to the online space and the social players that are growing the existing game audience. 

Developers' attention is best served thinking about "how to use all of your expertise to create this engaging, interesting flow that could lead to a proposition where you can make money," suggested Tai of Trinity Ventures, which has invested in Trion and Playfirst.

"The industry is in huge disarray," agrees Pacific Crest's Wilson, who believes console game developers are "in denial." The evolving blend between gaming and media is "scary," he admits.

"It was easier ten years ago... when you'd just ship a great product and the users pay you up front," Wilson says. "Those days are over."]]></description>
         <link>http://worldsinmotion.biz/2010/03/gdc_vcs_talk_devs_in_denial_in.php</link>
         <guid>http://worldsinmotion.biz/2010/03/gdc_vcs_talk_devs_in_denial_in.php</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Social Network Games</category>
        
        
         <pubDate>Tue, 09 Mar 2010 20:00:19 -0500</pubDate>
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