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Playfish fishes for big bucks

Playfish, the social network gaming company founded by wireless industry veteran Kristian Segerstrale, announced a series B round worth a very respectable $17m from Accel Partners and Index Ventures. Playfish boasts 10m monthly users and claims that 4 of its 5 games are in Facebook’s top 10. The company also said it recently joined Google’s in-game advertising solution and presumably banks on capitalizing on this success. No word on financials but they surely are getting their slice of it (just how thick that slice is, I’d like to know). No word either on any mobile activities (which might be coming given Kristian’s background as founder of Macromedia).

Playfish’s mantra is to enable people to play games with their real-world friends via the infrastructure provided by social networks, and I can confirm that this works: I am an avid player of their games, particularly “Who has the biggest brain?” (I am no. 5 amongst my friends so far; a list which is topped by Kristian and I cannot help but think that he might possess cheat codes…).
A round of this size by investors of this pedigree raised in these times deserves our unreserved respect. You rock, guys!

Micro-Blogging et al… Are they Really There Yet?

I’ve been a fan of those “bloggers on speed” of the likes of Jaiku, Twitter, etc for a while but I am not entirely happy with the interfaces yet: the services live of proximity and timeliness in that is then that they unfold their true power. Otherwise, the old-fashioned web accessed from an old-fashioned computer with 10x more bandwidth and a proper keyboard might actually be superior. Mobile blogging however is relatively clunky so far. There are a few guys out there who offer mobile little J2ME apps, (mobile) browser plug-ins, widgets, you name it (see for some solutions here) but, let’s face it, they’re not really as slick and seamless as they could (and should?!) be. Tellingly therefore, both Twitter and (now Google-owned) Jaiku use SMS as the prevailing interface to communicate with the world through their networks via your mobile phone. Is that really it? Look at the Facebook Blackberry app: so slick in comparison!

UI, accessability and discovery are the key drivers for mass user adoption – and this what all social media lives of (apart, perhaps of the institution of marriage, which seemingly works best in micro-communities of 2), so why do they not tackle this bit more aggressively? The answer might be that, whilst they realize that mobile is a major contributor to their value-add when compared to other web apps, they are not actually mobile companies; they are web companies.

The idea of utilising the power of web 2.0 and its wealth of widgets and applets contributed by a gazillion of independent developers and fan boys might all be very well but it slows adoption: Facebook apps only became successful after Facebook itself was such a huge community, they did not drive that growth (although they now arguably contribute significantly). Therefore, it would seem to me, it would be required that the originators/owners of those networks contribute more energy and resource into optimizing the user interfaces to use the actual service before falling back on third-party add-ons. Alas, it is impossible to find a Google widget (for iGoogle or Google Desktop) even for Jaiku, which Google acquired. Tellingly, the only available widget was produced by fans… There’s quite a bit to be done, I think…

LinkedIn only a little bit mobile…

And here’s a somewhat disappointing mobile debut: business network superstars LinkedIn announced the launch of their (beta) mobile “application”. However, the app is a mere WAP site with, alas, all the downsides of that: latency, onerous navigation and the whole info from the website only toned down in graphical appeal.

Now, whilst I am big fan of LinkedIn, this is sub-par. Have a look at what Facebook did for the Blackberry: a small downloadable app (yes, I know, it’s painful but probably for the time being the only way to enhance the user experience on mobile), information reduced to the key things one might want when accessing this from a mobile device and then the option (sic!) to access the full monty via WAP. The one piece of information I couldn’t access on the LinkedIn WAP site was the contact info. Hmm. Wouldn’t that arguably one of the key pieces of information I would want to have when I’m on the road (“well, I’m in London. Why don’t I drop John Doe a line. Don’t have him in my address book as we haven’t spoken in a while but we’re still ‘linkedIn’. Doesn’t work. Doh!”).

With all due respect, dear LinkedIn friends, you’ve got work to do!

Convergence in games

It’s been the buzz for some time but no one had, with few exceptions, been seeing too much of it but now it seems to start taking off: cross-platform convergence of games. It is a bit of a holy grail: the network operators (or carriers) are not always the most creative and daring bunch when it comes to trying things out and they take a very healthy cut of the revenues from a tough, fragmented and still relatively small market. No wonder then that a lot of people are praying for alternative solutions. But, alas, it never really worked: every games publisher will tell you that, other than for music, wallpapers, etc, the direct-to-consumer model never really worked for games; the operators dominate the space as the, by far, most important distribution channels.

This could be, one thinks, overcome when more users would actually get themselves familiar with the games in a less constrained environment, the web being an immediate answer. Many have tried, many have failed (even the superstars of mobile games, Gameloft, stopped their in-house offering). But, hey, maybe it was just the wrong approach. Trip Hawkins‘ brainchild Digital Chocolate showed with their approach to their award-winning game TowerBloxx how it can also be done: they created a Facebook app and an online Flash version of the game that have been roaring successes: allegdely, the Flash game saw more than 10 million plays to date and the Facebook app has had 430,000 lifetime users. For a property that sprung from mobile, these are very respectable numbers indeed. And whilst I have no idea if it actually helped selling more games (300,000 clicked the “buy now” button but, for some odd reason, they don’t know how many actually bought it), it will have played its part to keeping the game in the front of people’s minds – and that’s half the work done, isn’t it?

Other players are onto it, too: online gaming giant Oberon Media bought mobile publisher I-Play last year in order to offer a more comprehensive line-up across media boundaries. Real is doing similar things. It is probably only a question of time before EA connects its pogo.com online destination with its mobile titles. I also know of quite a few smaller developers that start to very actively incorporate the multi-platform into their game design and development considerations. Very encouraging, that is!

And it makes so much sense of course: handsets get more and more powerful, the garden walles gardens start to come down with flat-rate data plans for mobiles becoming more and more the rule: all in all, a perfect runway for the ascent of convergent media consumption.

Now let’s add (mobile) Flash to the equation, and things could become very interesting indeed… (and, yes, I know, we may not yet have the install base but it’s getting there…)

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