As I mentioned in my last post, you can think of Zombies* and its Monster app brethren (Vampires, Werewolves and Slayers) as an asychronous massively multiplayer online game. It is essentially a PvP dueling game, not unlike duels.com, but much lighterweight. Many of the core elements of a game are already there; experience points, the ability to level up etc. In an interview with Virtual World News back in August, Zombie co-developer Blake Commagere said:
… the game play element is just a new form of interaction.
“Facebook serves different purposes for different people,” he said. “For some people, it’s a business contact site. They probably don’t want zombies on their pages, but a large number are looking for something to do. They’re looking for ways to interact. They use it to message their friends and organize parties. This is just one more way to interact with friends.”
In a random sampling of the users, Commagere found that the app draws slightly more women than men, mostly between 18 and 30. That’s a slightly younger and more female-biased demographic than Second Life or many of the other MMOGs.
In May the average visit time for a user to Facebook was just about 13 minutes, though they visit frequently. So Zombies works as a sort of casual MMO built on the social network. Commagere credits the app’s success to being simple, fun, and tied to a sense of community.
“You can build something for people on social networks,” he said, “but if you don’t leverage the social aspect, it’s just not as interesting. Then you’re ‘Oh, here I am with a widget on my page, all by myself.’ If you can see it on other people’s pages, that’s when users get into it. One of the things that’s compelling in the games we’re making is that you can see ‘Oh, here’s my friend John, and he’s got more points than me.'”
Arguably, the Monsters app are only proto games right now. They certainly derive more of their popularity from their social aspects than from their game design today. Biting someone or attacking their monster is a lightweight way of saying “I’m thinking about you” without having to actually compose a message. It also opens up the opportunity for reciprocity, one of Cialdini’s six weapons of influence). But collectively they have over 18m app installs and 700 daily actives. That is an impressive number for any MMO. As gameplay improves (and it will) you can expect to see daily active rates go up. Scrabulous has shown that with a good game dynamic, a game on Facebook can get up to 30% daily actives which suggests a lot of potential upside.
Watch this space!