Category Archives: Uncategorized

Do you train your brain?

Originally published at YourHealthisLow

Do you train your brain?

Posted by Sharon on April 26, 2010 · 2 Comments

Brain

GameLoft and Ubisoft have been testing your mental acuity with Brain Challenge 1, 2, and 3 on the ipod, DS, Dsi, Xbox, Playstation and Wii since September 2007. Such puzzle games as Brain Challenge have been a key element in attracting a demographic of players that might not find much appeal to the bloodbath FPS or story heavy RPG titles offered on these standard platforms. But are these games truly training your brain and improving your mental abilities?

Earlier this week BBC news released the results of a massive study of over ten thousand people over a six week period. BBC says “The games tested were designed by scientists from the Medical Research Council and the Alzheimer’s Society.” Results of the study showed that “Players gained nothing in terms of general reasoning, memory, planning or visuospatial abilities, experts found.”

But is a six week study really a duration lengthy enough to determine the effects of such ‘training’?

Reported by BBC News, Rebecca Wood of the Alzheimer’s Research Trust claimed that the study ” suggests that ‘brain training’ does not improve people’s cognitive ability [but that] more research will tell us if these games have any effect on cognition as we age.”  However Dr Adrian Owen, a neuroscientist at the Medical Research Council, boldly stated that “statistically, there are no significant differences between the improvements seen in participants who played our brain training games, and those who just went on the internet for the same length of time.” He states that “the results are clear.”

Lab UK’s groundbreaking scientific study may have completed but their official website asks “all trainers aged 60 and over to continue training for the full 12 months of the study so that they can carry out further research into the group most at risk from degenerative brain disorders.”

So while the brain training games we have come to know so well may not be preparing us for the mental Olympics or helping us remember where our car keys are,  these games are fun and competitive and allow us to perfect our gaming reflexes; which is useful for gamers in all genres!

Sony Playstation wants to give you a free keypad!

Origianally posted on YourHealthisLow

Sony Playstation wants to give you a free keypad!

Posted by Sharon on April 22, 2010 · 2 Comments

Sony Giveaway Pic

Playstation gives away 10 wireless keypads!

Do you live in the 50 United States and the District of Columbia and want a chance to win a free keypad for your PS3 controller?

Playstation has posted that in response to an increasing number of parties (due to their recently updated Gamer’s Lounge) they want to give you a chance to win this exclusive item targeted to  the multiplayers of Battlefield Bad Company 2 and Bioshock 2!

This contest will run next week only, from April 23rd to April 30th, so read the rules carefully before entering.

So what are you waiting for?

Heres how to enter:

From Playstation Blog:

“The following promotion is intended for viewing in the 50 United States and the District of Columbia (“D.C.”) only and shall only be construed and evaluated according to United States law. Do not enter this sweepstakes if you are not a legal resident of, and located in the 50 United States or District of Columbia at the time of entry.

PLAYSTATION®HOME WIRELESS KEYPAD SWEEPSTAKES
OFFICIAL RULES

Void outside the 50 United States and D.C. and where prohibited.

1. ELIGIBILITY. The PlayStation®Home Wireless KeyPad Sweepstakes (“Promotion”) is open only to legal residents of the fifty United States and the D.C. who are 13 years of age or older at the time of entry and hold a PlayStation Network account in good standing as determined by Sponsor. Employees of the Sponsor and its parent, subsidiaries and affiliated companies and their immediate families are not eligible to participate in this Promotion.

2. SPONSOR. Sony Computer Entertainment America LLC, 919 E. Hillsdale Blvd., Foster City, CA 94404.

3. TIMING. Promotion begins April 23, 2010 at 12:00pm (noon) PST and ends April 30, 2010 at 12:00pm (noon) PST.

4. HOW TO ENTER. No purchase necessary. Internet access, a valid PlayStation®Network account, a PlayStation®3 computer entertainment system with a copy of PlayStation®Home installed on your system required. Log into your PlayStation Network account and launch PlayStation Home application The following question will be posted on a billboard in one of the core Home spaces: How would owning a wireless keypad improve your PlayStation®3 experience? To enter, send an e-mail to HomeContests@playstation.sony.com. Enter “Keypad” in the subject line and in the body of the email include your PSN ID and your answer to the question. To be valid, entries must be received no later than April 30, 2010 at 11:59pm PST.

2. PRIZES. Each prize winner will receive one (1) Wireless Keypad compatible with the PlayStation®3 computer entertainment system (ARV $49.00). Sponsor reserves the right to substitute prize of equal value if prize is unavailable. Prizes are non-transferable and no substitutions allowed.

3. WINNER SELECTION. Ten (10) prize winners will be selected following the Promotion Period. Winners will be determined by a single random drawing of all valid entries received by Sponsor, whose decisions are final. Selection will be held on or about May 1, 2010. Sponsor will send a notification email to each winner’s registered PSN e-mail address. If any winner does not respond to Sponsor’s notification email within 7 days of the date of the notification email, he/she will be disqualified and a new winner will be selected based on the original selection criteria. Winners may be required to sign and return an Affidavit of Eligibility and Release (“Affidavit”) within seven (7) days of the date indicated on the correspondence sent by Sponsor. Failure to execute and return Affidavit within the stated time period will result in forfeiture of prize and an alternate winner will be selected. If a winning entrant is a minor, then Sponsor will award the prize to that winning entrant’s parent or legal guardian. If the potential winning entrant is a minor, then the Affidavit must be signed by potential winner’s parent or legal guardian and returned within the stated time period or prize may be forfeited and an alternate winner will be selected. Please allow four to six weeks for receipt of prizes.

4. ODDS OF WINNING. The odds of winning depend on number of valid entries received.

5. ENTRY CONDITIONS AND RELEASE. Limit one entry per person and e-mail address. Subsequent entries will be disqualified. Sponsor is not responsible for lost, late, mutilated, illegible, incomplete or misdirected entries. Sponsor is not responsible for technical, hardware or software failures of any kind, lost or unavailable network connections or failed, incomplete, garbled or delayed computer transmissions which may limit an entrant’s ability to participate in the Promotion. Sponsor reserves the right in its sole discretion to cancel or suspend this Promotion should virus, bugs or other causes corrupt the administration, security or proper play of this Promotion. Entries not satisfying these Official Rules will be automatically disqualified. Return of any prize/prize notification as undeliverable will result in disqualification and an alternate winner will be selected. Sponsor’s decisions are final and binding in all matters related to the Promotion. Potential winners must comply with the Official Rules’ terms and conditions, and receipt of prizes is contingent upon fulfilling all requirements.

6. PUBLICITY. By attempting to enter, entering or accepting a Promotion prize, an entrant or prize winner agrees to the use of their statements, name and/or likenesses for purposes of advertising, trade, or promotion without further compensation, unless prohibited by law.

7. LIMITATIONS OF LIABILITY. By attempting to enter, entering or accepting a Promotion prize, an entrant or prize winner agrees to release Sponsor and its parent, subsidiaries, agencies, divisions and affiliates from liability, claims or actions or any kind for injuries, damages or losses to persons and property that may be sustained in connection with the receipt, ownership or use of the prize or while preparing for, participating in or traveling to or from the Promotion or any Promotion or prize-related activity. Neither the Sponsor nor its parent, affiliates, subsidiaries, agencies, divisions or related companies are responsible for any damages, taxes or expenses that winners might incur as a result of this Promotion or receipt of prize.

8. WINNER LIST. To obtain names of winners, send a stamped, self-addressed envelope to Wireless Key Pad Sweepstakes, Attention: PS Home-Annabelle Garcia, 4th Floor, 919 E. Hillsdale Blvd., Foster City, CA 94404. Prize winners’ name request will be fulfilled within four weeks. Request a copy of the winner list must be received by May 15, 2010.

9. COLLECTION OF INFORMATION. Sponsor will collect information in connection with the Promotion in accordance with Sponsor’s privacy policy, available at http://www.us.playstation.com/Support/PrivacyPolicy.

10. RESTRICTIONS. Void where prohibited or restricted by law.”

Lucky Green Snake!

Originally published at YourHealthisLow

Lucky Green Snake!

Posted by Sharon on March 18, 2010 · Leave a Comment

Green PSP

PlayStation Blog announced the release date of  it’s upcoming little green bundle of  PSP.

On June 8th 2010, one week prior to June’s E3 madness, Playstation will release it’s portable Metal Gear Solid Title: Peace Walker with a green, that’s right, green PSP!

According to the site this “entertainment pack”  will include (for US residents I must add):

  • “Spirited Green” PSP-3000 system
  • METAL GEAR SOLID: PEACE WALKER game on UMD
  • PlayStation Network downloadable voucher for special in-game content which will be unlocked at the start of the game
  • PlayStation Network downloadable movie voucher (US residents only); title TBD
  • 2GB Memory Stick PRO Duo

For fans of the Metal Gear Solid franchise, the release of this long awaited title is intriguing; but whether or not the title is able to sway gamers to pick up the PSP has yet to be determined.

This Snake  is thinking: YES!

If you haven’t yet  seen the extra long, incredibly cinematic trailer, check it out here:

Casual Games

Originally Published at YourHealthisLow

Posted by Sharon on March 17, 2010 · Leave a Comment

Casual Games

Casual Games: the time wasters, browser driven and mobile apps that we have all come to know are taking the word ‘game’ to more people than ever.

Casual games often refer to games that require small amounts of commitment in finances, time, and skill level and are immediate to the user.  Casual games are a strong part of the gaming culture, they create opportunity for independent creatives, and have the ability to reach a larger demographic than the more involved titles.

In 1972, Pong introduced a whole new pastime to the world. Simplistic in concept and design, the game was addictive fun and accessible.  Soon after we had Pac-Man, Donkey Kong and Frogger, all games that cater to the basic desire to be able to pick up a game an understand your directive.

Pac-Man

In 1986 Tetris was developed for the IBM (accessed through DOS) and was made more popular by it’s inclusion in the, now widely referred to, Gameboy bundle.  In the mid to late 90’s browser based casual games exploded and big software gurus such as MSN, AOL, and RN were quick on the trend.

The popularity of casual games opens the door for indie creators to use readily available software such as flash to create games, gain experience and possibly open up concepts to be developed further. With the success stories of independent games such as Castle Crashers it would seem that anyone with the skill, determination and time can create a playable game and make it available to the world at any time.

Castle Crashers

The quality of games created with such haste, and often by self-educated creators, can often be called into question. Is the quantity of these casual games eliminating quality from the market?

Blosics

Casual games, whether notable or not, are so widely available that nearly every person in North America, dare I project The World!, has or is playing one. Web browser games have reached the cubicle world and the home computer, allowing the office worker the opportunity to fill up the last half hour of the day without becoming too productive and the stay at home mom the opportunity to fill in some mom time during Jr.’s nap. Apps have become available for the mobile person(s) who may or may not spend a portion of their time commuting or just making an earnest attempt to appear hip and trendy, while Nintendo closed in on a large area of the market with their Wii console; which is marketed highly as a social activity, modern society’s answer to family game night. The Wii appeals to the part of the demographic that plays games with family and friends in social settings on a Friday or Saturday night, and let the system collect dust the other 5 days of the week. Of course all the while, casual games have never left the console world, finding puzzle games and card games a great way to connect members online in multiplayer options. Even Uno has had a resurgence in an online capacity.

Casual Games reach everyone.

Having the ability to reach nearly every person, opening doors for would be game designers and developers, and holding on to a long history in video game culture, casual games can be held responsible for encouraging the popularity of the old-fashioned arcade, the new and current generation arcade (the one in our living room) and the global arcade as is found on the internet. The ability to pick up a casual game for free, or nearly free, understand the rules and reach success without investing time or skill, are some of the reasons that casual gaming will be a consistent presence in the world of video games.

Bayonetta

Originally published at YourHealthisLow

Bayonetta

Posted by Sharon on March 3, 2010 · Leave a Comment

bayonetta

It’s All About the Timing

A look at Bayonetta.

Sega’s action title, Bayonetta, released in North America in January of 2010 for the 360 an PS3, made it’s way to consoles everywhere after a thorough and effective marketing campaign. Made increasingly popular by her appearance at major events in ’09, our glasses toting heroine seemed to exemplify the sex appeal necessary to grab the attention of, well, everyone. Intrigued by this new work from Devil May Cry designers, the title was a hit with early reviewers, furthering the hype.

Bayonetta, however, had this black haired glasses toting reviewer reflecting upon her time with this witch with some conflicting inner emotions.

The largest obstacle to overcome in this sega game was by and large Bayonetta herself. Not only is the design of the character so extreme, taking proportions to entirely new levels, her smug personality seemed to waver between tired and sad. Throughout the plot Bayonetta is subject to flashbacks, used to help merge the two converging story lines of past and present, as we try to determine how it relates to the good vs evil plot and why our protagonist seems to be caught somewhere in the middle. The flashbacks make an attempt to reveal a small portion of the story in each and every segment, and often leave our character stunned, like a deer in headlights, giving her a moment of intellectual emptiness while her attempts at humor are usually misinterpreted as arrogance.

All of the elements needed for a strong female lead are present. The *potential* for a really stylistically kickin’ character is there, but in this player’s opinion Bayonetta is so over the top that the abundance of T&A can not save from the frustrations that is Bayonetta herself, and can not keep me from the desire to hurl her into a pit of fiery lava. Yes, I may have done so a few times. On purpose.

Bayonetta gets her hands on a killer chainsaw!

The controls of the game are loose and easy to learn with only the minor inconvenience of awkward camera movements and imposing objects that altogether block the view of any given battle. Attack combinations are fluid and can be as precise, or not, as the gamer implementing them. While the attack combos are easy and sometimes astoundding, often times some old fashioned button mashing can be just as successful, removing some of the legitimacy of taking the time to learn the combos in the first place.

As you play through the game you are faced with the ability to ‘buy’ new moves, each with an increased amount of usefulness as you face stronger and larger enemies. Your basic kick punch combinations are easy combat staples and the interchangeability of them allow for varying degrees of skill and fun. Dodging and counter attacks are effective in ground and air battle and as you gain more magic, you are better able to control the use of these attacks. The combat is compelling and there are some fantastic weapon elements that keep the combat fun and intense.  Enemies can prove to be challenging but as with all the challenging elements of this game, it’s all about the timing.

Throughout Bayonetta, there is a rhythm to each world and character and discovery of this rhythm is what often determines your successful interaction with them. From well timed motorcycle jumps, to dodging enemy fireballs, to the utilization of your witch power to sprint across water or release the beast within, every aspect of the game can be solved rhythmically. The rhythm of the game is part of what propels the player forward.

The story of Bayonetta is presented in a quirky and heavily stylized way; giving the feel that you are playing a comic book. Story summaries and plot progression is presented in a combination of cut scenes and still frames. Some cut scenes included no movement of character, but used slight zooms and pans while images remain static. Each segment of story telling was given great attention to composition; dynamic lighting and angles which furthered the graphic novel feel of this game. The unfortunate side effect of introducing still frames and comic book like cut scenes is the director’s use of the “film strip” graphic. Used as a border and as a point of transition, the intended humor behind the use of this graphic element was distracting at times, but quickly gives way as you find yourself ready to fend off a “Joy” and your frustrations are redirected.

Bayonetta faces a myriad of enemies throughout the game, and boy, are they cool! From the ‘Beloved’ to ‘Harmony’ and right to the ‘Temperantia’ the design of these characters is well executed and engaging. This is where the game holds its merit. Bayonetta is a nice looking game. The graphics are great! The color is rich and vivid, the light is interactive and the styles are appropriate as the character changes from place to place. There are contrasting environments which change the drama and  pace of the game as well as the story telling; building upon suspense or departing from it as is appropriate. In some chapters of the game your character, our heroine, is not bound by universal laws of gravity and by exploring this we are able to see just how much of the environment has been rendered.  The environments are so inviting at times as to lure one towards some of the many invisible walls.

Temperantia

The inventory system is also well placed, with items easily obtained and kept. By travelling through the gates of hell Bayonetta is able to purchase weapons, items, moves and other requirements. Purchases are made by the use of ‘halos’ as currency. Eerily similar in appearance to that of some Sega ‘rings’ you may have collected in the past, the halos are dispensed from enemies as they meet their ultimate demise. There are many options  to collect special items which make for special weapon trades once through the gates of hell. Bullets collected throughout the environments allow for some extended mini game fun while your next chapter loads.

The music makes an attempt to reiterate the underlying sense of humor that the game portrays and often acts as comic relief during some intense moments of battle. While the mood seems somewhat forced throughout most of the game, the level of bother this causes diminishes as you become more engaged in the game play, plot development, and your enemies; only to be reminded on occasion during the slower paced areas of the game. The sound effects are appropriate and believable given the context and the voice acting is as would be expected. The characters are represented in a dramatic over the top way and but are done well and the actors surely are not first time voice actors. Bayonetta is portrayed by actress Helena Taylor, Luka by Yuri Lowenthal and Cereza by Stephanie Sheh.

Bayonetta, has some very compelling qualities. The game is beautiful, it has mainly enjoyable combat, the enemy and environment design are intriguing and the acting is satisfying. Where the game falls short is in an unimaginative plot line, forced humor, and sometimes inappropriate use of music. Where the game ceases to impress is in its overt sexuality; not adding to the empowerment of our female protagonist but instead setting her, and female leads after her, backward.  If you enjoy this game the first time around, it will lend itself to great replay value. But for me, this glasses toting heroine is going to keep searching for a game with a satisfying female lead experience.

This game is rate M for Mature.

Call of Duty: World at War (Nintendo DS)

Originally Published at YourHealthisLow

Call of Duty: World at War (Nintendo DS)

Posted by Sharon on February 28, 2010 · Leave a Comment

Call of Duty: World at War DS

Call of Duty: World at War for the DS (herein referred to as W@WDS) is Activision’s handheld translation of the mega hit released on PC and all current gen consoles. The DS version of the release was developed by n-Space and released in November of ‘08. This take on the FPS can be picked up at low-cost from most game retailers.

In an overcrowded market of first person WWII games, the Call of Duty franchise has historically stood above and beyond the line of competitors praised for multiplayer, battle representation, and the esthetic appeal we’ve come to expect. So how does this translate to the handheld version of the second best-selling game of ‘08?

W@WDS begins with a brief training session in which the user is introduced to the navigation and controls that the DS has to offer. The stylus is used for movement of vision, the directional pad navigates the character around the map, while the L button fires weaponry. The controls are challenging to get used to at first, but come with more ease as you continue through the game.

As you and your squadron work to defeat the Japanese and inevitably make your way to securing the castle, you get to understand the enemies and the best way to approach them. Generally, your crouch and cover method is a practice in patience that leads to each battle’s success. The story continues by offering some British POV missions before returning to one of our initial protagonists Dimarkurato.

Each battle is fought with relative ease allowing for satisfaction in gaining achievements as you meet certain criteria during gameplay. Your squadron acts as support and guidance during the game and is full of visual and verbal ques. The voices portraying your squadron are assertive, direct, and to the point, while the music and sound are what make the game more engaging.

The game has a surprising level of complexity and includes some interesting uses of the stylus. In small side tasks necessary for completing missions such as the disarming of land mines and transmission of mores code, you are inadvertently subjected to slower, suspense building moments, usually following a battle. The war room is used to track statistics and achievements and is accessible through the main menu while your inventory appears in the touch screen of the DS along with a Plainview map.

One of the most disappointing aspects of the handheld release of this widely renowned title has to be the multiplayer aspect. The multiplayer short fallings comes not from the multiplayer gameplay itself but rather from the fact that to find ANY W@WDS players on the DS’s WIFI system is next to impossible. IF you are able to link up with your friends to play, you will not be disappointed, but you will neither be impressed, unless of course you have never played a PC or console FPS multiplayer game before.


So what is the appeal of the portable FPS?

Understanding the desire to release the title on all platforms and thusly being available to potentially every gamer out there, one can not help but feel that this is one of those situations in which the genre does not translate. Of the FPS’s available on the DS, the Call of Duty franchise has done it justice with this title World at War but lost in a sea of sim games, puzzle games, RPGs and niche market releases, it seems the FPS player is not quite the DS demographic.

With a long history of FPSs, it is hard to compete with the intensity, atmosphere, superior graphics and over all experience of the PC, and increasingly, the console first person shooter encounter. The very nature of the point of view play lends itself more naturally to large screens, loud speakers and online or LAN multiplaying experiences that can not be duplicated in a hand-held device. Having stated the above, Call of Duty World at War for the DS is a formidable translation of the FPS genre and one that can be taken on the travel. This game is currently inexpensive and a solid gaming experience worth a pick up for any adult gamer, but perhaps not the dedicated FPS gamer, who perhaps isn’t likely to own a DS.

Scribblenauts: DS

Originally published on YourHealthisLow

Scribblenauts

Posted by Sharon on February 23, 2010 · Leave a Comment

scribblenauts pic

Scribblenauts, developed by 5th Cell and published by WB, released in September 09, was one of the most anticipated DS titles of 09. Large buzz surrounding the game made its way around the internet boasting innovation and hours of action/puzzle fun.

Scribblenauts for the Nintendo DS

The game finds out hero, Maxwell, clad in the famous rooster hat that was widely popular with gamers who preordered the game, in a variety of situations in which he needs to reach a ‘starlite’ to complete each level. The levels are available in two modes, action mode and puzzle mode and increase in difficulty. The level creator is available for those who feel compelled to create their own levels and challenges, increasing the number of playable levels beyond 210. The WiFi connection allows you to share your created levels with friends.

The game’s appearance is heavily stylized and satisfyingly simplistic. With the whimsical characters, backgrounds and environments, items are clear and concise in a palette of colors that is flat, vivid and bright.

The music is just as whimsical as the appearance of the game and the exaggerated sounds give a glimpse into the humorous possibilities that the unique engine provides.

The most notable and talked about game play feature is the ability for the player to create items for Maxwell to use in his efforts to complete each level. As you play through the levels your ingenuity becomes more and more important and points are awarded for new items used and other factors. The title screen is used as a playable open world in which you can select your setting and create as many items and other characters as you like, creating a wide variety of scenarios to be played out. One of my favorite title screen moments was the ultimate pit of a ninja riding an ostrich who bravely fought my cow riding pirate. There are countless combinations and hours of random fun that can be explored in this seemingly endless library.

Overall Scribblenauts is a fun, unique and light-hearted DS experience that brings out the creativity in the player, or lack there of. Unfortunately the game lacks the addiction factor that some other puzzle/action games do so well and after the novelty of the specific gameplay features wear off, one does not feel compelled to return to the levels.

Scribblenauts is a great game for you if you enjoy a good giggle or like to test the abilities of your brain’s right side. Sharing ridiculous scenarios you have played out in Scribblenauts with your friends and cohorts is one of the great after effects of adding this game to your DS library.

The Facebook Platform

First published on YourHealthisLow

The Facebook Platform

Posted by Sharon on February 15, 2010 · 2 Comments

Need For Speed Nitro

The Facebook Platform

On February 4th 2010, Facebook turned 6 years old. Well past infancy, and worlds beyond toddler, your cute little social networking site is a big boy now. With 400 million registered users and 200 million users active on any given day, Facebook has exploded into daily life as acceptably as the internet itself.  In six years Facebook has grown from localized use to become a world wide networking application available to everyone on almost all media devices, even XBL introduced its new social networking partnership in 09.

Facebook on Xbox Live

Given the popularity of the site and those who use it, you may find an increase in the number of people talking about and playing the newest social networking game. Even parents and *gasp* grandparents are finding themselves spending countless hours on animated farms, cafes and amusement parks.

Playfish, who was recently acquired by Electronic Arts for approximately US$300 million, states on playfish.com that they want social network games to be the part of your life that poker night, bowling or board games once were. “At Playfish we believe social games are a big part of the future of the video games industry, and are working hard to be the leading company in this emerging sector.”

While the people at SGN claim “Connectivity is key” and they hope that by “bringing people as well as game developers together [they will] lead the way toward a more meaningful and socially engaging future.”

Cafe World

With such a captive and built in audience it is a no wonder developers are utilizing Facebook as a testing ground for all kinds of developments. The ability to track the demographics of this new gamer so specifically is a vastly appealing market research tool. As with any product, understanding your audience is key in developing and refining a successful product.

Michelle, a 29 year old mother of one says she spends approximately one half hour per day playing Facebook Mafia Wars, Cafe World, and Farmville. Michelle feels that Facebook games “are just boredom fillers” and that they “are really not interesting enough” to carry the demographic over to console releases of the games.

Electronic Arts however seems to be making it’s best attempt at crossing the line and opening up a world of possibilities for Facebook gamers by bringing big titles to the social network platform. Most notably, Need For Speed Nitro, released on Facebook in late November 09. Nitro has the expected excitement of the regular title while reaching an audience that “exceeds the total number of users for World of Warcraft and Xbox Live combined,” according to Sande Chen of Gamasutra.com who sites Gareth Davis, Platform Program Manager at Facebook, as saying that “the number of users World of Warcraft has collected over four or five years is equal to the number of new sign-ups to Facebook each month.”

Using Facebook to sell NFS Nitro on the WII and DS

So what types of games are we seeing on Facebook?

Sim games, games like Farmville and Café World seems to be dominating the news feed, while one can not help but notice a surprising rise in MindJolt games which include arcade, puzzle, strategy and sports games.

We can draw some comparisons between the Facebook games of today and the games that got us first addicted decades ago with one important difference. Social networking games, on Facebook specifically, are free or almost free in the world of downloadable apps.

So as we see Facebook continue to be the critical social networking power house it has become, so shall we see the development of social networking games and the demographic of people who play them. We will also note carefully the growth of Facebook games to reach a new level of quality while expanding into more genres, getting to know you, the consumer, and better understand what type of gamer you are or will become.

Does this mean that mom will make the transition from party games, puzzle games and real time games such as Farmville, Café World and others and jump into a Final Fantasy type RPG or Platform game? Probably not, but Facebook along with innovative developers such as EA, SGN and Zynga may be well on their way to bridging the gap to create a new type of video game player, further bringing video games into the daily lives of everyone.

Design a site like this with WordPress.com
Get started