Discussing Mobile Social Gaming – Millionaire City
Being a millionaire is a dream that millions share. This helped “Millionaire City” to peak at 13 million MAU in the end of 2010. Today, it only has about 1,600,000 MAU. For Digital Chocolate it still is the second biggest game on Facebook, according to AppStats. It is also a good example to investigate how an alteration of a classic resource managing game translates onto mobile devices and to discus differences of both platforms and their meaning for social games.
Developer: Digital Chocolate
Genre: Resource Management
Languages: English
Platforms: Facebook, iOS , Android
Active users (Facebook): 1.600.000 MAU 250.000 DAU
How to play
In this early resource managing game the goal is to accumulate resources, build more and more advanced buildings and decorate the city with new shiny items. For “Millionaire City” that means getting money through renting property. The user levels up and unlocks more profitable properties to build his own digital real estate empire. Although the goals of both versions are the same, the appeal is not. It’s the details that make the difference between the Facebook and mobile version of the game.

iPod-Screenshot-Millionaire City
Game play – touching is not clicking
The touch screen doesn’t change the possibilities for the player in the game but changes his interaction with the game. The mouse has several advantages here. The mouse always feels fast and precise. The player only needs a few seconds to select a building and build it where he wants, more information is shown via simply letting the mouse hover over the property of interest. Zooming in and out is easy and smooth with the mouse wheel. On touch devices all those interactions are bit notchier.
Buildings have to be dragged and dropped into position and then confirmed to be build. For more information the player has to open a new screen by taping on buildings. Zooming in and out is intuitive with the pitching motion but doesn’t feel as responsive compared to a mouse wheel. Right now, Facebook versions of most social games feel smoother when played than via touch screen on mobile devices. Taping on a screen and clicking a mouse may do the same, but it doesn’t feel the same.

Facebook screen shot Millionaire City
Presentation – mobile ghost town
On Facebook Millionaire City has very bright and colorful graphics with appealing animations. Due to the more limited resources of mobile devices the game doesn’t look as good as on Facebook. Again the details are the difference. On Facebook the player can examine his whole empire at once, not so on mobile devices. Also no vehicles are driving on the streets of the city on portable devices, giving the city an intensified feeling of emptiness. With less bright colors compared to the Facebook version and buildings that look muddier in comparison – cities build by the player have more similarities with a ghost town. Also missing on the iOS and Android versions are some small animations when collecting money, building and other interaction. In summary this results in a superior look and feel of the Facebook version. It seems like mobile social games don’t play as well as their social counterpart.
Verdict
Millionaire City on mobile devices isn’t a bad game, but it isn’t a good one either. It shares the problem of many mobile social games that try to sell the same game mechanics of their desktop analogues. Facebook and mobile are two different platforms that have their own set of rules.



As it is a slot machine game, there isn’t that much to explain. The player sets his bets on one or multiple lines he predicts that will be filled with the same signs in row, presses “Spin!” and crosses his fingers hoping for the best. When the wheels stop the player gets his wins according to the pay table and the player can start again. These plays are only interrupted when the player wins some free Spins, in which the game locks the bet and spins five times but without having to pay for the spins – the wins stay the same. Those aren’t the only thing changing the pace of the game.
Even though no real money could be won, the player fast gets sucked in into the hypnotizing spinning of the wheels, hoping for the next win, free spin or bonus game to earn more coin and unlock the next slot machine. The appearance and the sound differ from machine to machine, but the experience stays the same. The player is ask very little but when he has luck and gets that big win, it feels very rewarding. , so rewarding that he might consider paying for extra coins. Just to keep the wheels spinning and to break the losing streak, just to get that feeling of reward again. Despite the fact, that there is nothing material to win. The key to understand this type of game is to understand the effort and emotional reward ration. Players don’t have to do much, to get the feeling of accomplishing something. It’s a casual game at its core. Not demanding but still rewarding. And the Facebook Connect integration helps to carry this spirit.
Connecting the game with the owned Facebook profile not only opens the possibility of sending Gifts and collecting them from friends, comparing balances and share new unlocks but connecting the mobile game to Facebook synchronizes the balance and level to the version available on the social network. Transition from one version to the other is managed without any big differences. The mobile version only lacks the social slot machine where the player spins a machine using the profile pictures in the slot machine. Due to the Facebook connectivity the game can’t be played offline, that is the only issue and probably just an anti cheat measure.
In summary Playtika did a good job with this virtual impression of a slot machine casino and offers enough insensitive to keep the wheels touring. According to Facebook data provided by Appstast.eu Slotomania appeals to more mature audience. 70% of Slotomania users are older than 26 years. And 40 of all players are located in North America. It’s the love in details of the look and feel of this game that gives it its appeal and proves that gambling without material winning prospects can be very appealing.
In most cases crimes don’t pay off in the reality, but in the mobile game Crime City they do. Not in wealth, but in hours of enjoyable gameplay. And for the developers of
The player also earns money by finishing jobs which drains his energy level. Energy is replenished by time, gained building in his hood or bought with gold that can be purchased as an In-App purchase. Jobs can be done in different areas where the player can travel to. There are a variety of different activities. From shoplifting over mugging to assassination. For a little guidance the player is assigned to goals that include doing certain jobs and finishing other tasks. This helps the player to stay on track of his progression. By finishing the player does not only earn money but items and experience which levels up the avatar.
In comparison to the Facebook and Google+ version of the game interaction is a bit shortened due to the limitations of the platform. But non of those features are really missed, since all the gifting and asking for help is a mechanic that only make sense in a framework of a social network. Important features as the customizable character and the possibility to join forces with friends made it into this version. Another side effect of missing social features is that the monetization doesn’t feel as forced. Since there are no items that can only be acquired from friends or in the store for real money. What you can buy are funny items, weapons and customization options for characters -these are options for players who are really invest in the game.
In total Funzio manages to translate the interesting gameplay of Crime City from social to mobile. With interesting player interaction possibilities and a good implementation of roleplaying into a casual game.
The task in Triple Town is straight forward: Build the biggest town possible. It gives the well known ‘Match-3’ mechanic the twist, which tasks the player to build structure, not destroying it, making it a slower paced high score game.
In comparison to the Flash version on Facebook the mobile version lacks all social implementations.
In conclusion Triple Town is not as greater on mobile as it is on Facebook or Google+ and no social cross-platform game. The two versions are in no relation to each other. Playing one version won’t lead the player to play the other. For the mobile version the simple game play with a sense of depth is not enough keep a player playing over a long time period – at least not in this target g
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San Francisco-based Funzio, creator of Crime City, today announced their latest game 
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