DemoCamp is a concept that started 4 years ago in the Bubbleshare office boardroom. It is a forum for startups to share ideas, code and development tips at a “safe” venue within the community. Now at DemoCamp 25, audiences topped 450 people as they filled up an entire auditorium-style classroom at Ryerson University – pretty impressive. Check out the Flickr photos.
The theme of this DemoCamp was social gaming, with a few other social applications thrown into the mix. All the presentations were very interesting, but I have selected a few that stood out in my mind:
Gurbaksh Chahal (gWallet)
Gurbaksh gave an inspirational talk on entrepreneurship to the crowd, basing the majority on his life story and how he sold his first two companies for $40 million and then $300 million respectively. CEOs, take a look at his 9 entrepreneurship lessons. His new venture, gWallet, provides the next generation virtual currency platform for social media including social gaming, virtual worlds, mobile platforms, abandoned shopping carts and microtransaction environments. Essentially, it is another offer network that is looking to diversify itself from the realms of OfferPal and the like. It was great to see gWallet in action in one of the subsequent demos during the evening.
Albert Lai (Kontagent)
It’s always good to see Albert. I’ve had a beat on Kontagent for a while now, and I still love what they are doing. If you’re developing a social Facebook app, there is no excuse for not using Kontagent, unless of course you have no desire to really know what your users are doing and how best to improve the growth and distribution of your application across the social network. Kontagent really drives down to better understanding the Life-Time Value (“LTV”) of a user based on your Average Revenue Per User (“ARPU”) less the cost of acquiring an individual user – and Kontagent gets very granular so that you, the developer, can determine which sources of traffic tend to monetize well across your social application. If you haven’t heard of Kontagent, check it out.
Greg Thomson (Tall Tree Games)
Greg seemed to be in fine form last night. He demoed their latest game called FishWorld, which was a stellar rip of Zynga’s (and other) aquarium-based games. It was stellar not because Zynga does it to everyone else, but because it went above and beyond other aquarium-style games. Greg and the company really thought through the game mechanics and the game player’s psychology to maximize revenue-making opportunities. One of the best quotes that he said during his presentation was to “Create a problem for your users and sell them back a solution.” For example, in FishWorld the tanks constantly get dirty, but the game offers a suckerfish for $2 that will keep your tank clean and will prevent you from having to do maintenance on the fish tank to keep it clean. Another very smart move was to sell a shark, a premium and monetizable fish that people think are “cool” to have in their tank, but the shark eats other fish that users will then have to replace through coins or credits. In short, great game mechanics. Check it out! You will learn a lot by studying this game.
Greg Balajewicz (Realm of Empires)
Realm of Empires looks like a pretty engaging game where users can build relationships with each other, strategize, and plan their schemes of “virtual world domination”. They have build the company without many game mechanics for increasing monetization, as that did not seem to be their motivating force; these nice guys actually created a “fair” game where users can genuinely compete on skill and strategy – you are not able to buy your way to the top. While very refreshing from a user game-play point of view, it will be interesting to see how this pans out from a business operations standpoint. I think there is lots of potential for growing revenues in this company and that a great business mind could join this team and together they can really cash-in.
There were a few other demos by Oz Solomon (Social Gaming Studios), Joel Auge (HitGrab), Mark Zohar (Scenecaster) and Roy Pereira (ShinyAds.com), and while interesting, they weren’t inherently social games, which I set out to cover in this post. Feel free to check out my reviews from DemoCamp 21 (July 2009).
If you’d like a more in-depth review of your game or game mechanics, flip me a note and I’d be glad to take the time chat, understand your game / mechanics and review it in a subsequent post.