Thứ Tư, 22 tháng 2, 2012

Is there more to PS Vita's 'Near' social feature than we thought?

Catchphrases like "Social Gaming Revolution," have clouded what the device actually accomplishes with its social features somewhat. But now Sony has unveiled more than just cursory glances, and has detailed the PS Vita's Near feature in full.

Sure, we already knew that Near would allow players to gift one another based on location, but, according to the PlayStation Blog, it goes deeper than that. When PS Vita players press the "Update" button, it will send a ping in an outward radius to other potential Vita players with current, location-based information about you. From there, players can challenge those around them to competitive games or join forces in a co-op romp.

Of course, this is all assuming the games support said features, which we're sure at least some will. But how Sony is going to get you hooked on playing in public more often is the fact that players may have to share through Near in order unlock new content. Want that new multiplayer map for your Vita shooter of choice? Better head to the nearest library or airport to get it. You'll also be able to compare player stats like trophies through Near.

Wait a tick--that sounds a lot like how FarmVille players compare farms or Mastery achievements. Regardless of whether you're on board with Sony's PlayStation Vita handheld gaming console, it's undeniable that the device is a response to the social and mobile gaming scenes. We'll whether that response is strong enough in 2012.

[Via Kotaku]

What do you think of the PS Vita's social features? Do you think they're robust or slick enough to compete with what Facebook or mobile games are capable of already?

Dexter Slice of Life chops up Facebook after Season 6 debut

It's time to see the darker side of Facebook games ... much darker. Like, "a social game about serial killers" dark. Ecko|Code announced that Dexter Slice of Life is now available for play on Facebook, and just in time for the show's Season 6 debut last night. The game enlists players as Dexter, tasking them with the daunting mission of investigating big-time criminals and giving them the axe--literally.

It appears to be the first social game of its kind to employ real-time stealth gameplay that has players stalking Dexter's prey and lunging for the good old shot of tranquilizer. (We're sure you all know what happens afterward.) Of course, there's no escape yet from common Facebook game tropes like maintaining property--in this case, Dexter's apartment complex--but it's the Dark Passenger multiplayer system that Ecko|Code appeared most excited about when they told us all about the game last month.
Dexter Slice of Life kill room
Well, that and the fact that the game features full voiceover work from the show's star, Michael C. Hall. Not to mention that the Dexter screen writers worked with the developer to craft relevant missions that will explore the Season 6 plot in more detail every Monday, after the latest episode airs on Showtime. Slice of Life looks like it might tread new ground in the ever-growing branded games scene on Facebook, but don't take our word for it. See it for yourself, but beware: Spoiler Warning!

Click here to play Dexter Slice of Life on Facebook Now >

Are you psyched to see Dexter get his very own Facebook game? What do you think of branded games thus far on Facebook?

Frima Studio brings flatulence to Facebook in Pocket God Episode 9

Has Robot Unicorn Attack met its match? In the most recent update to Frima Studio's Facebook take on Pocket God, Episode 9: My Little Pygmy, the Canadian developer has introduced a new pygmy-pulverizing power to the game. We'll just come out and say it: The new power is a unicorn that, when clicked twice, farts rainbows that dissolve pygmies instantly.

If you're not laughing yet, then you have no soul. Come on, flatulent humor never gets old in small doses. Oh, and the gaseous mythical horse can also impale pygmies and send them flying with a rainbow flourish. The fart-filled unicorn is available to players Level 11 and above, and comes with a hidden quest that tasks them with defeating the Night Mare. Players that enlist the help of their friends in besting the beast will have a better shot at unlocking another god idol.

The update introduced a Daily Bonus mechanic to Pocket God, something that most Facebook games have enjoyed for some time now. But we're sure Frima Studio is far more excited at introducing such a chuckle-worthy character.

As of this writing, Pocket God enjoys just over 222,000 monthly players and over 27,000 daily players, according to AppData. Frankly, a game with this much humor (and this little shame) deserves far more players than that. Well, it at least deserves points for originality.

Have you played around with this gassy unicorn yet in Pocket God? What do you think of the game's Facebook rendition so far?

UK online safety expert proposes Pet Society feature as dangerous to children

Playfish might want to take a break from its London headquarters and head to Wrexham for a chat with Charles Conway. Conway, a self-touted "online safety expert," has been making rounds in North Wales and North West England telling people that Pet Society is encouraging "stranger danger" in kids.

He alleges that the game exposes them to real-world contact with "murderers, rapists and pedophiles." While those passionate about Facebook games might want to write off Conway as a professional fearmonger, Conway may have a point, because he's actually played the game.

A professional web designer by trade, Conway runs the Clear as Crystal web firm. He then started the Scam Detectives website with his wife Christine in Jan. 2010, claiming "over a quarter of a million visitors around the world" since its inception. In March 2011, he released an ebook titled, "Scammers, Spammers & Social Engineers: A Scam Detectives guide to keeping your business safe online", available on the Amazon Kindle for $9.99. A month later, he wrote a tech column in Euro Weekly News. Lastly, Scam Detectives was also shortlisted for the 2011 Nominet Internet Awards in the category of "Making the internet safer", although it didn't win.

While Conway also names FarmVille, Mafia Wars, and CityVille in his lecture on Facebook games, he uses Pet Society's social features to build his strongest case. We've all known about the "Cafe" in Pet Society, a location in the game where everyone can go to show off their pets and their pets' homes.
Charles Conway Pet Society BunnyPig
Pet Society Go to ProfileBy being in the Cafe, you're bound to meet strangers. Even though all you can do once you get to another pet's home is some pre-set actions (e.g. hug, kiss, dance, laugh, and punch), there's also the option to visit the real Facebook profile of a someone you might not know at all. Conway demonstrated this by creating an avatar named "BunnyPig" to demonstrate to a group of foster care and social workers.

Because Facebook games require players to have lots of friends to earn virtual money and goods, Conway concludes that kids will be tempted to friend strangers. And in turn, he estimates that malevolent strangers can scope out kids who play the game. This "Go to profile" option is clearly a valid concern and does exist in the game.

So far, I could find no options within Pet Society to turn off this feature. However, Pet Society players can secure their Facebook profiles within the "Privacy Settings" menu beneath the "Account" tab on the Facebook home page. Just because a stranger can visit a kid's profile, doesn't mean a stranger will see much if their profiles are locked in Friends Only mode.

It's also entirely possible that this feature is only available for the adults who play the game. But as we've proven before, even if that is the case, kids under 13 years-old could still lie to Facebook about their age just to have a Facebook account.

In an ironic twist, Conway actually hosts several online games on his Scam Detectives website. However, these are simple Flash-based web games designed to teach and quiz players about online security. So there are no social elements involved in these games and they could be played anonymously.

(Editor's Note: This article and its headline was edited for clarity, and now clarifies how users can secure their Facebook profiles.)

[Hat-tip: PR Fire]

Is Charles Conway just another fearmonger? Do you think Pet Society players should be able to disable the Cafe?

Facebook games move to Requests 2.0, or one-click requests, next year

The FarmVille fans are just gonna' love this one. Facebook announced that Requests 2.0, a feature that will allow users to opt into one-click requests in their favorite Facebook games with specific friends, will become the standard starting Jan. 1, 2012. The upcoming change was announced on the Facebook Developers Blog, but don't fret just yet, privacy watchdogs.

Actually, this feature already exists on Facebook in games like EA and Playfish's The Sims Social. We're all familiar with the pop-ups that require us to click "Share" in order to send direct requests to our friends, but you may have noticed some with a checked box and a message that reads, "Don't ask again before sending requests to Joe Shmoe from this app." While perhaps the box shouldn't already be checked, removing the check will force Facebook to continue requesting for your permission.

Honestly, after Facebooks' Mark Zuckerberg revealed at the annual f8 Conference that games will automatically post certain data to the new universal Ticker, it's hard not to wonder why players would be scared of a feature like this. This change is much different than Zynga's approach, which essentially makes all sharing automatic and barred players from choosing who to send what items. Requests 2.0 gives players to option to activate automatic sharing with whomever they want on an individual basis.

Facebook Games Platform developer Derek Brandao then revealed how this new change--that will remove support for the old requests model come Jan. 1, 2012--could make Facebook game requests much faster for players. Brandao then starts speaking developer, to which many of your eyes (including mine) will begin to glaze over.

This change doesn't seem to affect public game shares like "I need 17 pickles in FarmVille," but could make sharing between friends much smoother. Giving players the choice to opt out of the feature protects Facebook somewhat from anti-privacy claims, but there's still something about Facebook reporting on every game we play that's just a tiny bit disconcerting.

What do you think of this upcoming change to Facebook games? Do you think it somehow encroaches on players' privacy or complicates things like FarmVille One-Click Sharing did?

Kevin James visits the critters of Zoo World 2 in Zoo Keeper promotion

After watching Kevin James bumble around as a firefighter feigning a domestic partnership and later as a blundering mall cop, I wasn't so keen on watching him play a clumsy zoo keeper. But hey, maybe it'll make for a fun Facebook game event, and RockYou seems to agree, as it announced that Zoo World 2 will honor James's comedic, klutzy exploits in Zoo Keeper.

Zoo Keeper has come and gone in theaters, but picking up the Blu-ray or DVD release of James's summer comedy will score Zoo World fans 12,500 Zoo Bucks (normally $10) to blow in Zoo World 2. Of course, digital zoo keepers will be joined by characters from the movie including Griffin (Kevin James's character), Bernie the Gorilla, Joe the Lion, Mollie the Giraffe and Barry the Elephant.

Zoo World 2 will feature several goals involving the cast of the film, and players will net extra rewards when taking care of the critters from the movie. Leveling up during this promotion will produce customizable, Zoo Keeper-inspired notifications that players can share with each other. The original game gets some love, too, with four Zoo Keeper-themed animals.
Gallery: Zoo World 2 Zoo Keeper Promotion
RockYou has finally caught wind that, hey, branding is where it's at right now in Facebook games. (And perhaps a big name will give the game's 370,000 daily players a boost.) Not only has Enrique Iglesias landed in Zynga's CityVille, but studios like Ecko|Code have launched full-blown branded games like Dexter Slice of Life. And, if big time social game execs have anything to say about it, this trend isn't going anywhere. Let's just not make an entire game surrounding a Kevin James flick, kay?

Are you a Zoo World 2 fan already? Do you think this promotion is a good fit for the game, and does it make you want to play or try the game out any more than before?

Scott Steinberg: Facebook could be in music games' future [Interview]

"It was too many games in too short a time, playing to too niche of an audience at too high a price--in the middle of the worst recession possible." According to technology analyst and public speaker Scott Steinberg, this was what essentially killed the enormous music gaming franchises, Guitar Hero and Rock Band. The age of sitting around your living room with three friends, plucking and fiddling with plastic instruments to Rush's Tom Sawyer is all but over ... for now.

Well, at least those exorbitant pieces of plastic are through. Steinberg details the rise, fall, and imminent resurrection of music-based video games in his new novel, "Music Games Rock: Rhythm Gaming's Greatest Hits of All Time," which you can read for free right here. (If you're so inclined to support the guy, it's also available on iBooks, Kindle and in paperback.)

According to Steinberg, music games inspired by Guitar Hero and Rock Band's wild success will get their second shot in the limelight on Facebook and in your smartphones. We recently sat down with Steinberg to hear his thoughts on just how Facebook games can take advantage of this golden opportunity, why it hasn't happened just yet and what the killer Facebook music game might be like.

What advantages would you say social games have to capitalize on the downfall of music games?

There's a number of advantages, right? Free-to-play and incredibly low barriers to entry. You certainly don't have high-end system requirements, and you don't have to buy pricey plastic peripherals. They can tap into your existing music collection or stream it live, and you have millions of players connected to a platform that's uniform.

You don't have to worry, for the most part, about bugs or errors, because everybody is playing the same thing at the same time. So, what you have is a ready made audience, say, on Facebook alone of 800 million people who are incredibly connected. [They] used to playing with one another and are taking part in a platform that's uniquely tailor-made to take advantage of digital music--and oh, by the way, it's completely free to play.

When you take it in this context, coupled with the fact that every human being on this planet is hardwired to enjoy music, that really is the common unifier. Social games really are uniquely poised to take the genre to the next level.

Music Games RockIn your book, you mention that the music genre has enjoyed a revival on social networks through Facebook games like Nightclub City and Dirty Dancing--largely simulator games. But what about games that more closely resemble the now-defunct rhythm games like Pump It? Which of the two do you think has a better chance at thriving on Facebook?

Actually, I would argue that some of the better ones that have a chance of surviving may not even be traditional games at all. Look at a service like Turntable.fm: Wouldn't consider it a game per se, except it's powered completely by gamification elements. You're creating custom play lists, you're interacting with other players in a social environment and ultimately you're competing for the approval of other users by liking the songs.

Or, if you look at other games like YooStar Playground or apps like VidRhythm--these are the titles that are to do particularly well. That said, simulation titles [have a] strong audience for them and proven capability, and certainly because that's where so many games got their roots [on Facebook]. There's likely to be a lot of people interested. I've even seen a number of unreleased games that are in prototype that essentially allow you to take on the role of managing or performing in a rock band--I think they're uniquely well-suited.

I think what's not going to translate over well is simply the standard tap in time with the on-screen indicator type games. Though, these can continue to succeed on mobile platforms, because in the mobile context you're typically looking to play maybe with one hand in a span of five or six minutes. Whereas social games may only be a 15-minute spurt, you're sitting down in front of a PC and you're typically more engaged.

There are some music creation social games on the fringe already, like BreakOutBand, that rely on players to share content to succeed. How important would that be in a social game centered around music?

I think user-created content, as it relates to social games, is massively important, because at the end of the day the developers can only take a game so far. And it's the players' ability to interact with and reshape that music or related content that really creates a sense of community, and allows a title to constantly keep feeling fresh and people coming back for more.

It's essentially a win-win, because for the developer it's a very affordable way to keep adding content to the game and keep people talking about it, and coming back after weeks and weeks. Players aren't constrained by office politics, licensing issues, and--to be frank--everybody loves to mix and mash creations.

But how much of that is going to be super-high quality, or chart-topping hits shall we say, versus underground little diddies? This is social interaction at its core, right? So, if you don't have that level of user interactivity, at the end of the day what you have is essentially a game with a bunch of canned content. And not much reason--unless it's saying you need to recruit other players to earn money for your band or unlock new stuff--there's not much incentive to pass it along.

A good amount of music games already exist on Facebook, but none are taking off like music games did before the turn of the decade. What do you think it would take for a music-based social game to enjoy success and notoriety like Guitar Hero?

You need to have a concept with extremely wide appeal that allows players to enjoy rock star wish fulfillment in a matter of minutes without the painful side effects. What also is important is to have recognizable band scenarios, you know, licensed music. But also the ability for players to put their own spin on it and a reason for them to engage with one another.

The problem is, to succeed on social networks where you literally have thousands of titles competing, dozens of them coming out every single week--all of which are completely free to play versus Guitar Hero, which was completely brand new. To have that success on Facebook or another social network, I almost think what you're going to see is a title that's going to have to align itself with Spotify or another one of these streaming services to tap into a massive database of real-world artists and then finds new ways for you to interact with that music.
Dirty Dancing Facebook game
Back to the branded music games like Dirty Dancing (pictured). As you know, they're reaching critical mass, so what do you think is the likelihood of a monster brand like Guitar Hero or Rock Band appearing on Facebook?

Oh, it's a certainty. It's not a question of 'if,' but just a question of 'when.' I think a lot of that is because the game makers aren't unawares. Activision, Harmonix, Mad Catz: They understand the power of social networks as a platform. The problem is that their business has been thus far founded in either selling peripherals--good mark up on those plastic guitars--or selling software for 60 bucks a pop.

They haven't had as much incentive to scurry and think, 'How do we make a free-to-play platform where we're probably going to make a lot less money in the immediate?' But slowly and surely, as so many game players are migrating to these platforms, convenience is winning. It's almost as if they're being forced to acknowledge it. It's a completely new approach to game design--Wal-Mart's not going to order a million units. They'll embrace it; it's just a question of 'when.'

Try to describe your dream music-based Facebook game to me. In other words, what do you think would be the ultimate approach to a music game on Facebook?

The ultimate Facebook music game would not only be able to tap into your full library of digital music, but also stream millions of songs on demand. [It would] allow you to set up on stage custom concerts for your friends, featuring this music or original music you created. [You would] style your avatars, build your own bands, create your own followings, sell your own virtual merchandise and connect over shared love of music with millions of players across the world.

It would effectively recreate the rock and recording industry experience, only in a virtual setting. What I mean is a combo listening service, social network, slash simulation game that effectively allows you to build a rock band and recording industry career from the ground up. I don't see any reason why you couldn't create avatars for your band--it's own look, logo, virtual stickers, t-shirts. You could buy branded gear like Gibson's or Marshall's, earn cash from touring, build your own virtual labels. I don't see any reason why a platform wouldn't be able to break new artists.

Wow, I think it's time for you to call the patent office. Thanks for taking the time to chat, Scott.

What do you think of the prospects of a wildly successful music game hitting Facebook? Who do you think could be the first to create the ultimate music game on Facebook?

Chủ Nhật, 19 tháng 2, 2012

Want some free Android games? Better follow Gameloft this weekend

The insane industrious lot of you are probably amidst the shopper hordes, taking great advantage of today's sales. The rest of us? Well, we're either stuck at work or taking the lazy route, as in waiting for Cyber Monday. But the Android gaming crowd doesn't even have to leave the bed today: Gameloft is giving one Android game away for free today through Monday each day for just two hours at a time.

All you need to do is follow Gameloft's Android Twitter account, @GameloftAndroid, for when the developer opens the floodgates. Of course, Gameloft won't tell when the fateful tweets will go out each day, so you'll just have to check Twitter every 30 minutes or so, which isn't that big a deal. As of this writing, the @GameloftAndroid account hasn't been updated at all, so we're guessing the only tweets coming from this account over the next few days will be those for free games.

And if you happen to already own the games that go up for grabs for the fine price of "nada", every single Android game from Gameloft will be available for $0.99 this weekend. (And yes, that includes HD versions of its games designed for tablets.) So don't be blue about missing out on Black Friday--it's crazy town out there. At least you can get some free games out of it. (Just hope one of them isn't Order & Chaos Online, kay?)

Facebook to host social games hack-a-thon, hopefully to inspire variety

Hack event
Let's face it, people: Things are getting a tad stale around here. (At least when it comes to popular Facebook games.) Facebook has said it, the developers have said it and we know you readers have, too. Finally, Facebook has decided to take the problem by the reins, and has announced a social game hack event in its headquarters in Palo Alot, Calif. Facebook wanted a social smörgåsbord, so it decided to try and make one itself.

The all-day event, held on Dec. 8 at Facebook HQ, will let developers get hands-on experience with developing Facebook games with the Facebook team, who will share best practices with the developers. Facebook specifically mentions the Open Graph, which developers like Zynga have already taken part in with games like CastleVille. But hopefully some of the company's desire for variety in Facebook games will rub off on the bigger folks. (So, more games like this?)

At the end of the event, developers with the most impressive games will be rewarded with prizes, and the announcement specifically mentions that the games do not have to be made from scratch at the event. Those interested can register for the event right here, but Facebook asks for developers only. What we're more interested in is the potential long term results, anyway.

[Image Credit: Eva Meszaros]

Xbox 360 cures gamers' loneliness, goes social in Dashboard update

Alright, so maybe they weren't lonely, but we'll bet that, after this Xbox 360 Dashboard update, players friends list will magically grow. Microsoft's Major Nelson, or Larry Hryb, made the announcement earlier this week that the next major Xbox update will hit Dec. 6 on his blog. Come the week after next, players will be able to share to Facebook straight from the Dashboard.

But the updates go a bit deeper with the addition of Beacons, which allow players to broadcast status updates to their friends that share what games they would like to play with anyone interested. These open call-outs for in-game teammates can be pushed to players' Facebook Walls too. Other changes include cloud storage for games, meaning more space on players' hard drives and access to games from any Xbox 360.

In a way, you could say that makes games more "social" as well, lowering the barrier to playing games with friends in person (IRL, if you will) ever so slightly. But we can't help but notice Microsoft's growing focus on social, and wonder if it's a response at all to the arrival potential game changers like these to Facebook. It may only a matter of time before that competition heats up.

MyTown 2 finally goes social: Visit friends' cities and purchase their businesses

Back at the beginning of November, we learned that Booyah's MyTown 2 - the city-building iOS game that allows you to check-in to local businesses and then place those businesses in your city - would finally receive social features. It may have taken the rest of the month to release those social features, but they've finally arrived via a new in-game update.

Once you update to this newer, beefier and most importantly social version of the game, you'll have a completely new button to press within the game's menu: Friends. This gives you two options for browsing different towns: either those towns that are owned by current friends, or those towns created by people in your local geographical area. As the game always relies on your current location, you'll be able to view the towns closest to you first, and view them in real time.

Once there, you can tap on any building with a handshake symbol to see what it is, its level and other stats, and also its price to build in your own town. This is called "Franchising," and it opens up a world of possibilities to your own town (literally). Now, instead of being forced to travel to the real world locations you'd like to purchase (or at least travel to within a few miles of them), you can simply browse other users' towns and franchise them directly. The more people that play in your city, the more likely it is that you'll find the specific business you want, but you don't have to stick to local businesses either.

You'll have one common friend - Booyahtopia - that offers buildings like the Ritz Hotel in London, Saks Fifth Avenue in New York City, or even an Apple Store in San Francisco. The catch with these sorts of businesses (that is, things that aren't in your same geographical area) is that they cost premium currency, rather than coins, to purchase.

Gallery: MyTown 2 iOS Social Features


Still, if you'd rather purchase these businesses in your town outright (without visiting friends), or want to purchase something that no one in your network or area has, you can now access the new "Business Search" feature in the game's store. This allows you to browse a few popular destinations like Caesars Palace in Las Vegas or Fenway Park in Boston (as examples), but you can also type in any city you'd like and then search for a specific business that you'd like to purchase. These too cost Bucks to purchase, but it truly allows you to customize your town in a way never before possible in the game, and in my opinion, adds a lot more enjoyment. This is especially true if you like to travel, but don't want to be bothered to pull out your phone every five minutes to play the game (just purchase those museums or attractions after the fact).

If you've already jumped on the MyTown 2 bandwagon, make sure to download this new social update and start playing the game with friends.

Zynga offered the Angry Birds maker $2.25 billion, and it walked away

We're just as baffled as you are, trust us. According to a recent New York Times report citing three anonymous sources, the FarmVille maker offered Angry Birds creator Rovio $2.25 billion in cash and stock this summer ... and the Finnish company passed. While this isn't the focus of the report, it's the most interesting news within the piece. Why?

The report largely echoes several stories from the past year: Not everything is as magical and wonderful at Zynga is one might think. (But it does make you wonder how or why a company would turn down over two billion clams.) According to the New York Times, a quarterly staff survey at Zynga garnered over 1,600 responses with "plenty of criticism, including one person who said he planned to cash out and leave after the initial public offering."

Zynga thrives on a ruthless culture, according to the New York Times, and that goes beyond what the recent Wall Street Journal report revealed. The report goes on to unveil that employees are "constantly measured" and are expected to meet intense deadlines. The pressure reportedly reaches breaking points, or outbursts from CEO Mark Pincus and other senior staff that drive some employees to tears.

By the same token, it's said that Zynga rewards employees with lavish trips to Las Vegas when the company hits milestones. All in all, this news is reminiscent of reports like Pincus's choice words to his designers and practices employed by the company early in its life. In other words, Zynga is under fire yet again, just before its imminent initial public offering. But seriously, what drives you to turn down $2.25 billion?

Zynga plans to play nice with indie game makers through Project Z

Forget getting our own nifty zTags, because Zynga's mysterious Project Z just got way more exciting. During an interview with CIOL, Zynga CTO Cadir Lee revealed a sweet little morsel of a detail about the upcoming project that could be huge. "To start with, we will allow only Zynga games on our sites and in future we are planning to allow others to host games, developed by individual developers," Lee said to CIOL, referring to Project Z (or Zynga Direct).

Project Z, a semi-independent social games network that will provide players with "zTags" used to connect more easily, was revealed by Zynga CEO Mark Pincus last month at Zynga Unleashed. Lee went on to say that this move is not an attempt at distancing itself with Facebook, and "Facebook will be heavily integrated into Zynga." We imagine he's referring to Project Z there, as the company is already at that point with all of its existing games.

For Zynga to host independent game makers' social games on its own website would be a boon to any interested developer. While we're unsure of the traffic Zynga's website garners (one website puts it at over 11 million monthly unique visitors), for an indie game maker's name to be attached to the biggest social game creator of them all would be quite the recommendation. At the very least, this will bring some much-needed gameplay variety to Zynga's lineup.

Are you excited to see new game creators to be featured on Zynga's Project Z? What new types of social games are you waiting to be brought into the fold through Zynga?

The Sims FreePlay on iOS takes cues from The Sims Social next month

The Sims FreePlay
Are you ready to live two lives with no escape? Then step right into The Sims FreePlay. EA's brand new Sims game for iPhone and iPad will live up to its title, taking a cue from the largely successful The Sims Social for Facebook. However, this game will operate differently than both traditional Sims games and its social counterpart in that it will operate on a 24-hour cycle.

According to PocketGamer, this will entice players to check out what their Sims are up to throughout the day, rather than play for extended sessions. Well, if you ask the 6 million daily The Sims Social players, that sounds more like the Facebook game than we thought. Of course, the game will be supported by microtransactions for things like furniture and in-game speed boosts. (This little factoid leads us to believe your progress in the game is limited somehow.)

But here's where the differences begin: Players will be able to manage up to 16 Sims at a time. Better yet, you'll also get to customize your Sims' town with shops and parks--neither of which you can do in The Sims Social. Based on early screens, this version of The Sims looks more like its traditional counterparts than what's on Facebook. In other words, it looks a helluva lot better. The Sims FreePlay hits iPhone and iPad next month, and we'll be all over it like Sims on Simoleons.

McDonald's and Google Maps take us on a crazy quest for the McRib

The McRib, a McDonald's BBQ pork sandwich with an on-again, off-again relationship with the public, took a brief hiatus from playing hard to get when it reappeared last month with a Facebook game, "The Quest for the Golden McRib".

As a result, I've spent today being bombarded by a steampunk-ish aesthetic, delightful Photoshopped monstrosities, and left field trivia. More specifically to the second are Viking accountants, a ninja ballerina, sky pirates with BBQ chips for wings, and time-traveling muscle-bound (literal) pansies. As to the last, a good example is being asked whether polar bears are right-handed or left-handed.

If you managed to grasp any of that, and you worship the golden arches of fast food, then maybe you should give this game a go. Everyone else is probably asking themselves, what were they thinking? But therein lies the charm.

Gallery: The Quest for the Golden McRib

You only need to find ten Golden McRibs hidden in ten McDonald's around the world. By feeding the game your address, Google Maps shows you every real world McDonald's with your area. You hunt for the McRibs through playing short and simple web games that are basically point-and-clicks, and by answering questions not necessarily related to McDonald's. If you find all ten, the game sticks you on a public leaderboard, "The Champions of Delicious".

You're not getting any other special treatment for playing this game. There's no free sandwiches to win or points to score. It's a game as finite as the McRib itself, since they're both disappearing on November 30th. So check this out if you haven't had your daily dose of the absurd. Just bring your own fries and soda.

Click here to play The Quest for the Golden McRib on Facebook now >

[Hat-tip: Face-Gamers]

Have you ever had a McDonald's McRib before? What do you think of this loopy game?