Why it matters:
- The U.S. mobile gaming market is expected to total $100.54 billion this year, according to Mordor Intelligence.
- While multiplayer video games and social media have long coexisted, a new era of seamless convergence between the two pastimes has emerged, allowing for more communal experiences among gamers.
- Multiplayer mobile games like mega-hit Among Us, which eschews complex battle scenarios in favor of chill environments and quirky characters and where gamers socialize via voice chat, are gaining popularity.
- Startup Rune, for example, recently raised $8 million to support its transition to an app providing games and simultaneous voice chat.
The
increasing technological capabilities of mobile devices is enabling
some innovative independent game companies to combine social
connectivity and gaming in a single, hand-held platform.
The
popularity of multiplayer video games and the ubiquitous appeal of
social media have long coexisted, but a new era of seamless
convergence between the two pastimes has emerged, allowing more
immersive experiences for players.
“Something
that I have understood about business strategies is that you always
go after a core human need,” said Sanjay Guruprasad, Co-founder and
CEO of Rune,
which recently unveiled a multiplayer mobile gaming platform that
allows simultaneous voice chat. “For
us, that fundamental need was the need to connect with your friends
socially and hang out. What we are doing is making sure that that
happens really well on mobile.”
Due
in large part to the widespread adoption of advanced mobile devices
and the power of 4G and 5G networks, the U.S. mobile gaming market is
expected to total $100.54 billion this year and grow at a compound
annual rate of 10.39% through 2029, according to a recent report
from Mordor Intelligence.
“Improved
hardware in mobile devices has enabled richer and more immersive
gaming experiences,” the report concluded.
Independent
gaming companies have embraced this trend, leveraging the appeal of
social media for a range of related functions, including game
development, marketing, and interpersonal connectivity. Many of these
games, such as the animated, multiplayer strategy game Among Us,
have shunned the complex environments of so-called “AAA” games
that feature realistic battle scenarios and have instead focused on
more simplistic, relaxing game environments that target casual Gen Y
players.
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Rune
combines voice chat with multiplayer gaming to amplify ‘the social
experience’
Guruprasad
points to the popularity of Among Us as contributing to his company’s
decision to rethink Rune’s go-to-market strategy.
Previously,
Rune had provided a social platform where players on other companies’
highly produced, hyperrealistic games could chat while they were
battling aliens, monsters, and other in-game enemies. Several months
ago, however, the company shifted to what it calls Rune 2.0 — an
app that hosts games and social conversation simultaneously.
“We
realized we really needed a single app where you had both the social
and the games seamlessly running in one place,” Guruprasad said.
Guruprasad
and his partner, Co-founder Bjarke Felbo, decided to shift gears and
focus on offering a platform for relatively simple, fun games where
people — especially young players — can compete and collaborate
while they socialize with each other.
“When
people are hanging out, they don’t mind too much what they’re
playing,” Guruprasad said. “They’ll play the flavor of the
month game, and they’ll jump from game to game. The part that
stays constant is the group of friends and the social experience.
That’s what drove us in this direction.”
The
transition to hosting both games and chat meant that Rune now had a
new audience that it needed to reach — game developers. Previously,
the company had only to focus on providing a platform for players of
other games, but with the transition to the new business model, the
company suddenly needed to recruit developers to create games
exclusively for Rune. As a result, Rune has been “super engaged”
with its developer community, Guruprasad said.
“We’re a small team — there’s about 10 of us — and all of us respond to developers to help them build pieces of their game,” he said.
The
team at Rune discovered that developers were more than happy to
create multiplayer games — which are more complex than
single-player games such as Angry Birds or Candy Crush — once the
company created a system that took away many of the challenges
involved in doing so.
“We
weren’t sure if they would like that, or if they would want more
control over how they made their game, but it turns they are even
happier if we can take away more and more of their problems,”
Guruprasad said. “We’ve taken multiplayer game development from
something that takes months to something that takes less than a
week.”
Games
on the app include a wide variety of simple, colorfully animated
diversions, from basic chess and checkers to more whimsical creations
such as Cathead Defense, in which players team up to battle flying,
disembodied cartoon cat heads.
The
company recently raised $8 million in financing, led by Makers Fund and byFounders. Guruprasad said the funding would help finance the transition to the
new model as it works on building a revenue-generating business
model. The company has not yet begun game monetization, which
typically includes in-game purchases and so-called “social”
purchases, such as for the ability to use certain avatars.
[Read more: 3 Businesses Get Creative to Counter Mounting Customer Acquisition Obstacles—And Win]
Something that I have understood about business strategies is that you always go after a core human need...For us, that fundamental need was the need to connect with your friends socially and hang out. What we are doing is making sure that that happens really well on mobile.
Sanjay Guruprasad, Co-founder and CEO of Rune
‘Among Us’ breaks new ground on mobile: ‘Social media helped us gain a lot of organic reach—friends telling friends, influencers telling their audience’
As
video games became more and more sophisticated throughout the last
several years, boasting realistic imagery and movie-like quality, a
company called Innersloth
countered that trend with the 2018 release of Among Us, a simple,
multiplayer, animated strategy game that relied heavily on social
connectivity and became a sensation on streaming platform Twitch.
It soon spawned discussion groups on Reddit and thousands of postings
on YouTube and other platforms celebrating the game’s unique look
and characters.
Among
Us took flight in 2020 amid the pandemic, when YouTube reported
that videos about the game were viewed 4 billion times in September
alone. The #AmongUs hashtag on TikTok has more than 5.8 million
posts, such as this one
from a Rubik’s Cube enthusiast.
Among
Us players, who number up to 15 in each game, try to complete a
series of tasks in various outer space settings as they
simultaneously work to figure out who among them is seeking to
sabotage their mission. The saboteurs, meanwhile, employ various
tricks to thwart the mission and kill off the other crew members. The
game requires that players socialize via chat, as they repeatedly
work together to eject the Imposters in their midst.
The
simplicity and distinct appearance of the game and its colorful,
armless characters — known as either Crewmates or Imposters —
helped give the game a quirky appeal that offers an alternative to
typical battle-game scenarios.
“Social
media helped us gain a lot of organic reach—friends telling
friends, influencers telling their audience, and in general keeping
us top of mind,” Victoria Tran, a spokesperson for Innersloth, told
CO—.
The
company has embraced the social media popularity of Among Us with an
organic, content-focused strategy, she said.
“We
are a part of the community we participate in, have fun with them,
and dedicate time and resources to it,” Tran said. “We are a
small team, so we've optimized our working process so that community
management and art can work together to create memorable silly
moments, whether that’s on the fly or planned.”
An
example of such community engagement is the “see Among Us everywhere”
meme, in which Among Us fans post images of everyday items — from
garbage cans to chicken nuggets — that remind them of the distinct
shape of the characters in the game, which are basically just legs
and an egg-shaped head with a rectangular visor for eyes.
Fan
reactions to the game on social media can also help developers
fine-tune the experience for players, the spokesperson said.
“People love sharing their experiences — whether that’s in a game or real life,” Tran said. “Social media provides that gateway into connecting with others over similar interests. Now more than ever it's popular to share what kinds of games you're playing, the achievements you've made, and bond with others over a shared adventure.”
Loftia brings a ‘cozy’ approach to MMO gaming
Like
Innersloth and Rune, independent game developer Qloud Games
is also placing social connectivity front and center in its
innovative approach to game creation.
The
company is developing Loftia, which it describes as a “cozy”
game, a feel-good animated adventure in a fantasy world with cuddly
characters and a positive message. The MMO (massively multiplayer online)
game seeks to carve out a new niche as a simple, enjoyable adventure
where players can interact in a world where humans
coexist with nature. It features such sustainability-themed
activities as building wind turbines and growing crops in vertical
farms.
Unlike
better-known MMO games like World of Warcraft
and Final Fantasy
that are considered “AAA” caliber, Loftia aims for an audience
less interested in intense action and competition and more interested
in chatting and working together to build a world in the game’s
universe.
The
charm of the game — which the development team describes as being inspired by
games such as Stardew Valley
and Animal Crossing
— is derived from its wholesome nature, personal creativity, and
“immersive and relaxing” world that is well-suited to multiplayer
activities, according to the Loftia team.
In
a statement on its website, the company said it can manage the more
complex multiplayer activities of an MMO effectively because it won’t
have to manage the complexity of coordinating battles between scores
of players and monsters in real time, as is the case with the AAA
games. In addition, it will also host players on different servers as
they embark on adventures on the various “sky islands” within the
Loftia world.
“We want to provide a place where you can meet new people, collaborate with the community to change the in-game world, and watch it grow over time,” the Loftia team said.
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