Then again, it could have been 100 percent intentional. Toward the end of the infographic, the company shows that the game has launched on three other platforms than Facebook: StudiVZ, Orkut and Imvu. Not to mention that Ravenwood Fair will soon launch on Mixi. (You mean other social networks exist?) Developers have a hard time getting close to even Zynga's worst-performing games. So, how does a game that suffered controversy and even a shut down short after its launch just explode in an instant? Alright, maybe not an instant, but it sure feels that way in social games at times.
All kidding aside, players from these networks could have easily migrated from their native social networks to Facebook, where the game was originally developed and released. Perhaps payments are complicated on these networks, as opposed to the simplified Facebook Credits method. Perhaps the game simply runs more smoothly on Facebook. Most importantly, perhaps there are more players already on Facebook. Granted, this is all conjecture, but let's be honest here: How many Ravenwood Fair players could there be on Orkut when compared to Facebook?
Social games require friends to succeed. It's plain and simple, and social gamers are privy to that. Is it possible that LOLapps intentionally released the game on other platforms to increase its player base inversely on Facebook? Perhaps this is too tin-foil-hat for some, and it could just as easily have been a pleasant mistake. But will this same thing happen again to the Mixi players? LOLapps said it themselves: A large reason why Ravenwood Fair and social gaming work is because of the nature of friend networks. Why do you think FarmVille isn't popular on its own website? Because that's not where the friends are, silly. You'll see if we're right in a few months.
Do you think this could be the reason for Ravenwood's rapid growth, intentional or otherwise? How long do Aside from being a well- designed game, how else do you think LOLapps achieved this success? Sound off in the comments. Add Comment.