To understand why Zynga Inc. is among the tech industry's hottest companies, consider how it gets people to buy a bunch of things that don't exist.
要搞清楚美国社交游戏公司Zynga如何能够跻身于科技业最炙手可热的公司行列,就要看看它是
如何让人们花钱去买一大堆并不存在的东西。
Last year, Zynga product
managers for a videogame called 'FishVille' discovered something intriguing while sifting data that Zynga collects when people play its online games. Players bought a translucent anglerfish at six times the rate of other sea creatures, using an
imaginarycurrency people get by playing the game.
去年,Zynga负责开发水族箱游戏FishVille的产品经理在分析这款在线游戏收集到的数据时,发现了一些有趣的现象──玩家们会以6倍于其他海洋生物的价格买入一种半透明的安康鱼,当然用的是玩游戏获得的虚拟货币。
The 'FishVille'
managers had artists whip up a set of similar
imaginary sea creatures with translucent fins and other
distinctive features, says Roger Dickey, a former Zynga general
manager who left the San Francisco company recently. This time, they
charged real money for the virtual fish, and
players snapped them up at $3 to $4 each, says Mr. Dickey.
曾任Zynga总经理的罗杰·迪基(Roger Dickey)表示,FishVille的开发经理很快就请美工师设计出了一批类似的拥有半透明的鱼鳍以及其他与众不同的特征的虚拟海洋生物,而这一次,他们用虚拟的鱼来换取真金白银,而且玩家们很快就以每条3至4美元的价格把它们抢购一空。迪基在不久前离开了这家总部位于旧金山的公司。
Zynga is transforming the game industry. Traditional videogame companies create games they think
players will like, then sell them. Zynga offers free games through Facebook Inc.'s social
network, then studies data on how its
audience plays them. It uses its findings to
fiddle with the games to get people to play longer, tell more Facebook friends about them and buy more 'virtual goods.' At the heart of the whole process is Zynga's
ability to analyze reams of data on how
players are reacting to its games.
Zynga正在改变着游戏产业的格局。传统的游戏公司的做法是,先开发它们认为玩家会喜欢的游戏,然后把它们卖掉,而Zynga则在Facebook社交网站上提供免费游戏,进而研究玩家留下的数据。它会利用其研究得出的发现不断地改进游戏,以吸引人们玩更长的时间,向更多的Facebook好友推介,并且购买更多的"虚拟商品"。整个过程的核心,就是Zynga分析有关玩家如何对它的游戏作出反应的大量数据的能力。
'We're an analytics company masquerading as a games company,' said Ken Rudin, a Zynga vice president in
charge of its data-
analysis team, in one of a
series of interviews with Zynga
executives prior to the company's July filing for an
initial public
offering.
在今年7月申请首次公开上市(IPO)前,公司管理层接受了一系列的专访。在接受采访时,Zynga负责数据分析团队的副总裁肯·鲁丁(Ken Rudin)说:"我们是一家伪装成游戏公司的数据分析公司。"
Over 95% of Zynga's
players never spend a
nickel on its games. But its
audience of 150 million
uniquemonthly users is so large that the small
percentage that buy $5
imaginary chickens in 'FarmVille' and $3
imaginary skyscrapers in 'CityVille'
generate big bucks for the company. Some
players spend hundreds or even thousands of dollars a month -- they're called 'whales' inside Zynga, the same term casinos use for high rollers.
超过95%的Zynga游戏玩家从未在其游戏上花过一分钱。但是,公司每月的独立用户超过了1.5亿,哪怕只有一小部分人愿意花费5美元在农场游戏FarmVille中买一只虚拟的鸡,或者花3美元在城市模拟游戏CityVille中买一幢假想的摩天大楼,都将为公司带来巨额收入。一些玩家每月的花费达到了数百甚至数千美元──Zynga内部将他们称作"鲸鱼",与赌场里一掷千金的豪客享用同样的称谓。
Zynga's
revenues rose to nearly $600 million last year from $121 million in 2009, according to the company's Securities and Exchange Commission filings for an IPO. While many tech upstarts are money pits, Zynga made a $91 million profit last year.
公司向美国证券交易委员会(Securities and Exchange Commission)提交的IPO文件显示,Zynga的收入从2009年的1.21亿美元跃升到了去年的近6亿美元。尽管很多科技业初创公司出现亏损,Zynga去年却实现了9,100万美元的利润。
Recent stock-market turbulence has created
uncertainty about IPOs and could force Zynga to delay and lower the
valuation of its
offering. When it filed for its IPO, the company was planning to seek a market value of as much as $20
billion, say people familiar with the matter. That would be nearly the combined value of
veteran game publishers Activision Blizzard Inc. and Electronic Arts Inc.
近来的股市震荡为首次公开募股带来了不确定性,从而可能迫使Zynga推迟IPO并调低股票价格。据知情人士透露,公司当初计划通过IPO使公司的市值达到200亿美元,。这将接近老牌游戏发行商动视暴雪(Activision Blizzard Inc.)和艺电(Electronic Arts Inc.)市值的总和。
Sales of
traditional games are flat in the $10-
billion-a-year videogame industry. And Zynga's success is attracting a wave of companies that develop free games supported by the sale of virtual goods. Walt Disney Co. and Electronic Arts both acquired Zynga rivals for hundreds of millions of dollars each. Electronic Arts launched a free Facebook
version of 'The Sims,' a top-selling
traditional game, a few weeks ago. The game already has nearly eight million active daily
players.
传统游戏公司在每年市值高达100亿美元的游戏产业中业绩平平。Zynga的成功正在吸引着一批公司开发免费游戏,并通过销售虚拟商品获得收入。华特迪士尼(Walt Disney Co.)和艺电都以每家数亿美元的价格收购了Zynga的对手公司。几周之前,艺电在Facebook推出了免费版的传统畅销游戏"模拟人生"(The Sims)。目前,这款游戏每天活跃的在线玩家的数量已经接近800万人。
No one expects
traditional games to disappear. But momentum is shifting. Total virtual goods sales in the U.S. are expected to jump 50% to $2.22
billion this year, while
retail sales of games are likely to rise only 1% to $9.7
billion, estimates brokerage firm ThinkEquity.
没有人会认为传统游戏将就此消失不见,但是大趋势却正在发生变化。据经纪公司ThinkEquity预计,今年,虚拟商品的销售总额有望大幅上升50%达到22.2亿美元,而传统游戏的零售额却可能仅增长1%,达到97亿美元。
Whether Zynga's virtual creations will continue to be hits with
fickle American consumers isn't clear. The
retailing
landscape is littered with products like the Beanie Babies dolls and Tamagotchi virtual pets that saw sales soar and then
wither. Zynga has one big
advantage: Because its creatures exist only on a
computer, it's much easier for Zynga to keep coming up with new ones.
Zynga的虚拟创造是否会继续受到反复无常的美国消费者的青睐目前尚不明朗。像比尼娃娃(Beanie Babies dolls)和拓麻歌子(Tamagotchi)电子宠物这样销量一度飙升然后又萎靡不振的产品在零售市场里随处可见。Zynga具备一大优势:它创造的虚拟产品仅存在于电脑上,因此不断地推陈出新就要容易得多。
Facebook provides the social substrate that gives Zynga games much of their
appeal: Players use friend connections on it to find other
players. To complete the
construction of a City Hall in 'CityVille,' people must send messages recruiting Facebook friends to staff
administrative jobs in the building.
有了Facebook为Zynga搭建的社交平台,玩家们通过网站提供的好友链接就能够找到其他玩家,Zynga的在线游戏因而大受欢迎。想要完成CityVille中市政厅的建设,人们必须在Facebook上发出讯息招募好友来承担市政厅里的行政工作。
Zynga's
dependence on Facebook for nearly all of its
revenue is also a
potential li
ability. Last year, the social
networkcracked down on the ways in which companies like Zynga could send messages to Facebook members, many of whom had come to
despise the come-ons to play various games as forms of spam. By the time of that change, Zynga had a large
audience of
players to whom it could
promote future games in ways still permitted by Facebook.
Zynga几乎全部的收入都是通过Facebook获得,这也是其面临的一个潜在的不利因素。去年,Facebook对Zynga等公司向网站用户发送讯息的方式进行了打击,因为很多人已经开始反感它们用垃圾邮件这样的噱头来吸引人们玩各类游戏。出现这种变化之时,Zynga已经拥有大批的玩家客户,可以用Facebook仍然允许的方式向他们推销未来的游戏。
'Zynga is a close
partner and a great example of a developer that has built games that millions of people play with their friends every day on Facebook,' a Facebook
spokesman said. By building its business on Facebook, Zynga has
access to a deeper well of data about its users' online activities than ordinary websites do. When people
install a game from Zynga or another Facebook developer, they give the companies
permission to record their names, genders and lists of Facebook friends, among other information. Zynga can then use that information to figure out
tactics to get people to invite friends to play its games, something a company with
mostlyanonymousplayers can't do.
Facebook的发言人称:"Zynga是我们亲密的合作伙伴,也是游戏开发商中的佼佼者,每天都有数百万人在Facebook和好友们玩这个公司开发的游戏。"通过在Facebook开展业务,Zynga就可以利用比普通网站更大的用户在线活动数据库。如果人们安装了Zynga或Facebook别家开发商的游戏后,就允许了公司记录下他们的姓名、性别、在Facebook的好友名单以及其他的信息。然后,Zynga就可以根据这些信息制定出策略,吸引人们邀请好友玩来该公司的游戏,而这一点是那些用户大多为匿名玩家的公司无法做到的。
Zynga co-founder and Chief Executive Mark Pincus, 45 years old, has used the measur
ability of Facebook activity to shape games in a way that hasn't been possible in the past. He calls data the 'operating
system' of Zynga.
马克·平卡斯(Mark Pincus)是Zynga的共同创办人兼首席执行长,今年45岁。他曾利用Facebook玩家在线活动的可度量性来改进游戏,这在过去是不可能的。他把数据称为Zynga的"操作系统"。
Game industry
executives salivate over Zynga's growth rates. But they sneer at the quality of Zynga's games, which they criticize for having crude graphics,
lackingoriginality and requiring little skill beyond clicking a mouse
button to feed chicks in 'FrontierVille' and to
harvest corn in 'FarmVille.' Zynga has been the target of lawsuits by rivals alleging the company copied their games, and Zynga has initiated similar lawsuits itself.
游戏产业的主管们对Zynga的快速增长垂涎三尺,但是他们却瞧不起它开发的游戏质量。他们批评Zynga的游戏画面粗陋、缺乏原创性,而且在 FrontierVille中喂鸡和FarmVille中收割玉米时除了按下鼠标外,几乎不需要什么技巧。Zynga一直是竞争对手提起诉讼的对象,这些公司宣称Zynga抄袭了它们的游戏,而Zynga也曾反过来提起类似的诉讼。
Many say Zynga's focus on data analytics lacks the artistry of good game-making. 'Analytics would have taken Bambi's mom dying out of the movie,' says John Vechey, a cofounder of PopCap Games, a Seattle games company recently acquired by Electronic Arts.
很多人认为,Zynga只重视对数据的分析,缺少了一流游戏制作的艺术性。宝开游戏公司(PopCap Games)的共同创始人约翰·维奇(John Vechey)说:"数据分析将会让小鹿斑比(Bambi)的妈妈从电影里消失。"宝开公司位于西雅图,最近被艺电收购。
Zynga
executives
respond that they design games to attract a broad
audience, not just hard-core gamers that form the
backbone of the
traditional games business. In most of Zynga's games,
players don't 'win' by blasting away an
opponent with a gun. Instead, they seek
status and fulfillment by having the most
abundant farms or well-developed cities.
Zynga的主管人员回应称,他们设计游戏的目标是要吸引大量的客户,而不仅仅是针对构成传统游戏产业中坚力量的核心玩家。在Zynga开发的大多数游戏中,玩家不是通过用枪杀死对手获得胜利,而是通过建设最富足的农场或者最发达的城市来追求自己的地位和成就感。
'We're making mass-market
entertainmenteveryone can play,' says Brian Reynolds, Zynga's chief game
designer and a
veteran of
traditional games companies.
Zynga的首席游戏设计师布莱恩·雷诺兹(Brian Reynolds)说:"我们提供的是大众化娱乐,人人都可以参与。"他对传统游戏公司了如指掌。
All of Zynga's games go through what amounts to a giant ongoing lab experiment involving
players. Zynga conducts hundreds of 'A-B tests' within its games, in which two sets of
players see virtual goods on sale with, say, subtle color differences to see which color sells better.
Zynga的所有游戏都要通过相当于庞大实验室试验进行测试,并且要有玩家的参与。公司会对其游戏进行成百上千次的AB测试,在测试中,玩家会看到两组销售中的虚拟商品,比如说,它们的颜色存在些微差异,从而测试出哪种颜色可能会卖得更好。
A former Zynga employee who worked on 'Mafia Wars' -- a game in which
players work their way up to mob kingpins from low-level thugs by committing various crimes -- says Zynga experimented heavily with different types of
merchandise, including weapons and pets, that it thought would
appeal to
players.
曾在Zynga参与"黑帮战争"(Mafia Wars)游戏开发的一名员工透露,Zynga对包括武器和宠物等各类它认为可能吸引玩家的商品进行了反复的试验。在这款游戏中,玩家要犯下各种各样的罪行,才能从低级小混混一路爬升到黑帮大佬的位置。
When Zynga added gold borders to weapons, sales shot up, this person says. The 'Mafia Wars' team changed the color of tiger pets to white, and the same thing happened.
这名员工说,当Zynga给游戏中的武器镶上金边后,销量出现了暴涨。在"黑帮战争"团队把宠物老虎的颜色调整为白色后,这种宠物店销量也有了大幅的攀升。
Sizhao Yang, a former Zynga
executive who helped create its virtual farming hit 'FarmVille,' says his development team figured out by analyzing virtual-goods-sales data that 'people buy animals a lot more than tractors and other inanimate objects.' The findings led the 'FarmVille' team to more prominently feature animals in its online store, he says.
Zynga前主管、曾参与设计风靡一时的虚拟农场游戏FarmVille的杨思昭表示,他的开发团队在对虚拟商品的销售数据进行分析后发现,人们购买动物的机率要远远高于购买拖拉机和其他没有生命的东西。这项研究结果使得FarmVille团队在他们的在线商店中更多地突显了动物的特色。
Another way to juice sales, the 'FarmVille'
managers discovered, is by
offering limited-edition
merchandise, especially items connected to holidays: stars-and-stripes tractors for In
dependence Day, for
instance, and heart-covered cows for Valentine's Day.
FarmVille的开发经理们发现,另一个刺激销量的办法是发行限量版的商品,特别是和节假日有关的产品,比如庆祝独立日的带有星条旗图案的拖拉机,和纪念
情人节的布满心形图案的奶牛。
Kim Kennedy of Tulsa, Okla., is one of the many 'FarmVille'
players who can't
resist buying such items to
decorate her farm. The 52-year-old estimates she spends close to $40 a month buying Clydesdales, mustangs and other horses, paying about $5 to $6 each for the steeds. Ms. Kennedy says she has bought special-occasion horses for Christmas, Mardi Gras and Valentine's Day.
俄克拉荷马州塔尔萨市(Tulsa)的金·肯尼迪(Kim Kennedy)是FarmVille的诸多无法抵制购买这些产品来装点自己农场这种诱惑的玩家之一。今年52岁的肯尼迪估算,她每个月要花将近40美元用于购买克莱德谷马、北美野马或者其他的马匹,每匹马大约要花费5美元到6美元。肯尼迪说,她已购经买了专门为
圣诞节、狂欢节和
情人节等特殊时机推出的马。
'FarmVille'
players can also buy horses in the game without spending real money by using a form of
currency acquired by 'grinding' -- a term used at Zynga and
elsewhere for performing repetitive game actions, like
harvesting crops and tilling fields. Ms. Kennedy won't touch those 'FarmVille' horses though. 'They're the cruddy ones no one wants, not the
spectacular, awesome ones with fairy wings and gypsy stallions with big manes,' she says.
FarmVille的玩家还可以购买游戏中自带的马,买这种马无需花真钱,使用的是通过"原地练功"获得的一种货币。"原地练功"是Zynga和其他游戏中的一个术语,指的是反复从事某一项动作,比如收割庄稼或是翻耕土地。但是肯尼迪却不会对FarmVille游戏中的那些马匹动心。她说:"那些马令人生厌,没人想要,它们不是那种有着精灵的翅膀,与众不同、引人入胜的马,或者长着好看鬃毛的吉卜赛种马。"。
Zynga was founded in 2007 by Mr. Pincus, occupying a former potato-chip factory he owned in an
industrialneighborhood in San Francisco. Mr. Pincus was a serial Silicon Valley
entrepreneur who had a mix of hits and disappointments in his
career. His company at the time -- a social
network called Tribe Networks -- was among the bombs.
2007年,平卡斯在旧金山的一个工业区附近他自己的薯片场旧址成立了Zynga。平卡斯曾在硅谷多次创业,既有过春风得意的日子,也有过沮丧失落的时候。他以前的一家公司──一家名为Tribe Networks的社交网站──就遭遇了惨败。
Mr. Pincus says he 'built the wrong products' at Tribe, in part because he used too much guesswork in
trying to figure out how to improve the site. 'I wanted to have a different approach to product development,' he says.
平卡斯说,他在Tribe Networks网站"打造了错误的产品",部分原因是他过多地靠臆想来制定改进网站的办法。"当时,我想要找到一种与众不同的开发产品的方法,"他说。
He found that different approach after starting Zynga. The company launched its first title, a poker game, on Facebook in 2007, along with
versions for other social
networks like MySpace. While there were other poker games on Facebook at the time, Zynga was the first to let people play with friends.
在创建了Zynga之后,平卡斯找到了那种与众不同的方法。2007年,公司在Facebook推出了第一款游戏──扑克牌游戏,还推出了聚友网(MySpace)等其他版本的社交网络。尽管当时Facebook还有其他的扑克牌游戏,但Zynga是首家支持玩家和好友一起进行游戏的公司。
Stealing from the playbooks of Asian online game companies like Korea's Nexon Corp., Mr. Pincus sought to make money by letting
players purchase virtual goods within the poker game, including chips or a round of drinks for others at their card tables
这款游戏照搬了韩国耐克森公司(Nexon Corp.)等亚洲网络游戏公司的情节设计。平卡斯设法通过让玩家在扑克游戏中购买虚拟商品来赚钱,包括为牌桌上的和好友买薯片或者饮料。
Zynga didn't make data
analysis a priority, though, until Mr. Pincus hired Cadir Lee in late 2008. Mr. Lee convinced Mr. Pincus to give him six months to build a
system for collecting data from
players, analyzing it and using those insights to quickly shape Zynga games.
在2008年底卡迪尔·李(Cadir Lee)获邀加盟Zynga之前,数据分析并不是Zynga的首要任务。卡迪尔·李说服平卡斯给他6个月的时间来建立一个收集玩家数据的系统,加以分析,并利用数据分析成果迅速地对公司的游戏做出调整。
Last year, Zynga's Mr. Reynolds discovered a neat way to boost the visibility of a game while he was examining
player data from 'FrontierVille,' the company's virtual homesteading game. He and colleagues noticed
players were sending one message to their Facebook friends at far higher rates than others: a canned message commemorating their success in corralling a sheep.
去年,Zynga首席游戏设计师雷诺兹在分析虚拟田园游戏FrontierVille的玩家数据时,发现了一个提高人们对这款游戏的关注度的妙招。他和他的同事们注意到,玩家向他们的Facebook好友发送一条庆祝他们成功地把一只绵羊关进畜栏的模板讯息的频率远高于其他讯息。
Those friends then clicked or commented on the message far more frequently than
normal. The reason: the message's artwork showed a
cartoon girl pushing a sheep with bulging eyes, beads of sweat sprouting from the girl's head. Facebook users went wild over the image. 'Someone would post, 'What is that girl doing to that sheep?'' says Mr. Reynolds. 'All of a sudden there would be four comments on it.'
于是,好友们会以超乎寻常的频率点击这条讯息并且做出评论。究其缘由,这条讯息显示的图片是一个卡通女孩正在使劲地推一只眼睛突出的绵羊,女孩的额头上洒下粒粒汗珠。这张图片引起了Facebook上的玩家的热烈反响。雷诺兹说:"如果有人留言问道,'那个女孩正在对那只绵羊做什么?'而一下子你就会看到有4个好友做出评论。"
In
response to its findings, Zynga created a
series of new illustrations referencing various
barnyard jokes that got similar
responses from Facebook members. That attracted more people to download and play 'FrontierVille,' propelling the game to become one of the most popular games on Facebook.
根据这一发现,Zynga为各种各样的田园笑话作了一系列新的释义,并且都得到了Facebook用户类似的反应。这一举动吸引了更多的玩家下载并且开始玩FrontierVille,从而使得这款游戏成了Facebook最受欢迎的游戏之一。
The growing
emphasis on data hasn't sat well with some inside the company. A group of nearly a dozen
designers with
traditional game
backgrounds left Zynga in 2009 after clashing with data-analytics advocates within the company about how to make games, according to Messrs. Dickey and Yang, both former employees.
对数据分析越来越多的重视在Zynga内部遭到了一些人的反对。按照迪基和杨思昭的说法,2009年,大约10名有着传统游戏背景的设计师在和数据分析的倡导者们就如何制作游戏发生冲突后,选择离开了公司。他们两位都曾是Zynga的员工。
'There was huge tension,' says Mr. Yang. 'Basically the game
designers were
constantlysaying, 'This isn't the right user experience.' The analytics people from a
traditional Web
background would say, 'This is the data.''
杨思昭说:"公司内部的关系非常紧张。通常,游戏设计师会反复地表示,'这不是玩家的真实体验。'有着传统网络背景而喜欢搞数据分析的那些人则会说,'这是数据'。"
Zynga
executives last year
decided that the
pendulum had swung too far inside the company towards analytics and that it needed to bring in people with stronger game-industry credentials, according to several current and former employees of the company. The company hired heavily from Electronic Arts, including Steve Chiang, who oversaw many of its sports titles such as its Madden NFL
franchise. Still, Zynga considers data to be its secret weapon.
根据几名在职和已经离职的员工的说法,Zynga的管理层曾在去年做出决定,认为公司的重心过于偏向于数据分析了,需要引进有着资深游戏产业背景的人才。Zynga从艺电招募了包括Steve Chiang在内的大量人才。Steve Chiang曾负责开发了很多运动类游戏,比如"劲爆美式足球"(Madden NFL
franchise)。不过,Zynga仍然把数据分析当作它的秘密武器。
'We are
totally disrupting the
traditional videogames industry,' says the company's Mr. Rudin. 'A huge
portion of that disruption is the
ability to use data.'
公司副总裁鲁丁表示:"我们正在彻底地颠覆传统游戏产业,这种颠覆很大程度上来自于我们利用数据的能力"。