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My Zoo review: Is what makes My Zoo addictive and popular also keeping it from monetizing?

Create your own animal sanctuary on Facebook– start as a petting zoo, and slowly grow into a premier world-class attraction. In the process, you will start programs to breed endangered species and release them back into the wild.

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What works:

Visitor satisfaction scorecards help users achieve success in the game

My Zoo scorecards help guide users toward achieving success in the game, indicating what the user is doing right and what could be better.

My Zoo scorecards help guide users toward achieving success in the game, indicating what the user is doing right and what could be better.

As users play with the structure of their zoo (deciding which animals to buy, how much property they need, which facilities, amenities or habitats to build, how many employees to hire, etc.), they can see immediate feedback from their zoo’s “visitors”. Using a scorecard layout, visitors rate in percentages and on four levels of satisfaction various aspects of the user’s zoo: parking, restrooms, cleanliness, food, shopping, animals, value. Based on these ratings, users are able to adjust their zoo appropriately to increase their overall score, which affects the zoo’s “acclaim”, which in turn determines how many visitors the zoo receives each day (more visitors = more daily profit for the zoo).

By providing this feedback to users, gameplay is smoother and encourages users to keep playing, as nothing hooks a user in like the validation of in-game achievements.

A portion of the game’s profits are donated to a related charity

There are two great things about this: First, because the users know that by spending money in this game, they can simultaneously assist in making a charitable donation to a good cause, they become more willing to spend. Second, the game’s developers pick the charity recipients based on a discussion topic in which users can suggest recommendations, which means the users can actually have a say in to whom some of their money goes, resulting in users feeling more involved and, again, being more willing to spend.

There is, however, one enormous problem…

What could improve:

It is staggeringly easy to turn profits in this game, leaving users with no motivation to ever purchase currency

See: upper right corner, compared to that in the previous picture. Three days of being absent from the game earned me over $500,000, most of which I spent in 10 minutes to progress through 4 levels. Two days after that, I opened the game and had over $1 million cash.

See: upper right corner, compared to that in the previous picture. Three days of being absent from the game earned me over $500,000, most of which I spent in 10 minutes to progress through 4 levels. Two days after that, I opened the game and had over $1 million cash.

In the beginning, assuming a user has set the ticket price appropriately and kept overhead costs as low as possible, profits exist but are minimal– hardly enough to recoup the amounts spent on building the zoo in the first place– and at some point, the user is not going to have enough cash left to build or buy anything else. Luckily, each new user starts with 10 “Benefactor Donations” (unluckily, the user has to take the initiative to explore each tab in the game and discover this only when clicking on the “Patron” tab), which is redeemable for $25,000. Once this is spent, however, the user must either patiently try to make money by accumulating the zoo’s daily profit (with one zoo day taking just under 5 minutes to complete)– or acquire the currency through either direct payment or offer completion.

The idea is that by this point, the user is invested and engaged enough in the game to be willing to buy the currency (or do offers) instead of wait an excruciatingly long time to progress in the game. It’s a standard strategy, in fact, and one which typically works– except in this case, where all a user has to do in order to get ahead in the game is, ironically enough: leave it.

When a user is active in the game, once a zoo day finishes, the user must remain active (e.g., clicking buttons) in order for the next zoo day to begin. This prevents users from leaving the game open in a tab or window and steadily gaining the daily profits without actually playing the game; yet this is exactly what happens once the user closes My Zoo. As soon as the user has left, the clock appears to count through days automatically– so if a user quits when the zoo is making $100 a day in profit, then doesn’t return to the game for 24 hours, that user will be pleasantly surprised to discover a sudden appearance of $32,000 in their cash account (24 hours * 60 minutes / 4.5-minute zoo days * $100). At profits of $6500/zoo day (not difficult to achieve), a user need only log out for 6 hours to make over half a million dollars.

Users, of course, love this effortless source of income, as it removes the number-one limitation to game progress (cash flow) and allows them to level up at a considerable pace, unlocking new items and enabling them to begin participating in the breeding and rehabilitation programs that much sooner. The further along in the game they get, the more hooked they become, returning again and again to be rewarded with more cash and more options.

Yet what all this ultimately culminates in is a worthless currency. When users find they have more cash than they know what to do with, instead of forming strategies as to which selective purchases will result in higher success, they spend blindly, in turn devaluing gameplay and turning it into thoughtless button-clicking. And though they are devoted, active and persistently returning users (what every developer hopes for)– none of them are paying users (what every developer hoping to monetize a game dreads). And why should they be? Where is the appeal of paying for additional currency they clearly don’t need?

What to keep in mind:

Popularity and loyal active users are not necessarily indicators of profit; not every game can or should be monetized

For only being in initial beta, My Zoo’s numbers are impressive– nearly 300,000 MAU and a 4.4/5.0 rating by its users. Unless my Facebook account was an exception to the rule, however, it’s highly unlikely that My Zoo is pulling in a significant amount  of (if any) revenue, making the point that popularity and profitability are not always bedfellows. Creating a popular game and then tacking on a monetization system as an afterthought is not a successful model; if said monetization system cannot be integrated into the gameplay strategy, it’s useless. By way of example, Chain Rxn was ranked the #11 Facebook app for June 2, 2009 with nearly 4 million MAU, but monetization is markedly absent from the game. Why? Because it can’t be applied to the game’s structure.

If you want your users to pay for something, you can give it away for free in small amounts, but don’t throw heaps of it at them to no end

For My Zoo, keeping the currency valuable is simple enough: Only count zoo days while the user has the game open and is active (furthermore, only let the user pass through so many zoo days each actual day in order to encourage more long-term play). Limit the amount of currency users can get without paying, and it will retain a real monetary worth.

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Name: My Zoo (http://apps.facebook.com/myownzoo/)

Monthly active users: 297,512 (Facebook, 6/19/09)

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Posted in Reviews.

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5 Responses

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  1. Jane Smith says

    You do, however, discover after some 51 challenge levels, that the only real way to progress is by breeding, and you can speed that up by buying a breeding consultant… for 40 benefactor/patron points, but you only have 10. So you have to buy them to speed up the breeding to progress further in the game. So EVENTUALLY, the temptation is there to spend for something money in the game can’t buy.

  2. Chris B says

    ^ Not really, Jane Smith. Like all Facebook game/apps that want you to pay for bonus features, My Zoo comes with a lot of “sign up for this spam thing and get some bonus point currency” options. Register with those with a throwaway or disposable email address, and you wind up getting the Bonus Points Currency without having to actually pay.

  3. Erika says

    You don’t have to buy them to go further in the game, I am on level 74 right now and got there without a BC. I am actually on a higher level than one of my friends who does have the BC.

  4. john says

    You realise, most of the profits made in the game would be through advertising. the game owns the advertising space above and below the game, therefore they would make money out of that. In essence, this is where nearly all their profit would come from

  5. Brian Smith says

    The reviewer’s suggestion that only game days be logged that the user is present for would make the game completely unplayable without cash (and REALLY expensive with it).

    Say, for example, that I need to breed a certain animal or difficulty level of animal (breed 3 difficult species, for example) – we’re talking about THOUSANDS of game days just for that level (there are 130+ and counting levels in the game) – who could be expected to not only keep the window open that long, let alone be active the entire time? Giant Pandas take MANY THOUSANDS of days to breed and if you already have everything else optimized you might not have anything to do in the game EXCEPT wait for the pandas to breed…and get pregnant…and gestate…and – wait we’re monitoring the newborns….etc. Who would log in for hours and remain active DOING NOTHING BUT WAITING? These things are designed to happen while you are logged off. No one wants to actually spend several hours a day doing nothing but watching seconds tick by….I get the impression that the reviewer hasn’t gotten past the first dozen or so challenge levels and REALLY doesn’t understand the game’s long-term structure/strategy at all…

    Also – the incentive for users to donate money is that they can speed up the breeding process and the source of the game’s income, like most free games, is advertising. What kind of a gaming blog doesn’t understand the simplest DOOR GAME’S structure? lol



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