`
`
`
`
`BROWSER GAMES FOR ONLINE COMMUNITIES
`
`Juha-Matti Vanhatupa
`
`Department of Software Systems, Tampere University of Technology, Tampere,
`Finland
`juha.vanhatupa@tut.fi
`
`
`
`ABSTRACT
`
`Games played directly inside the web browser have many benefits. Browser games do not need software
`installation. Furthermore since the web has become the ultimate collaboration environment, the games
`are available for numerous players that can play in collaborative fashion. Through history online
`communities have birth alongside with browser games. Nowadays online communities have achieved
`massive user numbers and those can be important part of the browser game itself. This article targets at
`analyzing and categorizing of browser games. We also discuss financial opportunities relating to browser
`games and technologies used in those.
`
`KEYWORDS
`
`Browser Games, Game Analysis, Online Communities
`
`1. INTRODUCTION
`
`Multiplayer games played inside a web browser have benefits over traditional computer games.
`Browser games offer a good platform for social gaming, because players can interact with each
`other – attack other players, form alliances, create armies, and work together to accomplish
`greater goals.
`
`The fact that games are played inside a web browser considerably lowers start-up threshold of
`gaming as software installation is not needed. The browser games are available also for players,
`who have never bought a single computer game and have no intensions to ever do so. Browser
`games can be played anywhere with normal web browser and in short time periods in the
`middle of player’s normal life, few moves in a browser game takes only few minutes instead of
`hours.
`
`As start-up threshold is small, browser games are easy to advertise to friends. Friends playing
`some browser game are a strong lure to get people play a certain game. This is especially typical
`in Facebook [1] application distribution, because people send invitations to joining applications
`to their friends. Facebook applications also encourage this behaviour by offering bonuses for
`player with lot of friends playing or at least added the same application to their Facebook
`accounts.
`
`Huge online communities have been formed around browser games and gaming ecosystems.
`Many browser game forums have hundreds of thousands users. Furthermore, many browser
`game clans have created their own forums, Wikipedias and IRC-channels to support gaming and
`associated activities. Successful strategy game clans must be well organized and the need of
`good communication strategy is obvious.
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`DOI : 10.5121/ijwmn.2010.2303 39
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`Supercell
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`Instead of computer controlled foes, a browser game can offer a battlefield, where each
`opponent is a human player. This can be very strong motivator for competitive players to play
`browser games. Artificial intelligence controlled opponents can also be used as opponents, or
`end antagonist like Natars in Travian [2]. In Travian strategy game, Natars appear after almost a
`real-time year of intensive player against player battle to prevent the leading player alliance
`from winning the game.
`
`The player needs no installation packages to play browser games, therefore no money can be
`gain from selling those to the players. We believe this is the future of game industry. In future
`people do not walk into game store to buy games; they just play them through their web
`browsers. The profit of the game developers must come from somewhere else than selling game
`packages. They can make money by advertising, selling new units, other game resource or extra
`features to the players.
`
`Although time for single move in a browser game can be very short, the duration of a browser
`game is usually very long or eternal. Therefore it is possible to create richness impossible to
`normal multiplayer games. For example, some Hattrick [3] players have played the game with
`the same team more than ten real-life years.
`
`Even though browser games have existed for some time now, there have been no
`comprehensive studies about the subject. This paper focuses on browser games properties and
`categorizing those. We have discovered five common features of the browser games and made a
`categorization, which divides the browser games into five categories. We also discuss financial
`opportunities involved in browser game genre. These results were found based on a survey,
`which targeted important browser games. This paper is based on an earlier conference article
`[4], but it has been extended with respect to numerous technical details as well as community
`dimension.
`
`We proceed as follows. In the next Section we briefly discuss history of browser games. In
`Section 3 we present our definition of browser game. In Section 4 we discuss our categorization
`of browser games. In Section 5 we discuss social communities, which have birth alongside
`browser games. In Section 6 we briefly look at technologies used in browser games. In Section
`7 we discuss financial opportunities included in browser game genre. Finally, related work is
`discussed in Section 8, before concluding remarks in Section 9.
`
`2. HISTORY OF BROWSER GAMES
`
`Browser games have similarities to multi-user dungeons (MUDs), which appeared in late 1970s
`[5]. Those allowed multiple players to explore virtual dungeons, despite the fact that those
`focused on social interaction between players. Combat systems were usually rather simple. Like
`browser games, MUDs were multiplayer games, game time was very long or eternal and each
`player had one account and therefore controlled a single character. This was also the time when
`the first online game communities started to form. Players noticed that they enjoy playing with
`certain people and formed their communities to ensure they would be online to play at the same
`time.
`
`Later came Earth 2025, released in October 1996, which claims to be the first of the generation
`of unique, interactive games designed to be played directly on the web [6]. Since those days
`web access has become more and more general, and this growth has led to an increasing number
`of browser games. People spend more time on the web than ever before. Web browser games
`have come popular and spread into many different game genres. Nowadays game communities
`are easily formed, because many games offer build in forum in game pages. Many clans build
`their own private forums, in addition to public one.
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`One main motivator in recent growth of browser games is the popularity of the Facebook social
`utility [1]. Anyone with some programming experience can write his or her own browser game
`and offer it to the other users of the Facebook. Facebook had more than 400 million active users
`in July 2010 and popular Facebook browser games can have fifteen million or more active users
`monthly [7]. For example, a popular browser game at the moment Mafia Wars [8] had more
`than 23 millions monthly active users in January 2010. There are more popular applications in
`Facebook, which are listed as game applications, but those do not fill our definition of a browser
`game.
`
`3. BROWSER GAME PROPERTIES
`
`To fill our definition of browser game, a game has to fulfil five features. The features have been
`found by surveying number of browser games. In the survey we played the game at least the
`time needed to research all the important features of the game. The testing time for a single
`game was from an hour to more than a year.
`
`Browser games are for (i) multiplayer gaming. The game has a lot, probably thousands of
`users, who can interact with each other. There is more interaction than shared score list between
`the players. Usually players can, for example, attack each other and form alliances. There are
`usually several servers for the game and each of those is running a separate instance of the
`game. Active players can play their favourite game in several servers at the same time.
`
`The games are played in the (ii) web browser. Usually no installation of any application is
`needed. Though some games offer graphic packages, but installation of those do not modify the
`rules of the game. Packages affect only to the graphic of the game. In case of Facebook
`application, the player has to allow the application to access his or her account, however this
`operation is not regular software installation.
`
`The games are (iii) always on. It is possible to get attacked or receive message even when not
`online. Some games allow sitters, a player can name couple of other players who can log in his
`or her account when he or she is not online. Sitters can play using the account like the original
`player. This can be especially helpful during the players’ holiday trips or other pauses in normal
`gaming. It is also possible to gain some advantage by playing in different timing than other
`players, as it is hard to defend against sneak attacks that happen during a night time.
`
`The (iv) duration of games is very long or eternal. Game time of browser games can go on in
`real time, the game can be turn-based, or it can queue actions and for making them happen on a
`time base. The games are usually restarted after the end. In some intensive browser games the
`length of a single match is very short, just few minutes; however the ranking of the players is
`continuous.
`
`Each player has (usually) a single (v) account, and he or she controls one character, group or
`nation. Some games offer second or even third account as additional feature if the player pays
`an extra fee. But those extra accounts are not used in the same instance of the game as the first
`account. Those can be used, for example playing with other character class than the original
`account was created.
`
`4. BROWSER GAME TYPES
`
`Browser games can be divided into several different types. Browser games in general are good
`at creating large worlds with a lot of players, which explains the large number of strategy games
`and role-playing games. Several games also combine these two types, for example, Dogs of
`
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`Supercell
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`Seas [9] and Dark Orbit [10]. We have divided browser games into five types. In the following
`we go through those five types.
`
`(i) Strategy games emphasize decision-making skills of the player. There is usually a large
`world with a lot of players and player formed alliances. The player has to battle his or her way
`to the top. Travian [2] is a good example of strategy game. In the start of the game the player
`gets one village and he or she has to build powerful nation. Players can form alliances and wage
`wars. Length of one Travian game is about a year.
`
`(ii) Role-playing games concentrate on character development and role-playing. The player
`usually controls only one character instead of a nation or group. A good example of role-playing
`games is Forumwarz [11], a parody role-playing game that takes place on the Internet. In
`Forumwarz the player tries to wipe out Internet forums.
`
`(iii) Manager games put player into decision-making position of a team or other group. An
`example of those games is Hat Trick [3], a popular football manager game. In Hat Trick each
`player gains control of a football team and competes against other player’s teams. The players
`registering in the game are divided into divisions based on their real-world residence location
`and matches are played some once a week. Outcome of the matches are calculated by the
`simulation engine of the game, based on the players’ attributes and other variables.
`
`(iv) Shooter games are perhaps the most simple browser games. The goal is to shoot target and
`get points. Games vary, but the goal is always the same. Example of this group is Stick Arena
`[12]. Were players run around the maps, picking up weapons along the way and use those to kill
`opponents. The players are ranked using numbers of deaths they have inflicted.
`
`(v) Social networking games are the last group. There is no combat or character development;
`instead the game focuses on social interaction. The Habbo Hotel [13] is an example of those
`applications. The Habbo Hotel also offers virtual goods for sale and the player can decorate his
`or her avatars’ apartment with those.
`
`5. SOCIAL COMMUNITIES
`
`Many browser games have inspired the creation of large social communities. For example,
`Hattrick [3] is played in 124 countries and there are more than 850 000 active users. Each
`country has its own forums and in Hattrick, there are over 60000 forum posts each week.
`Including other forums, each league gets its own forum, helping the eight players in same
`league to communicate. Usual Hattrick forum conversations relate to the game mechanics as
`beginners seek help or hint how to develop their teams. Hattrick is a very slow processing game,
`only one league match is played in a real-time week and forum discussions and other activities
`(e.g. player transfers) are essential part of the game. Hattrick has been running since August
`1997 and current season, which started in March 2010 is number 42 [14].
`
`In strategy games, successful clans have also created their own private forums for inner
`communication. Those private forums are protected by passwords. Private forums help the
`players to coordinate attacks, ambushes, resource transfer operations, inform other clan
`members and other activities needing good timing and coordination between clan players.
`
`Private Wikipedias are also used tool for inner communication of player clans. Those can be
`used e.g. experienced players to share their knowledge. Clan beginners can learn inside tips
`about the game from these private pages. While forums are used communication, Wikipedias
`are places to store static information.
`
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`Supercell
`Exhibit 1018
`Page 4
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`International Journal of Wireless & Mobile Networks ( IJWMN ), Vol.2, No.3, August 2010
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`IRC-channels can be excellent fast communication method. It is possible to reach even whole
`clan with message. However, effectiveness of IRC decreases if the responding player is active
`IRC user and has several IRC-channels open or even several IRC-clients with several IRC-
`channels open, because there are many conversations going on and he or she might be following
`some other conversation when the important message arrives. Also non game related
`discussions in the clan IRC-channel can decrease channel effectiveness as some players stop
`following it.
`
`Some online communities have formed static groups; the group is originally formed playing
`certain game and when the game ends, the group has decided to stay together and continue
`playing; they play new matches of same game or perhaps move to play another browser game.
`Big clan might have several games running in different servers and all the clan players are not
`playing in all of those. Players in clans usually have strict ranking and players have own
`responsibilities, for example certain player is responsible for informing other players and other
`player can be responsible for setting ambushes. Those responsibilities relate to the game and are
`formed based whatever is needed for the clan to be successful in the game.
`
`Static player groups make the strategy games more difficult for beginners. Even the beginner
`starts the game from same point as everybody else, he or she might get confused when realizing
`that other player have formed alliances before the game has even started yet. Beginning of the
`game is essential point in many browser games and strong clan tries to ensure its territory. They
`can do it by destroying other players or just attacking continuously, which makes attacked
`players too weak to defend themselves and the clan members collect resources from defenceless
`player until he or she quits the game. Obviously, if first experience from a certain game is being
`forced to be resource field (farm) of other players or being destroyed in a few days, it is not best
`advertisement for the game and possibly the player will never try it again.
`
`Clans might encounter problems when selecting the members. If a clan is formed based on
`player location in the game, the clan might get a lot of inactive players, which do not commit to
`the game enough. Clan accepting all the players, which want to join it, can grow quickly and
`appear to be a strong. However, it can be easily won by a smaller, but well organized clan with
`committed members. The well organized clan can act much faster and sometimes it might take
`real-time days before inactive players of big clan even notice being attacked.
`
`In those Facebook applications that fill our definition of a browser game, the social community
`forms into the application page. Facebook itself is a social forum and there is no need to build
`separate pages for discussions, because application page is already a forum. Usually in this case,
`people appear with their own names, instead of aliases.
`
`6. BROWSER GAME TECHNOLOGIES
`
`There are several technologies to implement browser games. The game can run based on a web
`browser plugin, for example, Flash Player, Shockwave or Java. The games usually assist the
`player in downloading the correct plugin if it does not exist. The second possibility is to use
`server-side scripting, for example, PHP, ASP or Java (using jsp-pages). The server executes a
`script and responses to the client with a dynamic web page.
`
`In [15] Häsel introduces two architectural choices for browser games, client-server architecture
`and Peer-to-Peer architecture. In client-server architecture, the serves keeps clients up to date,
`clients requests are delivered to the server, which responses and delivers data to the other
`clients. This can be problematic in real-time browser games as it generates lot of network traffic
`and the server must process requests of all clients.
`
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`Exhibit 1018
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`In Peer-to-Peer architecture each peer has same responsibilities as every other peer. Instead
`sending actions to the server, each player communicates with each other player. It uses less
`bandwidth and can be more efficient than client-server architecture. However, effectiveness
`measuring of Peer-to-Peer architecture can be problematic. Some models for effectiveness
`measuring have been developed, for example [16] and even a special Peer-to-Peer networks to
`optimize effectiveness of certain tasks have been developed [17, 18]. Cheating can be also hard
`to avoid in Peer-to-Peer architectures, because every client has its own copy of the game state.
`
`Nowadays many browser games contain good graphics and need more resources from the client
`and server than early text-based browser games. However, most of browser games are still
`played because those games have an interesting game idea and good playability. It has not been
`proven that browser games with good graphics would have great advantage in luring players.
`Although, a game with nice graphics is probably more attractive when the player sees it first
`time compared to, for example a game using almost only text interface.
`
`In addition to graphic packages, there are lot of web plugins, which act as accessories in certain
`browser game. Those can reveal additional information for the player, for example Foxtrick [19]
`in Hattrick [3] reveals more information about player attributes than it is normally possible to
`see. Hattrick offers separate interface for web plugins, which those can use to collect data from
`Hattrick. Plugins can then present this data in various forms and diagrams. Players can set
`security code in their Hattrick account and when using web plugin, insert the same security code
`and this way, allow web plugin read privileges to their Hattrick account. With read privileges
`web plugins cannot harm the player account. Because of good support functionality, there are
`dozens of web plugins available for Hattrick.
`
`Web plugins can also modify user interface, many web plugin modifies interface of Travian [2],
`in a different ways, for example add new button for sending troops faster than usual way. It is
`even possible to get sound signal from incoming attacks using web plugin. Some web plugins
`are even considered to be too useful for the player and offer unfair advantage, therefore there
`are web plugins, which use is prohibit. For example, crop finders, which can be used to find
`hexes with 9 or 15 crops (normally a hex has 4 or 5 crops), are banned from Travian.
`
`7. FINANCIAL OPPORTUNITIES IN BROWSER GAMES
`
`Advertising is very common in browser games. Although the game itself is almost never
`disturbed with pop-ups, banners are a common sight in browser games. The developer sells
`advertising space for companies and gains money when people see or click the banners. For
`example, Facebook advertises itself as possibility to reach exact audience and connect to real
`customers. Facebook also allows advertiser to track her or his advertisement progress in real-
`time and choose target audience by user’s location, age, gender, education or other user
`information [20].
`
`Extra features are also a common way of making money in browser games. Usually it is
`possible to buy some virtual currency unit with real money and this virtual currency can be used
`to buy extra features, units, or user interface shortcuts. In addition to extra features, Hattrick [3]
`also sells T-shirts and possibility to get important match events, for example, goals and player
`injuries by SMS messages directly to cell phone.
`
`In The Continuum™ [21], the online collectible wargame from Seven Lights, the game is
`started with buying units with real money. Starter pack has 40 units and Booster pack has 15.
`Anyone can play for free, because they receive one booster pack at the registration and can play
`with them as long as he or she wants. However, new units can only be gain by buying new
`
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`starters or booster. This idea is originally used by collective card games and online versions of
`those, for example Magic: The Gathering [22].
`
`Extra accounts can be sold to the players. For example, in Forumwarz [11] each player can
`create one account for free of charge. The second and third accounts can only be bought. Other
`two classes cannot be played without buying new accounts. The successful browser games or
`even the whole developer company can sometimes be sold to other company. For example,
`success of Club Penguin [23], led to that the developer company, New Horizon Interactive was
`sold to the Walt Disney Company in August 2007 for the sum of $350 million [24].
`
`The players gain rarely any real money from playing the browser games. Even cash prizes are
`common feature of for example, Internet Poker, real world cash prizes are seldom used in
`browser games. However, Dark Orbit [10] offers real money prizes. Each month’s winner gains
`a sum of several thousand Euros.
`
`Sometimes possibility of gaining valuable virtual property encourages players to cheat other
`players. For example in Habbo Hotel [13] some players have stolen virtual goods from others
`and sold those to other players with real money. Players can also sell accounts for browser
`games, for example beginner might want to buy an experienced character instead of acquiring
`the experience for his character. Selling accounts to other players is usually prohibited in
`browser games.
`
`8. RELATED WORK
`
`There are some studies about browser games, which analyses player motivations, the players,
`and cheating in browser games.
`
`Schultheiss [25] has studied long-term motivations to play MMOGs and found several reasons
`for people to play MMOGs. Most important factors, which lead to play researched browser
`game Space Merchant Realms [26] were competition, learning, integration of reality and
`escapism. The research also points out that there are certain group of core players and on the
`other hand a fluctuating group of players, who come to the game and do not remain a longer
`time. This can be explained by many reasons; one of those is the difficulty or dominance of the
`core players. To fix this problem, several games give beginners some advantage, for example,
`they cannot be attacked at the beginning, to ease this learning phase. Despite the beginning
`advantage, a complex browser games can be very difficult for beginners. Game start is usually
`very important moment of the game and critical mistakes at that point can ruin player’s rest of
`the game. Core players are also looking for easy points or resources at beginners’ expense. In
`addition, in browser games were players are divided into areas and players can only attack other
`players near him or her, core players might want to eliminate all players, which start the game in
`same area, just to eliminate the possible threat in the future.
`
`Cheating is one of the main problems in all MMOGs, not only in browser games. In [27] Kabus
`et al. represent that retaining control over the global game state is necessary to avoid cheating
`and to lock out players without valid submission. This control retaining might make use of Peer-
`to-Peer architecture difficult.
`
`9. CONCLUSIONS
`
`Online and multiplayer are current trends in computer games and number of browser games is
`constantly growing. Browser games are usually lot smaller in size than traditional computer
`games; therefore development of those is faster. However, by developing browser games, it is
`usually hard to find financial opportunities, as there are no game packages to sell to the players.
`The profit must come from other sources, for example from additional features sold to the
`
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`players or from advertisement inside the games. Although this advertisement must be
`convenient, because disturbing advertisement might get some players to quit playing the game.
`
`One main feature of many analyzed browser games was a huge virtual world with a lot of
`players. It is obvious that huge consistent virtual worlds are fascinating for the players as it
`ensures a lot of opponents and possible allies.
`
`Online communities have always grown alongside browser games. Those online communities
`vary from forum users to well organized clans. Most popular browser games have spread over
`hundred countries, which all have national forums. Many Facebook browser games have also
`formed huge online communities, as those games can have fifteen million active users monthly
`and very active user communities.
`
`The number of different browser games has grown in recent years and this development
`continues. Especially computer graphics used in browser games has improved in recent years.
`Browser games also vary more than before and it is possible that entirely new game types will
`appear in the near future. This hints that there still is lot of potential in browser games as new
`technologies and ideas come into practise.
`
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`
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`
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`
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`
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`
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`
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`
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`
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`
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`
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`
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`
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`
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`Page 8
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`
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`
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`
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`
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`
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`
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`Games Research Association International Conference 2007, 344-348.
`
`Space Merchant Realms Browser Game, http://www.smrealms.de/
`
`Kabus Patrick, Terpstra Wesley, Cilia Mariano, Buchmann, Alejandro, (2005) “Addressing
`Cheating in Distributed MMOGs”, In Proc of the 4th ACM SIGCOMM workshop on Network
`and system support for games.
`
`
`
`Authors
`
`Juha-Matti Vanhatupa is a postgraduate student
`in Tampere University of Technology. He
`received his M.Sc. in Software Engineering at
`2007. His research interests include browser
`games, tool support for game programming and
`content generation for computer games.
`
`
`
`47
`
`
`
`Supercell
`Exhibit 1018
`Page 9
`
`