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Zynga VP: We are "the Steam of social"

By Steve Peterson

Zynga VP: We are "the Steam of social"

Fri 21 Sep 2012 5:37pm GMT / 1:37pm EDT / 10:37am PDT

Zynga's Rob Dyer on the growing Zynga Partners program and why game discovery "sucks"

Zynga recently showcased the expansion of its Zynga Partners program, launching four new games on from partners and announcing nine new partners on the Zynga Platform. Zynga's been struggling in recent months with slower than expected growth. One of the key opportunities for Zynga's future is to leverage its audience of over 300 million and its technology platform (the Z-cloud) by bringing in outside developers, and offering access to Zynga's audience in return for a percentage of the revenue.

The Zynga Platform, first announced earlier this year, is, in Zynga's words, "a social gaming platform and network designed to give players the most social and fun gaming experience wherever they play... while helping third-party developers of all sizes launch, promote, scale and grow their games and business."

Heading up the program to bring third-party developers and their games to Zynga is Rob Dyer, VP of partner publishing. Before Zynga, Dyer was most recently Senior Vice President of Partner Relations at Sony. Dyer's presentation at the Zynga Partners event in San Francisco highlighted several of the developers, who spoke about the great amounts of help and advice they got from Zynga.

" brings people a new way to connect with friends and meet new people who love to play, and it gives our players an easy way to discover new games they might enjoy," said Dyer. "We're thrilled to be working with our partners to bring the first set of third-party games to our network of players on and Facebook, and are excited to help our players discover new games by shining a light on some of the most talented game developers in the industry."

Zynga is now offering games from third party developers on, including Sava Transmedia's Rubber Tacos, RocketPlay's Sports Casino, Majesco's Mini Putt Park and 50 Cubes' Fashion Designer. Zynga now has 24 partners across web and mobile platforms; Zynga recently launched its first third party game with Horn for iOS and Android, developed by Phosphor Games. Partner games coming soon to include Crayon Pixel's Atlas Raider, Eruptive's Citizen Grim, Fat Pebble's Clay Jam, JamRT's JamJam, MobScience's Legends: Rise of a Hero, Portalarium's Ultimate Collector, The Method's Yard Sale: Hideen Treasures, and Row Sham Bow and Danke Games' Kinghts of the Rose (developed by Perfect World).

"Candidly, I know we could have a lot more people, we just can't handle it right now"

Rob Dyer

The games cover a broad range of genres, from the traditional social game style of Ultimate Collector to the action/strategy mix of Citizen Grim to the engaging claymation arcade style of Clay Jam. The developers are excited about the prospect of bringing their games to Zynga's huge audience

Zynga Partners is similar to EA's Partner program which was introduced in the late 1980s. EA built up a sales force to sell their games to retail stores, and later opened it up to other publishers and profited by distributing their games. This is similar to what Zynga is doing, having built up all of the servers to host games and serve them to its audience; Zynga can use that capacity to distribute games from other companies and profit from that service. Dyer agrees the comparison is apt. "I was at Crystal Dynamics. I used EAP back in the day to get my products on the shelf. That's exactly it; it's good for everybody."

The importance of Zynga's partner program to Zynga's bottom line is dependent on how fast Dyer can expand the Zynga Partners. "That's why we've been so curated," Dyer said. "Candidly, I know we could have a lot more people. We just can't handle it right now. It's very, very curated as to how many people we can bring in. You heard what we were talking about up there; we can't provide that for the masses. As our team grows, we'll be able to provide that one on one. That's what we did when I was running third-party at Sony for PlayStation. We used to publish 350 games a year. We knew every one of those games intimately. We knew what was happening throughout."

The scale that Sony operated on is not something a couple of people can handle, Dyer admits. "I was running a staff of 120; I've got 7. I kiss frogs all day; maybe I'll find a few princes."

"I kiss frogs all day; maybe I'll find a few princes"

Rob Dyer

The difference between what Zynga Partners is doing and what Apple does is the curation. Apple doesn't provide any help or curation; you just put your app in the App Store, and there are hundreds of thousands of them. "What happens then is you have a race for the bottom. Not such a good thing," notes Dyer.

Zynga's model is to look at the games and work with the developers, not just throw them in the pool to see if they swim. "We're taking a a very meticulous approach - crawl, walk, run," said Dyer. "We're going from the walk to the run stage now; we're adding more and more. If you go back to the early days, we announced three, and then six, and 'hey, where are the games?' Everybody was scratching their heads. We've been doing it for the last 10 months, and now you get to see it; it's been happening, and off we go."

Dyer noted that the process has been a lot of work and he didn't want to show the results before things were ready. "No, no, you don't want to be half-baked," Dyer remarked. "As they always say, you have one chance to make a first impression. The lineup now... Rubber Tacos, Mini-Putt Park, Sports Casino, Fashion Designer. This is not your mother's Zynga. These are different games, different genres; it's everything people have been saying that we need to be doing. Publishing's gonna do it."

Electronic Arts' publishing program not only leveraged its investment in infrastructure when it brought on partners, but it also gave EA access to different audiences and genres. Over time, EA was able to identify great acquisitions among its partners; many of the company's key acquisitions of the past couple of decades began as publishing partners. Dyer definitely sees that potential for Zynga Partners."Yes, exactly. We'll date first before we get married, or we'll take some of the milk before we buy the cow - pick your analogy. There's a method behind the madness."

The Zynga Partners program seems more scalable more swiftly in many ways than depending on Zynga's internal ability to put out new games. Of course, all the burden comes down to Dyer and how quickly he can add staff and keep the business processes under control. No pressure, right? "Oh, I don't feel any at all, it's a friggin' walk through the park (laughs). It's a double-edged sword. The good news is I'm able to have this event; the bad news is I'm having this event. Now it's like 'We need more games!'" will need to change as Zynga brings on more games, he admits. There's a big difference between having three games and 30 games and 300 games for the users trying to find something to play. "I think the importance is discovery, just the same way you have discovery on Steam," Dyer said. "That's something we have to make sure we provide. Today, there are a lot of cool features in that will provide that, and you're going to see that being built out. We know that is imperative for our success; if we don't have great discovery, great ability to do player ratings, doing things that are really going to allow you to see - so what's Steve playing? I'm up there, I value your opinion, what are you playing? Cool, let's go check it out. Those are things that we're going to make sure are available. Where are your trophies, are you winning?"

"I look at ourselves as the Steam of social"

Rob Dyer

Dyer notes that they have experience with these issues. "Manuel [Bronstein]'s background comes from Xbox Live and he runs; I ran PSN [PlayStation Network] when I was at Sony. So we both (a) sit and fight about who was better, but (b) we both know what does and doesn't work in that sense. We have over 10 Zynga games. Now let's see what happens when we start getting these third-party games in there too."

One of the big drawbacks of Apple's or Android's store is the curation, and the tools for finding games you might be interested in. "It's brutal, it sucks," Dyer says bluntly. "I sit and watch my kids because they play on the iPad, and I ask my 9-year-old 'How are you picking these games?' and he says 'Dad, I don't know, it's in the top 25.' That's a shitty reason. Really? That's the best you can do?"

The process is just beginning for, and Dyer has no illusions about the work ahead of him. "It's going to get harder, much harder. I look at ourselves as the Steam of social. Steam's done a great job, but I was also there at the beginning when Steam first introduced this thing, and there's nothing easy about that."

From Recommendations by Taboola


Jason Pullara Podcaster

31 74 2.4
hahaha no.

(edit, because I hit post like a dumbshit)

The problem with being "the Steam of social" is that you're competition *is* Steam. While Steam doesn't really sell or provide specifically "social" games, if they wanted to, they could. If Steam decided it needed to get into the "social" space they would spend money on marketing, advertising, and sales to acquire new developers on their platform.

From everything we've seen, they're not.

The problem here is that Zynga thinks "social" is some kind of unique niche that cannot in any way, shape, or form be co-opted by the larger games industry as a whole. Investors and, I suspect, other executives realize that being the "Steam of social" really means building a Steam competitor.

Good luck, Mark. You're out of your goddamn mind.

(by the way, has anyone else been really annoyed by the fact that "social" is a marketing buzz word for the ultra-maximization of profits over gameplay value?)

Edited 1 times. Last edit by Jason Pullara on 22nd September 2012 5:15pm

Posted:4 years ago


Andrew Goodchild Studying development, Train2Game

1,292 456 0.4
"by the way, has anyone else been really annoyed by the fact that "social" is a marketing buzz word for the ultra-maximization of profits over gameplay value?"

Yes. And ironically, that seems like an antisocial thing to do.

Posted:4 years ago


Klaus Preisinger Freelance Writing

1,500 1,899 1.3
Classic "euphemism" behavior. In order to avoid the pay2win sign of disapproval, the attention is redirected to something which at least sounds good on paper, no matter whether it has an impact on the success rate within the gaming environment or not.

"I am the Microsoft of peer pressure marketed pay2win games." Do we find somebody willing to apply that description to himself/herself? Where are the f2p regulars?

Posted:4 years ago

Technically, steam of social could be viewed as the right euphemism. Afterall, to steam something is to sterilize the heck out of it! :)

NB: This is in no way a dig at the steam platform, which is a excellent gaming platform indeed with a silver cloud lining

Edited 1 times. Last edit by Dr. Chee Ming Wong on 24th September 2012 1:30pm

Posted:4 years ago


Greg Wilcox Creator, Destroy All Fanboys!

2,611 1,686 0.6
Hoo boy. That title had me cracking up, sorry. They're a steam of something, and it's NOT social. Just what are these companies going to do as their dwindling monetization schemes dry up? You can only take so much money from people until they start breaking away and finding cheaper ways to have fun (many of which don't have a "social" element that revolves around facebook or other sites). Eh, whatever - get it while you can, kids - when the crash hits, it'll hit hard (and how).

Posted:4 years ago


Nicholas Pantazis Senior Editor, VGChartz Ltd

1,025 1,486 1.4
Except people actually LIKE Steam.

Posted:4 years ago


Nuttachai Tipprasert Programmer

79 60 0.8
@Dr. Chee Ming Wong well said, sir. That's took me 2 minutes to decrypt what you said :)

Edited 1 times. Last edit by Nuttachai Tipprasert on 24th September 2012 8:59am

Posted:4 years ago


Ove Larsen

28 10 0.4
Nice of to provide us with spme stand-up comedy once in a while.
Aaaah! That headline alone is 1980's league Eddie Murphy level of hilarious! ^_^

Posted:4 years ago


Kingman Cheng Illustrator and Animator

962 187 0.2
Hold it, there are execs left in Zynga?

Posted:4 years ago


Klaus Preisinger Freelance Writing

1,500 1,899 1.3
The article never calls him a manager, it says VP. It could be Jerry Lambert#s new gig for all we know. :p

Posted:4 years ago


Rick Lopez Illustrator, Graphic Designer

1,269 943 0.7
The headline is laughable.

Posted:4 years ago


Robert Ilott Build & CM Engineer, Criterion Games

28 53 1.9
I'm sorry, but I think Steam is more social already... they just don't market themselves as "Social"...

Posted:4 years ago


Darren Adams Managing Director, ChaosTrend

510 1,209 2.4
Aren't Zynga dead yet? No? Damn.

Not that I want to see anyone out of a job, but the sooner Zynga is dead and buried the better it will be for everyone the industry (people that actually care about the industry that is).

Posted:4 years ago

In a alternate Fringe timeline, could be steam is anywhere everwhere and cloud technology has us hooked directly into the net

Posted:4 years ago


Chuan L Game Designer / Indie Developer

22 0 0.0
Kill it with fire.

Posted:4 years ago


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