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Monday, December 7, 2009

Sibblingz Reveals Social Games Platform For Facebook, iPhone, And Web

Mountain View-based startup Sibblingz announced its cloud-based game server allowing developers to design and build social games that not only offer virtual goods and micro-transactions, but also allow users to play the same game in the same social context across Facebook, iPhone, and the web.

The company explains the system's technical details: "Using the Sibblingz Platform involves choosing a social game design and developing it a common set of API's across the web, Facebook and the iPhone. These API's in turn access a common game back-end located in a cloud server farm, so the details of each user's game state is shared across all the front-ends."

Using this setup, players can interact with a particular game in lots of different ways, at home and on the go. For instance, they can log into Facebok at home and send a friend a challenge, run errands and check their in-game progress through their phone, and later play a web-based mini-game to earn virtual currency for the same game.

"I am really excited about offering a universal social gaming platform that will let users play the same game with their friends anytime, anyplace." says Sibblings co-founder Ben Savage. "We believe this is interesting to both indie developers and large corporations who want to deploy their entertainment content across multiple channels."

Sibblingz begins its private beta program for the platform this week (ending in Q1 2010) and invites game developers to view a "multi-channel" game demo and sign up at its official site. The startup will allow select private beta partners to work on the platform without any upfront costs, instead employing a revenue sharing program with developers.

"Its taken us almost two years to develop the extraordinary capability of the Sibblingz platform," says Sibblingz co-founder and chairman Peter Relan. "But now we finally can offer to game developers what is considered the holy grail of social gaming: develop game content once, and deploy across all the channels where users want to consume this content while keeping the same social context."

Posted by Eric Caoili on December 7, 2009 2:00 PM |

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