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OpenFeint
OpenFeint
from Wikipedia
OpenFeint
Initial releaseFebruary 17, 2009; 16 years ago (2009-02-17)
Stable release
2.7.5 (1.7 Android) / Nov 5, 2010 (Jan 27, 2011 Android)
Operating systemAndroid, iOS
TypeSocial networking
Websitehttp://www.gree.net Or http://www.openfeint.com/

OpenFeint was a social platform for mobile games for devices running on Android or iOS. It was developed by Aurora Feint, a company named after a video game by the same developers.[1] The platform consisted of an SDK for use by games, allowing its various social networking features to be integrated into the game's functionality. OpenFeint was discontinued at the end of 2012.

History

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OpenFeint was founded by Jason Citron,[2] who later founded Discord. The first iteration of OpenFeint was launched on February 17, 2009.[3]

Version 2.0 was released in June 2009, and marked the first time that the platform was free for developers to integrate into their own applications. Harris Tsim joined to help with engineering.

Version 2.1 was released on August 14, 2009, featuring "Social challenges", which allowed users to create tasks for themselves and their friends to attempt within games and notified users when new challenges were available. It also allowed users to add "Friends" and introduced a new user interface.

Version 2.4 was released on January 8, 2010, with a revamped layout and a standalone OpenFeint app. As of January 2010, there were over 900 applications in the iOS App Store that used OpenFeint, and there were over ten million users registered on the network.[4]

On September 15, 2010, OpenFeint announced that it would be supporting Android. The9 invested $5 million in the platform, and in October, Intel Capital announced that it had invested $3 million, combining with DeNA's $6 million investment to bring total investments to $12 million.[5][6]

In 2011, OpenFeint was party to a class action suit with allegations including computer fraud, invasion of privacy, breach of contract, bad faith and seven other statutory violations. According to a news report "OpenFeint's business plan included accessing and disclosing personal information without authorization to mobile-device application developers, advertising networks and web-analytic vendors that market mobile applications".[7]

On November 16, 2012, GREE announced that it would be discontinuing the service on December 14, 2012, primarily in favor of its own similar platform.[8]

Notable applications

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See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia

OpenFeint was a social platform for mobile games that allowed developers to integrate networking features including achievements, leaderboards, user profiles, friend lists, and chat rooms into and Android applications. Launched on February 17, 2009, by Jason Citron, the platform rapidly expanded to support thousands of games and achieved over 120 million registered users, establishing itself as the leading mobile social gaming network prior to the rise of competitors like Apple's . In 2011, Japanese mobile gaming company GREE acquired OpenFeint for $104 million in cash plus additional incentives, aiming to bolster its global social gaming infrastructure. However, GREE discontinued the service on December 14, 2012, migrating users to its proprietary platform and requiring developers to update their integrations, which marked the end of OpenFeint's independent operations. Citron, who later founded the communication platform , highlighted OpenFeint's role in pioneering cross-game social connectivity in the early mobile gaming era.

Origins and Launch

Founding and Initial Development

OpenFeint was founded in 2008 by Jason Citron and Danielle Cassley under their company Aurora Feint, Inc., initially to provide social features for mobile games on the newly launched . The platform originated as a backend system integrated into Aurora Feint's debut title, Aurora Feint: The Beginning, a puzzle game released on July 10, 2008, which allowed players to share scores and compete via rudimentary social mechanics. Recognizing demand from other developers for similar functionality amid the App Store's early growth, expanded the technology into a broader social gaming network. On February 17, , OpenFeint launched publicly as a free, plug-and-play SDK for games, enabling integration of features such as achievements, leaderboards, friend lists, and in-game messaging with minimal coding effort. This release positioned OpenFeint as one of the first comprehensive social platforms tailored for mobile gaming, predating Apple's by over a year. Early development emphasized simplicity and virality to foster user retention in short-session mobile play, with Citron's team iterating based on feedback from indie developers who integrated it into titles like Fieldrunners. By mid-2009, version 2.0 introduced enhanced and cross-game discovery, solidifying its role in connecting disparate games into a unified social ecosystem.

Core Launch and Early Adoption

OpenFeint launched on February 17, 2009, as a social networking platform for mobile games, initially integrated with the developer's own title, Aurora Feint. The platform provided developers with tools to add features such as user profiles, leaderboards, achievements, and chat functionalities without building them from scratch, targeting the emerging gaming ecosystem where no dominant social layer existed. In June 2009, OpenFeint released , which transitioned the service to a free model for developers, previously requiring a revenue share; this change enabled broader integration by removing financial barriers and spurred initial adoption among independent game creators. By early 2010, the platform supported over 900 applications, reflecting rapid uptake as developers sought to enhance games with multiplayer and social elements amid the App Store's growth. User registration accelerated through 2010, reaching 28 million by July, driven by integrations in popular titles and the platform's ease of implementation via SDK. This figure climbed to 40 million by October, with daily sign-ups averaging 160,000 across approximately 3,100 games, as OpenFeint positioned itself as a key alternative to emerging native tools like Apple's Game Center. Early adoption was predominantly iOS-focused until the Android SDK launched in September 2010, extending reach to a second major mobile OS and contributing to subsequent doubling of the community to 50 million users post-Game Center debut.

Platform Features and Functionality

Social Networking Capabilities

OpenFeint's social networking capabilities centered on fostering community and competition among mobile gamers through integrated tools accessible via its SDK. Launched in February 2009, the platform initially offered core features such as user profiles, friend lists, achievements, and leaderboards to enable developers to add social layers to games without extensive backend development. Users could add friends by username or , view what games their friends were playing, and engage in direct interactions like sending challenges or competing on friend-specific leaderboards, which supported high-score sorting and global or filtered rankings. The system included communication tools such as live chat rooms, forums, and Facebook-like "walls" for posting updates and , promoting real-time within . functioned as unlockable badges, initially locked and awarded once per player upon meeting criteria set by developers, with visibility shared across friends to encourage progression sharing. Integration with external networks allowed posting to and , including customizable updates on accomplishments, further extending social reach beyond the platform. In September 2010, OpenFeint expanded to cross-platform support, enabling and Android users to share friends lists, compete on unified leaderboards, and sync achievements via OpenFeint Connect, which unified accounts and data across devices. This facilitated turn-based multiplayer and social challenges, where players could invite friends or match with others based on skill or social connections, alongside discovery mechanisms that advertised other OpenFeint-enabled games to users' networks. By emphasizing these features, OpenFeint aimed to create a cohesive social ecosystem, with over 37 million registered users across more than 3,000 games by late 2010.

Integration Tools for Developers

OpenFeint provided developers with a (SDK) primarily for , with later support for Android, enabling the integration of social gaming features into mobile applications. The SDK facilitated the addition of core functionalities such as leaderboards, , turn-based multiplayer, challenges, and social elements including user profiles, friend lists, and messaging. Developers accessed these tools via the OpenFeint Developer Dashboard, a web-based portal for registering applications, downloading SDK versions (e.g., 2.12.5 released in 2011), and configuring server-side components like custom announcements or data syncing. Integration processes emphasized simplicity and compatibility; for , developers followed standard steps to embed the SDK, which was fully compatible with Apple's for achievements and leaderboards, allowing hybrid implementations without conflicts. Android integration required prerequisites like ADT 0.9.9 and Tools Revision 10 or higher, followed by dashboard registration and sample application testing to verify features before custom coding. The SDK used callback mechanisms for events like achievement unlocks or multiplayer invites, reducing and enabling , as evidenced by its "plug-and-play" design for features like chat rooms and activity walls launched in February 2009. In 2011, OpenFeint introduced OpenFeint Connect, a cross-platform that abstracted social features for deployment across , Android, Windows, and other ecosystems, permitting developers to synchronize data such as leaderboards and friends lists without platform-specific reimplementations. This tool supported endpoints (e.g., api.openfeint.com) for secure calls and offline XML configurations for robustness, with developer resources including tutorials for multiplayer setups. Overall, these tools prioritized ease of adoption, with free access and dashboard-managed opt-ins for player newsletters, though integration required adherence to OpenFeint's terms for data handling.

Notable Game Integrations

OpenFeint gained prominence through its integration into several high-profile mobile games, particularly on , where it enabled features like leaderboards, achievements, and multiplayer challenges with relatively straightforward SDK implementation. Early adopters included , a game by Bolt Creative that leveraged OpenFeint for social sharing and competitive elements, helping drive user engagement following its 2009 release. Similarly, Fieldrunners, a title by Subatomic Studios released in 2008, incorporated OpenFeint to facilitate global high-score competitions, which bolstered its status as an standout. As OpenFeint expanded to Android in September 2010, it powered social functionalities in ports and native titles such as by , a slashing arcade game that launched with OpenFeint support for leaderboards and friend challenges, aiding its cross-platform success with millions of downloads. Other notable Android integrations from the initial rollout included MiniSquadron by Supermono Ltd., an aerial shooter emphasizing multiplayer dogfights, and Must. Eat. Birds. by Grubby Pigeon, a puzzle game utilizing OpenFeint for achievement tracking. These integrations helped OpenFeint capture over 20 games at launch, accelerating its Android user base growth. In May 2010, integrated OpenFeint into its iPhone debuts Dark Void Zero and Hatchlings, spotlighting the platform's Game Spotlight app for promotional visibility and social hooks like rewards, marking a key endorsement from a major publisher. Halfbrick's later hit , released in 2011, also featured OpenFeint for seamless achievement syncing and news feeds, enhancing replayability in its format. By mid-2011, OpenFeint supported over 1,500 games across platforms, with integrations in titles like by Andreas Illiger contributing to viral spread via friend invites and score sharing.

Business Growth and Acquisition

Expansion and User Base Milestones

OpenFeint demonstrated swift expansion after its initial launch in February 2009, capitalizing on the burgeoning mobile gaming sector. By July 15, 2009, the platform had amassed one million registered users, reflecting early adoption among gamers seeking social features like leaderboards and achievements. This milestone underscored the demand for cross-game , with the service powering interactions across multiple titles. Growth accelerated into 2010, reaching over ten million registered users by January 10, alongside integration into more than 900 App Store applications. User numbers climbed to 28 million by July 2010, coinciding with preparations for Android support. The platform's Android debut on September 15, 2010, marked a pivotal expansion milestone, enabling cross-platform play and launching with 37 million users across over 3,000 games, including titles from developers like and Hudson Entertainment. Subsequent periods showed sustained momentum, with 35 million users reported in August 2010. Over the period from December 27 to 30, 2010, OpenFeint onboarded nearly 1.4 million new users, an 88 percent increase from the prior year, driven by heightened mobile gaming activity. By April 2011, the user base had expanded to 75 million registered accounts, supported by 19,000 developers integrating the SDK into thousands of titles. This trajectory positioned OpenFeint as the dominant mobile social gaming network prior to its acquisition.

Acquisition by GREE

On April 21, 2011, Japanese mobile social gaming company GREE announced and completed its acquisition of OpenFeint, a U.S.-based mobile social gaming network founded in . The transaction was structured as a triangular merger, with GREE establishing a new U.S. subsidiary under GREE International to facilitate the 100% acquisition of OpenFeint. The deal was valued at $104 million in cash, marking one of the largest acquisitions in the mobile gaming sector at the time and signaling GREE's aggressive push into international markets beyond Japan. OpenFeint, which had grown to serve millions of users across thousands of integrated mobile games, represented a key asset for GREE due to its established developer tools and social features, particularly in iOS ecosystems predating Apple's Game Center. GREE's strategy focused on leveraging OpenFeint to accelerate global expansion, particularly in and , where the platform already held significant among developers and players. Company executives stated the acquisition would enable GREE to build a unified international social gaming network, combining OpenFeint's with GREE's domestic expertise in and . No immediate layoffs or operational disruptions were reported in the initial announcements, with plans outlined to maintain and enhance OpenFeint's services under GREE's oversight.

Controversies

Privacy and Data Collection Lawsuit

In June 2011, lead plaintiff Matthew Hines and two other consumers filed a federal lawsuit against OpenFeint, Inc. and its parent company GREE International, Inc. in the U.S. District Court for the Northern District of (Case No. 11-cv-3084-EMC). The complaint alleged that OpenFeint's platform, integrated into mobile games, unauthorizedly accessed, monitored, and stored users' unique device identifiers (UDIDs), personally identifiable information (PII), histories, and via GPS coordinates without obtaining explicit . The suit claimed these practices violated the federal (CFAA), the (ECPA) wiretap provisions, and various state laws, including those prohibiting invasion of privacy, , and bad faith dealings. Plaintiffs further asserted that OpenFeint linked users' UDIDs to their and profiles and disclosed this data to third parties, such as advertisers, as part of its core business model, enabling persistent tracking across apps and devices. They sought damages of at least $5 million on behalf of affected users who had installed games incorporating OpenFeint between January 2009 and June 2011. OpenFeint defended its data practices as integral to providing social features like leaderboards and achievements, arguing that users implicitly consented through game installations and privacy policies disclosed at registration. However, the plaintiffs contended that the company's terms of service were insufficiently clear and that data collection exceeded any reasonable expectations of consent, particularly for non-registered users whose devices were tracked via integrated SDKs. On December 2, 2011, the parties filed a stipulation for without prejudice under Federal Rule of 41(a)(1), with each side bearing its own costs; the court entered the dismissal shortly thereafter. No admission of liability was made, and the case did not proceed to trial or result in a published settlement. The dismissal reflected a common resolution in early mobile litigation, where plaintiffs often faced challenges proving harm under emerging legal standards for data tracking.

Post-Acquisition Handling and Developer Relations

Following the April 2011 acquisition of OpenFeint by GREE for $104 million, the Japanese firm initially positioned the platform as a key asset for expanding its global social gaming ecosystem, retaining much of the original team including developer relations lead Eros Resmini, who advanced to senior vice president of marketing and . However, GREE soon redirected platform development to its headquarters, resulting in U.S.-based layoffs and a strategic pivot away from sustaining OpenFeint as a standalone service toward consolidating developers under GREE's proprietary SDK. This shift, occurring by late 2012, reflected GREE's broader focus on in-house game development and platform unification, though it strained relations with the developer community accustomed to OpenFeint's independent operations. In November 2012, GREE announced the permanent shutdown of OpenFeint effective December 14, 2012, directing developers to migrate to the GREE Platform SDK within approximately one month to preserve features like leaderboards, achievements, and user logins. The migration process allowed credential transfers to the GREE Developer Center but excluded historical data, virtual goods, and support for iPad-optimized apps, as GREE had not yet released a tablet-compatible SDK, potentially forcing data abandonment for affected titles. GREE stated that integration could take less than a week for basic setups and urged prompt action to avoid service interruptions, while ceasing new OpenFeint registrations. The abrupt timeline drew criticism from developers, who reported challenges such as App Store approval delays during the holiday period, integration complexities for legacy games, and outright crashes in unupdated titles like Dungeon Raid and QWOP, leading to degraded player experiences and data loss risks for resource-constrained studios. Independent developer Pascal Bestebroer of OrangePixel described GREE's execution as "terrible," asserting that the company "didn’t just drop the ball on this one, they never got the ball it seems," highlighting perceived deficiencies in support and foresight. Industry observers, including Pocket Gamer contributors, framed the episode as a cautionary "fiasco" underscoring the perils of third-party API dependency, with some developers opting to abandon social features entirely rather than adopt GREE's alternatives. Resmini's February 2013 departure from GREE further signaled internal turbulence in developer-facing operations.

Shutdown and Aftermath

Closure Announcement and Migration Challenges

On November 16, 2012, GREE announced the discontinuation of OpenFeint's services, effective December 14, 2012, to prioritize its own social gaming platform. The announcement specified that all OpenFeint network calls would cease functioning post-shutdown, potentially causing service disruptions in integrated games, with impacts varying by the depth of developer reliance on features like leaderboards, achievements, and social sharing. The less-than-one-month notice drew criticism from developers, many of whom described being blindsided and unprepared for the abrupt timeline. GREE encouraged migration to its proprietary network, estimating the process could take under a week for simpler integrations, but acknowledged that deeper dependencies might require more extensive code changes. Despite prior urging for early transitions, numerous developers failed to act promptly, exacerbating post-shutdown issues such as broken multiplayer functionalities and lost user data persistence in affected titles. In response to backlash, a GREE executive issued an apology on November 22, 2012, expressing regret for the "pain" inflicted by the short timeframe and the resulting migration hurdles. Developers faced technical barriers, including incompatible APIs between platforms and the need to reimplement social features, leading some games—particularly older and Android titles—to become unplayable or exhibit degraded experiences after the cutoff. GREE's strategy ultimately aimed to consolidate its ecosystem but highlighted tensions in post-acquisition platform transitions, where legacy integrations clashed with proprietary upgrades.

Long-Term Impact and Legacy

OpenFeint pioneered the integration of social networking features into mobile games, providing developers with an SDK that enabled rapid addition of leaderboards, , friend lists, and multiplayer capabilities across and Android platforms starting in 2009. This facilitated viral user growth and retention through competitive and communal elements, significantly influencing the early explosion of mobile gaming models where social competition drove in-app purchases and engagement. By 2011, the platform supported over 6,000 games and had amassed more than 125 million registered users, setting a benchmark for third-party social APIs that prioritized ease of implementation over custom backend development. The platform's acquisition by GREE in April 2011 for $104 million initially promised expanded cross-platform capabilities, but its abrupt shutdown on December 14, 2012, exposed the risks of platform dependency, as non-migrated games lost core functionalities like progress syncing and multiplayer, potentially rendering thousands of titles partially unplayable. This event accelerated a industry-wide shift toward native operating system services—such as Apple's (introduced in 2010 but bolstered post-OpenFeint) and Google's Play Games (launched in 2013)—which offered greater stability and reduced reliance on external providers. Developers reported widespread disruption, with GREE acknowledging the "pain" caused by the short migration window, ultimately eroding trust in consolidated social networks. In the long term, OpenFeint's legacy lies in normalizing social features as essential to design, paving the way for modern ecosystems like Unity's social APIs and Facebook's gaming integrations, though its closure underscored the causal of acquisition-driven consolidation over sustained . While GREE's platform failed to replicate OpenFeint's developer , the reinforced first-mover advantages in social gaming while highlighting how rapid scaling without robust post-acquisition planning can stifle lasting influence. Contemporary analyses credit OpenFeint with transforming mobile titles from solitary experiences into networked ones, a that persists despite the platform's obsolescence.

References

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