Nintendo: no dedicated gaming systems are worthy of existence unless our games give consumers unparalleled fun.

Nintendo CEO Satoru Iwata “no dedicated gaming systems are worthy of existence unless our games give consumers unparalleled fun.” I think we’re beyond the tipping point for many consumers. Their new devices, whether those be from Apple, Google or Amazon (or any of the minor manufacturers), are multi-function. They write emails, they surf the web, … Continue reading “Nintendo: no dedicated gaming systems are worthy of existence unless our games give consumers unparalleled fun.”

Nintendo CEO Satoru Iwata
“no dedicated gaming systems are worthy of existence unless our games give consumers unparalleled fun.”

I think we’re beyond the tipping point for many consumers. Their new devices, whether those be from Apple, Google or Amazon (or any of the minor manufacturers), are multi-function. They write emails, they surf the web, they facilitate art and music, they provide a medium for education and they also play games.

Pecking on a DS touchscreen while also trying to use the console buttons is an exercise for frustration. I reckon we may be seeing the last generation of dedicated handheld gaming platforms.

Beautiful thoughts on Gameplay from Gamasutra

Some beautiful thoughts on the development of gameplay: Games have been largely about collision for the past 30 or so years — collision-based games where you have to dodge something to survive, or pass the finish line before somebody else. … Now they’re getting a little more emotional, more psychological. The games are more conduits … Continue reading “Beautiful thoughts on Gameplay from Gamasutra”

Some beautiful thoughts on the development of gameplay:

Games have been largely about collision for the past 30 or so years — collision-based games where you have to dodge something to survive, or pass the finish line before somebody else.

Now they’re getting a little more emotional, more psychological. The games are more conduits to interact with each other, rather than to tell them a story.

Of course, because making games more like movies is actually a step backwards. It’s old-media-think rather than new-media-think. It’s like when someone spots a new way to display information (augmented reality) and the first thing they think of is how to use this to advertise cars. Games should depend on their differences, not their similarities to old media. That is their real strength.

That changes everything about how you market to your players, how you interact with your players. [Free-to-play] means you have a constant dialogue with your players, and that you’re making sure they’re aware of what’s going on in your game.

This means developing multiple channels of communication. It’s not about demanding access to their Facebook wall or the ability to use their account to auto-tweet – quite the opposite. Give them reasons to follow your Twitter account and participate in your other media channels. Think about what will make them watch your YouTube gameplay videos. Think about the activities in your game and whether they can still play and interact within your world when “not actually playing your game”.

“There’s a lot of opportunity for developers to find their way into the market. The new revenue models also offer new opportunity to design games. It’s up to whoever is nimble enough to make the most of that.”

A company being agile enough to respond to the market and having the resource (in people, in talent) to be capable of responding is vitally important. Finding the right people is the number one issue in developing every business.

Mobile Gaming now the dominant medium

From thealistdaily: The NPD Group is reporting that 59 percent of total game play is done on a mobile device. Part of their Mobile Gaming 2012 report, they say that app gamers who play most often on mobile phones are important because 23 percent of these app gamers only play on mobile devices. It really … Continue reading “Mobile Gaming now the dominant medium”

From thealistdaily:

The NPD Group is reporting that 59 percent of total game play is done on a mobile device. Part of their Mobile Gaming 2012 report, they say that app gamers who play most often on mobile phones are important because 23 percent of these app gamers only play on mobile devices.

It really brings into question the definition of a hardcore gamer.

TANKS

Tanks are easily identified, easily engaged, much-feared targets which attract all the fire on the battlefield. When all is said and done, a tank is a small steel box crammed with inflammable or explosive substances which is easily converted into a mobile crematorium for its highly skilled crew.” – Brigadier Shelford Bidwell Related posts: Star … Continue reading “TANKS”

Tanks are easily identified, easily engaged, much-feared targets which attract all the fire on the battlefield. When all is said and done, a tank is a small steel box crammed with inflammable or explosive substances which is easily converted into a mobile crematorium for its highly skilled crew.”

– Brigadier Shelford Bidwell

EAGLE LAKE

Conquest Dynamics will be demoing a tactical simulation game at CultureTech this week. I’m not going to post any screen shots. You’ll have to come and see us. EAGLELAKE: latest build update. Two enemy AI converging on our position. Taking fire. Re-routing to resupply. — Conquest Dynamics (@ConquestDynamic) August 27, 2012 We are employing pre-teen … Continue reading “EAGLE LAKE”

Conquest Dynamics will be demoing a tactical simulation game at CultureTech this week. I’m not going to post any screen shots. You’ll have to come and see us.

My Cloud Tabs

This is a list of the open tabs across my devices. Pretty much articles I am reading or intend to read over the next day or two. What is the Free-to-Play Business model? – pretty much essential reading (written by an intern) if you’re working on a F2P game model. And another on pretty the … Continue reading “My Cloud Tabs”

This is a list of the open tabs across my devices. Pretty much articles I am reading or intend to read over the next day or two.

Emergent Gameplay asks questions…

Watch this sneaky bastard. At first, I’m thinking that the sneaky bastard should win the Internet. Then I’m wondering why the hostages did not warn the victim? Is that poor AI? Is that a missed opportunity (being a hostage in a game might not be a heap of fun for the average gamer but it … Continue reading “Emergent Gameplay asks questions…”

Watch this sneaky bastard.

At first, I’m thinking that the sneaky bastard should win the Internet.

Then I’m wondering why the hostages did not warn the victim? Is that poor AI? Is that a missed opportunity (being a hostage in a game might not be a heap of fun for the average gamer but it would mean a more realistic reaction).

It ends up asking more questions than it answers.

What is a fair price for entertainment?

Jonathan is a Game designer, previously of Braid, now of The Witness. Partner in IndieFund. Dear iOS devs: please make some games I want to seriously play. If you do this you are allowed to charge money. Preferably at least $5. — Jonathan Blow (@Jonathan_Blow) August 11, 2012 The economics of selling games is complex. … Continue reading “What is a fair price for entertainment?”

Jonathan is a Game designer, previously of Braid, now of The Witness. Partner in IndieFund.

The economics of selling games is complex.

Developers give away games to get up the charts, to gain users, to get reviews. But they need to earn a crust too. Jonathan seems to be asking for developers to make games worth paying for. While I applaud the concept (and it is but a concept because there will always be dreck on the stores), it does little to resolve the core issue. What is a fair price for entertainment?

Who cares about the used-games market?

From Gamasutra:GameStop to Game Devs: Please Love us We have all been into a GameStop store and been offered a new release, used, sold at $5 lower than the new price. The company insists this is a tiny percentage of its business and, in reality, happens rarely. People generally hang on to new games for … Continue reading “Who cares about the used-games market?”

From Gamasutra:GameStop to Game Devs: Please Love us

We have all been into a GameStop store and been offered a new release, used, sold at $5 lower than the new price. The company insists this is a tiny percentage of its business and, in reality, happens rarely. People generally hang on to new games for at least six weeks, the execs say.

The problem with the used-games model is that consumers will try to save the $5 and publishers are trying to stop this by including single use DLC codes and, in some extreme cases, including a single use license key which requires online activation and tying to your email address.

The problem is that the used games market is killing revenues for more obscure games. People might buy COD Black Ops and never trade it in because they value the game. They bought it full price and they keep it. But maybe a game like “Resistance” which has an extensive single-player campaign gets traded in (because the multiplayer, compared to COD Black Ops, is quite weak). More people buy this then as a used-game and play it. Who gets this revenue from the second purchase? Not the game developer. It’s a massive percentage of the cover price but all of that money goes into the used-game retailers pockets.

Is it therefore any wonder that game developers and publishers are increasingly moving to a digital download model and bypassing the used-game market with online accounts, online distribution and licenses that are tied to your identity.

Paul Gregg notes:

Which is a very fair point indeed. And I can see Valve allowing you to trade in your games for pennies on the dollar so you can buy more games. Valve’s store, STEAM, it must be noted, has extremely draconian DRM – orders of magnitude worse than Apple’s App Store. This would get them out of the way of EU legislation on property but it’s unlikely to make anyone happy about the result. And I doubt that Apple or Valve or Blizzard (or even Google) will hand over their decryption keys to GameStop to make it easy for them to be a broker of digital content.

Even the idea of “re-use” of digital content is somewhat ludicrous, especially when you consider the heinous amounts of DRM that would have to be implemented in order to protect the rights of IP holders. What’s to stop the average punter taking their DRM-free copy of a game and giving it to another retailer or even just posting it on the internet for download? The enforced scarcity of plastic disks (and tapes) and their primitive copy protection from the 1980s (anyone remember the colour reference sheets used to unlock games?) has had to be replaced by restrictive DRM in order to just make sure that creators get paid.

On the other hand, games on the App Store and Steam are already really cheap and it makes me wonder whether people are really concerned about the pennies.

I don’t see why anyone should do GameStop (or any second-hand games retailer) any favours. They’re part of the machine that is killing the industry, driving prices up and restricting innovation and creativity in game development. A single copy of a great (but niche) game might be sold once brand new and then sold 2-3 times more in the used-game market. The vast majority of that money goes to the retailer and only a tiny fraction to the developer/publisher. Now, if you were the developer/publisher, what would you want to do to get fair access to your dues? Is it any wonder the big publishers are taking the market away from the used market? Is it any wonder that everything is trending towards online activation (or online distribution)?

Now, if you will excuse me, I must go and play Call of Duty 4:Modern Warfare III or Call of Duty 4: Black Ops II or FIFA 13 or any number of a series of safe sequels.

Play your Video Games

The reactions here are very interesting. These are the reactions from the parents of gymnast Aly Raisman during her olympic performance. How many of you react similarly when playing video games? Do you duck and weave, make involuntary movements and noises? I’ve seen it (and, I do it). Related posts: Onlive: Gaming in the Cloud … Continue reading “Play your Video Games”

The reactions here are very interesting. These are the reactions from the parents of gymnast Aly Raisman during her olympic performance.

How many of you react similarly when playing video games? Do you duck and weave, make involuntary movements and noises? I’ve seen it (and, I do it).