Archive for publishing
19 November, 2009 at 9:37 am
· Filed under game design, publishing, quote
“To date, having a strong brand doesn’t really seem to matter to Facebook app users. On the AppData Leaderboard, the big brands that we’re used to seeing in the video game space are nowhere to be seen. Will EA be able to change that? It’s hard to say, but it seems unlikely unless they’re willing to really invest in building their user base. The social game companies on Facebook have built their enormous user base both by building viral spread into their games through notifications and rewards for bringing in friends, but also by millions upon millions of dollars of Facebook ads. That’s why you can’t log on without seeing an ad for "Mafia Wars."
Since these games are social, building up the user base has a multipliciative effect on the value to the player and to the viral spread — when you see all your friends are playing something, you’re far more likely to check it out, and once you do, you’re more likely to have a good time interacting with your friends in the game. “
http://www.mediapost.com/publications/?fa=Articles.showArticle&art_aid=116983
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3 October, 2009 at 1:46 pm
· Filed under publishing, quote
- It’s a souvenir business – sell stuff as a reminder of a great experience
- Only asset you can build on the internet is permission
- Start the conversation, and get permission to keep it going
- Find words for the readers not find readers for your words
- Drip ideas in to blog… to spread ideas and start conversations
- Who is having the conversation?
- Author to customer rather than publisher?
- Niche/special interest publishers have a reason to have a conversation.
- … start to sell souvenirs quickly once idea is out there
- Do it to create experiences/share ideas (not to sell books/stuff)
http://toccon.blip.tv/file/970223?filename=Toolsofchange-SethGodin10BestsellersUsingNewMediaNewMarketingAndNew237.mp4
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1 October, 2009 at 12:34 pm
· Filed under game design, publishing, quote
The challenge of creating a great experience within the frame work of the business model, may be getting harder.
“In a fixed-cost world, the designer can focus on just one thing: making the player’s experience as engaging and interesting and fun as possible.
For a F2P game, however, designers have to balance making free content fun enough to engage first-time players but not so much fun that they would not yearn for something more, something that could be turned into a transaction sometime in the future.
Every design decision must be made with a mind towards how it affects the balance between free and paid content. Thus, the true cost of piracy is that the line between game business and game design has become very blurry.”
Soren Johnson
http://www.gamasutra.com/php-bin/news_index.php?story=22514
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30 September, 2009 at 5:57 pm
· Filed under publishing, quote
A mix of very precise scoring with fuzzy subjective guidance.
| 10 |
Masterful |
| 9.5 to 9.9 |
Incredible |
| 9.0 to 9.4 |
Outstanding |
| 8.5 to 8.9 |
Great |
| 8.0 to 8.4 |
Impressive |
| 7.5 to 7.9 |
Good |
| 7.0 to 7.4 |
Decent |
| 6.0 to 6.9 |
Passable |
| 5.1 to 5.9 |
Mediocre |
| 5 |
Meh |
| 4.0 to 4.9 |
Poor |
| 3.0 to 3.9 |
Bad |
| 2.0 to 2.9 |
Terrible |
| 1.0 to 1.9 |
Abysmal |
| 0.1 to 0.9 |
Worthless |
| 0 |
WTF? |
http://uk.games.ign.com/ratings.html
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26 September, 2009 at 1:32 pm
· Filed under design, publishing, quote
“A company’s success on Facebook revolves around three factors: ability to maximize viral channels (to drive new users), the ability to create an effective internal engagement loop within an application, and access to an open communication channel with Facebook’s platform people.”
http://www.allfacebook.com/2009/09/the-zynga-influence/
- Have something to drive new users (Attract)
- Work to keep new and existing users engaged and happy (Engage and Extend)
- Good relationship with the platform owner to stay live and ahead of the curve
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23 September, 2009 at 12:13 pm
· Filed under game design, publishing, quote
“What are you selling? Are you selling content, expansions, accessories, customization items, functional items?
What 10 items are going to be driving your sales on a daily basis? This needs to be decided while your game is in the production cycle. Trying to determine this late in development or changing the direction of your game to accommodate this will often ruin the consistency of your game design. Plan from the start and know the role virtual goods are going to be playing in your game.
How are you going to convince players that they need to purchase your virtual goods/content? Will it be via your website or game launcher? What messaging will you use? Will you offer them sample cash shop items via a quest in-game? “
http://www.industrygamers.com/galleries/industry-insights-10-tips-for-success-in-the-free-to-play-market/6/
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1 September, 2009 at 9:49 pm
· Filed under publishing, quote
Interesting quote & suggestion for how ‘old’ media companies can transform themselves – not sure that I buy the idea that everything can be solved by the addition of being a game, although some interactivity, rewards and a social aspect would help lots of things.
Plenty of people want to a simple ‘experience’ without having demands of interaction placed on them.
http://www.bruceongames.com/2009/08/28/some-free-advice-for-michael-grade/
“New media has the enormous technical advantages of interactivity, connectivity and non linearity. Gaming adds to that the powerful reward mechanism for the successful completion of tasks. Old media looks truly pathetic compared to this. So whilst new media grows from strength to strength they are doing so at the expense of old media. Old media is in big trouble and it is getting worse for them by the day.
But there is hope. The only thing that ITVplc have that is of any real value is their brands. They own a big pile of IP that is extremely well known in Britain. These brands can be scrubbed down, rejuvenated and adapted for the new media. It really isn’t rocket science. Gaming and social networking are the two obvious mechanics that are just sitting there waiting to be applied.
So here is the recipe. ITVplc need to set up a game publishing division. A small budget of perhaps £100 million should be enough to get this off the ground. Then they need to make a variety of games centred on their brands. All sorts of games. Social games, self development games, educational games, MMOs, casual games, telephone games. And across different platforms. Very rapidly indeed they would become Britain’s biggest game publisher. And more, because unlike broadcast, games are not constrained by geographic boundaries. With games the whole world becomes their oyster.”
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1 September, 2009 at 9:04 pm
· Filed under life, publishing, quote
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12 August, 2009 at 9:23 pm
· Filed under publishing
- Less than 10% of people pay for premium content
- ‘Web 2.0’ free app providers find ~1% pay for the premium product
- 2-10% of players use micro transactions to buy virtual goods
- Micro transactions are a lower hurdle than a subscription contract
“The micro-transaction model which has been so successful in Asia for nearly a decade is poised to become the defacto monetization standard worldwide for online games and virtual worlds. The removal of a subscription fee encourages a larger, more diversified user base, which in turn increases the overall number and willingness of players to trade in virtual goods. In theory, there is no ceiling on the potential revenue that can be generated per user, unlike the subscription model, and the more the game developers enhance the game and community experience, the less price sensitive players and the greater the reoccurrence of purchases will be. Virtual goods contribute to a continuously changing game and virtual world experience and provide a continuous revenue stream to match.”
http://www.industrygamers.com/galleries/industry-insights-success-stories-in-the-micro-transaction-business/1
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12 August, 2009 at 9:04 pm
· Filed under publishing, quote, research
- Choose a project that you can complete – create something that you can do quickly
- Don’t get caught up in engine building or grand designs
- You don’t always need to innovate
- Work hard, but find an idea that’s fun to work hard on
- Don’t expect your game to be a hit, and move on if it doesn’t fly
- It’s easier to keep the momentum on an existing success than to create a new one
- There is no magic formula to making a successful game – pay attention to your app and think about ways to incrementally improve your game and approach
- You need to be noticed
- Work the community – it’s your community, you work it
- Implementing user requests go a long way – listen and respond
http://www.industrygamers.com/galleries/industry-insights-10-tips-to-succeed-on-iphone/
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