- The "focus on quality" the point to as resulting in higher meta-critic scores I read as just "publishers cancelled a bunch of their B titles" - it's a focus on quality, but in a different way.
- The shift away from Q4-for-focused release calendar toward more distributed looked like it was actually cyclical - meaning that early in console life-cycle publishers focus more on Q4 releases - makes sense as the consoles will be big Xmas pushes
Monday, February 22, 2010
There was an interesting 'hot topics' session at DICE in which Chris Taylor (Gas Powered Games) and Michael Capps (Epic Games - standing in for Tim Schaeffer) debated "Independent" development and "Indie" development.
Chris at one point made the assertion that there are different tiers. For example, there might be "2 guys in a garage" independent", Gas Powered Games-esque "$5M title bankrolled ourselves" independent, and there's Epic/Valve "We're sitting on a fair pile o'cash" independent.
Tuesday, February 16, 2010
“America has in fact transformed journalism from what it once was, the periodical expression of the thought of the time, the opportune record of the questions and answers of contemporary life, into an agency for collecting, condensing and assimilating the trivialities of the entire human existence,” he moaned. “The frantic haste with which we bolt everything we take, seconded by the eager wish of the journalist not to be a day behind his competitor, abolishes deliberation from judgment and sound digestion from our mental constitutions. We have no time to go below surfaces, and as a general thing no disposition.”
Monday, February 15, 2010
I finished Cory Doctorow's Makers a few days back but haven't had time to post a review until just now, which has given me some time to mull it over a bit before doing so.
Monday, February 1, 2010
This is a good piece on why Playfish sold itself to EA.
- Lowball on price: The PC casual download biz eventually went this way, and many are trying this tactic on the iPhone, but I believe it's a fools game, and some of the others below will turn out to be the real winners for that platform.
- Out-Innovate: This one is easy. Go invent an awesome game mechanic/biz model/etc, that no one else has thought of, and that everyone loves and finds addictive. Oh, and make it hard to imitate. Easier said than done. The problem with this one is that there's no clear path.
- Spend your way out of the clouds: Spend on development, spend on marketing, etc. Build a better looking title, get pretty screenshots, and then go pound the pavement to get more ink/photons than the other guy. (We saw many XBLA titles go this way as budgets went from $100k to $1M)
- Out-Brand: This is another flavor of spending your way out of the clouds. Specifically, license IP/Brands, from games or elsewhere, can help your title stand out in a crowded space. This works especially well with a less scrutinous audience (doesn't necessarily mean hardcore, could mean just more price or time sensitive).