Nikolay Bondarenko's Blog - Where's my money, dude: what Steam is silent about. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This is the first of six articles dedicated to an examination of the entire process of publishing PC games, from beginning to end. We won’t be getting into development here — that’s a whole other kettle of fish. Choosing a publisher or self-publishing, localizing and adapting a game, doing marketing and PR, setting prices and planning discounts, dealing with publishers, distributors, and intermediaries — these are the topics we’re going to cover.
We’ll be talking about Steam a lot, since it’s the largest open game distribution platform, but we’ll also take a look at third-party distribution and alternative ways to sell games. Let’s Start in the Middle That’s right, the middle. Before we can answer this question, we need to ask another one: how many sales do you need to break even?
Steam in 2017 – Steam Spy. Raph Koster's Blog - The cost of games. Yesterday I was in Anaheim giving a talk called “Industry Lifecycles.” It was intended to be a brief summary of the blog post of the same title, with a dash of material from my recent post on game economics. Now, that latter post resonated quite a lot. There was lengthy discussion on more Internet forums than I can count, but it came accompanied by skepticism regarding the data and conclusions. If you recall, the post was originally replies to various comment threads on different sites, glued together into a sort of Q&A format. It wasn’t based on solid research. As many pointed out, getting hard data on game costs is difficult.
When I did my talk “Moore’s Wall” in 2005, I did some basic research using mostly publicly available data on costs, and extrapolated out an exponential curve for game costs, and warned that the trendlines looked somewhat inescapable to me. So the Casual Connect talk ended up being an updated Moore’s Wall. The result: So, needless to say, bytes go up. “Wait!” Mary Min's Blog - So Your Mobile Games Being Pirated in China: A Self-Defense Post-Mortem. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. On the left, Oniix/Game Hive’s official game Tap Titans; on the right, its Chinese pirate Tap Tap Heroes Early this year, Oniix, a Boston-based mobile game publisher with offices in Asia, was enjoying the end of a successful 2014 holiday season and busily preparing for a great 2015.
They had just partnered to launch Tap Titans in China, a game developed by Toronto-based Game Hive, which they fully expected to become a huge hit during the Chinese New Year holiday in mid-February. Just 10 days just before that launch, however, they were greeted by some unexpected news from their team in Shanghai: Tap Titans had already been copycatted in China. Oniix and Game Hive, in other words, were now competing with their own pirates. Ripoff Vs.
On the left, Clash of Clans; on the right, Game of War 1. 2. 3. King Zynga EA Gameloft Glu DAU MAU revenue analysis. Back in the day of paid games, the business model for mobile game companies was a straightforward 'downloads x price' equation. Now, companies who announce the download total of their F2P games are liable to trigger immediate scrutiny of their game's top grossing chart performance. But more than that immediate check, the platform for longterm success in the industry is now the ability to maintain a high and consistent level of regular players - the DAUs and MAUs so loved by CFOs. With this in mind, we've been digging through the publicly available numbers of some of the key western mobile games companies to see who are current winners and losers, and what future trends we can discover. Regular types The first graph to consider is the monthly active userbase. As can clearly been seen, thanks to its ultra casual audience and massively successful games such as the Candy Crush franchise, King (NYSE:KING) is the mobile powerhouse when it comes to a mass audience.
Revenue per player Conclusions. Daniel West's Blog - Good isnt good enough - releasing an indie game in 2015. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. For the past three-and-a-half years or so, I’ve been working with a small team of students on an indie game called Airscape: The Fall of Gravity.
We worked mostly part-time; I took on about a year of full-time work in the middle. As a quick introduction, Airscape is a 2D action platformer about a deep-sea octopus who has been kidnapped by a mechanical alien race, left to its own devices to survive in a crazy, gravity shifting world full of dangerous robot enemies. A screenshot of the first zone of Airscape. Airscape has won a few awards, including the PAX Australia Indie Showcase selection and the Intel Level Up competition. Airscape finally went on sale on Steam and the Humble Store just over three weeks ago. Airscape was a total commercial failure. Why did Airscape flop so badly? Not so. Om Tandon's Blog - Free 2 Play : Evolution - It's all about adapting the ride. Free 2 Play : Evolution - It's all about adapting the ride. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Free to Play : Unarguably , a very successful business model generating millions of dollars in revenue attracting hordes of new casual players to games. But then we already know that, analysing a host of new games , we can clearly say this model has evolved and changing the way games are built and played today. F2P model originated with a very simple idea of lowering the barrier to entry, Take out the initial paywall, allow more players to try out the game for free, once players get hooked and monetise. It all began with breaking the initial Paywall...it has broken many walls since then! F2P : Solves one problem, creates two... Personalise Player Progression & User Experience: Diagnostic Algorithm Design. Analyse player progression. Pepe Agell's Blog - How Social Points Pepe Cantos Thinks About Mobile Game Monetization. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This post originally appeared on Playbook, Chartboost's blog dedicated to the business of mobile gaming. Mobile game monetization is a moving target, and since each game is unique, there’s no one-size-fits-all approach. Still, if there’s anyone who understands the intricacies of monetization strategies, it’s Pepe Cantos, chief monetization officer and head of product at Barcelona-based publisher Social Point. Cantos benchmarks all top-notch free-to-play titles when figuring out how to boost monetization KPIs for Social Point’s games.
But he also thinks beyond the basic KPIs — looking at ad-hoc metrics that take the context of games into account when evaluating performance. Social Point’s Monster Legends 1) Know your “fun value” Without engagement, monetization is nonexistent. Top 20 Game Franchises on YouTube. Why Windows Phone was best launch platform for Perfect Shift. A rumbling schism cleaves the mobile platform camp in two. On one side sits iOS and the other Android, but Windows Phone has been trying increasingly hard to occupy the unstable ground between the two. While its rivals eat the lion's share of the global market, it's been pointed out that 24 countries worldwide are selling more Windows devices than they are iPhones. In the race to dominate established userbases, the emerging markets have been forgotten - and Windows Phone is picking up the pieces. Having formerly worked on Cut the Rope at ZeptoLab, Viktoria Pavlova is now CEO of London-based game studio Lextre. She decided to launch her company's debut IP, Perfect Shift, exclusively on Windows Phone, and in two months it raked in two million downloads, something that's provided a foundation for its late 2014 release on iOS and Android.
We sat down with Pavlova to find out what prompted that strategy, and how Lextre has found such success. Viktoria Pavlova. La violence et les jeux vidéo – La réponse juridique. L'étude des décisions judiciaires, principalement américaines, ayant eu à trancher cette question peut apporter un éclairage différent des considérations sociologiques et psychologiques. Le 1er décembre 1997, un adolescent de 14 ans, Michael Carneal, ouvre le feu dans son collège du Kentucky, tuant trois de ses camarades et en blessant de nombreux autres.
Les parents des victimes assignèrent alors en justice, en 1999, plusieurs éditeurs de jeux vidéo, au motif que Carneal jouait très souvent à des jeux violents. Le Tribunal et la Cour rejetèrent leurs prétentions et jugèrent que la responsabilité des éditeurs ne pouvait être retenue. Voici les principaux arguments de ce procès : Le Duty of care Le Duty of care, c'est l'obligation de protéger quelqu'un d'un préjudice qu’une activité pourrait causer, du moment qu’il est prévisible. La Cour rappelle une affaire des années 1990. La scénarisation de la violence Le lien de causalité La défectuosité des jeux vidéo violents En conclusion. Steam Gauge: Addressing your questions and concerns. Since we finally unveiled our Steam Gauge project late last night, we've been overwhelmed by positive responses to the data.
It's been come from all over—comment threads, Twitter, e-mail, and links from other sites. It's much appreciated. We've also received some questions and concerns about our data, our methodology, and what we plan to do with this project going forward. Here are some responses to the most common issues that have been brought up in the last 24 hours or so.
Isn't your data off? Steam didn't always track gameplay hours in the past Indeed. To be clear, this issue should not affect the "ownership" data in the original piece—games bought at any time appear in the scraped Steam data correctly. The biggest change in the actual data comes in the aggregated distribution of hours played. While this is an important limitation in the data, it doesn't completely change the general conclusions we've reached so far. Steam doesn't measure my gameplay hours correctly, even since 2009. Introducing Steam Gauge: Ars reveals Steam’s most popular games. Right now, I can tell you that about 37 percent of the roughly 781 million games registered to various Steam accounts haven’t even been loaded a single time. I can tell you that Steam users have put an aggregate of about 3.8 billion hours into Dota 2.
I can tell you that Steam users tend to put nearly 600 percent more time into the multiplayer mode on Modern Warfare 2 than the single player mode. Basically, I can give you an idea of how any of the thousands of games on Steam have performed, both in terms of sales and gameplay hours. These estimates are based on publicly available information described in much more detail below. It's the kind of data that the public almost never gets access to in the video game industry. This is in stark contrast to movies, music, and TV, where organizations like Billboard, Nielsen, or even the movie studios themselves regularly release robust sales and performance data; data that forms the basis for massive analytical web sites.
How we did it. Return-Path-Battleground-Infographic-FINAL-FRENCH. Enterprise Gamification Wiki - Enterprise Gamification Wiki. The Enterprise Gamification Wiki covers examples, companies, technologies, and everything you need to know about applying gamification in the enterprise. This wiki is not purely focused on gamification only, but also includes related and complimentary technologies and methodologies, such as design thinking, or innovation. Introduction to the Enterprise If you are new to the corporate world and have never worked in or with a big company, this area will introduce you to some of the most common (and often confusing) terminology and business scenarios. By understanding those scenarios and lingo, you will be better able to apply gamification to the corporate world. Featured Video How to contribute | About the Wiki. EA: Digital revenues to overtake physical in two years. In a keynote conversation with Entertainment Software Association boss Mike Gallagher at the Digital Entertainment World conference, Electronic Arts COO Peter Moore talked about industry lessons learned as the business transitions more to digital games.
For now, games remain a hybrid of physical and digital, and the quick sales of the new consoles are enabling the industry to coalesce around two great platforms that offer a tremendous competitive environment, which ultimately benefits the market. While he believes the console sector's in great shape, Moore does see mobile gaming thriving, and digital revenues should surpass that of physical game sales in just two years, he said. Looking back at the music industry's transition to digital (which it still hasn't recovered from), Moore said that the games industry must embrace "creative destruction" - there's nothing an industry can do to stop a shift in consumer tastes and habits. "TV ads today are chum in the water.
The Sandbox MMO | johnsmedley. A lot has been made about how much we’re pushing this concept of “Sandbox” mmos being the future. Not a lot has been said about what that means. To date most MMOs have been what I would call “content driven” mmos. What that specifically means is we have made things for the players to explicitly do either by themselves or as a group. This can come in a lot of forms including things like Dungeons, expansion packs, quests… or things as simple as a large area with wandering monsters in it that drop loot from some kind of fixed table.
There have been a lot of innovations over the years.. things like Battlegrounds, or public quests… but by and large this idea of the MMO company making stuff for the players to do has become the defacto. My belief is simple – the content driven model is not where we should be aiming as an industry. I won’t argue why I think that part sucks.
A great example of this happened with SWTOR. This is a problem we all face. So if that’s the problem what’s the solution? Cloud gaming, la France en tête Scholè Marketing. Perspectives du Cloud Gaming dans le monde, Décembre 2013, 92 pages En 2013, on recense 13 services de Cloud Gaming en activité dans le monde. Grâce à un marché de l’IPTV qui fait référence dans le monde (en 2013, 31% des foyers reçoivent la télévision par l’ADSL ou la fibre optique), la France se positionne comme le pays le plus avancé en matière de Cloud Gaming avec 3 plateformes fournies par des opérateurs d’IPTV (Bouygues Telecom, Orange et SFR) et un service accessible sur ordinateur (Metaboli). Près de la moitié des services recensés sont disponibles via une offre multiplay, ce qui fait de l’IPTV le principal vecteur du Cloud Gaming.
Grâce à un large écran haute définition, le téléviseur est le terminal le plus approprié pour le jeu vidéo car il offre l’expérience la plus immersive. Mais contrairement aux ordinateurs ou aux terminaux nomades, le téléviseur ne dispose pas de capacités de calcul permettant d’afficher des jeux vidéo. Game Development Community. John Polson's Blog - The good and bad of being 'Not On Steam' Gérer les spécificités budgets propres au crowdfunding. Design de freemiumpour hardcore gamers. Breaking down Candy Crush’s formula for success. EA, Cryptic, Riot discuss "dead" subscription models, free-to-play's influence | News. The Global MMO Market; Sizing and Seizing Opportunities. Aaron San Filippo's Blog - Making a living with indie games in 2014 (and beyond)