The Business of Games
Personally I think that Plants vs. Zombies 2 (PvZ2) is a great game. The game has kept all the good from the first episode and spiced it up with new content as well as features like map and gesture operated powerups. The biggest change of the sequel though is that it wen from paid to free. And as you know, this blog is all about game mechanic. Deconstructor of Fun: Why Plants vs. Zombies 2 Can't Make It To the Top
Plants vs. Zombies 2: Between Scylla and Charybdis | DESIGNER NOTES The following two articles form an interesting diptych on Plants vs. Zombies 2: In other words, the first author believes that the game is ruined by microtransactions while the second author believes that EA didn’t do nearly enough because it was “afraid to upset players.”
Shenandoah's Eric Lee Smith: "We don't need hits to succeed." Eric Lee Smith considers the El Alamein prototype on my visit to Shenandoah’s office. Eric Lee Smith is always prepared. A photographer by training, he hangs a professional-grade camera around his neck whenever he goes outdoors, just in case a suitable subject presents itself. With his white beard and penchant for straw hats, Smith has the air of Richard Attenborough from Jurassic Park. His demeanour isn’t far off from that either — he emits the same genial enthusiasm about the mission of his company, combined with an iron-clad determination that he’s going about it the right way. I don’t think the dinosaurs are going to get loose in Shenandoah Studio anytime soon, though.
They were the good guys once. The EA title card from the credits of Starflight for Amiga. A couple of weeks ago, ex-Firaxis designer Soren Johnson did a post-mortem on Plants vs Zombies 2, the freemium mousewheel-masquerading-as-a-game that EA forced PopCap to squeeze out earlier this year. Though EA hasn’t made any statements about the game’s success, comparing its App Annie numbers to bona fide free-to-play hits suggests that the game has bombed. Sunday Almanac, 17 November 2013
Giving Away Your Game is Hard The mobile gaming market has fast become a crazy universe buzzing with users, money, creativity, and entrepreneurship. It's an interesting challenge trying to mine lasting lessons for success from a platform that evolves so rapidly, with such low barriers of entry for creators and consumers alike, where the prevailing wisdom can (and does) change within a matter of months. Everyone seems to have an opinion on what works best.
By Cassandra Khaw on November 19th, 2013 at 7:00 pm. “Do you want a scoop?” “Yes.” How A Single Patch Can Shake The Dota 2 Trading Market
By Graham Smith on November 14th, 2013 at 6:00 pm. We always approach piracy figures with a healthy skepticism, but this is interesting. Sports Interactive says that Football Manager 2013, the previous iteration of the game, was pirated 10.1 million times. The report they’ve just sent out goes on to break down those figures by country, and estimates the likely lost revenue as a result of illegal downloads. Football Manager 2013 Pirated 10 Million Times, Says Devs
By Nathan Grayson on October 17th, 2013 at 3:00 pm. I came, I saw, someone else conquered. Last weekend, I attended League of Legends’ Championship Series finals, which – in an undeniably historic moment for eSports – were held in Los Angeles’ Staples Center, a venue that’s played host to thousands upon thousands of fans through countless professional basketball games, boxing matches, and hockey games. An Outsider’s Critique Of LoL Esports’ Biggest Stage
Shenandoah's Eric Lee Smith: "We don't need hits to succeed."
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The Development of Games
David Galindo's Blog - How much do indie PC devs make, anyways? So how hard is it for a relatively unknown indie dev to break into the PC gaming industry? Much has been said about the Xbox Live Indie Games service, the iPhone App store, and various other platforms indies can jump off into, but what about good ol' fashioned PC gaming? Today I'd like to share my experiences selling a recently released indie game called the Oil Blue, mainly because I think sales transparency among indie devs is so important right now given the increasing difficulty of building a successful PC game (more on that in a bit).
The Future of PC Gaming, According To The Lead Creator Of League of Legends He's right to some extent, but this line of thought can be potentially dangerous. It's all about a balancing act of community feedback and authoring creativity.
I think I might have to buy this game now that it's in Beta. Why Minecraft Is So Damn Popular
How One Developer Cheated His Way To The Perfect Smurf Village and Why @ Malice Blackhart : Lol! Yes!!! When I got that game, I was working in an "adult" store and there was a LOT of downtime on the 12-13 hour days.
We take a look at this phenomenon and ask what it means for our business, as well as that of other indie developers... Like most indie devs, I'm a bit tired of hearing about Minecraft at the moment! I thought I would collate my thoughts on it in order to put the issue to bed. What Indie Developers Can Learn from Minecraft news - Frozen Synapse Game
s Blog » Indie games as a business As Psychoavatar is winding up, I'm back into "business" mode.
GDC 2010: Ngmoco's Neil Young on how freemium will change the Ap