economics

industry news

MIGS Keynote: A Broken Business Model

Posted by Maggie Greene at 6:30 AM on November 23, 2008

The Montreal International Game Summit recently wrapped up, and keynote speaker David Braben of Frontier Development really took the industry to task on everything from the business model (broken!) to retailers (killing longevity of games!) to the 'online myth' of the next gen consoles. He makes some interesting points, though I'm not at all convinced of the veracity of some of them. Here's his take on the retail model:


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sales

Giant Online Revenue Falls, Still Rockin' the Chinese Market

Posted by Maggie Greene at 3:30 AM on November 23, 2008

Despite declining stock value, Giant Interactive — the company behind the intriguing MMO Zhengtu Online, which is a mix of MMO, gambling, real money transactions, and gold farming — is still tearing up the Chinese market. Steve of PlayNoEvil has some interesting analysis up of some recent numbers, which have indicated the the average revenue per player has dropped to around $US66 (RMB 282). Giant is moving to encourage 'steadier' playing, instead of simply buying up cash shop items like there's no tomorrow, so the drop was expected. Still, the money being made is pretty impressive for a domestic game (drop and all):


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game design

So You Wanna Be a Developer ...

Posted by Maggie Greene at 5:30 AM on November 10, 2008

Dave Perry, founder of Shiny Entertainment, sat down with Valve's Gabe Newell to talk about how to shoehorn your way into the industry — and what's the industry going to look like in a few years, anyways? Are game degrees a waste of time? Is specialisation going to be the name of the game, as in film ? And how can you avoid shooting yourself in the foot when trying to get said foot in the door? On specialisation, Newell had this to say:


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industry news

By the Numbers: Analysing the Global Market

Posted by Maggie Greene at 3:30 AM on November 10, 2008

Gamasutra has an interesting — if dry — analysis of a variety of sales figures from Nintendo's investor presentation. While targeted towards a particular audience, the variety of graphs and pie charts illustrate what's going on in the global marketplace: handheld and console sales, as well as first- and third-party software sales, shed light on how Sony, Microsoft, and Nintendo are doing across the board. Of particular interest are the figures on the European market, which tends to be difficult to get a grasp on:


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massively multiplayer

On the Headaches of MMO Billing Structure

Posted by Maggie Greene at 6:30 AM on November 9, 2008

Gene Hoffman, CEO of Vindicia (a billing and fraud protection company), has some words of wisdom regarding the headache that is billing and payment for MMOs — be they the more 'traditional' subscription model or the free to play model. Obviously, there are benefits and downsides that come with each model, and companies are constantly trying to negotiate a balance between profit and player happiness. Even the vaunted subscription model comes with its own problems and a variety of structures within that model:


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editorial

Hype Cycles and Dysfunction: Game Journalism

Posted by Maggie Greene at 3:30 AM on October 27, 2008

Leigh Alexander has a nice piece up on what she calls the "dysfunctional family circle of game industry, game media, and game consumer," focusing on the whys and wherefores of the 'hype cycle,' hot (sometimes misleading) headlines, and a culture of jaded consumption. There's been a lot of talk of the problems of game 'journalism' lately, but Leigh's piece is particularly well-written and reasoned. Are we dealing with a chicken or the egg question?:


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real world

Launder That Money: RMTs in Asian MMOs

Posted by Maggie Greene at 4:30 AM on October 26, 2008

A gold farming/money laundering ring in South Korea has been accused of moving somewhere in the neighbourhood of $61 million from Korea to China (with the help of real money transactions). According to PlayNoEvil, they made false purchases to a Hong Kong paper company to move the money, which is what eventually led to their arrest. In addition to the ring leaders, an additional 11 people were arrested:


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research

Video Games Equal Comfort In Troubled Economic TImes

Posted by Mike Fahey at 1:20 AM on September 25, 2008

Are video games the movies of our current economic slump? In an article wittily titled, "In Tough Economic Times, Video Games Console", NPR writer Laura Sydell explores the similarities between the growing popularity of video games in mainstream culture with the movie boom that occurred during The Great Depression in the 1930's, at time when a weary nation turned to nickel theatres to escape the grim realities of the economic climate. She compares the relatively steady sales of movie tickets to the ever-expanding gaming market, with software sales up 43 percent from this time last year.

David Riley of the NPD Group says part of the reason video game sales are rising and movie ticket sales aren't is that a movie only lasts a couple of hours -- it gives you less "bang for your buck. The difference, obviously, between a movie and a video game is the amount of time that you get," he says.

With gas prices rising and some of the nation's largest financial institutions in dire straits, more and more non-gamers are finding that video games are an excellent way to distract themselves from real-life issues. Anyone else find this slightly ironic? We're they just making fun of us for doing the same thing a couple years back?

It's alright, general public. We hold no grudges. Come, sit next to us, take up a game controller, and we'll ride this thing out together.


In Tough Economic Times, Video Games Console
[NPR]

game design

The Dao of Game Design: Know Thy Player

Posted by Maggie Greene at 3:40 AM on August 24, 2008

Compared to a lot of esoteric ruminations on game design, Ernest Adams' little essay on 'the dao of game design' is remarkably grounded and to the point. The question of how to make a game that players — not just the designer — would want to play is an obvious one; perhaps more obvious is the fact that a designer needs to know what they're trying to convey (though, considering the muddled end products we're sometimes presented with, perhaps some designers don't pay enough attention to the 'message'):

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industry news

China's Gaming Market Going Up, Up, Up

Posted by Maggie Greene at 3:30 AM on August 17, 2008

In totally unsurprising news, China's game market continues to climb — numbers just posted for the second quarter of 2008 show an 11.2% increase over first quarter, and a nearly 66% increase from the same quarter last year (!). In terms of market share, Shanda leads the pack with a 17.9% share, with other big companies hovering below that.

The current market is estimated to be worth 4.43 billion yuan (around $US 645 million), and with no predicted slowdowns, one wonders what we'll be seeing this time next year (or even fourth quarter of '08). And with companies like Perfect World making a foray into Western markets, we'll just have to wait and see where China's industry is heading long-term.

China market: 2Q08 online gaming services valued at 4.43 billion yuan [Digitimes via GamesIndustry.biz]