On Tuesday 13th of July, I presented my lecture “Games as a service, do you really know what it means?” at the Develop in Brighton conference. While I have changed the slides a bit for the event, the content was essentially the same as when I presented it in Seattle for the LOGIN conference, and you can find the presentation on slideshare.
The really good news is that Dan Hon did a great write up of my presentation (something I meant to do for a while but never took the proper time to do) and you can find it on his blog:
<img class=”alignright size-medium wp-image-1203″ title=”guile” src=”https://www.icopartners.com/blog/wp-content/uploads/2010/04/guile-300×201.png” alt=”guile” width=”300″ height=”201″ />We have been busy for the past few months — busy enough that we decided it was time to look for a helping hand (or two!). We were lucky enough to find some very capable hands indeed. Starting today, we have a new team member, joining us from NCsoft’s Aion team: Martin ‘Amboss’ Rabl.
We’ve had great experiences working with Martin in the past (especially Jen, who worked directly with him for many years), and we are very happy to have his skills and enthusiasm in our Gatwick office. He’ll be helping us to build on the work we are doing on communication and social media for our clients, as well as bringing his valuable expertise on everything German, both as a professional and as a native.
https://icopartners.com/newblog/wp-content/uploads/2020/04/CRUSHCREATIVE_ICO_BRANDING_LOGO_NavyWhite-01-e1586189748878.png00Thomas BIDAUXhttps://icopartners.com/newblog/wp-content/uploads/2020/04/CRUSHCREATIVE_ICO_BRANDING_LOGO_NavyWhite-01-e1586189748878.pngThomas BIDAUX2010-04-26 14:32:582016-11-28 06:14:15Here comes a new challenger - Player 4 has joined the game
<img class=”alignright size-full wp-image-1185″ title=”landing_page_center_graphic_v208591535_” src=”https://www.icopartners.com/blog/wp-content/uploads/2010/03/landing_page_center_graphic_v208591535_.png” alt=”landing_page_center_graphic_v208591535_” width=”291″ height=”276″ />Here is a blog post that has been waiting to happen for a while but it seems it is hasn’t lost its relevance in the mean time. I have seen very few comments in the gaming industry about the Kindle and its application to Games. At GDC, the only reference to it was from <a href=”http://www.slideshare.net/djedery/david-edery-gdc-2010-lecture”>David Edery’s presentation</a> (check slide 8’s notes) which is not that surprising as he is working on Kindle games.
For the full disclaimer, I should state that I own a Kindle and I have been using it a lot. It replaced books in my day-to-day life and perfectly fulfilled its role. So, you can definitely colour me as a Kindle-enthusiast. This being said, I am trying to look at the opportunities for Kindle applications and especially Kindle games with an eye towards business and business viability.<!–more–>
The first question would be, does it make sense from a business point of view? Well, there are more than <a href=”http://www.businessweek.com/the_thread/techbeat/archives/2010/01/amazon_ceo_mill.html”>2 Millions Kindle users,</a> Amazon sales of digital books are soaring by all accounts, meaning those users are payers. In 2009, the ebook market was estimated at <a href=”http://www.businessweek.com/news/2010-02-16/amazon-e-book-market-share-to-fall-as-industry-grows-update1-.html”>135 Millions USD, 90% of it owned by Amazon</a>. That tells me there is a viable business to build there. It won’t have the size of the iPhone or the Android business, but considering the lack of interest of the game industry so far, I don’t think the competition will be that fierce and there is a definitive opportunity to take. The launch of the iPad is likely to hurt Amazon’s growth, but the Kindle, by having a more focused role in your day to day life can be seen as a more “niche” product, with the upside of being an easier position to defend.
Ok – so what kind of games can we imagine on the Kindle?
The Kindle could be seen as a very limited device, and in many ways it is true. More than the pure Processing power (it boasts a 530Mhz CPU), the way <a href=”http://en.wikipedia.org/wiki/E_Ink”>E Ink</a> works limits the way you can use the device. Not a lot of very twitchy, real-time games for you. No colour. But I actually think it plays in favour of the device.
But first, as I mention technology, a word on the parameters you have to take into account for your app:
<ul>
<li>Storage. Even if the Kindle has lots of storage capacity (2Go for the Kindle 2), having your app smaller than 1Mo can make it free to distribute. Otherwise, Amazon will charge you the download fee at 0.15$ per Mo. Not outrageously expensive, but the barrier between Free and Not free as we know is quite important. Also note that any app bigger than 10Mo won’t be delivered wireless-ly, you will have to download on your computer and install on the Kindle via USB. That will create 3 categories of app: below 1Mo (potentially free, Whispernet distribution), between 1 and 10Mo (not free or at your cost, Whispernet distribution) and between 10 et 100Mo (potentially free, no Whispernet distribution).</li>
<li>Whispernet. The Kindle is a connected device. And it works everywhere. no need to worry about which country you are going to fly to, and the cost of the 3G connection. If you can connect, you won’t pay. And that’s a definite advantage to the smart phones. It means you can deliver content on a regular basis – you have a limit of 100Ko per month though.</li>
<li>Input. The Kindle has a full keyboard and a 5-ways controller button. You can’t have that analogic stick feeling, but it is still pretty nice. Considering the existing constraints from the E Ink anyway, this limitation is not that difficult to work with. Combine it with Whispernet, you may be able to actually use Facebook connect.</li>
<li>Payment. Amazon handles all the payments. a similar situation to Apple’s when the apps appearezd in iTunes, where a lot of people already had their payment information stored and where they could purchase in one-click (or almost). If you have a Kindle, it is very very likely that you have all in place to buy on Amazon with the push of a button. And, more interesting, Amazon handles subscriptions…</li>
</ul>
I think every single one of those points, the good ones as well as the bad ones, plays for the Kindle. Hear me out.
First, if you never had the opportunity, go buy and read Erik Bethke’s book <a href=”Game Development and Production”>Game Development and Production</a> (ironically, I just checked and it is not available on the Kindle store). Among the many good principles layed out in the book, Bethke is making an excellent case on the need for a studio to know the limits for its project and stay true to them, whether those limits are technology, budget or time (or was it quality? I can’t remember, but that’s beside the point). The Kindle, by setting the technological limitations for you already stricly define what kind of game you can do, allowing a team to actually focus on building a good experience.
Imagine it. You don’t ask yourself much about the rendering engine. No 3D, not much real-time, no huge client… While it could be argued that it means making games on Kindle uninteresting, I actually think that there will be fewer games than on the iPhone, but they will probably better games on average.
So, what kind of games can we expect on the Kindle? Here are a few I can come up with:
<ul>
<li>Newspaper games. Sudoku, Crosswords and the like. Well suited for the control scheme and the E Ink display, the <a href=”https://kindlepublishing.amazon.com/gp/vendor/”>Kindle SDK page</a> clearly points in that direction anyway. You can even make them subscription-based with monthly content delivered to you.</li>
<li>Gamebooks. I can totally see a new generation of Choose your own adventure books emerging on the kindle. Ones that are tailored for the device and using its processing capacities to make up for the limitations of the paper version (come on! who didn’t hold those pages with his fingers? who used dices to resolve the combats?). And the business model would be very easy for users to accept as it is just transposing a real-world model to its digital equivalent.</li>
<li><a href=”http://en.wikipedia.org/wiki/Play_by_mail”>Play-by-Mail</a>. A studio going that way would need to be very clever about this and managed the download limitation very well (does it apply to upload as well, it doesn’t seem to be clear on this from what I read), but combined with a low-subscription model, a mostly text-based game, some of the old-school PBM games could come back. there is a definitive retro feeling to them – why do I need so long between my orders when my online games equivalent allow turns every tens minutes? – but I am convinced that given the opportunity to play them on the Kindle, a device that is ubiquitous, with a screen pleasant to read on, could be an incentive enough to develop an audience for this kind of game.</li>
<li>Turn-based strategy. It goes in the same vein as the PBM, without the need to have multiplayer element.</li>
<li>ARG. Publish your own newspaper on Alternate Reality, use it to distribute information and if you made it as application, you can use it to collect data or just surprise the users.</li>
</ul>
If you have more ideas, I would be very interested to hear them of course…
I am obviously biased on the medium and its potential games. The fact that the device is connected and allows for subscription (shame there is no incremental payment or micro transaction possible at the moment), my mind will always try to go and build a game that has a service component to it and I am sure there are ideas to have to develop self-contained, unconnected great gaming experience.
https://icopartners.com/newblog/wp-content/uploads/2020/04/CRUSHCREATIVE_ICO_BRANDING_LOGO_NavyWhite-01-e1586189748878.png00Thomas BIDAUXhttps://icopartners.com/newblog/wp-content/uploads/2020/04/CRUSHCREATIVE_ICO_BRANDING_LOGO_NavyWhite-01-e1586189748878.pngThomas BIDAUX2010-03-19 14:36:162016-12-01 01:27:04Fun & games on Kindle
<img class=”alignright size-full wp-image-1107″ title=”gfg” src=”https://www.icopartners.com/blog/wp-content/uploads/2010/01/gfg.tiff” alt=”gfg” width=”294″ height=”126″ />This week the <a href=”http://www.nordmedia.de/content/digitale_medien/digital_media_cluster/game_forum_germany/index.html”>Game Forum Germany</a> in Hannover takes place and I have been invited there to speak about the Free to Play games market in Europe. That’s a topic I have spoken about a lot in the past year and anyone familiar with this blog has seen an iteration of that presentation. I will still put it here, as each iteration as its own flavour and set of data.
If you want to meet over there, please feel free to drop me a line through the contact page: https://www.icopartners.com/contact.php
https://icopartners.com/newblog/wp-content/uploads/2020/04/CRUSHCREATIVE_ICO_BRANDING_LOGO_NavyWhite-01-e1586189748878.png00Thomas BIDAUXhttps://icopartners.com/newblog/wp-content/uploads/2020/04/CRUSHCREATIVE_ICO_BRANDING_LOGO_NavyWhite-01-e1586189748878.pngThomas BIDAUX2010-02-25 14:45:062017-01-27 07:06:40Game Forum Germany this week
After doing the same exercise last year, we felt it was a bit difficult to do a new trends prediction this year, as many of them are in continuity with the ones we announced for 2009. A year later, we still feel most of them have been happening or are on their way, so don’t expect anything that really conflicts with last year’s predictions. With a year’s hindsight, though, we have been able to refine our opinions about where we think the industry’s going.
1. Facebook will be even more important
2009 has been a huge explosion for “social games” , seeing more than 70 M monthly active users for Farmville, the sale of Playfish to Electronic Arts, and a general “gold rush” for this new platform which growth has seemed unstoppable in 2009. Now Facebook has 350+ million active users, a number that makes console installed bases pale in comparison. Connecting to users’ real life social graph offers a lot of advantages, starting with super cheap acquisition costs and unmatched growth possibilities. Social gaming is likely to expand a lot outside of Facebook in 2010, as the platform is pushing the Connect network, and recent policy changes might prompt developers to also have a standalone web version of their game in order to retain more control over them and promote them outside of Facebook too (like Pet Society or Farmville did). The addition of a dashboard for games is also validating the social network as a primordial gaming platform. A part of Facebook growth in Asian countries is actually tied to the games, as some users register primarily to play.
2. But as the platform matures, market conditions will change.
Facebook’s growth has probably peaked in the US and some EU countries, although there is still plenty of growth margin in some of them like Germany and in numerous other countries. Combined with the new set of rules limiting aggressive viral practices, this should make it difficult for Facebook games to repeat the mass success of FarmVille or Mafia Wars. As the platform matures and competition intensifies, should see retention and monetization gain in importance, and small and middle-sized developers trying to find sustainable competitive advantages (eg non easily clonable games). That could open the way for more niche games with high monetization, such as Challenge Games’ WarStorm. On the casual front, we should see more adaptations on Facebook of casual game favourite genres (time management, hidden object…) and more MMO-lites integrating such gameplays. The dashboard for games is likely to see Facebook play a bigger role in game discovery and recommendation (“kingmaker”). This, in conjunction with the limitations on aggressive viral tactics, could make users acquisition costs more expensive as developers have to resort more to advertising and competition for the “virtual retail space” of the dashboard, making it more similar to other digital distribution spaces (casual games portals, XBLA, App Store, etc) – while of course remaining more social. It remains to be seen if this will translate in developers acquiring some “neo-publishing” skills to adapt to these environments, or if a new breed of companies offering these services will appear (as it might start to be the case on AppStore). Extremely high monthly active users numbers could also become reserved to the most wealthy companies, as the need for cash to market the games intensifies.
3. Android game market will grow, is unlikely to challenge iPhone just yet
Up until now, Android app market has been significantly smaller than the iPhone’s. Estimates for 2009 locate Android game market around $1.7 million, when iPhone game sales are thought to have been around $250 million for the mid-2008 to mid 2009 period. Mobile game publisher Gameloft has recently announced stopping developing Android games as their revenues were about $15k/quarter, or about 400 times less their iPhones sales. Main culprits are thought to be the fragmentation of formats in Android platforms (some handsets have keyboards, others don’t, different screen sizes, etc), a limitation in app storage for most of Android-based handsets (which is adverse to sophisticated apps like games) , and a difficulty of monetizing the app-downloading audience on Android. The fragmentation issue, which is the biggest obstacle, might be less of a problem if a handful of Android phones become very popular in 2010 (the Nexus One is thought to sell 5-6 million units in 2010) or if some standards making the gaming experience more similar across devices are adopted (for example, by HTC, the leading manufacturer). As Android is an open platform, custom app stores will also be possible, although yet again critical mass will be the main problem. Still, there will be some growth on the platform, which recently grew 53% month-on-month. Also, the openness will allow developers to instantly propose a 100% service model from start on the platform, as is only starting to be possible now with the iPhone. Another advantage is the possibility of offering Flash games, as it is unlikely that Flash gets approved on iPhone anytime soon. This could allow developers to release cross platform games web/Android.
4. Towards service model games on iPhone?
Apple has only towards the end of 2009 allowed in-app payments inside of free apps. This, combined with push notifications (at the moment too power-hungry, but that might get improved in a new version of the handset?), should allow for evolving, service-based games. There are already some instances of free to play apps with “micropayment” on the iPhone. What is still missing would be allowing currency selling or Apple credits that would allow real micro-payments, along with an auto-patch function. Could that make the App Store less product-based, as it is now, with a very “digital retail-like environment”, and more service-based, with more opportunities for developers for persistent environments?
5. Hardware changes : mobility
2009 has been the year of the netbook (+103% shipments y-o-y worldwide according to DisplaySearch ). The same institute predicts more moderate growth for netbooks in 2010, at only +19%. Still, with the expected Apple tablet computer and many competitors that are all the rage at CES this week, we should see further convergence between laptops/netbooks/tablets/smartphones. With it may come the long announced reign of mobile web, which could impact gaming more than we have seen so far with mobile games, as we might be able to see games totally designed for nomadic use and real-world interaction (via geolocation, augmented reality, etc). Again, that could open the door for nice cross platform apps and mobile extensions of PC or web-based games
6. Hardware changes : consoles decline and transformation
So far, console manufacturers’ answers to digital distribution and now to complete digital replacement (Onlive, Gaikai, etc, which might well become a reality in 2010 if the technical side follows, and connected TVs) has been rather limited and patchy. Even recent initiatives, like Xbox Live Twitter and Facebook integration, has been reserved to paying subscribers, showing that once again Microsoft got the business implication backwards (namely, Microsoft should incentivize people to share Xbox related content on social networks, not try to make people pay for it). The recently announced Game Room should be available to non-subcribers, though, but it could take advantage of the Facebook/Twitter interaction for them too. PlayStation Home so far has 10M registered players, but in last July it was stated that only 25-35% logged in more than once . Total revenue was at that time $1M/month. If the service has found a niche community of active players, that could be a quite good ARPU. It remains to be seen if the service can be a profitable platform for free to play multiplayer games such as the recently launched SodiumOne. Nintendo’s digital distribution offering is still limited, and Wii’s connectivity ratio is lagging behind rivals (35-45% of the Wii installed base is estimated to be connected, as opposed to around 60% of Xbox 360s, hence the Wii Ambassador promotion at the end of the year.). Generally, console and package game sales have been tough in 2009 : just in the UK, home consoles hardware unit sales have been down 25% and software -12% . As the recession amplified the latent shift to online models, it is going to be very tough for incumbents to adapt quickly enough. EA seems to go in a good direction with Playfish acquisition, but is likely to have to undergo a real shift of culture and priorities, and 2010 looks again like a painful transition year. The future looks even bleaker to all of the traditional video game publishers that are moving slower than EA, not even speaking of retailers and distributors. Consoles are unlikely to die completely in 2010, as price cuts and motion control novelty can slow the decline, but unless manufacturers really make drastic changes (becoming cloud-based online services ?), it’s difficult to be very optimistic for the console business outside of the “family and party entertainment” niche (music games, Mario Kart,WiiFit, PES/FIFA, fighting games, etc).
7. MMORPGs : free, browser-based, and more diversity in genres
There has been relatively few pay to play MMORPG releases in 2009. Darkfall Online launched in February as a very niche product. Champions Online launched in September to a wider audience, but still relatively confidential. Aion, launched later in September, seems the only P2P game to have achieved relatively large scale success last year. It remains to be seen how good its traditional formula with hardcore/grind elements will be at retaining its whole audience long-term. In 2010, there will be some interesting P2P MMOs : Tera, Final Fantasy XIV, APB, Star Trek Online, DC Universe, maybe betas for Star Wars Old Republic, Guild Wars 2 and Blade and Soul, without forgetting the Cataclysm expansion (although no official date is announced, so it might well happen only in 2011). Still, it’s becoming more difficult to imagine new games starting development now following the same business model and “walled garden” design (client-based, with very few interactions with the rest of the web and social networks).
On the Free to Play front, at the contrary, the year has been rich in successes: Runes of Magic’s formula of polished F2P WOW-style MMO reached 2.5 M registered players, SOE’s Free Realms quickly reached 5 M registered. Earth Eternal (in Open Beta) and Allods Online (in Closed Beta), along with Runes of Magic, are raising the bar in terms of quality expectations for Free to Play MMOs. Browser-based MMOs, such as previously mentioned Earth Eternal, but also Artix’s AQ Worlds (which launched in late 2008, and scored 11 M registered players in a year), or Gpotato’s Canaan, scheduled for early 2010 release, are likely to grow provided they have the sufficient quality, and can be accessible and connected enough to the social web. Existent browser games leaders such as Bigpoint have been announcing more sophisticated games (such as PoisonVille), while splitting portals in “hardcore” and “casual” channels . It will be more difficult for new entrants on the market entering with lower quality or non-original games, or licensing games already out for a while in Korea, as we have seen recently with the closure of serveral services in Europe.
In terms of genres, “casual” (arcade, sport, racing) client-based games have all been struggling and aren’t likely to take off in 2010. PC favourites genres have had more success, namely FPS (Battlefield Heroes, Combat Arms, Soldier Front have a sustainable, if modest, audience, although a Pay to Play larger scale project like Crimecraft didn’t take off), and more recently, DOTA-inspired games (League of Legends, Heroes of Newerth) seem to have found an efficient niche. As competition intensifies, more games have been exploring different genres in the hope of differentiation. In 2009, crossovers have been attempted, for instance MMO/City Builder by Cities XL, which doesn’t seem to have attracted a large subscriber base for the MMO part, and Champions Online and Dragonica have been forwarding very action-based combat systems with more success (in very different genres). This should be a further trend in the future, as generally we should see more games mixing more action-based gameplay with traditional MMORPG elements. CCP has announced Dust 514, a console shooter tied to EVE’s universe, Blizzard is rumoured to work on a shooter-MMO, and Star Ward Old Republic, Tera and Blade and Soul all seem to be vying for more action.
Regarding the provenance of foreign MMOs in the Western market, we are likely to see fewer Korean games and the start of an influx of Chinese games, from browser based games to AAA Unreal-based ones (directly operated like the infamous Evony, on proprietary portals such as Webmmo or Perfect World portal or via license deals like Castle of Heroes, the new Gpotato game) .
8. User Acquisition becomes a big issue again in the new gaming universe
As developers are turning into publishers and the new landscape emerges, the main problem for game operators is to acquire users for their services in a fragmented and competitive environment. Social games have been an opening through which it was possible to acquire a lot of users for very cheap and very fast. As the social graph spills out of social networks and extend to every game on the web, and as social networks restrict aggressive viral practices, reaching a critical mass for a service is likely to become tricky again, to the point that a lot of observers are thinking about the return of a new kind of publisher, with pockets deep enough to buy enough users from start. So far, free to play games browser and client games have been good at acquiring users via partnerships with media and community sites, and recourse to specialized ad networks (CPMStar,Ad2game, etc). Good cross promotion strategies have been using low CPA games as a “bait” to convert players to higher CPA, more profitable client games – something Gameforge has done since Metin2. As we discussed earlier this year, 2010 will probably see a lot of activity as operators try to appropriate this crucial part of the value chain, by buying media, ad networks (see the recent Shanda’s purchasing of Mochi Media), community sites, etc, and the strongest actors in the user acquisition and channelling business, including big mainstream Internet media companies, considering going further down the chain by starting their game development and operations divisions or making acquisitions in that space.
9. Deeper service integration and developer resources changes
It is increasingly business and operational excellence that will drive a developer’s sucess, and there will be more integration of marketing and community management at all customer touchpoints. As most game developers will have to become operators/publishers, it is likely to make sense for a lot of them to hire a limited number of staff with expertise on publishing topics (marketing, customer support, billing, hosting, etc) and work with specialised service vendors for each of these topics. Of course, some of the biggest players will internalise those functions, but most will prefer to outsource this, keeping a few very experienced people internally to manage the relationship. Also, data- metrics capture and analysis is going to be a very important competitive advantage, so data capture systems and data analysts should be in high demand in 2010, and maybe more companies in that service field will emerge. By next year, we also expect that expertise on virtual goods design, marketing and sales will be pushed to the next level.
We would be happy to discuss reader’s opinions on what you think will be 2010’s big trends, so please don’t hesitate to comment!
Also, we at ICO Partners wish all our blog’s followers a great 2010, and hope we’ll have a thrilling 2010, full of great online games!
To you didn’t. It tried 5 searching I BAD. And online viagra Not time. It’s. Absorbs the sensitive for tip break
<img class=”alignright size-medium wp-image-1115″ title=”gfg” src=”https://www.icopartners.com/blog/wp-content/uploads/2010/01/gfg-300×128.gif” alt=”gfg” width=”300″ height=”128″ />The event in Hannover proved to be very good. I was particularly impressed by the content, all the speakers being very good in their field. But there is something that needs to be said on the organisation as well which was spotless. It reminded me of the Nordic conference in the sense that it looked perfect from where I stood, especially as a speaker. The organisation, the audience, the facility, all were great.
I will definetely attend again given the opportunity.
This being said, I also wanted to share here the presentation I gave there. You will find it familiar as I have been speaking on the topic quite a lot for the past 12 Months, but numbers have been refreshed, so it might still be worth a read for some of you.<!–more–>
<div id=”__ss_3022202″ style=”width: 425px; text-align: left;”><a style=”font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;” title=”GFG 2010 – F2P In Europe” href=”http://www.slideshare.net/ICOPartners/gfg-2010-f2p-in-europe”>GFG 2010 – F2P In Europe</a><object width=”425″ height=”355″ data=”http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gfg2010-f2pineurope-100129071246-phpapp01&stripped_title=gfg-2010-f2p-in-europe” type=”application/x-shockwave-flash”><param name=”allowFullScreen” value=”true” /><param name=”allowScriptAccess” value=”always” /><param name=”src” value=”http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=gfg2010-f2pineurope-100129071246-phpapp01&stripped_title=gfg-2010-f2p-in-europe” /><param name=”allowfullscreen” value=”true” /></object>
<div style=”font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;”>View more <a style=”text-decoration:underline;” href=”http://www.slideshare.net/”>presentations</a> from <a style=”text-decoration:underline;” href=”http://www.slideshare.net/ICOPartners”>ICO Partners</a>.</div>
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