Back in June, during the Gamesindustry.biz Brighton meet up, we discussed studio closures, what they meant to the industry in general and the UK industry specifically. I mentioned that it could actually be pretty easy to do a check of former employees’ profiles on LinkedIn to see what happened to them: how many left the games industry, how many left the UK to find a job, that sort of thing.
This week, for some reason I don’t understand, my brain was fired up at night, I couldn’t sleep and that idea came back to haunt me. So, I spent a couple of hours with LinkedIn and here is the result, a year after Realtime Worlds shut down (maybe that’s my subconscious at work here). Read more
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 BIDAUX2011-09-29 10:35:582014-10-01 15:50:42Realtime Worlds employees - where are they now?
Last week in Seattle, the IGDA put together its first Summits. The event was organised parallel to (and in partnership with) Casual Connect. I was drafted to help put together the content for the Monetisation summit, and sat in a few sessions that were particularly interesting to me (one perk of having a say on what the topics will be!).
If you missed some of my comments on twitter, or more likely if you just unfollowed me after the spam (you can follow me again, the event is over, I will behave in the coming weeks), I have put together here some of my notes on the Fighting Fraud panel and the Kickstarter panel.
These are my rough notes of what was discussed. If I got anything wrong, please let me know.
Fighting Fraud Panel
Moderator Sanjay SARATHI (Vindicia)
Panelists Robin WALKER (Valve), Arthur CHU (Nexon), Michael LIBERTY (Paypal)
The panel objective was to educate on what you can do to fight fraud, and it was aimed an audience with limited knowledge on the subject. Here are the key take aways for me:
Fraud is painful. Fraud is difficult to fight. Fraudsters will always be very creative in bypassing your system, and you will always have to play catch up. But you really can’t ignore it. Before anything else, the first thing to do is to make sure you can measure fraud and understand that it is happening. The moment you reach about 2% of chargebacks on your transactions (stolen credit cards were used and the money is taken back), Arthur CHU estimated you have about 2 months before it becomes a LOT more painful. However, before you reach that stage, investing heavily in fraud fighting might not be necessary.
One fight at a time. Michael LIBERTY made a very good point on the fact that if you are not a big company and you are starting to charge online, it is best to go through a payment management system like Paypal (Michael’s company, to be fair). Until you reach a certain scale, micro-managing the payment processors and the related fraud is too time consuming.
Game features influence fraud. Robin WALKER pointed out that a game with a trading system was more likely to attract fraudsters. While he has a fair point, this won’t remove all fraud and it does take a serious chunk of the social features (Arthur CHU made this point in the panel very eloquently). What it emphasized was the fact that the game design can help control fraud to a certain level: limited trial accounts, high level items “soulbound”, Gold lock systems (as in Rift). Convincing the developers to develop them is the hardest part.
Measure, measure, measure. Beyond measuring the fraud itself, it is also important to measure the game features that fraudsters use and abuse. To be able to fight fraud requires understanding what they do and how they do it. Leading to:
A tool is only as useful as the person holding it. All panelists agreed that going out and buying fraud fighting tools is useless unless you already know how you want to use them. These tools can be very efficient (for Nexon, it led to a reduction of fraud by a factor of 10), but they need to be used properly in your context. There are two kind of tools specifically that were mentioned: geo-location and device reputation tools.
Understand friendly fraud from criminal fraud. All games have a number of “friendly fraud”, the typical case being kids using their parents’ credit cards without their approval. The panel recommended to, again, check the users’ activity, in order to identify friendly fraud and also to have a clear policy in place to manage it. Valve is calling really big spenders, for instance, to make sure they are aware and intended to make large purchases. Michael LIBERTY recommended kids’ games specifically to have a “generous” policy, as they were more likely to see kid-driven friendly fraud.
Current trends. Arthur CHU was very vocal about the increase of the number of account takeovers, and how fraudsters are getting more and more sophisticated in their attacks. Where they once launched blanket attacks to get as many accounts as possible, they now target accounts that they know are very valuable.
Kickstarter is the most prominent crowd funding website at the moment, and has been used by a number of game studios. The panel highlighted three case studies from companies that have successfully raised money through the service. Cindy AU provided very interesting information as well. I have linked the project for each panelist above, with their company name. So, some takeaways:
Kickstarter data. The website has successfully raised $70m across 20,000 projects to date. IIRC, the biggest project they had was a movie that raised about $500K. After submission, Kickstarter takes about 24h to greenlight a project. Once greenlit, the company can publish the project on the site when they want.
Best practices. Cindy AU gave 3 core rules to maximize your chances with your project.
Rule #1 – Make a video. The web is very much about videos nowadays, and projects with good videos are the ones that are the most successful. It doesn’t need to be super professional, but it certainly needs to clearly describe the project.
Rule #2 – Rewards are very important. Each project offers unique rewards based on the size of your pledge, and it is up to the project owner to define them. Unique, tangible rewards with a strong cool factor help their projects significantly.
Rule #3 – Leverage your existing community. If your project already has an existing community you can leverage to contribute to it, and also to spread the word, this increases the likelihood that your project will succeed. Cindy mentioned that projects with more than three backers succeed 90% of the time.
The panel made very interesting comments on the importance of designing your rewards thoughtfully. Wiley WIGGINS regretted offering a poster reward, because they didn’t calculate properly the cost and the pain of delivering them to their backers. Kickstarter doesn’t get involved in the design of rewards, and it is really up to the company to do its homework as far as costs are concerned. Reward design is very important.
Another consensus was that the duration of the pledge, the length of time allowed to reach the project’s target, didn’t need to be long. The logic is that your early backers will reach it in the first few days anyway, and then progress will be slow and regular until the very end when lurkers may decide to chip in and help.
It was also interesting to note that the Kickstarter system attracted whales in the same way. Thunderbeam offered to make $1,000 contributors their ‘best friend’, which they essentially added just for fun. They now have many new best friends.
I learned quite a bit from these panels, and will definitely be keeping an eye on Kickstarter – I hope they find a way to accept non-US projects down the line.
As Asian online games publishers expand in the West, more and more of them are opening European offices and starting operating games for the European market. This approach is in our opinion much more rewarding long-term than just licensing the games to a local publisher, but it also has it pitfalls due to the differences in consumer habits and expectations. Here are a few examples of such differences and the difficulties they can trigger. Of course, please keep in mind we have a European point of view and are aware of the specificities and differences inside Asian cultures and inside European ones – so please excuse the inevitable generalisations. Read more
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 BIDAUX2011-07-01 10:48:122015-02-20 11:00:26Differences in online games publishing between Asia and Europe
A couple of weeks ago, following the E3 trade show in Los Angeles, Kogi Tagushi, Senior Executive Officer at Square-Enix, declared he was “humiliated by the decline of Japanese titles”. Now, Mr Tagushi was mainly talking about the poor representation of Japan at the show in terms of new games and IPs, however the decline of the Japanese games industry has been a popular topic of discussion recently, and a second interpretation can be seen of this, relative to two large Japanese game companies that seen to be willingly putting on a blindfold and driving as fast as they can against a wall, namely Sony and Nintendo.
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 BIDAUX2011-06-24 10:49:352014-10-01 15:55:47Nintendo and Sony's state of denial
Let me start with the following statement: E3 has been one of the best events for ICO this year. I had excellent meetings there and I was very happy with the outcome for us. But, Iultimately believe it was an anomaly.
This was my first E3 since 2006, the last “big year” for the show. It went into limbo for 2 years (well, no, it went to Santa Monica but as far as bells and whistles are concerned, that was about the same) to come back to the LA Convention Center in 2009. And while it is not as big as in 2006, bells and whistles are there and very loud. It is shiny again, it has sexy almost naked booth babes again, it is the biggest video game show around again. Right?
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 BIDAUX2011-06-17 10:57:172017-01-26 22:09:43Do we still need E3?
A few weeks ago, Thomas and I attended the Nordic Game Conference in Malmö, Sweden. Although most of our time was spent meeting with representatives of the very impressive Scandinavian game development industry, we had a chance to see some of the talks, and came back with a few thoughts on current trends in the online games business.
https://icopartners.com/newblog/wp-content/uploads/2011/06/Nordic-Game-Conference.png256710Thomas BIDAUXhttps://icopartners.com/newblog/wp-content/uploads/2020/04/CRUSHCREATIVE_ICO_BRANDING_LOGO_NavyWhite-01-e1586189748878.pngThomas BIDAUX2011-06-01 11:03:212014-10-01 15:57:26Takeaway from the Nordic Game Conference