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Sunday, June 30, 2013

Mobile Gaming Trends in 2013 and the Near Future.

        As the face of mobile changes, the potential behind its gaming sector grows exponentially. Mobile games have become more than just a social experience, they've become a gateway to rich, entertaining experience, not just on the go, but at home, as well. According to research, mobile games have already surpassed sales of the hand-held market, and continue to rise. With stories like the three friends who banded together to createone of the most widely successful games ever made, Temple Run, it's fair to say there's a market for these products, and not just the on-the-go social ventures, and the trends don't stop there.

         Some of the projected trends coming for the mobile gaming industry involve how we play games. Increased multipl

ayer capabilities directly and via cloud service, Mobile gaming platforms that fill in as a home-console stand-in, and the power of ip acquisition and ad revenue. The medium, itself, is in essence a direct channel to the vast social array of content that we experience on a daily basis, this includes advertisements, video, sharing, etc. Gaming in this fashion will likely provide a similar experience, overall – and with young adults beginning to become a primary group using mobile devices for gaming, the effect this social element will have, and the face time of ads will directly contribute to how monetization is perceived in the mobile sector.

         IP acquisition and licensed games will start to become a larger element of the sector, as the high level of competition in the sector will increase acquisition and consolidation of other smaller studios – it's happening right now, and according to the App Store 2012 list from Apple,EA's The Simpsons: Tapped Out was the 10th highest grossing game, and it wasn't the only one - Rayman Jungle Run won top spot. 

         With the intercession of the Ouya, with a super low price point, access to mobile games and free to play browser products, as well as the Steam Box, give users the multimedia center element and gaming console feel at the same time – which I think will take off for the next few years, though ultimately a fad and likely a kind of bridge to something more definitive down the road. As cloud gaming becomes more prevalent, its use with these kinds of “consoles” and mobile devices will directly change the face of the gaming industry as a whole, as they create a more social and connected medium, while at the same time, increasing the effectiveness and range of monetization efforts through advertisements of various kinds.

Saturday, June 15, 2013

E3 Impressions & Social Gaming – PS4 over Xbox One




       This years E3 was an impressive event, that clearly detailed the future of gaming, and it's direct influence from Social gaming and the increased pressures of social/mobile connectivity. The sheer amount of products showcased this year, are the highest ever recorded from the indie sector, and most every product offering had an investment in social elements – especially against the backdrop of the Sony Ps4/Microsoft Xbox One battle. It's fair to say there's a change in how we perceive games and what they can be, as well as in what takes precedent for gamers of this coming generation – something Sony understands, unlike it's competitor Microsoft.

         With a clear battle royale between Sony and Microsoft, it's a sure hot-topic, that has a lot of weight for not only gamers, but developers of all shades and types. So far, PS4 has dominated, and here are a few of the reasons:

Selection of games -

E3 Games were impressive, like KillZone (pictured above)
          Not only are these games exclusive, but there are a host of major triple A titles, as well as already established IP's, setting the stage, such as Infamous, Killzone and Final Fantasy. Incredibly impressive newer games are Watch Dogs, and The Order: 1886. Each of these products have a high level of buzz about them, especially Final Fantasy and Watch Dogs, so it's a sure bet this is going to be a strong factor for a lot of gamers. Additionally, there's a major indie-developer presence for the Ps4, something not really set previously, even on Xbox Live. These games are a major element of games coming to the Ps4, and they even had their own showcase atE3.


Ability to Sell and Play, Used Games
PS4 Excellence at its finest - not sure I need the screen though.

         They have no restrictions. Players are able to sell products as they like, with no publisher restrictions, unlike Xbox One. Knowing that used games market has been around since the beginning of gaming, and for all intents and purposes, isn't really going to go anywhere, it's pertinent to have a system that allows gamers to purchase products. However, at the same time, gamers should still get value out of them when they're finished playing them – by selling them to others, or cashing them in at stores such as GameStop. With the sheer amount of conflict surrounding the used used games market, it's fair to state that it provides gamers and consumers a high level of trust in who they buy their games from, and that trust improves the quality of the brand of a game, overall. As Sony's instructional video on used games is anyone wonder,satirizing the issue is a good way to poke fun at your competition.


Offline functionality -

Xbox One: Online Only - You want offline, go back to the 360
         While it seems straightforward, the reality is Microsoft has completely bypassed this section, which, as you can tell from the audience in this video (link here), is a major factor in purchase power of this system. Of course, you can always go back to the Xbox 360, if you're to lame to have aninternet connection, as far as Don Mattrick is concerned.


No more Regional lockout -

          One of the most underrated elements of the PS4, is region-free - something that hasn't really existed in the entire history of the console/handheld gaming industry. All major consoles have maintained region-based elements, and it would appear they're taking a page from the computer model – allowing you to have a product from anywhere, and play on your system, without needing conversion mods or a region-based system. This element alone is an incredible feature that finally helps propel consoles into the expanding sectors of the gaming market. 


        With all of these features above and beyond the Xbox One, and, according to the E3 Stage 1 stream from Day3 through Gamespot, with Microsoft giving out more press regarding features consumers aren't going to like at Gamescon, it's probably a safe bet to say the Xbox One has all but lost this console war, before it's even really begun. While some of the features of the Xbox One definitely cater to the developer and primary, the publisher, the sheer lack of trust toward the consumer base is significant in reducing total console sales, which in turn means less potential buyers of products released for that system. Ergo, the better fit is the PS4 at this time, and unless Microsoft can come up with something more efficient, long-term and directly beneficial and empowering to their consumer-base, it's not likely to change.

Sunday, June 2, 2013

Venture Capitalists & video games - Thoughts on Reassessing a Business Plan.

        There comes a time when you start to think about the information you've gleaned from others. In particular, my last blog post on Venture Capital companies Lightspeed and Joystick got me thinking – what have I learned, and what can I put to use in my own business plans? Of course, plans aren't just about you – but those who might invest in you, which begs its own question – what might be important to them, as well.

         While there's a lot to be learned, certainly a few things spring to mind in the whole affair of the business plan – discovery and cross-promotion. An article from Lightspeed Venture Partners at Gamasutra, goes over some of these pertinent topics, with regard to investing in gaming companies. In this market climate, it's important to have a business model that involves user acquisition backed by cross promotion. Since the social and mobile gaming markets are stil



l in their relative infancy, but quickly maturing, kit's important to find methods to overcome saturation, and improve total market retention. After researching Lightspeed Venture Partners, Jeremy Liew and other experts, such as Andrea Cockerton, a pitch expert, the consensus is relatively similar between them – you've got to stand out, either by the ingenuity of your product/service, or by capitalizing on a portion of market that wants or needs what you have.

Venture Capital money helps build dreams
         For my own business plan, restructuring portions of it to have a focus on cross-promotion benefits, both with similar products of my own, and/or products/services of affiliates, feels pertinent. Additionally, Focusing on core elements that are likely to excite investors (i.e. Paid acquisition, user retention, life expectancy-per-game increase via premium content services) is something that is likely to improve the overall effectiveness of the gaming business plan for an investor reading it. If anything, Lloyd Melnick's article at Quora on the secrets of monetization is a major eye-opener. Regardless of the kind of games you might release, getting the most out of your products and services is something everyone can appreciate. 
 
Ouya Kickstarter - $8.6 million can't be wrong, can it?
         There's ultimately a clear need to focus more on the product/service than just the marketing and branding of the company, within my video game business plan. Using the aforementioned content to help redirect my focus will help bring together a far more useful video game business plan. If anything, it's got a good start, focusing on – as Grace Davis, CEO and Founder of Omega Environmental Technologies puts it – selling relationships, not products – as a core of the branding process of the company. Certainly not a bad place to begin filling in. There's, however, always crowdfuning – a fare less scrutinizing and controlling sector for venture funds. After all, if the Ouya, which obtained almost 8.6 million from its Kickstarter campaign - a mini console vying for space in a veritable landscape of console super powers, can do it, then well, there's no reason not to keep that as a viable option for funding.