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August 19th, 4:26am 0 comments

How to blame games for riots

Lots of talk in the game industry about how you can't possibly blame games for the recent riots in the UK. Brainless parroting of the general prejudice that you can't blame games for anything (unless they are social games of course, in which case you can blame them for everything).

I wonder...

If the riots had occurred 20 years ago, when I was about to enter my teens, I would have had no clue what to do. I had no practical experience that I could bring to bear in a situation of mass lawlessness, even if I could see from afar that it would be fun to get involved. Confronted with a risky, unknown situation I would have run away.

Games are great ways to teach us. The strongest proponents of games are very keen to tell us what marvelous educational tools they can be. Violent games might not encourage me to be violent, any more than playing Bejeweled encourages me to move bricks around on the floor. But they do help us learn what to do in situations where violence -- or matching 3 coloured blocks -- is called for. If the opportunity for violent fun arises, players of realistic violent games have the advantage over those that don't. Perhaps that gives them the confidence to get stuck in, whereas a non gamer will watch from the sidelines, unsure of what to do even if the tendency and desire for violence is just as strong.

If violent games and movies teach us what to do in lawless situations, they also make these situations seem less risky. They teach us a pattern that violent action is followed by reward, not punishment. Even though we KNOW a game is a simulation we can't stop ourselves matching the pattern from a game ("I drove at 100 MPH in a built up area and nothing bad happened") with the same situation in real life. We are remarkably bad at not learning from "fake" situations: to the point that we find sitcoms with canned laughter funnier even when we know it's canned: we can't stop ourselves finding laughter infectious, even when we know it's fake. Many rioters fell victim to their own sense that they were in a low risk situation, posing for photos with their stolen loot -- as if they were about to claim a new high score for their escapades, not a custodial sentence.

So while games might not encourage us to be violent, for those who want to be violent for other reasons (i.e. because it's fun and you get free stuff) games make a difference:

  1. Train us in how to be violent successfully
  2. Reduce our sense of fear in an unfamiliar situation
  3. Teach us that the consequences of successful looting and violence are usually positive

Did games cause the riots? Of course not. But I bet there were more than a few kids who found it easier to get involved because they'd already had some practice simulations.
Posted by David Barnes
August 18th, 3:56pm 0 comments

Check Out Money Grubbing Whale Exploiter @NicholasLovell's Free2Play Slideshow

If you read Gamesbrief (and you should) then this will be pretty familiar, but it ties everything together nicely.

I wonder if Nicholas over-emphasizes cosmetic and expressive purchasables (status, emotions, feelings), when the research suggests the real money is in consumable resources that let you progress faster.

Of course he might come back and say that "progress" is a form of social status... but I'm not so sure. Once you're addicted to a game progress feels important even if nobody else knows you're playing. (OK so you are paying for feelings when you pay to progress, I guess.)

Posted by David Barnes
August 17th, 3:12am 0 comments

Opinion: The Worst Thing Nintendo Could Do is Sell Games on the iOS App Store.

The worst thing Nintendo could do is sell games on the iOS App Store. Once Nintendo IP starts appearing in the App Store, even at a premium price, it will be a short while before Nintendo goes the way of Sega.

The strong attachment players have to the Nintendo IP comes from the IP always being together: Mario and Zelda are both Nintendo and exclusively Nintendo, and various other IP such as Pokemon, Donkey Kong, Metroid and Star Fox are either exclusive to or closely linked with the Nintendo brand. Once they're on an App Store alongside Angry Birds, Plants vs. Zombies, and Cut the Rope the uniqueness of the IP will disperse quickly and Nintendo will become just another iPhone game publisher. The Nintendo brand will cease to be a big deal because there will be nothing tying all these different IPs together in the mind of the player.

Consider Nintendo's 3 major income streams:

  1. Hardware sales -- Nintendo is the one console company that doesn't sell loss-leader hardware
  2. Selling its own exclusive IP games
  3. Licensing 3rd party games to run on Nintendo hardware
If Nintendo offers its own-IP games on other platforms then revenue stream 2 will increase, for sure. But they remove one of the major reasons for buying Nintendo hardware, abolishing the platform exclusivity that makes Nintendo's stable of IP so valuable in the first place. Meanwhile as the distribution of Nintendo hardware descreases, so will the value of their platform to 3rd party game publishers.

From both a brand and revenue perspective, launching games on iOS would be suicide.

What, then, are Nintendo's other options? They can either move away from hardware but still try be be a "platform", or they can remain a hardware company as they are now.

If Nintendo is going to go software only then they need to run their own software platform. Everybody needs to know that if you want Mario or Zelda then you have to go to the Nintendo platform, even if that doesn't mean you have to purchase their hardware. It could be that you have to subscribe to the Nintendo club, or visit Nintendo.com and sign up, or whatever else. The point is Nintendo needs to own the platform and find another way besides exclusive hardware to provide a walled garden around the Nintendo experience.

If Nintendo wants to stick with hardware then it needs to figure out what its hardware is for, particularly in portables. Nintendo's position has always been that it's the most fun console maker. The Wii is the perfect example of a console that is fun. Nintendo made a mistake thinking that 3D was a path to more fun in handhelds: it's a gimmick that for many players undermines fun, excludes young kids, gives devoted gamers (the ones who want to play for hours at a time) a headache, and is something that smart phones can replicate quite easily. Bad move.

Nintendo needs to find a new standout hardware feature for its next hand held... just as the Wii controller was a break through for consoles. These are the requirements:

  1. Something that adds a LOT of fun.
  2. Something that can ONLY work on a games machine, and can't be copied on a general purpose mobile device.
  3. Something they can build cheaply.
I don't know what that is, but I'd suggest looking at the control system hardest. The weakest point in iOS and Android games is the limitation of touch controls.
Posted by David Barnes
Posted by David Barnes
August 16th, 5:37am 0 comments

Franchises Come to Facebook: Sims and Smurfs are Fastest-Growing Facebook Games

Ubisoft and EA lead this week’s list of fastest-growing Facebook games by monthly active users with The Smurfs & Co. and The Sims Social. Zoo World 2, The Pokerist Club and GnomeTown round out the top five.

Existing franchises are starting to figure out how to crack Facebook, with Smurfs and Sims now the fastest growing games on the platform.

This puts some fire under Zynga and similar game publishers. Their IP is weak and generic compared to what's coming.

Posted by David Barnes
August 15th, 7:46am 1 comment

Wooga: Social gamers spend on shortcuts, not decoration

Of the eight ways to spend real-world money in Wooga's flagship Monster World, just 0.3 per cent is spent on avatar customisation and only 2.3 per cent goes on cosmetic decorations.

2.8 per cent is spent on territory expansions, 6.3 on instant building shortcuts, 9.6 per cent on buying materials instead of finding or farming them and 10.5 per cent goes on in-game currency.

The two biggest sectors of income, by far, are Magic Wands – which make crops grow instantly – and Woogoo fuel, which powers the factories which make rare items. Both of these sections bring in around a third of Monster World's revenue each.

Wooga's army of mainly female players are more keen to spend on time saving items than decorative ones.

Posted by David Barnes
August 12th, 3:16am 0 comments

One Hit Wonder Factory Rovio Pushes to $1 BILLION Valuation

No wonder those Angry Birds have to work hard at keeping those pesky pigs at bay - Rovio Entertainment, the company behind the game is about to get a round of funding that would push the value of the company to over $1 billion.

$1.2 billion in fact.

Brave. The business plan is mysterious: one hit game, a bunch of gimmicky products, $1 billion.

Posted by David Barnes
August 10th, 6:59am 0 comments

$14.99 Retro-Remake Final Fantasy Tactics Enters Top 20 Grossing iPhone Chart

Final Fantasy Tactics: The War of the Lions — A retro game remake appears this week in the form of Final Fantasy Tactics: The War of the Lions. Ranked at #16, the $15.99 game is a turn-based strategy title set in the Final Fantasy universe and is the iOS rendition of the 1997, PlayStation classic. Released August 4th, the game is created by veteran Japanese console games developer and publisher, Square Enix.

iPhone gamers WILL pay more than 99c for a game that appeals to them, even if it's not cutting edge tech.

Posted by David Barnes
August 4th, 4:53am 0 comments

Zombie Farm iPhone Game Adds Social Features, Shoots Up Top Grossing Chart

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I'll let Inside Social Games do the talking:

Zombie Farm (Social Update) —Zombie Farm is another older, and popular app that also received a significant update. Currently ranked at #12, the game, which allows users to build a farm and grow their own army of zombies, is now social. Updated July 28th, Zombie Farm lets users connect and play with their friends viaFacebook, email or username. Beyond visiting one another’s farms, players can now send gifts, receive daily rewards, and even engage in a game of “zombie tag” with their friends’ zombies. Monetizing through in-app purchases, Zombie Farm is developed by California-based studio, The Playforge, told us they have more than 20 million players for Zombie Farm.

Adding social features to an already successful game (with enough players for social to make sense) pushed this free to play hit to new heights.
Filed under iphone money social
Posted by David Barnes
August 2nd, 2:53am 0 comments

51% of In App Purchase Game Revenue Comes from $20+ Transactions

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For Nimblebit's Pocket Frogs specifically 49% of revenues come from the $29.99 In App Purchase options (Premium Potion Packt and Premium Stamp Pack).

You gotta give gamers the chance to give you some REAL money.

Filed under freemium ios
Posted by David Barnes