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Video Coverage

VGSmart’s Joe Lieberman on the successful marketing of video games, having your game stick out and getting the attention your game deserves

December 4, 2012 — by Brian Anthony Thornton


Once a platform has been chosen and content has been created, an independent designer needs a way to market their product. If no one sees it, no one plays it. That’s where Joe Lieberman of VGSmart comes in. We sat down with the self-proclaimed Superhero and Public Relations Monkey for a chat about what it took to get him where he is today, and a few bits of advice for those searching for success in the industry. Lieberman recently helped Yellow Monkey Studios with their promotion of Huebrix.


Where it all begins… Ex-Renaissance Fair Performer and Juggler. I stopped performing when I founded my company due to lack of time.

What made you decide to enter this segment of the industry?

So during my sophomore year of college, I failed out of Calculus II, and that’s kind of where it all began for me. I failed and I ended up talking to the senior producer of Star Wars Galaxies. He said, “The game industry needs good business people who understand games.” I guess you could say I ran with that. For a while, I did pro bono work for a company called Dragonclaw Studios. They’re not around anymore. I took that time to build up my contacts so by the time I graduated college, I knew enough people in the industry that I never had to seek a job from someone else. I could do my own thing. I focused entirely on helping small studios because I believed in what they were doing, and since no one else was focusing on them, I didn’t really have any competition. And to be honest with you, there still really isn’t any competition. It’s a growth industry, I guess.

I focused entirely on helping small studios because I believed in what they were doing, and since no one else was focusing on them, I didn’t really have any competition.

Now, indie studios typically can’t afford a large scale public relations machine. That costs tens of thousands of dollars a month. They just don’t have the budget for it. My methodology is that I do the majority of the marketing a large company would do pretty quickly, and I make up in volume what I lack in individual client income. I have worked with over a hundred different studios on games, though.

What pushes a title ahead of the pack in this crowded market of ours? What makes one game a hit and another a miss?

The cop out answer is “It’s going to vary depending on the game.” And to some degree that holds true. But I think what makes a game an actual success is really how much you can energize your users to get out there and be proponents of your product. And doing that in the indie game space really comes down to an innovative drill down. We can take a look at a successful product — Minecraft for example — that took the idea of exploring a sandbox, and they drilled it down to essentially a crafting system of exploring and putting things together Lego style. Not just in the building aspect, but in the blocks themselves. They drilled it down to such a fine level that it gave someone an easy thing to tell someone else about. You can take that approach with a lot of successful indie games. How about Spiderweb Software? For the last sixteen years, they’ve done robust storytelling. Each game they make is somewhere between 130,000 and 180,000 words. You can imagine the immense amount of detail that goes into every game they make. It’s what their users like, and it arms them with talking points.

From 2006-2011, I was a part of, in some way, the Aveyond Series by Amaranth Games, which pioneered bringing JRPG style games to casual audiences. In 2012, we’ll be working together on a new, secret, project. www.amaranthia.com

Any final words for people trying to make it in the industry as a successful designer?

The key to success is to fail and then understand what the hell went wrong and fix it next time.

Fail. The best thing you can do when starting out is to make something and fail. I mean, obviously, if you knock it out of the park on your first attempt, well then good for you. The majority of people don’t. It’s okay. The key to success is to fail and then understand what the hell went wrong and fix it next time. It takes years of failures sometimes. But don’t give up. The end is worth every step of the journey.

Joe Lieberman was an advisor for Casual Connect Seattle 2012. He help put together a great selection of speakers. To hear from those speakers you can go the the Casual Connect channel on YouTube or see them on the Casual Connect webpage.

Video Coverage

Jeff Tennery of Millennial Media on strategic monetization, making your game sticky and advertising to a broader audience

November 27, 2012 — by Brian Anthony Thornton

Everybody wants their app or game to be a success story, but finding an appropriate monetization technique can be a tough nut to crack. Jeff Tennery, SVP of Global Monetization Solutions - Acquisition for Millennial Media is there to help. Aside from recently moderating a panel on monetization strategies of successful mobile developers featured below, he recently had a chat with Gamesauce about the growth of mobile, the importance of being social, and strength through advertising.

Tennery described the work he does at Millennial Media to us this way: “My official title is the SVP of Global Monetization Solutions - Acquisition. On a day-to-day basis, I work with various publishers and developers across the globe. Along with the rest of our team, I really think of myself as a partner and consultant to developers. We strive to help them effectively monetize their impressions through mobile ads and other available tools, and craft a long term plan for success. Having spent the last five years at Millennial Media, I’ve had the chance to teach developers the art of mobile monetization, and impart years of knowledge to help them succeed and make money.”

Tennery worked for Verizon Wireless and AT&T for a total of over 23 years of sales and marketing experience in the wireless telecommunication industry.  His past experience has been valuable in helping him understand how the mobile media landscape has evolved, but over the past 10 years he has been focusing on the side of the mobile business outside of the carriers.. During this time he has seen how content has grown through gaming, m-commerce, and advertising.  He describes this exciting growth, saying “With the advent of the iPhone, and the ability to do business outside the confines of the operator world, mobile content, media and commerce have exploded and will continue to change the course of how we use a mobile device”.

The Critical Issue: Monetization

Tennery advises producers and developers think about monetization strategically. Whether a developer wants to use a paid model, ad-supported model, or a combination of the two (with the addition of in-app purchases) they should have a clearly defined plan.

The ability to diversify monetization is also an important consideration.  Millennial Media assists developers with monetization tools such as their 3 –in-1 SDK.  According to Tennery, “It enables developers to implement banners, rich media and video ads from a single SDK, and this provides a streamlined solution to diversify monetization.”

Most successful mobile games have an element of “stickiness” that keeps consumers coming back.

A Certain Stickiness

Tennery has been in a position to see mobile games continue to increase in popularity. The rise of smartphones and tablets has given developers a larger and more interactive canvas to build their games on, and they are also implementing social elements into their games, allowing consumers to easily play with friends and family. The fact that consumers carry their phones with them nearly 24 hours a day and have the ability to fire up a game whenever they want is also definitely appealing. Tennery believes that most successful mobile games have an element of “stickiness” to them that keeps consumers coming back. Because of the way the mobile ecosystem is structured, developers can constantly update their games and deliver new features and levels to keep consumers engaged.

Having a social element has also become a great way to keep consumers coming back. For example,a game like Draw Something attracted players who enjoyed drawing images, but they also liked being able to share these with friends and view drawings from people they knew.

A Wide, Wide World

“Along with the rest of our team, I really think of myself as a partner and consultant to developers. We strive to help them effectively monetize their impressions through mobile ads and other available tools, and craft a long term plan for success.”

Tennery also has strong opinions about the importance of marketing a game.  He emphasizes the need to test and iterate until you know what kind of marketing works for your specific game. “For example, many developers think they should only advertise their games in other gaming channels, thinking that an ad in an existing game is the best place to drive downloads for a new game. At Millennial Media, we have actually found that advertising to a wider audience, beyond just the gaming world, is highly effective. Gamers also use news, sports, weather and other utility apps just as much as games. Casting a wider net can pay dividends for developers. Once you find a model that works, then it’s time to step on the gas and do everything you can to get the word out.”

Find a model that works; then step on the gas and do everything you can to get the word out.

Developers should consider future games as they work to get the marketing right.  Building a loyal base for a game helps with marketing future games. Once a developer has built a hit, cross promoting on their own inventory can be a great way to drive adoption of a new game. An engaged, global user base can be an ideal target audience for a future game.

Millennial Media Moving Forward

The future for Millenial Media includes continuing to be a partner to developers and delivering the tools and resources they need to market and monetize their apps and manage their business.

Developers can learn more about the tools available to monetize their impressions and drive installs at mMedia.com.

 

Video Coverage

IGDA Summit videos at Casual Connect: how Shadowrun fared on Kickstarter, tips to get publishing deals and becoming a better negotiator

November 16, 2012 — by Brian Anthony Thornton

IGDA Summit 2012, held in conjunction with Casual Connect Seattle 2012 conference, did not hold back in its efforts to benefit the developer community. As the largest non-profit membership organization assisting video game industry members, IGDA works to further improve that industry. Using the best content, industry leaders from different disciplines worked to enhance the developer community.  The summit offered learning opportunites in over 50 sessions and panels.  Here is a small sample of what we found there.

Pitching Shadowrun on Kickstarter

Stand out, follow these 10 tips and get a  publishing deal

Whether your investors are brought into the fold via crowdsourcing or through more traditional means, it’s important to know how-and when-to stand out amongst a sea of hungry upstarts. John Young of Perfect World Entertainment discussed this and more during a panel dedicated to getting your game funded and published. His presentation proved to be very enlightening for the young entrepreneur as it focused on pragmatic real world advice that can be useful from the earliest stages onward. In addition, Young advised new developers to time their pitches correctly.

Negotiate your way to better business deals

One skillset that is absolutely essential to the independent developer is the art of negotiating a business deal. Tom Buscaglia of The Game Attorney PC was on hand to deliver a rousing panel aimed at scoring attendees the best deal they can get out of a complicated process. He furiously championed the rights of the individual creator, cautioned them against being a “spineless worm” and reminded attendees that they too held power in their business relationships. Buscaglia also warned the audience to make sure the contract they are given accurately reflects the negotiated terms.

IGDA Summit 2012 pulled out all the stops to bring the best content to the table. To hear from more speakers, visit the Casual Connect website or the Casual Connect YouTube Channel.

 

 

 

Video Coverage

NaturalMotion’s Struan Robertson on Animation Innovation and Learned Lessons from Going Freemium

November 15, 2012 — by Brian Anthony Thornton

Struan Robertson is the Product Producer for NaturalMotion, a company that has their hands in everything from real time 3D Dynamic Motion Synthesis and engine development to mobile game design. He recently met with Gamesauce for an animated discussion of his origins, the impact of the freemium model, and the future of social games.

Beginnings

When Struan Robertson spoke to us about his early experiences with video games, the excitement was still evident. The game that had the biggest impact on him at a young age was Double Dragon. The combination of the 80’s action movie aesthetic and martial arts totally spoke to him as a 7 year old, to the point where he now says he was obsessed with the game. His interest went beyond simply playing the game; he also wrote design docs based around the Double Dragon mechanic. His fascination with this game was one of the influences leading to him joining the industry.

“His fascination with [Double Dragon] was one of the influences leading to him joining the industry.”

Before switching to the video game industry, Robertson was an ESL teacher. He then taught English in Japan for a year, and after that considered going into banking or something similar. Thankfully, an opportunity to work at a gaming start up came about, and he leaped at the chance. He found working at something both technically and creatively fulfilling very appealing.

Robertson claims that in spite of coming from a totally different work background, he didn’t encounter any specific challenges getting into the industry. He has a degree in Computer Science that helped him work with coders, but generally the ability to document and communicate were - and still are - the most important skills he needed.

Innovation In Motion

Robertson described for us the work he does at NaturalMotion. He is the Product Director at the NMG division, which means he is responsible for the direction, design, and delivery of all of their titles. He manages the team of Product Managers and Product Leads who in turn manage the dev teams and the development of individual titles. He was also a Product Lead on CSR Racing, which meant working with the dev team on a daily basis.

Robertson stresses that NaturalMotion stands out due to the quality of the games they make and also due to the ethos of the people who work there. According to him they are obsessed with learning how to make better games and spend a huge amount of time iterating and improving them.

The environment at NaturalMotion is both supportive and creative with a lot of great ideas flying around. He tells us how great it is to be somewhere prepared to take the time necessary to create something truly special.

Struan Robertson worked as a Product Lead on CSR Racing, which meant working with the dev team on a daily basis.

The Freedom To Be Social

The freemium model has had tremendous impact on the video game industry. Robertson described it this way: “First and foremost it’s brought more games into the lives of many new gamers. “Free” is a powerful word, and being able to use that power to reach such a huge audience is just fantastic. Outside of expanding our audience, I think we’re still at a point where there are many new ways to discover that will make games free but profitable, so freemium has also opened the doors to a lot of experimentation in terms of game design.”

Robertson tells us that the most important key to success in this market is suiting the form factor and play session of the device.

As these doors open in the casual market, the competition grows fiercer. Robertson tells us that the most important key to success in this market is suiting the form factor and play session of the device. You have to make games that suit the way people use their phones and tablets. Failing to do this is a mistake he sees far too often.

Another common error is misunderstanding the target audience. A lot of developers want to create something that appeals to them. Unfortunately, that doesn’t mean it will appeal to a super-casual audience.

“People don’t always want to team up or participate in PvP but the idea that there’s a wider world of friends also experiencing the same thing as you is very appealing to our nature.”

The social aspect of games continues to increase in importance. Robertson emphasizes that when a game gets social functionality right, the natural human instinct of wanting to share success, failure, serendipity - i.e. the human experience with other players comes into its own. “Playing together, alone” is a phrase that springs to mind. People don’t always want to team up or participate in PvP but the idea that there’s a wider world of friends also experiencing the same thing as you is very appealing to our nature.”

Robertson tells us the future of social games will definitely include more high quality experiences. “For a lot of new gamers out there, they’re consuming almost anything we put in front of them because they don’t have a console or PC gaming background to lean into. Once they see more high-quality, graphically rich titles like My Horse and CSR Racing more and more casual players will start to demand those production values of all their games.”

We asked Robertson what he could tell us about new ideas we could look forward to from NaturalMotion. He would say only, “I can tell you that they’re all good!”

Video Coverage

Microsoft’s Alex Tarrand on Strategy, Smartglass and The Future

November 13, 2012 — by Brian Anthony Thornton

The lush green hills of Seattle, Washington are home to many surprises. And hidden amongst these hills is Alex Tarrand, the Senior Product Manager for Microsoft’s Xbox division, who is hard at work as a mobile advertising specialist and supervisor of titles in the mobile and social game space. He hopes that Xbox’s new slate of games, when released, will bring a sense of wonderment and excitement to the end user - the same sensations he felt when he was hooked by the interactive entertainment industry as a child.

Of Puppies and Personal Computers

“When I was 5 or 6 years old, my older brother walked into my room, holding something mysterious behind his back. I was convinced it was new dog, so I squealed ‘puppy!’. He shook his head and revealed a Commodore 64 he had purchased from a friend. I asked why he was giving me a keyboard, but, of course, this was no ordinary keyboard. He plugged it in and we played the only cartridge he had – International Karate. It was one of the best afternoons I’ve ever had. I knew what I wanted to do with my life. I was obsessed.”

From that moment onward, Tarrand set himself on a course to become who he felt himself destined to be, and now manages the strategic planning of Xbox mobile free-to-play titles and Windows 8 third party games. In these roles, the ability to communicate across disciplines is key, as he is often called in to facilitate meetings between business teams and the game developers.

New Ways To Pay

As the next generation of gaming approaches and production costs rise, payment paradigms are evolving alongside the needs of both the player and content provider. The current method of paying a one-time fee for most games could eventually disappear completely. Free-to-play and Freemium models, which once took a back-seat to the more traditional modes of content delivery and payment, are poised to make a huge splash in the vast blue ocean ahead. Tarrand reminds us why:

“There are two main reasons that we’re seeing growth in this area - path of least resistance and quality. I’m a laissez faire kind of guy,” Tarrand says, “and I think freemium and F2P titles succeed because they are a risk-free decision for the consumer. In addition, the quality is accelerating in proportion to a gross earning potential that’s just starting to be tapped…It’s all about value exchange, regardless of the model. Within a paid title, the user needs to be given a curated, top notch experience. On Free-to-play, the user should be rewarded for engaging with an ad, and for Freemium you need to reinforce the MTX purchase decision, pre- and post-sale.”

“Public Enemy said it best - Don’t Believe The Hype.”

Just stumbling into a pricing model without doing the necessary research could prove to be a costly mistake. There are difficulties that should be avoided when initializing and integrating a new monetization methodology. Tarrand finds advice in an unlikely source:

“Public Enemy said it best - Don’t Believe The Hype. Mobile is a venture capital incubator with new advertising companies emerging on a weekly basis. Their value proposition may be stunning, but always take a long, hard look at the client list before you spend money to integrate the SDK.”

A Brave New World

“Things like Smart Glass – Microsoft’s new initiative designed to connect Xbox to the millions of mobile devices already in the wild – are going to bridge the gap between first and second screen experience in new and exciting ways.”

Ours is an industry that follows a path that begins with innovation, continues with market cannibalization, and ends in disruption before we are surprised by a new fork in the road. As that fork steadily draws near, Tarrand has a few words of wisdom for his fellow travelers:

“It’s a generally accepted notion that the future is cross screen, and the console market is an important part of that. Things like Smart Glass - Microsoft’s new initiative designed to connect Xbox to the millions of mobile devices already in the wild - are going to bridge the gap between first and second screen experience in new and exciting ways. Beyond that, crowd source game ideation and generative gameplay will bring new opportunities for developers.”

“The games of tomorrow will be less about guiding users through a limited series of options, and more about letting users create those options for themselves, from the ground up.”

Of course, there is more to the future than just multiple screens. Customization is also going to play a strong role in the years ahead.

“The games of tomorrow will be less about guiding users through a limited series of options, and more about letting users create those options for themselves, from the ground up,” Tarrand states.

A future where more power is placed into the hands of the end user is a tantalizing dream indeed, and one with the promise of innumerable surprises in store.

Video Coverage

Playphone’s Anders Evju on being the Captain of the Carrier

November 8, 2012 — by Brian Anthony Thornton

Anders Evju, EVP of Business Development and Strategic Partnerships for PlayPhone, has manned a leadership position in the wireless industry for many years. He recently sat down with Gamesauce for a discussion on his origins and inspirations, the rise of the smartphone, and the impact of PlayPhone in a volatile industry.

Snake Charming

Evju’s long and winding journey towards the videogame industry began in 1990’s Norway, where he found himself addicted to playing Snake on his Nokia phone while working at NetCom GSM, a local wireless carrier. “I knew that Java was coming to phones and that there would be a big opportunity for mobile games in the future. The potential for games and entertainment distributed through mobile devices was very appealing to me, and I sought out opportunities to take my experience and passion in this direction based on what was, at the time, a very big bet,” Evju said. And this bet paid off, as opportunity after opportunity emerged. With over 20 years in the wireless industry, Evju has gained much insight on what it takes to succeed in an industry that is constantly in flux. “Having a passion for the business always helps,” Evju admits, “and my ability to take what I learned about mobile platforms and how consumers utilize their devices for entertainment purposes has served me well throughout my career. My background in sales and marketing combined with my financial experience has been particularly helpful in building PlayPhone and the PlayPhone Social Gaming Network (PSGN) into a major player in mobile social gaming.”

Slots LIVE! is one of the games available on the PlayPhone Social Gaming Network.

Inspiration from the East

“We strongly believe that carriers are becoming the third true ecosystem.”

Japan has had a love affair with the mobile industry for a great many years now, and Evju is determined to mirror that success for western markets. “We view PlayPhone as the Western alternative to the success that mobile social gaming is seeing in Japan,” says Evju,“PlayPhone is driving the industry in ways that bring carriers back into the fold as a viable option for distribution versus traditional app stores. We strongly believe that carriers are becoming the third true ecosystem.” The PlayPhone Social Gaming Network (PSGN) was created with these goals in mind - as a complete publishing solution and platform for game developers seeking to acquire users and build communities of mobile players through a fully integrated network - and as an alternative to the game-by-game solution offered by competitors. Evju claims that the PSGN is the only cross-platform network for mobile games that is optimized for engagement and monetization.

Evju admits that the competition in this sector has been intense, to say the least, and that carriers been “sluggish” to transition their feature phone content distribution business to smartphones. That said, they are now waking up to the realization that they can’t allow themselves to be left behind. “Our carrier partners are moving very quickly and decisively with both on-deck and off-deck channels,” says Evju, “and PlayPhone’s direct-carrier billing integration allows us to make the user experience much better than any other channel. We believe the carrier billing solutions are on-par or better than Apple at this point.”

There have, however, been hurdles to overcome. Developers are not excited about having to integrate to multiple SDKs, and carrier integration is another step to add to the process. As an answer to this, PlayPhone has developed an easy to integrate SDK that a developer can use for all channels, including Apple, Google and Amazon.

“By working with carriers, developers reduce their overall risk because they can get their game featured within a few hundred served apps and really stand out from the crowd.”

The fact that the carriers own the home screens of all Android phones distributed on their plans (which allows them to significantly influence content distribution for a major part of the market) also helps immensely. “By working with carriers, developers reduce their overall risk because they can get their game featured within a few hundred served apps and really stand out from the crowd,” Evju says.

Keep Calm and Carry On

“We have to be able to offer them both a large, engaged audience to market to, and cutting-edge tools that allow them to self-publish and control every step of the integration process.”

The main question on the minds of Evju and company is the same question that developers worldwide have been losing sleep over - “What is the most effective way to monetize a game?” Evju has this to say on the matter: “If we consider the PSGN to be a true democratization for game developers big and small, we have to be able to offer them both a large, engaged audience to market to, and cutting-edge tools that allow them to self-publish and control every step of the integration process. After all, we are talking about developers and their own IP - PlayPhone isn’t looking to control their content.”

Before the rise of the smartphone, carriers were extremely successful at selling and distributing digital entertainment to users on feature phones. According to Evju, those heady days are gone, but not forgotten: “Carriers saw big revenues offering content for feature phones and now they want that revenue stream back, so they are re-staking their claim by migrating their content distribution model to the smartphone business. It may be a slow progression, but carriers will find success in the smartphone arena in the end. They can’t afford not to.”

Video Coverage

Deeper Wells Mean Better Data - An Interview with Mark Robinson

November 7, 2012 — by Brian Anthony Thornton

Mark-Robinson.jpg

Mining the mindset of a player base can be a massive undertaking, but when it’s done carefully, the data collected can bring about a wealth of opportunities as valuable as gold. We recently sat down with Mark Robinson of Games Analytics for an enlightening discussion on creating a personalized experience for the individual player, improving player satisfaction, and increasing revenue across the board.


Games Analytics was founded in order to bring a focus on player behavior into the Online Games Industry for the first time. Mark Robinson tells us that at Games Analytics they personalize the gameplay experience based on the unique playing style of the individual. This industry is a well overflowing with useful information, and the deeper we pull from that well, the better the results are for everyone involved.

There’s really no rule book on effective game design for the online free-to-play model.

Prior to working in the games industry, Robinson ran a Marketing Services Agency focused on delivering customer insights and defining contact strategies to improve revenue and retention.  He was introduced to the games industry by Chris Wright, the co-founder of Games Analytics.  Robinson calls this the most exciting phase of his career, with a real sense of community (including the global community)  and a great networking environment.

We asked Robinson about the challenges and difficulties they faced when launching this new operation.  He told us that there really is no rule book on effective game design for the online free-to-play model. What they do know is that the right combination of analytics-based game design recommendations and targeted in-game messages can significantly boost engagement and revenue in games. He feels the main difficulty was that ‘analytics’ could be a confusing term, but the industry is waking up to the fact that deeper analytics are required to solve issues that are commonly reported in dashboards. And of course with the more data we have, the more powerful it all becomes.

Robinson had already developed robust processes for customer segmentation and predictive modeling in the financial and retail sector, so he was well prepared to apply these techniques to player behaviors. Game Analytics has been able to build upon this work and augment their techniques in order to understand the complexities of player behaviors and react to them.

Personaliztion is a key component of their analysis of player behavior.  Robinson reminded us that no two players are alike. Because of this, it can be a difficult task for the designer and developer to tailor the gameplay experience towards an individual player’s point of view.  “Analytics help to give us perspective on players who are struggling, players who are confident, players who are combatitive, players who are social - It’s like focus testing on steroids - And ultimately we can create a game environment that reacts to these various playing styles while delivering appropriate communication to enhance that experience.”

Robinson emphasized the importance of understanding user behavior for game creation.  He says, “When a developer has spent their hard-earned cash on acquiring players, it is absolutely heart breaking to see 70 percent of those players leave the game without engaging, and only 1 percent paying to play. We work with developers from beta through launch to ensure that game design is optimized for as many players as possible. We balance the difficulty. We make sure that monetization is appropriate. We ensure that the tutorial is as clear as day and that the game encourages positive behaviors in the early levels. By enabling the analytics to drive some of the decision making it is possible to increase engagement significantly. We’ve been known to double retention rates.”

There are common mistakes developers make when gathering and applying this information.  It is easy to fall into the trap of collecting too much data, or the wrong kind of data.

It’s easy to fall into the trap of collecting too much data, or the wrong kind of data.

With the result that insight, particularly actionable insight, isn’t forthcoming. Too many charts can also create decision paralysis. Robinson asserts that it is a rather delicate balancing act. The approach at Games Analytics is to help developers make sense of that complexity and give clear design recommendations so that the game appeals to the widest possible audience.

His advice to developers attempting to engage their audience are to be generous in the early stages and encourage positive behaviours. Be patient when it comes to monetization — it is all too easy to chase conversion and, in the process, create a retention problem.

When we asked Robinson what he would predict for the future of analytics, he responded, “Ha — that’s a good question to ask a statistician! When I look into my crystal ball I see a world where games are responsive to players, not only in the targeting of in-game messages, but also in how the game plays and what features and difficulty are presented to the player. Our technology can literally ‘Change the Game’ and backed up by our analytics consultancy, we are working hard with our clients to deliver this vision to gamers.”

Video Coverage

A Game Is Better Than A Damn - An Interview With Chris Skaggs of Soma Games

November 6, 2012 — by Brian Anthony Thornton

Chris Skaggs, founder, CTO, and game designer at Soma Games, is a man on a mission to bring rich storytelling experiences to the casual games sector. We at Gamesauce recently sat with him for a discussion about heart-stirring narratives in a busy, busy world.


In The Beginning…

Gamesauce: What attracted you to the video game industry?

Chris Skaggs: Honestly, my real passion is storytelling, and video games make for a challenging and exciting medium in which to tell compelling stories about deep topics - topics like life, death, spirituality, and moral ambiguity.

Story is the language of the heart, and the heart can be very complicated.

GS: That’s pretty heavy subject matter!

Well, story is the language of the heart, and the heart can be very complicated. A good story embraces all of those elements and engages the player at an emotional level. That connection can lead to the kind of affection and joy that makes someone want to tell their friends.

GS: What was your favorite game of all time?

That would have to be Adventure Construction Set by Electronic Arts. It was a great game - a game before it’s time even - that allowed the user to create tile-based graphic adventures. I played it on the old Commodore 64. That title, more than anything else I encountered at the time, lit a fire in my heart and showed me what a videogame could be, and that I could contribute a line or two to that ongoing narrative.

GS: And now you’re contributing to that narrative through your work at Soma Games.

Right. Soma Games has always been more “mission” than business. We’re a group of people who are motivated to influence the culture around us in positive ways. On the one hand, that makes for a clear and concise mission statement. On the other hand, it’s not always easy to monetize (laughs).

Casually Speaking

GS: Tell me one of the main concepts a developer should remember when attempting to create a casual game.

“Casual” is not the same thing as “shallow”. Not at all. As a guy motivated to tell deep stories, casual games may seem like an odd career choice, but there really is a great opportunity to go deeper with the storyline while keeping the experience and investment casual.

“Casual” is not the same thing as “shallow”.

GS: So you’re saying a “casual” has more to do with how the experience is delivered to the player.

I think so. Casual games allow for an experience to come to us in bite-sized pieces. This is often reflective of the way life feels in the busy world that we inhabit. Using that dynamic to engage with a player wherever they happen to be is a very rewarding challenge.

GS: What are some other factors that can hinder a game’s acceptance?

Poor graphics, confusing directions, and a steep difficulty curve can all contribute to a player abandoning a game in the early stages.

Touching on the Future

GS: What tips can you offer up-and-coming developers concerning the creation of engaging games?

I would tell them to study “Sid’s Rules of Game Design” by Sid Meier, and, of course, never make the mistake of assuming the game is fun to play just because you had fun designing it.

GS: Finally, what are Soma Games’ plans for the future?

We’re very excited about tablets as a form factor and multi-touch as an interface element. Moving more into those technologies and unlocking their potential will keep us very busy for a while.

Video Coverage

Two Great Tastes - An Interview with Mitsuhiko Auto of Spike Chunsoft

November 5, 2012 — by Brian Anthony Thornton

 

When Japanese developers Spike Co. Ltd and Chunsoft Co. Ltd merged on April 12th of this year, fans of eclectic SoundNovel games and Dragon Ball followers collectively screamed for joy. Gamesauce recently sat down with Mitsuhiko Auto, Producer of New Business for the newly merged entity for a discussion about influences, the evolution of the SoundNovel series, and what the merger means for gamers worldwide.


A New Beginning

Gamesauce: Can you tell us how you came to do what you do?

Mitsuhiko Auto: Over the years I have gained experience in game development and management, including experience in making business alliances and new business development. I think it helps me in my current position. As a matter of fact, I know it does, since my duties here also include new business development and management.

GS: I bet you’re right about that! What can you tell me about the Spike/Chunsoft merger that recently occurred?

We’re a game development, sales, and distribution company that was formed in April of this year. We make games for consoles and smartphones with a special focus on bringing both traditional and innovative ideas to the mobile space.

GS: I love the sharing of ideas that can occur when a traditionally console-focused company crosses over into the mobile sector. What’s your favorite game, and why?

Nintendo’s Animal Crossing series is my favorite because I can relax with it, and because there is something new to discover every time I play.

Novel Ideas

GS: For those of us that are new to the genre, can you explain what the SoundNovel series is all about?

We aim to bring new experiences to readers who want to enjoy the story on a deeper level.

The SoundNovel series, a registered trademark of Spike Chunsoft, is a novel type of game that was born about 20 years ago.  We aren’t really positioning it as a game as much as an advanced e-book of sorts. We aim to bring new experiences to readers who want to enjoy the story on a deeper level. We feel that if we get this part right, we can open up a new market.

GS: Other than storyline of course, what game components are important to the SoundNovel series?

One of the most important components is the development of the correct narrative framework. In this kind of title, the story outcome is dependent on the choices you make as a player, so it’s important to tailor the framework of the game to make those kinds of decisions possible.

GS: What strategies does Spike Chunsoft use to create successful titles?

We want to make a bigger impact than other companies who have come before. In order to achieve this, and to be able to anticipate the flow of the market, we are committed to razor sharp judgment and decision-making.

Future Stories

GS: What do you predict for the future of the SoundNovel series?

As I mentioned previously, I think the series will find popularity as a new, interactive type of e-book, as opposed to a game. Also, the future of SoundNovel will be multi-lingual; so many people will have an opportunity to enjoy the series.

GS: Any final words to your fans and potential customers?

Please look forward to the title Kamaitachi. It’s our first product!

Video Coverage

Stellar Stories - With Marco Demiroz of PlayFirst

November 2, 2012 — by Brian Anthony Thornton

Marco DeMiroz, the president and CEO of PlayFirst, has quite a story to tell, and we at Gamesauce were eager to listen. Sit with us for a moment as he chats about his star-born origins, character development, and the importance of a proper pricing model. 

3 - 2 - 1 - Blast Off

Marco DeMiroz began his career as a programmer, but quickly switched his focus to engineering in order to conduct research at NASA, where he had a chance to flex the post-graduate Engineer Degree in Aeronautics/Astronautics he obtained from Stanford University. Over the years, he has held many executive roles in the digital sector, and eventually he cemented his decision to join the wide world of gaming just as the growth and adoption rate of smart phones and tablets shot off like a rocket to the stars. “What I learned in the past could be a good guide to interpret and process new challenges. However, I place higher value on intuition than experience,” says DeMiroz.

“Diner Dash was truly an innovative game that defined the time management category by being highly engaging and fun, it had a unique game mechanic and level progression that continue to challenge and entertain players.”

And this intuitive brand of leadership has most certainly paid off, as PlayFirst was able to spot the potential of Diner Dash - a character-driven strategy/time management game, and one of the top-selling downloadable titles of all time - from a mile away. “Diner Dash was truly an innovative game that defined the time management category by being highly engaging and fun, it had a unique game mechanic and level progression that continue to challenge and entertain players. In addition, the fans really enjoy learning about Flo and her story,” DeMiroz mused. And this focus on story continues, as PlayFirst relies on their own cast of characters and the lore that surrounds them to provide unique game play experiences to entertain, surprise, and challenge their audience while increasing the addictive nature of play.

Monetization and the Final Frontier

PlayFirst is preparing for the launch of their new title, Hotel Transylvania Dash which is the direct result of a partnership with Sony Pictures and their upcoming animated comedy Hotel Transylvania.

Finding the proper method of monetization for your game isn’t rocket science, but some developers do struggle with it. When pressed for advice on choosing the proper model, DeMiroz had this to say: “The global trend is for a wide adoption of freemium games with in-app-purchasing, and there are significant differences in monetization between iOS and Android platforms - paid games have very little success on Android where a great majority of monetization comes from the freemium model. iOS, on the other hand, tends to be more balanced between paid and free games.” Going towards the future, all titles from PlayFirst will be freemium, and designed with an economic model that fits the natural flow of the game. With PlayFirst, the monetization framework is conceived from the very beginning as an integral part of the design process. That said, their primary focus is to ensure that the game is a fun and addicting experience. “Freemium is the dominant global trend as it gives the user the best and most flexible choice to try a vast number of new games, but we must remember that in order for those trends to remain, we have to deliver engaging gameplay and design. If a game delivers on those fronts, with the monetization and user experience managed 24/7, and all in-app-purchasing designed to be a natural part of the game experience, the opportunities to monetize will be abundant,” DeMiroz says.

Future Horizons

Mobile gaming provides vast open space for new competition and innovation. Unlike the console or PC/Mac gaming industries, where a small number of companies dominate, the mobile industry is in its infancy and offers new horizons for dedicated developers. “Today, mobile customers use their smart phones and tablets for much more than just making calls, texting, or reading books. A great majority of the usage is for entertainment, and mobile games are a huge part of that,” DeMiroz explains. Regarding the future, PlayFirst is preparing for the launch of their new title, Hotel Transylvania Dash, which is the direct result of a partnership with Sony Pictures and their upcoming animated comedy Hotel Transylvania. Through it, DeMiroz hopes to demonstrate the unique appeal of PlayFirst mobile games when combined with top content and a major media company.

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