29th September 2011 by Thomas
Realtime Worlds employees – where are they now?
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 the rest of this entry »
Tags: ccp, Codemasters, Game Industry, insomnia, Jagex, Real Time Words
28th July 2011 by Thomas
IGDA Summit sessions – Fraud and Kickstarter
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 Panel
Moderator Cindy AU (Kickstarter)
Panelists Alex NICHIPORCHIK (tinyBuild Games), Wiley WIGGINS (Karakasa Games), Colleen MACKLIN (Local No. 12)
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.
Tags: account take over, crowdfunding, fraud, friendly fraud, Game as a Service, gold farming, kickstarter, Metagame, nexon, No Time to Explain, Paypal, Valve
1st July 2011 by Diane
Differences in online games publishing between Asia and Europe
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 the rest of this entry »
24th June 2011 by julien
Nintendo and Sony’s state of denial
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.
Tags: Business, E3, free to play, Freemium, Games, Nintendo, smartphone, Sony, video games
17th June 2011 by Thomas
Do we still need E3?

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?
1st June 2011 by julien
Takeaway from the Nordic Game Conference
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.
Tags: casual games, Conference, Event, investment, MMO, Nordic, Social Games, Sony
2nd May 2011 by Diane
European mobile and tablet market
As the recent game announcements have been multiplying, Mobile is the new frontier for online games and MMOs. The technical constraints have been mostly overcome, and the apparition of a hardcore audience playing mostly from home has made the main problem (good enough ping) less painful. The possibility of free apps with in-app purchases have finally make the business part of it sensible. It’s thus no surprise that many games are announced. However, as games like Pocket Legends find success, the room for growth is increasingly moving, like for social games, to outside of the US/English-speaking territories. What’s the market looking like in Europe? Read the rest of this entry »
Tags: Android, App store, digital distribution, europe, iOS, iPad, iPhone, Mobile, Pocket Legends, smartphone, tablet
26th April 2011 by Thomas
Game as a Service in action: Rift and League of Legends
As a follow-up from my previous blog post, intentionally quite theoretical, I thought I would give two very specific examples of what I consider good development to push the service side of a game.
While a lot can be done to improve the quality of the service of a game, I really believe that it is when a company is dedicating its most precious resource (developers) on pushing the level of the service quality that you know it has a genuine will to develop a service strategy. More than, say, opening a dedicated Customer Support department with hundreds of dedicated staff and limit the developers to only build new content and gameplay features.
It may be biased by my own personal experience, but I have seen a bit too often CS departments used as a stop gap for development shortcomings. It is too common to see a bug left unfixed by the development team, that would require a couple of days of an engineer’s time at worst, to have hundreds of hours of CS staff spent hotfixing the issue. But I digress.
Tags: coin lock, Customer Support, dota, Games as a service, gold farming, griefing, League of Legends, MMO, Rift, Riot Games, tribunal, Trion
31st March 2011 by Thomas
Defining ‘Game as a Service’
I am a regular speaker at game related events, and there are a lot of topics I am very keen to weigh in on. Last year, I decided to tackle the notion of Game as a Service. It is difficult to convey how important this topic is for me and how much I feel we need, as an industry, to improve on that front, but I went for it and tried to cover it all in the allotted hour.
It proved to be impossible to fit everything in, so after the first few iterations of the presentation, I did some pruning and made it leaner (and hopefully better). The first thing I cut was the definition of service. In retrospect, that topic alone could take up a good hour of discussion, and it was overly ambitious to include it with such limited time. So, I renamed the talk to “Your Game As A Service: Designing Beyond Gameplay” and focused it on the practical side of designing the player experience.
I do think that the definition of ‘game as a service’ could use some proselytism in the industry, although I have a hard time imagining conference attendees being willing to sit through an hour of theoretical discussion about it. So, here are some of my thoughts on the subject in easily digestible form.
Tags: arcade game, cloud games, Game as a Service, MMO, online game, Parisian taxi driver, Social Games
22nd March 2011 by Diane
The price of commitment
The recently launched RIFT, a big-budget subscription MMO, has been offering a very deep discount for 3- and 6-months subscriptions set up early (the Founder pricing, normally valid for the first 2 weeks after release, which has been extended to the end of March). Discounts for longer subscriptions are the norm in the industry, and such an offer has been proposed before by other games. These limited offer at a very low price are really interesting. Read the rest of this entry »
Tags: Champions Online, commitment, europe, Eve Online, F2P, Free Realms, free to play, LOTRO, psychology, Rift, subscription












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