17th March 2011 by Martin
Lessons learned from Pocket Legends: Don’t forget the hardcores in your casual game
A couple of weeks ago at GDC 2011 in San Francisco Cinco Barnes from Spacetime Studios talked about their experience with Pocket Legends on iOS and Android devices (the complete summary of the session is here) . As you might know, it is working out quite well for them, not just on iOS, especially expanding into Android territory gave revenues a huge boost. Surely a key factor of this success is delivering a quality product in a niche (it won’t be a niche much longer but while competition is getting tough on iOS, there is still a bit more room on Android) and getting the gameplay right for the audience.
In the Spacetime Studios case, some assumptions about how MMO’s should work on mobile platforms were spot on, some others were surprisingly wrong. I thought I would share the most notable.
Tags: Android, app, apple, Avatars, Balancing, Blackstar, Cinco Barnes, gaming, GDC, Instances, iOS, iPhone, MMORPG, Mobile, Mobile gaming, PvE, PvP, Spacetime Studios, Studio
11th March 2011 by julien
Shoot to Score: Why Free-to-Play will Win the War of the Online Shooters

A few weeks ago, I had the chance to get a closer look at EA’s upcoming free-to-play shooter Battlefield Play4Free, a game based on the same concept and engine as Battlefield Heroes, but targeted at a core-gaming audience. The strategy behind Battlefield Heroes is clear: they want to broaden the Battlefield playerbase with cartoon graphics and third person view. With its “gamer” orientation, one could think that Battlefield Play4Free is mainly competing with other titles from DICE, but that would be forgetting that it positions Electronic Arts one step ahead of its western competitors in the war of online shooters, a war that won’t ultimately be won by AAA console titles, but rather by free-to-play games on open platforms.
Tags: Battlefield, Battlefield Heroes, Battlefield Play4Free, Call of Duty, CrossFire, FPS, free to play, Game as a Service, Shooter
28th February 2011 by Martin
Quora Growing – Is It Time For Community Managers To Engage On It?
Towards the end of 2010 and at the beginning of 2011 I noticed a sudden influx of new followers on my Quora account. What happpened? Many sites put Quora on their watch list of hot websites for 2011 raising a lot of interest from people who haven’t heard about it before (e.g. The Telegraph). In fact, the platform is so hot right now that Silicon Valley’s latest gossip is that Quora’s founders have rejected a $1 billion offer. Now that a more casual audience is joining the service, it raises the question if games companies and their Community Managers need to get involved.
Before you say “no”, consider that it also took its time for Facebook and Twitter to become almost an essential part of nowadays Community Management and there were sceptics in the beginning. Searching for big names in the video games business on Quora shows that there aren’t many followers for most of them. Outstanding examples are companies like Zynga (2500+ followers for both Zynga and Farmville) and Rockstar Games (900+ following the company but only 60+ following Grand Theft Auto). Looking at the questions it is obvious that the focus lies on business and industry related topics rather than tips and tricks for the games themselves.
Tags: Community, community management, Facebook, FAQ, Farmville, Grand Theft Auto, GTA, Hype, Mashable, Quora, Rockstar Games, Social Media, Trend, twitter, Yahoo, Yahoo Answers, zynga
21st February 2011 by Diane
Online Games Trends for 2011
The predictions exercise, as we did last year and the year before, is becoming a bit more difficult as it seems we’re bound to repeat ourselves in some ways. The evolutions of the market are rarely totally surprising, and most of the major trends have been cooking for the past few years. This time, we really feel like most of the big changes are there indeed, as online gaming is finally becoming the mainstream, and industry actors following a traditional model are finally realizing they are in big trouble. Nevertheless, the evolutions are still very interesting to look at and comment. So, what do we think will be the main trends for 2011?
Tags: 6 Waves, Activision, Atari, Atlantica Online, Bioware, Blizzard, Challenge Games, Club Penguin, cross-platform, Cryptic, Diablo 3, Disney, Dragon's Nest, EA, Eve Online, Fortune Online, games business, Guild Wars 2, Gunshine, Kart Rider, localisation, Minecraft, MMO, Mythic, Mythos, niche business, okey, Panfu, Playdom, Playfish, PlaySpan, Rift, Riot Games, Social Games, Star Wars : Old Republic, tavla, Tencent, Tera, transplatform, Vindictus, Visa, Warstorm, wooga, World of Tanks, zynga
16th February 2011 by julien
Games as a Service: The Water Cooler Analogy
For the past years, our very own Thomas has been going around the world, preaching about Games as a Service, the whole idea that focusing on all aspects of a game that are not core gameplay not only can drastically increase all key performance indicator in an online game, but also prove very profitable. Now, Ubisoft Toronto’s head Jade Raymond recently showed a pretty good understanding of this concept by using a interesting analogy. She said, while talking about a new project : “Games aren’t just what you talk about around the water cooler, they’re becoming the water cooler itself …“
Tags: Blizzard, City of Heroes, community management, Games as a service, jade raymond, LOTRO, social, Ubisoft, WOW
31st January 2011 by Martin
Is Group-Buying Virtual Goods The Next Big Thing For Item Shops?
Without a doubt group buying platforms like Groupon or LivingSocial are hot right now. Groupon spectacularly rejected a $6 billion bid from Google and is the clear leader in the group-buying space at the moment. LivingSocial on the other hand recently made the news with the best selling group-buying deal ever. Over 1 million Amazon vouchers offering a 50% discount (pay $10 for a $20 voucher) have been sold on their website. No wonder, considering that for a regular Amazon user this is as good as printing money.
It made me think and I was wondering if something like this could also work for virtual items in the video games business. Shortly after we started talking about it internally, news sites reported that Facebook is planning to introduce just that (The startup Inhale Digital launched something similar several weeks ago and it will be interesting to see how Facebook’s plans will influence their strategy). One thing we immediately thought about is that such a platform would need a critical mass of users to attract potential partners. Additionally a lot of knowledge about the users is necessary to target the deals efficiently. Facebook has more than 500 million users which don’t just share which games they play on Facebook but also willingly share a lot of information about their hobbies and interests. I think it literally laughs in the face of our quickly chosen criteria.
Tags: amazon, deal, discount, discounts, Facebook, google, Group-Buying, Groupon, LivingSocial, Social Gaming, Virtual Items, voucher, vouchers
27th January 2011 by julien
Interplay vs. Bethesda : A PR point of view at a brand-damaging lawsuit

In the small world of MMO developers, publishers and players, the legal battle opposing Interplay and Bethesda Softworks for the rights of the Fallout MMORPG has created a lot of stories press, a lot of gossip, and a lot of discussions among online communities. More than a legal question, this lawsuit is also a battle of two brands : Interplay, the publisher coming straight from the golden days of Black Isle, and Bethesda, the new publisher who brought the Fallout IP back to life and made it more successful than ever despite provoking the anger of old-school fans. No matter what will be the result of this conflict, the image of these two companies will be strongly impacted, and the Fallout Online name will bear the the burden of these month of legal insecurity.
This short analysis aims at analysing how the lawsuit is affecting the brand image of Interplay, Bethesda and Fallout Online, but also what could be its impact on “innocent casualties” such as Obsidian Entertainement, Masthead Studios or Icarus Studios.
Tags: bethesda, brand management, fallout, interplay, lawsuit, Matt Firor, Obsidian, online, PR
11th January 2011 by julien
Generation Conflict : Why the first generation of free-to-play MMO is still the strongest

Online games in Europe are evolving very fast, and the landscape today is very different from what it was 4 years ago. New games are being released on a very regular basis, other areclosing down, just as new publishers do. However, despite the important wave of new releases, MMOs from the first generation are still the most successful, while second and third generation often struggle to gain traction.
This situation affects almost all publishers. On the freemium side, UK powerhouse Jagex still has to find a successor to Runescape, while French prodigy Ankama enjoys a continuous success with Dofus, when its sequel, Wakfu, has gone back to the drawing board after a disastrous beta. On the cash shop side, publishers follow the trend. Dublin-based Gala Networks Europe has launched an important amount of quality games over the past years, including Dragonica and Allods Online, but their two first games, Flyff and Rappelz, are still leading the pack. Gamigo’s portfolio is still lead by Last Chaos and Fiesta, two games that have been launched almost 4 years ago, while despite Gameforge’s important portfolio, the big successes of Metin2 and Ogame are still to be matched.
Of course, there are exceptions to this rule. On the subscription side, World of Warcraft would certainly be considered part of the “second” generation, if we consider the first one to be Everquest, Ultima Online and Dark Age of Camelot. Even on the free-to-play side, we can see that Frogster drives most of its success through Runes of Magic, a “second gen” game launched after the semi-failure of Bounty Bay Online in Europe. So there are exceptions, but the trend for free-to-play publishers remains significant, the question remains : Why ?
3rd November 2010 by Martin
How Yammer has improved our internal communication
When I started working here at ICO Partners, I noticed a challenge I’ve seen before in large global companies with multiple offices in different locations: there’s no water cooler or kitchen shared by everyone in the company. No place where information is passed on naturally from one person to the other, gradually making its way to each staff member until everyone ‘magically’ knows.
Even though we’re small enough to all fit into one cozy room, our people are located in three different cities, and often above the clouds on their way to clients or conventions on other continents. We really started to think about the information gaps when I, as a fresh starter, wanted to know more about what each person is doing (the typical “what are you working on right now?” question).
When you’re in a company with multiple offices, it’s dangerous to believe that just because everyone in your office knows about what’s going on, that means everyone at all the other locations knows it, too. Some information might have been shared with a few people via email and selectively passed along, which can create an impression that the info is common knowledge when it really isn’t.
Meanwhile…in another time zone…. remote colleagues wake up several hours later, open their inboxes and find this:
Tags: Chat, Communication, Company, Departments, email, Enterprise2.0, Facebook, Global, ICO, inbox, Knowledge, messages, office, Phone, remote office, Social Enterprise, Social Media, tagging, tags, travel, twitter, vampires, virtual office, Yammer
23rd September 2010 by julien
Affiliation and Platform Holders : A Missed Opportunity
In most Marketing and Business schools, students are taught how to sell a product, but too rarely are they told about the symbiotic relationship between the media and its two life sources : the source of information (which allows content to be created), and the source of revenue (the advertiser), which often are one single entity. In this article, we will see how game platform holders can contribute to the growth of the media landscape through affiliation programs. But first, let’s take a very short look at the history of online advertising.











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