26th October 2010 by Jen
On 27th October –that’s tomorrow! — Julien will be giving a talk on “Smarter Marketing” at TIGA’s half-day event in London, How to Self-Publish and Market Your Game.
Then, on 5th November, Martin will be at the browsergames forum in Offenbach, Germany talking about “Games as a Service”.
If you’ll be in attendance, please stop and say hello! More events news will be on the way soon.
26th July 2010 by Thomas Bidaux
On Tuesday 13th of July, I presented my lecture “Games as a service, do you really know what it means?” at the Develop in Brighton conference. While I have changed the slides a bit for the event, the content was essentially the same as when I presented it in Seattle for the LOGIN conference, and you can find the presentation on slideshare.
The really good news is that Dan Hon did a great write up of my presentation (something I meant to do for a while but never took the proper time to do) and you can find it on his blog:
7th August 2009 by Thomas Bidaux
MMOs often don’t get localised, and those that are often offer very few languages. Compared to almost all other video games with a budget in the same range, an MMO will be featured in 10x fewer languages.
Why is that?
The main reason is probably player expectations. The moment a game is announced to be available in [X] language, a seed is planted within that player community about the kind of experience they can expect to have. Since an MMO is much more a service than a product (and we can go on about that for days!), it’s not unreasonable for players to expect that the service will include thorough, good quality localisation. It’s very important for developers and publishers not to be daunted by these expectations, but to grasp and manage them thoughtfully from the beginning. Read the rest of this entry »
17th June 2009 by Diane
The author of the excellent “PlayNoEvil” blog has published a few months ago a very good book relating to games and security. Although the book is not specifically dedicated to online games security challenges, it does contain a mountain of information and basically acts as a giant checklist with proposed solutions for any online project. After many years and a lot of security issues happening in online games, it is very frustrating to see the same mistakes being done again, so we would recommend it to anyone working on an online project.
Steven’s take on security is very common sense- and business-driven, at the exact opposite of solution vendors trying to sell you a silver bullet. His recommendations are generally simple and easy to implement, providing that relevant stakeholders in the development and operations of the game are committed to security from early on in the project : just like service design or marketing, it is not the problem of the specificly assigned department, and it can’t be added as an afterthought. The book is not limited to technical risks, but also covers business and game design issues. Overall, it’s a very enjoyable read about the security game – the one played by your company, against an infinite horde of opponents armed with a lot of time, wits and resources.
Steven will also be teaching at Paris Masters Classes next week!