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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?


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9th June 2011 by julien

Open Position : German PR Executive

Come work with us ! ICO is looking for an experienced German native to join its media relations team providing PR services and consulting on some of the best online games in Europe. The position is based in Brighton, UK, and all other information is below. If you’re interested, send your CV to jobs@icopartners.com !


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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.


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30th May 2011 by Thomas

Abschied

That’s Farewell in German. Exactly a year ago, Martin joined ICO Partners as the first non-partner employee. It was a big step for us and quite a big risk for him. I remember telling him that there was a chance that the growth we were predicting would not happen and that it wasn’t a “safe” position, especially considering his very secured role at NCsoft at the time. The fact that he actually accepted the offer and made the leap of faith for us meant a lot to me.


We are now a year later, a lifetime at the speed of things these days, and Martin has decided to go back. Back to his first love and vocation, community management. While he had some opportunities to work on that field for some of our clients, that wasn’t the core of his role and it seems the calling is making itself known to him again. But he is also going back to Germany. After 6 years abroad, mostly in England, another calling, possibly cultural, most likely culinary, has made itself heard and won. Read the rest of this entry »



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23rd May 2011 by Diane

Paris Web Game Conference 2011

Last week, I attended the Paris web Game Conference 2011 organized by the French national videogames developer trade body, SNJV, and the digital university IIM. The program was mainly composed of panel discussions with the leaders of French web/social/mobile games developers : Boostr, Kobojo, Bulkypix, Prizee, Weka, Feerik, Owlient…


I won’t have time for a long transcription, but here were the most interesting remarks from the speakers :

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4th May 2011 by Thomas

Nordic Game 2011

Next week, Julien and I will be attending the Nordic Game conference in Malmö. We will be there from the Tuesday to the Thursday, listening to the lectures, meeting with existing and future partners, but we should still have a fair amount of time if you want to come and have a chat with us.


I will also be sitting in a panel at 3pm on the Investment and Funding Day (an invite only event) on the Tuesday prior to the conference as well as at the Funding Hotspots panel on Wednesday. That’s at 11:30 in the Stockholm room and I am looking forward sharing my views with David Gardner and Ilkka Paananen on the topic under Fred Hasson‘s direction.


Vi ses nästa vecka!





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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 »



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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.


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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.

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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 »



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