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Thursday 6 March 2014

Zombies Ate Your Business Model



In a crazy month that saw Vietnamese games developer Dong Nguyen pull Flappy Bird from the iOS and Android marketplaces, Cliff Belszinski proclaim that “he’ll never publish another disc based game for the rest of his life” and Ken Levine decide to close Irrational Games for a "small entrepreneurial endeavor at Take-Two" it’s a wonder that the word “epiphany” isn’t trending right now.


If you had asked me to predict the next five years in video gaming five years ago, the blank expression on my face at the time would have probably told you all you need to know. Could anybody predict that an unfinished game with no marketing about surviving in a Zombie infected wilderness would make the creator a cool $5.1 Million dollars in 24 hours? More surprisingly could anyone predict that Zombies would trend as long as they have in a market saturated with them?



As Bob Dylan once sang, The Times, They are a changin’, to be able to predict where gaming is going is no easy task, it’s simply moving so fast. What I will say though is that I’ll be  as bold enough to predict that PC gaming will be bigger in the next 2 years than it has ever been and I’ll cite RUST and DAY Z as two examples of why I say that. I’ll even go as far as saying that console gaming as we’ve come to know and love in all its ‘scratchy disc’ shenanigans is coming to an end and the role of digital and direct to consumer is now the single biggest business model that people in the games industry should learn like their life depended on it.



When the Magnavox Odyssey was launched in 1972 it was the world’s first videogame console, it was the first home console to introduce game cards, removable circuit boards that worked in a very similar way to how ROM cartridges did for Atari’s consoles which followed it. For 42 years gamers have relied on read only content on cartridge or disc to play console games, that’s almost half a century, so it should come as no surprise to any of us that a change is now due. I believe that perhaps one day it’s not too far-fetched to imagine that we will establish a single format digital home console like device that will host 100+ players in multiplayer. As for the current format holders, perhaps both Sony and Microsoft will no longer be the separate competitors they are today but combined in business to deliver innovative and even more cutting edge gaming experiences that engage players on multiple levels.

It’s fair to say that we are seeing a massive shift in the current games industry, one that removes the traditional developer / publisher relationship that many of us have come to know. Sony and Microsoft rolled up their sleeves to duke it out for another round of battle for the hardcore gamers willing to drop serious cash on a disc based next gen console, the remainder of the current gen owners are busy downloading Gigabyte heavy patches for games that everyone expected to be ‘fit for purpose’.

Truth be told the gaming consumer has never had as much freedom and choice as he does now. Gaming is an industry that is as volatile as it is diverse with games now very much a part of our culture across many different devices and formats. There are no allegiances anymore as consumers simply jump from one format to another, one brand to another just as long as they can get their gaming fix. The transitional shift we are seeing is in part caused by the rapid increase in technology and digital ready mobile devices from smart phones to tablets and additionally direct to consumer distribution networks like Steam which are able to deliver digital only products to those willing to pay for them. This shift is putting more creative and publishing power into the hands of the developer than we seen in the last decade of videogames.



Publishers willing to stay in the disc publishing model know that in order to stay the fight they also need to create robust digital online businesses at the same time just to stay relevant.
The bedroom coders, the YouTube video-bloggers and self-published entrepreneurs are the new jet set, they’re the guys calling the shots in an industry that is constantly changing and adapting to the advances in consumer tech and lifestyle habits. However, all this comes at a price, discoverability and over saturation are the danger areas now. While many studios are deciding to cut out the traditional publishing relationship to go it alone many are finding that all important link to the consumer a tricky skill set to get right.

 It would be easy to assume that Publishers are no longer relevant given the spate of indie success stories and direct to consumer aspects we now see (Day Z) but to discredit their relevance in putting a game in front of potential consumers is dangerous thinking. Not all developers understand the complexity of managing player communities, media buying, transmedia and press relationships, tasks of which publishers perform on a day by day basis. To even attempt to put something online with little or no social aspect to its awareness campaign is product suicide.


Longevity is key, no longer is the focus now aimed at day one numbers at retail, now the complexities of the market are focused on how developers and publishers can retain their audiences for months, even years. While many could interpret this article to support a lone wolf theory that talks of developer freedom and the notion to do as you please I should hasten to add that collaboration is more important now than it has ever been. Developers are extremely sensitive about their projects to the point where they become over protective, it’s their baby, their I.P and if it doesn’t work it’s their risk. This is perfectly natural, creativity to coin the Wikipedia meaning is “a phenomenon whereby something new and valuable is created”, the key words here are “phenomenon” and “valuable”. While good developers are the technical Jedi of our industry they need to have an open mind about the marketplace and open themselves up to talking and sharing with others, including consumers as well as specialists in the industry that can help them realize their potential. We don’t even need to look at an indie developer to prove this point, When Square Enix posted its disappointing financial results for FY2013 senior executive managing director Yosuke Matsuda decided that long development turnaround times with little or no consumer feedback prior to launch was not a way to run a profitable or honest business. The publisher has now set its sights on a new business strategy designed to win the hearts and mind of gamers and developers, it’s radically overhauled its internal marketing teams to recruit talent within the free to play sector as it looks to mobilize a more robust digital outlook for its brands. Additionally, Square Enix has launched Collective, a service that Indie studios can utilize for free for advice and promotion without the need to sign up to the publisher.


In this day and age of video-gaming it pays to have many strings to your bow, it’s no longer good enough to be competent in one single skill if you want to make it in the games industry. If you’re a developer aiming to market your product directly to the consumer then it wouldn’t hurt to get a few marketing seminars under your belt to grasp the understanding of positioning product and the long tail aspects of retention and lifecycle management. If this recent power shift has taught us anything new it’s that we also need to encourage and nurture creativity before it’s even entered the market place , our educational curriculum is a prime example. The next generation of coders and creators still need to find their way in an industry that takes no prisoners.

Saturday 1 March 2014

Following in Clint Eastwoods Footsteps...

Its amazing what you find when you're digging into your hard drive, the one I have (an external Passport one) is getting on a bit now, it only works if the cable is wrapped in a certain kind of way with an elastic band, I'm guessing that either the port or the cable is well past its sell by date.
The crazy thing is I haven't backed any of it up and it contains hundreds of photos, my Navy Seal novel(in progress) and countless other files related to my Airsoft photo books over at airsoftinfidel.com.

I digress, what I wanted to share was the pics below, these were taken back in 2007 for a game called Hour of Victory released by Midway Games. The photos were taken while shooting a TV ad for a TCM movies sponsorship, the other pics are taken fromthe games press event in Austria. The clothing was hired from Angels, a London film and TV costume hire company, we decked out three actors in the original German paratrooper winter smock outfits as worn by Clint Eastwood and  Richard Burton from the film Where Eagles Dare and real weapons of WW2 were supplied by movie and TV armourer Rob Grundy.

In addition to that we held a press event at the Hohenwefern Fortress in Austria and flew all the journo's out there, this was the actual setting for the castle that Clint and co assault to get to general Canarby in the movie. The greatest thing about the press event was that on the rear side of the castle they actual have Falconry displays with birds of prey so it really is a case of Where Eagles Dare. The fortress was used for all the courtyard shots, exterior shots of a different castle were used to give it a much more dramatic appearance.
Unfortunately Hour of Victory was a dogs dinner in terms of quality video game experience, however with the TV campaign and press event we were able to roll that turd in some glitter.



Above: The key art which was a combination of illustration and photography, the real fortress is in the background. How a sniper uses a rifle wearing mittens is anyones guess?

Above: One of the models between takes, I think the M1 Thompson we were using was jamming since the actor had to cock the slide bolt on every take.

 Above: The courtyard where the Helicopter was situated in the film Where Eagles Dare.

 Above: The real Eagles daring -Falconry and birds of prey display.

 Above: The interior press event all set up with pull up banners and Xbox consoles and monitors.

Above: The scene from the film, this shot is taken above the rounded shaped clock tower you see in the top image. The sandbags are where the chairs and tables are now.

Check out this awesome blog on the film for more photo comparisons and details here

if, like me you're  a fan of the movie Where Eagles Dare, there's a great tshirt here on Zazzle which uses the all classic line "Broadsword Calling Danny Boy" the callsign for Richard Burton when he makes the radio call.