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“What’s Next?” Panel

by Eric-Jon Rössel Waugh

Following the theme of the 2006 conference, a panel of five industry veterans (of various levels of celebrity and influence) gathered to discuss “what’s next” for the game industry, what with the pending change of hardware generations, the new and changing attitudes about game design to come about in the last twelve months or so, and serious concerns about the stability and structure of the game industry as it is now.

Gathered for this occasion were EALA VP of creative development Louis Castle, NanaOn-sha president Masaya Matsuura, Midway art director Cyrus Lum, Cerny Games founder Mark Cerny, and the inimitable Dave Perry, formerly (and presumably eventually again) of Shiny Entertainment.

( Continue reading at GamaSutra )



An Existential Panel

by Eric-Jon Rössel Waugh

The panel stretched its joints by working out if there was any consensus as to how the balance of power is situated in the casual game universe. The thread of design was established to start at the developer and run through to the consumer in the following pattern:

Developer -> Publisher -> Distributor -> Retailer -> Customer

The implication seemed to be that the developer and the consumer should be the parties with the greatest degree of control, as they’re ultimately the parties that are communicating. Joel Brodie indeed opined that consumers are the ultimate controlling force; they buy what they want, and they don’t buy what they don’t want. Dave Williams figured the balance was pretty even among all parties. Mr. Gwertzman was certain that publishers and portals are the “God” in the equation, while Nixon and Welch agreed that retailers are the major factor in what gets seen and purchased, therefore what developments receive support.

( Continue reading at GamaSutra )



An Introduction to Casual Games

by Eric-Jon Rössel Waugh

All day Tuesday, a board of twenty industry insiders swapped off on a series of panels dealing with the current state of the casual game industry. To start the proceedings, a selection of five speakers from a variegated spectrum of backgrounds outlined the basic nature of casual games, as they are today.

Unlike past years, the idea this time was to present an overall “übertheme”, broken down into digestible segments. That theme, roughly hewn, was a comparison of casual games now to where the industry was three years ago. On that note, since 2003, the industry has gone from about fifty million dollars in revenue, nearly all of which came from Internet downloads, to five times that sum in downloads alone; meanwhile, other revenue streams have become more important then before. There are now two annual conferences, dedicated to casual games. And even just as far as GDC representation, casual games have gone from a handful of sessions to over twenty related sessions, including this full-day tutorial.

( Continue reading at GamaSutra )



Public Transit #3

So I got off the train, and I walked to the stretch of sidewalk where the buses park when they’re done with one cycle, for the driver to wait for maybe five mintues to collect himself and recently turned-over train passengers. As I reached that block, two buses were already parked. I went to the further one, which is usually the one that’s almost ready to leave, and I stood and waited. Close in pursuit was a crowd of maybe a dozen other train passengers. The driver just sat in one of the back seats, eating a sandwich. He wouldn’t open the doors until he was good and ready, even though it was kind of cold outside. Well, okay. That’s not too strange.

Then another bus came. To make room for it, the driver went up front, and pulled ahead a few yards. Then he parked, and went back to the back, to continue eating his sandwich. The crowd by this time had grown to a couple of dozen people, all standing around, looking at each other. There were three empty buses just sitting there, with their doors shut. This continued for fifteen minutes.

After that fifteen minutes, the bus driver moved back to the front and opened the door. Everyone boarded. The absolute instant the final person had stepped aboard, he slammed the doors and put his foot on the pedal as if he were trying to kill a cockroach. The buss lurched, and everyone sitting down nearly fell over, let alone the people still walking in the aisle. He tore along at a good two and a half times the normal clip of a city bus, screeching to a halt at every light and bus stop. Again, the moment someone stepped aboard, VROOOOM.

In (not much) time, we made it to my stop. So I got up and strode not-slowly and not-subtly-or-anything over to the door, about two yards away, to exit the bus. As I was stepping down into the stairwell, the driver abruptly slammed the door, practically on my fingers, and again tore off, making me lose my balance.

At the next stop I physically lept from the bus, bursting through the doors lest they clamp shut around me. I ran another three or four steps, just to make sure I was clear. The bus was already gone.

Then, well, I walked home.



The Future of Mobile Gaming and its Enemies

by Eric-Jon Rössel Waugh

EA Mobile senior VP (and former JAMDAT CEO) Mitch Lasky kicked off his keynote at the GDC Mobile segment of Game Developers Conference 2006 with an extended spiel about his history with JAMDAT Mobile, the changing fabric of the industry, and what he sees as the biggest obstacles (and avenues) to future growth and maturation.

According to Lasky, one of the biggest forces for change has been his own company, JAMDAT — and in its current form, as the mobile division of Electronic Arts, Lasky sees it as perhaps the most important force for future change.

Lasky explained how Jamdat went, as he put it, from a value of zero to $684,000,000 in six years. When they began, they were a team of six people; previous to the EA merger two months back, JAMDAT was already the biggest mobile publisher. To contrast, The amount EA paid for JAMDAT is five times greater than Maxis fetched, making it the biggest EA transaction to date.

Of course with this kind of growth, it is only natural for other developers to go public in search of similar success. Lasky suggested the search was ultimately futile, as at the time JAMDAT went public it was “fundamentally different.”

( Continue reading at GamaSutra )