The Media Myth Of The Casual Gamer

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by [name redacted]

Gabe Zichermann of rmbr.com spoke with ebullience and verve of the chutzpah that has to some extent defined the casual game industry since Bejeweled sprung from the void in 2001. Zichermann implied that, on a level, the whole idea of a casual gamer is more of a “media meme” than anything real. He attributes the myth of casual game market to a mixture of somewhat mundane factors.

( Continue reading at GamaSutra )

An Existential Panel

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by [name redacted]

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.

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The 2004 Game Developers Choice Awards

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by [name redacted]

I watched the Academy Awards for the first time, a few weeks ago. The MPAA’s screener ban (instituted in part to cut down on indie competition, under the ruse of piracy prevention) had apparently backfired, as the 2003 nominees consisted of perhaps the most well-chosen bunch of the right movies, for the right awards, that the Academy had ever selected. I thought, hey. Why not.

After an hour and a half, three hundred commercials, Billy Crystal’s singing, Billy Crystal’s unfunny jokes, Billy Crystal’s just-this-side-of-unkind remarks to Clint Eastwood and others, endless Hobbit awards, and Billy Crystal, I wandered away. I now thought I understood, first-hand, the general antipathy for award ceremonies.

With this in mind, I was unsure what to expect when I walked into the IGDA Game Developers Choice Awards. I had read about the Gunpei Yokoi ceremony the year before; that had sounded unconventional and sincere. Yet: it was still an awards ceremony. How long could I tolerate the pomp, I wondered.

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