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   <channel>
      <title>The Slow Feed</title>
      <description>Links from slow moving gaming sites</description>
      <link>http://pipes.yahoo.com/pipes/pipe.info?_id=3a6fc6901b853e288d4607898cd6eb3d</link>
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      <pubDate>Thu, 20 Jun 2013 12:36:42 +0000</pubDate>
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      <item>
         <title>Think tracking metrics is hard? Well, it gets harder</title>
         <link>http://feedproxy.google.com/~r/GamesBrief/~3/5QGmMZKpawc/</link>
         <description>&lt;p dir=&quot;ltr&quot;&gt;&lt;em&gt;Should you always track metrics using a third-party solution, or are there some times when it is worth the investment building a home-brew solution? In this guest post, Alfonso Villar shares his experience at &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.playspace.com/&quot;&gt;PlaySpace&lt;/a&gt; of managing metrics tracking across multiple platforms and territories. He found that once their games had reached a certain scale, traditional metrics solutions were not able to handle the multiple funnels at work in their business &amp;#8212; so they built their own. Do you think he made the right decision?&lt;/em&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;p dir=&quot;ltr&quot;&gt;All developers calculate, or should calculate, their game metrics to optimize the conversion funnel. When you launch a game in a single market, you can concentrate on analyzing different metric cohorts. For example, age, genre, whales, etc. However, the analysis becomes more complicated when this involves different countries, games and platforms.&lt;/p&gt;
&lt;p dir=&quot;ltr&quot;&gt;Measuring real-time multiplayer game metrics across different audiences is not an easy task. At PlaySpace we have come across several problems and challenges that we have had to learn from and resolve as we go.&lt;/p&gt;
&lt;h3 dir=&quot;ltr&quot;&gt;Problems and Challenges:&lt;/h3&gt;
&lt;ul&gt;
&lt;li dir=&quot;ltr&quot;&gt;
&lt;p dir=&quot;ltr&quot;&gt;&lt;strong&gt;Multidimensional game metrics:&lt;/strong&gt; Every piece of data that is manually added to a spreadsheet is a query into the database. Therefore, if we have to analyze 23 to 40 countries by 12 metrics per country and 9 different games per platform, we are faced with&lt;strong&gt; over 3.000 game metrics&lt;/strong&gt; that have to be analyzed and updated by hand; an impossible figure to manage.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li dir=&quot;ltr&quot;&gt;
&lt;p dir=&quot;ltr&quot;&gt;&lt;strong&gt;Timing is crucial:&lt;/strong&gt; It is really important to be able to analyze any piece of critical data to make important decisions efficiently, so that we don’t repeat the same errors on a monthly basis. To improve the conversion rates you need to be able to make a quick analysis.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li dir=&quot;ltr&quot;&gt;
&lt;p dir=&quot;ltr&quot;&gt;&lt;strong&gt;System saturation:&lt;/strong&gt; Having all of the information solely in one database server, means that any queries to calculate game metrics could saturate the system. At the beginning we could manage this situation, however as soon as our games became more popular and we had a 24-hour user audience, we realized that&lt;strong&gt; we were not able to make queries to the system&lt;/strong&gt;.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li dir=&quot;ltr&quot;&gt;
&lt;p dir=&quot;ltr&quot;&gt;&lt;strong&gt;No information about return of investment:&lt;/strong&gt; We have all the information about how much time users spend playing, how much they spend, and what they do while playing, etc. The problem occurs when you want to calculate if a specific player has been profitable or not as you need to know how much they have cost you. The acquisition team has  all of this information which is spread across different marketing channels. Therefore, another big challenge is to&lt;strong&gt; integrate the cost of user acquisition with the user monetization&lt;/strong&gt; into the game to calculate the return of investment per user.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 dir=&quot;ltr&quot;&gt;Solution:&lt;/h3&gt;
&lt;p dir=&quot;ltr&quot;&gt;To face these challenges, we had two options: hiring an external game metrics services tool, or developing our in-house metric system. Due to the fact we already had all this information on our platform we decided to develop our own system that could respond to any needs that arose as time went on:&lt;/p&gt;
&lt;ul&gt;
&lt;li dir=&quot;ltr&quot;&gt;
&lt;p dir=&quot;ltr&quot;&gt;As we needed the information &lt;strong&gt;on demand and accessible from any location&lt;/strong&gt;, we opted to use a Web development framework with responsive design. This framework was directly integrated with our system and with different Graphic APIs such as Google Charts. This allows us to view real-time game metrics from any device and with any web browser.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li dir=&quot;ltr&quot;&gt;
&lt;p dir=&quot;ltr&quot;&gt;At the same time, as this tool was directly integrated with our system, we had to &lt;strong&gt;make a copy of the database&lt;/strong&gt; exclusively for queries and analysis. Any heavy query that is done does not affect the user experience.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li dir=&quot;ltr&quot;&gt;
&lt;p dir=&quot;ltr&quot;&gt;Before developing our own metrics system, it was necessary to &lt;strong&gt;analyze and modify the data structure&lt;/strong&gt;. All queries from different platforms, social networks, etc. were standardized and adding new queries would not take any additional development.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li dir=&quot;ltr&quot;&gt;
&lt;p dir=&quot;ltr&quot;&gt;To calculate the return of investment we needed to &lt;strong&gt;develop a tracking system to identify which marketing channel&lt;/strong&gt; each user had come from. Also we needed to integrate the cost of user acquisition to the system. To do that, it was necessary to integrate the Facebook API or even be able to add the acquisition costs manually on the system in case the marketing channel does not support an API integration.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p dir=&quot;ltr&quot;&gt;We created our own game metrics dashboard (more than three dashboards per game in some cases), where we can breakdown the data by game, marketing channel, language, country, etc.&lt;/p&gt;
&lt;p dir=&quot;ltr&quot;&gt;This solution means that we are able to make decisions the day before we launch a new marketing campaign or a new game feature. Because of this system we have seen that  “not all that glitters is gold”. For example, we found that some countries or audiences where cost of user acquisition was really good but the monetization was extremely bad. In the same way, we also detected that different game features have different user engagement, depending on the country or the audience.&lt;/p&gt;
&lt;p dir=&quot;ltr&quot;&gt;As a conclusion, I would recommend not to be tricked by metrics that are evaluated individually. If you are able to make the most of the multidimensional game metrics and understand them in their entirety; these metrics will be a powerful tool that will not only improve your game but also improve your conversion funnel.&lt;/p&gt;
&lt;p&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href='http://nlopenx.dreamhosters.com/www/delivery/ck.php?n=acb0d489&amp;amp;cb=INSERT_RANDOM_NUMBER_HERE'&gt;&lt;img src='http://nlopenx.dreamhosters.com/www/delivery/avw.php?zoneid=7&amp;amp;cb=38172591234239467239&amp;amp;n=acb0d489' border='0' alt=''/&gt;&lt;/a&gt;&lt;/p&gt; 
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         <author>Alfonso Villar</author>
         <guid isPermaLink="false">http://www.gamesbrief.com/?p=10191</guid>
         <pubDate>Thu, 20 Jun 2013 07:51:29 +0000</pubDate>
      </item>
      <item>
         <title>MASSIVE ATTACK V ADAM CURTIS</title>
         <link>http://www.bbc.co.uk/blogs/adamcurtis/posts/MASSIVE-ATTACK-V-ADAM-CURTIS</link>
         <description>&lt;span id=&quot;BlogImgp01bm359&quot; class=&quot;imgAlignCenter&quot;&gt;&lt;span class='asset'&gt;
  &lt;img src=&quot;http://static.bbc.co.uk/programmeimages/608xn/images/p01bm359.jpg&quot; width=&quot;608&quot; height=&quot;342&quot; alt=&quot;tvwatcher&quot;&gt;&lt;/span&gt;
&lt;/span&gt;
&lt;p&gt;A LIVE SHOW STARTING IN TWO WEEKS TIME IN MANCHESTER&lt;/p&gt;&lt;p&gt;The show is a collaboration between myself and the brilliant Robert del Naja of Massive Attack.&lt;/p&gt;&lt;p&gt;What links us is not just cutting stuff up - but an interest in trying to change the way people see power and politics in the modern world. To say to them - have you thought of looking at it like this?&lt;/p&gt;&lt;p&gt;We've used film, music, stories and ideas to try and do this - to build a new kind of experience. The best way we can describe it is &quot;a Gilm&quot;  - a new way of integrating a gig with a film that has a powerful overall narrative and emotional individual stories.&lt;/p&gt;&lt;p&gt;The show will be a bit of a total experience. You will be surrounded by all kinds of images and sounds. But it is also about ideas. It tells a story about how a new system of power has risen up in the modern world to manage and control us. A rigid and static system that has found in those images and sounds a way of enveloping us in a thin two-dimensional version of the past.&lt;/p&gt;&lt;p&gt;A fake, but enchanting world which we all live in today - but which has also become a new kind of prison that prevents us moving forward into the future.&lt;/p&gt;&lt;p&gt;Along with Massive Attack the show will star two great singers.&lt;/p&gt;&lt;p&gt;The amazing Liz Fraser.&lt;/p&gt;&lt;p&gt;And the wonderful Horace Andy.&lt;/p&gt;&lt;p&gt;And some of the music will be surprising - from early Barbra Streisand to Siberian punk from the 1980s.&lt;/p&gt;&lt;p&gt;Here's a two-dimensional trailer that will give you an idea of what the show is about - and the stories it tells.&lt;/p&gt;&lt;div class=&quot;empAlignCenter&quot;&gt;
&lt;div id=&quot;BlogVidp01bm2gg&quot; class=&quot;player&quot;&gt;
&lt;p&gt;In order to see this content you need to have both &lt;a rel=&quot;nofollow&quot; title=&quot;BBC Webwise article about enabling javascript&quot; target=&quot;_blank&quot; href=&quot;http://www.bbc.co.uk/webwise/askbruce/articles/browse/java_1.shtml&quot;&gt;Javascript&lt;/a&gt; enabled and &lt;a rel=&quot;nofollow&quot; title=&quot;BBC Webwise article about downloading&quot; target=&quot;_blank&quot; href=&quot;http://www.bbc.co.uk/webwise/askbruce/articles/download/howdoidownloadflashplayer_1.shtml&quot;&gt;Flash&lt;/a&gt; Installed. Visit &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.bbc.co.uk/webwise/&quot;&gt;BBC Webwise&lt;/a&gt; for full instructions. If you're reading via RSS, you'll need to visit the blog to access this content&lt;/p&gt;
&lt;/div&gt;
 

&lt;/div&gt;</description>
         <author>Adam Curtis</author>
         <guid isPermaLink="false">http://www.bbc.co.uk/blogs/adamcurtis/posts/MASSIVE-ATTACK-V-ADAM-CURTIS</guid>
         <pubDate>Wed, 19 Jun 2013 15:00:22 +0000</pubDate>
      </item>
      <item>
         <title>Deadly Premonition – The Director’s Cut</title>
         <link>http://tap-repeatedly.com/2013/06/deadly-premonition-the-directors-cut/</link>
         <description>&lt;p&gt;&lt;blockquote&gt;What you’ve heard about &lt;i&gt;Deadly Premonition&lt;/i&gt; is probably wrong.

...

&lt;i&gt;Deadly Premonition&lt;/i&gt; is &lt;i&gt;&lt;b&gt;not&lt;/b&gt; so bad it’s good.&lt;/i&gt;

It’s really, really good.&lt;/blockquote&gt;&lt;/p&gt;&lt;p&gt;The post &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://tap-repeatedly.com/2013/06/deadly-premonition-the-directors-cut/&quot;&gt;Deadly Premonition &amp;#8211; The Director&amp;#8217;s Cut&lt;/a&gt; appeared first on &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://tap-repeatedly.com&quot;&gt;Tap-Repeatedly&lt;/a&gt;.&lt;/p&gt;&lt;div&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://tap-repeatedly.com/2013/06/deadly-premonition-the-directors-cut/&quot;&gt;&lt;img width=&quot;200&quot; height=&quot;100&quot; src=&quot;http://tap-repeatedly.com/wp-content/uploads/2013/06/amanda_dpdirectors-200x100.jpg&quot; class=&quot;attachment-thumbnail wp-post-image&quot; alt=&quot;amanda_dpdirectors&quot;/&gt;&lt;/a&gt;&lt;/div&gt;</description>
         <guid isPermaLink="false">http://tap-repeatedly.com/?p=27727</guid>
         <pubDate>Tue, 18 Jun 2013 23:40:42 +0000</pubDate>
         <category>Reviews</category>
      </item>
      <item>
         <title>[Gamesbriefers] Will the big next-gen console title be Free-to-Play?</title>
         <link>http://feedproxy.google.com/~r/GamesBrief/~3/z4-V0bDSrOk/</link>
         <description>&lt;h2&gt;Question:&lt;/h2&gt;
&lt;p&gt;At E3 this year, while the hullaballoo was about AAA games, in physical boxes, with high initial pricepoints, it also became clear that the next generation of consoles will support free-to-play. Almost unnoticed, &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.digitalspy.co.uk/gaming/news/a489432/tekken-revolution-announced-as-free-to-play-fighter-for-ps3-e3-2013.html&quot;&gt;&lt;i&gt;Tekken&lt;/i&gt; came out as a free-to-play game&lt;/a&gt; on PS3. Sony announced that &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/2013/06/one-reason-why-the-dominant-shooter-on-playstation-4-will-be-f2p/&quot;&gt;free-to-play games would not have to pay&lt;/a&gt; for PlayStationPlus to enable online multiplayer, unlike paid-for games. Microsoft made it clear that &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.eurogamer.net/articles/2013-06-13-the-big-interview-microsoft-studios-phil-spencer-discusses-xbox-one&quot;&gt;F2P is in their roadmap&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;That makes me believe that the dominant first person shooter on this generation of consoles will be Free-to-Play. It will not emerge in the first few years, since early titles have been in development for a long time. It some time after year 3 (so in 2016) free-to-play will become more prevalent, and this generation’s &lt;i&gt;Call of Duty&lt;/i&gt; will be a freemium title.&lt;/p&gt;
&lt;p&gt;Do you agree? Please show your workings.&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;Answers:&lt;/h2&gt;
&lt;h3&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/assets/2012/12/pecorella.jpg&quot;&gt;&lt;img class=&quot;alignleft  wp-image-8585&quot; alt=&quot;pecorella&quot; src=&quot;http://www.gamesbrief.com/assets/2012/12/pecorella-150x150.jpg&quot; width=&quot;120&quot; height=&quot;120&quot;/&gt;&lt;/a&gt;Anthony Pecorella &lt;span style=&quot;color:#888888;&quot;&gt;&lt;em&gt;Producer for virtual goods games at Kongregate&lt;/em&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;When it comes to first person shooters things can get a little tricky. Monetizing an FPS is a challenge, especially in the West where &amp;#8220;fairness&amp;#8221; is considered sacred. We are seeing some great F2P FPSs appearing already on PC. &lt;em&gt;Uberstrike&lt;/em&gt;, &lt;em&gt;Offensive Combat&lt;/em&gt;, &lt;em&gt;Blacklight Retribution&lt;/em&gt;,&lt;em&gt; Planetside 2&lt;/em&gt;, &lt;em&gt;Firefall&lt;/em&gt;&amp;#8230; some high quality games with impressive production that can gain substantial audiences. But monetizing those audiences is a special challenge and not one that I think has been fully solved yet. For example, when Facebook was sharing top-grossing lists, &lt;em&gt;Uberstrike&lt;/em&gt; was quite low in the rankings relative to its nearly 1 million DAU.&lt;em&gt; Battlefield Heroes&lt;/em&gt;, while profitable, shared quite low KPIs, especially relative to RPGs, in a Gamasutra post in 2011. If some of these other games are killing it on a per-user basis and I missed that, please correct me.&lt;/p&gt;
&lt;p&gt;From a design perspective there is still a little audience dissonance between F2P and FPS. Unlike games like RPGs and long term strategy games, where grinding and slow growth are naturally rewarded, FPSs are often considered to be games of great skill and careful balance. &amp;#8220;Pay to win&amp;#8221; complaints are magnified for a skill-heavy genre like FPSs. Fortunately, RPG/FPS blends like Borderlands 2 are starting to blur that line for players, along with perks gained by leveling up multiplayer in &lt;em&gt;Call of Duty&lt;/em&gt; games. But designers of FPSs are going to have to be careful and creative with how they put together the monetization strategy.&lt;/p&gt;
&lt;p&gt;I expect that in this next generation someone will hit a &lt;em&gt;League of Legends&lt;/em&gt; or &lt;em&gt;World of Tanks&lt;/em&gt; style model that provides a fairly balanced playing field for free and paying users that will capitalize on the e-sports demographic and be able to dominate the multiplayer FPS genre in terms of audience size. I also think there will be an RPG/FPS hybrid (&lt;em&gt;Borderlands&lt;/em&gt; itself perhaps) that will be able to monetize at a much higher level off of a slightly smaller player base. As a side note, &lt;em&gt;League of Legends&lt;/em&gt; could also be a great candidate for a console port this next generation, but perhaps that&amp;#8217;s a different discussion. &lt;img src='http://www.gamesbrief.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley'/&gt; &lt;/p&gt;
&lt;hr /&gt;
&lt;h3&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/assets/2011/04/PatrickOLuanaigh2.jpg&quot;&gt;&lt;img class=&quot;alignleft  wp-image-4464&quot; alt=&quot;PatrickO'Luanaigh2&quot; src=&quot;http://www.gamesbrief.com/assets/2011/04/PatrickOLuanaigh2-150x150.jpg&quot; width=&quot;120&quot; height=&quot;120&quot;/&gt;&lt;/a&gt;Patrick O&amp;#8217;Luaniagh &lt;span style=&quot;color:#888888;&quot;&gt;&lt;em&gt;CEO of nDreams&lt;/em&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;I think this generation will see significant success for F2P on consoles, and I wouldn&amp;#8217;t be suprised if over 50% of games releasing nearer the end of the cycle are F2P, particularly on PS4, which appears to embrace new business models much more than Xbox One at the moment. I strongly believe that F2P isn&amp;#8217;t right for linear narrative-based games, and so I think you&amp;#8217;ll continue to see adventure games and narrative based games (which make up a significant percentage of console titles) using the paymium model with additional paid content.&lt;/p&gt;
&lt;p&gt;F2P makes less sense when the installed base is small, so I agree that F2P is likely to be bigger later on in the console cycle. You&amp;#8217;ll see more paymium games though, and maybe lower up-front costs with more in-game item sales.&lt;/p&gt;
&lt;p&gt;Designing free to play FPS games is certainly a very delicate task, but I believe it&amp;#8217;s achievable. Crytek&amp;#8217;s &lt;em&gt;Warface&lt;/em&gt; has over 10 million players in Russia alone, and I think is a good example to use. The big question is whether the breakthrough FPS free-to-play game will come from a traditional publisher like Activision or a &amp;#8220;new&amp;#8221; publisher. My inclination is the latter &amp;#8211; I just can&amp;#8217;t see Activision letting go of the up-front day one revenue that a new &lt;em&gt;Call of Duty&lt;/em&gt; game brings, until they see other similar games making more money than them.&lt;/p&gt;
&lt;hr /&gt;
&lt;h3&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/assets/2012/08/oscar-clark-e1345636078446.jpg&quot;&gt;&lt;img class=&quot;alignleft  wp-image-7888&quot; alt=&quot;Oscar Clark&quot; src=&quot;http://www.gamesbrief.com/assets/2012/08/oscar-clark-e1345636078446-150x150.jpg&quot; width=&quot;120&quot; height=&quot;120&quot;/&gt;&lt;/a&gt;Oscar Clark &lt;span style=&quot;color:#888888;&quot;&gt;&lt;em&gt;Evangelist for Applifier&lt;/em&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Lots of great points but I’d suggest the all Free-to-Play can be tricky &amp;#8211; but its solvable provided you stay true to the game and make sure you balance the grind with the delight in a way which makes spending money feel valuable.&lt;/p&gt;
&lt;p&gt;Shooter players are by nature a fickle bunch and delight in damaging other peoples playing experiences&amp;#8230; PWN’in is a sport afterall. But knowing that gives us plenty to play with in terms of material to monetize.&lt;/p&gt;
&lt;p&gt;I suspect that these people are also pretty willing to part with cash for the right thing; perhaps that will include new strategies of play or character development supported with Clan Features. I’m sure Ben Cousins will have more insight on this than most &amp;#8211; but I guess from his previous posts that fairness isn’t as problematic an area as we might assume. That doesn’t mean we should create a Pay-to-Win game however.&lt;/p&gt;
&lt;p&gt;In the end opening up to a Free-to-Play model will bring choice and change the dynamics of development on console. This will encourage disruptive design whether that’s first person shooters, RPGs, strategy games or maybe just maybe boardgames too ;0)&lt;/p&gt;
&lt;p&gt;My gut feeling is that the flexibility, revenue opportunities and importantly the greater stability offered with the Free-to-Play model will mean in time it will dominate console just as it is with mobile. That doesn’t mean there won&amp;#8217;t be any premium games; just that there will be fewer and the marketing teams will have to be smarter about how they promote them.&lt;/p&gt;
&lt;p&gt;What is more interesting to me is to know what this means for physical delivery&amp;#8230; Is this finally the end of the box product? or instead will that evolve?&lt;/p&gt;
&lt;hr /&gt;
&lt;h3&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/assets/2013/02/Ben-Cousins1.jpg&quot;&gt;&lt;img class=&quot;alignleft  wp-image-9051&quot; alt=&quot;Ben Cousins1&quot; src=&quot;http://www.gamesbrief.com/assets/2013/02/Ben-Cousins1.jpg&quot; width=&quot;120&quot; height=&quot;120&quot;/&gt;&lt;/a&gt;Ben Cousins &lt;span style=&quot;color:#888888;&quot;&gt;&lt;em&gt;Head of European Game Studios at DeNA&lt;/em&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;I&amp;#8217;m going to disagree with Anthony, having spent five years or so working in F2P shooters. If we compare retention and monetization metrics for a core F2P shooter on PC with the prevailing Facebook and mobile games, the per-user metrics are massively higher on average. Return rates on PC F2P shooters after 30 days are often higher than the 1 day return rate for a mobile game. It&amp;#8217;s a great business.&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s a huge genre worldwide (the West, Korea, China and recently Brazil with &lt;em&gt;Combat Arms&lt;/em&gt;) and the data makes it clear that users, while complaining about fairness, speak with their wallets and playing time to prove that this genre works exceptionally well for F2P. &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.slideshare.net/bcousins/paying-to-win&quot;&gt;My talk at GDC 2011&lt;/a&gt; tells this story.&lt;/p&gt;
&lt;p&gt;One of the world&amp;#8217;s few billion-dollar F2P games is a shooter, with its revenues coming from just one territory (&lt;em&gt;Crossfire&lt;/em&gt; in China).&lt;/p&gt;
&lt;p&gt;Having said all this I&amp;#8217;m skeptical about the success of a F2P shooter on console, relative to packaged goods games. The reason for this isn&amp;#8217;t consumer preference, but platform holder content policies. Consoles, while they like to talk about openness to new business models, are at the end of the day locked into the old world, and all it takes is a sense that they might lose some goodwill from Activision to prevent them from properly promoting a theoretical high-quality F2P console FPS.&lt;/p&gt;
&lt;hr /&gt;
&lt;h3&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/assets/2012/12/pecorella.jpg&quot;&gt;&lt;img class=&quot;alignleft  wp-image-8585&quot; alt=&quot;pecorella&quot; src=&quot;http://www.gamesbrief.com/assets/2012/12/pecorella-150x150.jpg&quot; width=&quot;120&quot; height=&quot;120&quot;/&gt;&lt;/a&gt;Anthony Pecorella &lt;span style=&quot;color:#888888;&quot;&gt;&lt;em&gt;Producer for virtual goods games at Kongregate&lt;/em&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Fair enough Ben &amp;#8211; a discussion isn&amp;#8217;t fun without some disagreement. &lt;img src='http://www.gamesbrief.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley'/&gt;  Thank you for mentioning &lt;em&gt;Crossfire&lt;/em&gt;, I couldn&amp;#8217;t remember the name of it, and clearly it has met tremendous success in China, though sadly that often doesn&amp;#8217;t correlate to similar success in the West.&lt;/p&gt;
&lt;p&gt;When looking at your return rates though, you should be comparing PC F2P shooters to PC F2P RPGs and strategy games &amp;#8211; games like &lt;em&gt;League of Legends&lt;/em&gt;, &lt;em&gt;World of Tanks&lt;/em&gt;, or &lt;em&gt;Lord of the Rings Online&lt;/em&gt; that have similar barriers to entry (i.e. large download, account registration, high system requirements). That barrier to entry will substantially skew the data when compared to something like Facebook with no download, single sign on, and minimal requirements. It also doesn&amp;#8217;t surprise me that the retention rates are very high &amp;#8211; these are super fun games in a genre that is massively popular with players. But if shooters can compare favorably in LTV to PC client MMORPGs then I&amp;#8217;ll happily concede defeat.&lt;/p&gt;
&lt;p&gt;You do make great points about not listening to the vocal minority, or at least tempering their responses by looking at metrics and actual player behavior. And clearly it is possible to be profitable with a shooter. Perhaps I was a bit sweeping with my concerns about player perception of fairness, but I still maintain that as a genre, from the data I&amp;#8217;ve seen at least, shooters monetize more like a casual game, compensating for slimmer margins with larger audiences. Ultimately that can certainly work, but there seems to still be a lot of room to grow in terms of monetization techniques in the shooter genre compared to some others.&lt;/p&gt;
&lt;hr /&gt;
&lt;h3&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/assets/2013/06/paultaylor.jpg&quot;&gt;&lt;img class=&quot;alignleft  wp-image-10138&quot; alt=&quot;paultaylor&quot; src=&quot;http://www.gamesbrief.com/assets/2013/06/paultaylor-150x150.jpg&quot; width=&quot;120&quot; height=&quot;120&quot;/&gt;&lt;/a&gt;Paul Taylor &lt;span style=&quot;color:#888888;&quot;&gt;&lt;em&gt;Managing Director of Mode 7&lt;/em&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;I agree with a lot of things people have said here. I think &lt;em&gt;World of Tank&lt;/em&gt;s in particular has really proved that competitive multiplayer of this precisely this type can make sense with an F2P model, although it is interesting they recently went to aesthetic-only microtrans citing the need to be credible as an e-sport.&lt;/p&gt;
&lt;p&gt;I think you&amp;#8217;d absolutely have to stick to &amp;#8220;crossgrades&amp;#8221; (e.g. &lt;em&gt;Team Fortress&lt;/em&gt; and &lt;em&gt;Tribes Ascend&lt;/em&gt;) as the most gameplay-altering form of microtransactions in order to comply with the &amp;#8220;fairness&amp;#8221; condition.&lt;/p&gt;
&lt;p&gt;One of the really important points with these big shooter franchises, though, is that they are often dual multiplayer and single player titles. The big, rollercoastery single player campaign is a massive draw for a lot of players; I&amp;#8217;ve not personally been convinced by the early efforts to monetise a linear AAA single-player experience (&lt;em&gt;Dead Space&lt;/em&gt;, for example). As was mentioned, &lt;em&gt;Borderlands&lt;/em&gt; is a good potential example for how you could start to do something like that, but actually &lt;em&gt;Borderlands&lt;/em&gt; couldn&amp;#8217;t be more different from something like &lt;em&gt;Modern Warfare&lt;/em&gt;, which really doesn&amp;#8217;t have a lot of player interaction in comparison &amp;#8211; there are fewer &amp;#8220;hooks&amp;#8221;.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m not sure buying a different weapon, paying to make certain things easier / save time or other similar strategies would work in a &lt;em&gt;Modern Warfare&lt;/em&gt;-style experience? There will always be demand for this kind of &amp;#8220;filmic&amp;#8221; gaming; I just can&amp;#8217;t currently see how you could monetise it as F2P.&lt;/p&gt;
&lt;hr /&gt;
&lt;h3&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/assets/2012/09/52_detail_page.png&quot;&gt;&lt;img class=&quot;alignleft  wp-image-8136&quot; alt=&quot;Bernard Chen&quot; src=&quot;http://www.gamesbrief.com/assets/2012/09/52_detail_page.png&quot; width=&quot;120&quot; height=&quot;120&quot;/&gt;&lt;/a&gt;Bernard Chen &lt;span style=&quot;color:#888888;&quot;&gt;&lt;em&gt;Director of Product Management at KIXEYE&lt;/em&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Does it have to be F2P? Microtransactions are for certain, but the bigger brands don&amp;#8217;t need to give the base game away for free. The only question is if MTX = power. I think it will because power can be balanced or washed out in the population, and power sells. Would it be a troll thread if we guessed whether the next &lt;em&gt;CoD&lt;/em&gt; will sell power?&lt;/p&gt;
&lt;p&gt;I&amp;#8217;ve been thinking about the draw from the developer side. Besides having a better upside potential, how big is the conscious draw that the dev team gets to keep working on the project? I know that we were a bit sarcastic at launch, &amp;#8220;Oh great, launch. Back to work!&amp;#8221;, but working on an online, F2P game afforded a lot of continuity. The team stayed together (for the most part) and all of the ideas that didn&amp;#8217;t make launch are still trickling in bit by bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;h3&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/assets/2012/08/andy-payne.jpg&quot;&gt;&lt;img class=&quot;alignleft  wp-image-7977&quot; alt=&quot;andy payne&quot; src=&quot;http://www.gamesbrief.com/assets/2012/08/andy-payne-150x150.jpg&quot; width=&quot;120&quot; height=&quot;120&quot;/&gt;&lt;/a&gt;Andy Payne &lt;span style=&quot;color:#888888;&quot;&gt;&lt;em&gt; MD at Mastertronic&lt;/em&gt;&lt;/span&gt;&lt;/h3&gt;
&lt;p&gt;Loads of fab feedback here. I will keep my points brief:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Microsoft are transitioning their business from games to a product from games as a service. They are no longer interested in games as a product or so they say. One high profile game they funded has been dropped and handed back to the developer for them to publish.&lt;/li&gt;
&lt;li&gt;Microsoft are pursuing an aggressive/active studio acquisition plan to ensure that they get the content they want for their platform&lt;/li&gt;
&lt;li&gt;So they will have the choice to pursue F2P as well as a possible subscription model (which not be my choice)&lt;/li&gt;
&lt;li&gt;But we know that F2P currently needs a very, very big audience to monetise&lt;/li&gt;
&lt;li&gt;It will therefore take time to build the installed base for the existing F2P monetisation wisdom to play out and be profitable for their games/products/services.&lt;/li&gt;
&lt;li&gt;But other key partners (large developers and publishers) may not want to sell their games this way. Their call ultimately.&lt;/li&gt;
&lt;li&gt;3 companies lead in all matters related to the Cloud – Google, Amazon and Microsoft. This will be significant, especially if global bandwidth issues are solved by better compression tech.&lt;/li&gt;
&lt;li&gt;Sony on the other hand have reacted to Microsoft and are on the record about allowing many more content creators to their platform.&lt;/li&gt;
&lt;li&gt;My guess would be that the F2P model will be led by smaller organisations on the Sony platform. But installed numbers will still be a key issue here. Can Sony get enough PS4s sold to make F2P, as we know it now, a reality?&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href='http://nlopenx.dreamhosters.com/www/delivery/ck.php?n=acb0d489&amp;amp;cb=INSERT_RANDOM_NUMBER_HERE'&gt;&lt;img src='http://nlopenx.dreamhosters.com/www/delivery/avw.php?zoneid=7&amp;amp;cb=38172591234239467239&amp;amp;n=acb0d489' border='0' alt=''/&gt;&lt;/a&gt;&lt;/p&gt; 
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         <author>Gamesbriefers</author>
         <guid isPermaLink="false">http://www.gamesbrief.com/?p=10185</guid>
         <pubDate>Tue, 18 Jun 2013 18:27:51 +0000</pubDate>
      </item>
      <item>
         <title>A humongous adventure</title>
         <link>http://feedproxy.google.com/~r/brainygamer/~3/ZF2ogHn7oFM/a-humongous-adventure.html</link>
         <description>This is about a train, a game, and a girl.

A few days ago I took my daughter Zoe on her first train trip. We boarded Amtrak's Hoosier State bound for Chicago at 6:58 AM. Zoe was exuberant, equipped with all the necessities for a 4-hour excursion: a stack of her favorite books, a bag of snacks, and her 3DS loaded with Animal Crossing: New Leaf.
Zoe was eager to ride on a real train because lately she's a frequent traveler on the virtual train connecting her town to mine in Animal Crossing: New Leaf. We're both enchanted by the game, and we've spent many joyful hours playing it together. Her favorite activity - emergent gameplay runs in the family, folks - is filling her pockets with &quot;presents&quot; (i.e. junk she doesn't want), boarding the train to my town, and hiding them for me to find. She also loves making a gleeful nuisance of herself, digging as many holes as she can (loaded with pitfall seeds when she's got them) before I boot her out and close my gate. Apparently I'm raising a griefer. 
At approximately 8:30 AM, I boarded the AC train to Zoe's town with a fishing pole, which wasn't yet available in her local store. I had just begun teaching her to fish when our train (the real Amtrak one) suddenly lurched, thrusting us into the seats before us. Seconds later a large John Deere tractor careened past our window in a cloud of dust, metal pieces flying in all directions. The train hit its brakes, and we slowly came to a stop. 
We had crashed into a farmer attempting to beat the train through an intersection. He was hauling a tank of anhydrous ammonia.

The farmer and train engineer suffered injuries, but survived. None of the passengers was injured beyond bumps and bruises. We were extraordinarily lucky. I snapped this picture a few minutes after the collision. The proximity of the ammonia tank to the tracks illustrates just how lucky we were. If you heard about the fertilizer plant explosion in West, Texas last month, you know the devastation anhydrous ammonia can wreak.
I powered down our 3DSs, tossed them in a bag and gathered our stuff, ready to evacuate the train. As we turned to head down the aisle, Zoe looked at me with an alarmed expression on her face. &quot;Oh no, Daddy. We're going to get a big lecture from Resetti.&quot; I laughed. She was going to be fine. As this little video illustrates (shot accidentally while trying to text my wife), it all became an adventure to her.

Buses transported us to a small town nearby where the Red Cross was on hand to shelter us. After a few hours, other buses arrived to pick us up and deliver us to our destinations. Zoe and I reached Union Station in Chicago later that day, safe and sound.

In the days since the accident, we've tried to detect signs of trauma or stress in Zoe, but we've found none. She eagerly tells the &quot;crash story&quot; to anyone willing to listen, and she happily displays her Red Cross Mickey Mouse doll to all her friends.
Of course, we continue playing AC:NL every day. Now when she enters the in-game train depot, Zoe warns the stationmaster not to put us on a train that will crash. This morning I asked her if she would ever consider taking the train to Chicago again, and she replied, &quot;Yes, Daddy, but two things. Only if we can play Animal Crossing the whole way and only if we tell all the farmers we're coming through, so stay out of our way!&quot;
I have a feeling Zoe's healthy reaction to the crash is a mixture of childish naivete and a general sense that life is an adventure to be savored...like the games we've played together since she was 3. I can't prove that playing games has made my daughter a more adventurous soul. I'm sure many factors contribute. But I have a strong feeling that accomplishing difficult things together, relying on each other, and welcoming unexpected circumstances - typical game activities - have helped condition us in useful ways.
If you're interested, here's more info about accident. I'll return in my next post with some thoughts on Animal Crossing: New Leaf and why it succeeds so brilliantly as game design. Toot toot.</description>
         <author>Michael Abbott</author>
         <guid isPermaLink="false">tag:typepad.com,2003:post-6a00e39824440288330192ab455b7a970d</guid>
         <pubDate>Tue, 18 Jun 2013 17:55:12 +0000</pubDate>
      </item>
      <item>
         <title>1983 in British Computing</title>
         <link>http://www.filfre.net/2013/06/1983-in-british-computing/</link>
         <description>Like its American counterpart, the British PC industry was untenably fragmented by the beginning of 1983. The previous year had been deemed Information Technology Year by the government. Unlike so many government initiatives, this one had succeeded swimmingly in its goal of drumming up excitement and enthusiasm amongst the public for microcomputers. Where excitement and [...]</description>
         <guid isPermaLink="false">http://www.filfre.net/?p=974</guid>
         <pubDate>Tue, 18 Jun 2013 17:35:55 +0000</pubDate>
         <content:encoded><![CDATA[<p><a rel="nofollow" target="_blank" href="http://www.filfre.net/wp-content/uploads/2013/06/1983.jpg"><img src="http://www.filfre.net/wp-content/uploads/2013/06/1983-300x163.jpg" alt="1983 in British Computing" width="300" height="163" class="aligncenter size-medium wp-image-975"/></a></p>
<p>Like its American counterpart, the British PC industry was untenably fragmented by the beginning of 1983. The previous year had been deemed Information Technology Year by the government. Unlike so many government initiatives, this one had succeeded swimmingly in its goal of drumming up excitement and enthusiasm amongst the public for microcomputers. Where excitement and enthusiasm go in a market economy, of course, also go products. Thus the new computers had come thick and fast throughout 1982. In addition to the <a rel="nofollow">BBC Micro</a> and the <a rel="nofollow">Sinclair Spectrum</a> which I&#8217;ve already written about, there were heaps of other machines whose names sound like something spewed by a beta version of Google Translate: the <a rel="nofollow" target="_blank" href="http://www.theregister.co.uk/2012/08/01/the_dragon_32_is_30_years_old/">Dragon 32</a>, the <a rel="nofollow" target="_blank" href="http://www.theregister.co.uk/2012/07/02/newbury_labs_grundy_business_systems_newbrain_is_30_years_old/">Grundy NewBrain</a>, the <a rel="nofollow" target="_blank" href="http://www.theregister.co.uk/2012/09/21/jupiter_cantab_jupiter_ace_is_30_years_old/">Jupiter Ace</a>, the <a rel="nofollow" target="_blank" href="http://www.theregister.co.uk/2013/03/20/feature_the_story_of_the_camputers_lynx/">Camputers Lynx</a>, the <a rel="nofollow" target="_blank" href="http://www.theregister.co.uk/2013/01/28/the_oric_1_is_30_years_old/">Oric-1</a>. Throw in a spate of knockoffs and clones from the Far East, and the situation was truly chaos; most of these machines were incompatible with one another. Something had to give. If the lines of battle had been drawn up in 1982, the war would begin in earnest in 1983, just as it had in <a rel="nofollow">North America</a>.</p>
<p>Even if you aren&#8217;t that familiar with British computing history, you probably aren&#8217;t exactly in suspense about who won in the British theater of the Home Computer Wars of 1983. The fact that I chose to feature the BBC Micro and the Sinclair Spectrum on this blog in preference to all those other oddball models pretty much says it all. The BBC Micro found a home in virtually every school in Britain, and, even at a street price of £400 or so, also became a favorite of researchers and hardcore hobbyists, who loved its sturdy construction and expandability. The Spectrum had none of these things going for it, but it did have a £130 price tag and a bright color graphics display for games. Neither machine was perfect, but each was a good fit for its niche. And in addition to hardware specifications both had considerable soft power working in their favor. The BBC Micro had been blessed with the imprimatur of the British government, and thus stood in effect as the official computer of the British nation. And the Speccy came from Uncle Clive, the man who had first brought low-cost computing to the British masses. Sure, he was a bit eccentric and a bit prickly, but that was just a manifestation of his impatience with the bureaucrats and business concerns that delayed his inventions reaching the masses. It was an image that Sinclair, who had begun to read his own positive press notices when said notices existed only in his head, positively reveled in. Throughout the year Sinclair struggled to keep up with demand, as seemingly every kid in Britain begged their parents for a Speccy. Meanwhile those other computers straggled on as best they could before bowing to the inevitable one by one during this year and the next. Kids wanted what their friends had, and their friends all had Speccys.</p>
<p>Put crudely, then, the BBC Micro came to occupy the space in British computing held by the Apple II in North America, the Establishment choice for education and home computing. The Speccy, meanwhile, was the Commodore 64, the cheaper, ruder, <em>funner</em> model that the kids adored. Just to keep us from getting too neat with our analogies, it should be noted that the Commodore 64 itself also began arriving in numbers in Britain during 1983. However, the vagaries of economics and exchange rates beings what they were, its initial price there was closer to that of the BBC Micro than the Spectrum, limiting its sales. The Commodore 64 became the computer for the posh public-school kids, while the Speccy remained the choice of the masses. The former was unquestionably a much more capable machine than the latter by any objective measure, but even in later years, when the price dropped and the 64&#8242;s popularity grew, it never quite got the same sort of love that accrued to the Spectrum. Like driving on the wrong side of the road and eating baked beans for breakfast, there was just something indelibly <em>British</em> about the Speccy&#8217;s peculiar BASIC and weird keyboard, something that made a generation of British gamers and game programmers fall in love with it as <em>their</em> machine.</p>
<p>To work this comparison one last time, Clive Sinclair&#8217;s 1983 in Britain was like Jack Tramiel&#8217;s in North America &#8212; the best, most unblemished, most triumphant year of a long, chequered career. It must have felt like vindication itself when he received an invitation to attend the Queen&#8217;s Birthday Honors in June to receive a knighthood. Suddenly Uncle Clive had become Sir Clive. Given Sinclair&#8217;s relationship with the British bureaucracy the honor might have seemed a surprising one. Indeed, at the time that he received it his company was still embroiled in various government investigations for its failure to ship its products in a timely fashion to customers as well as a rash of complaints about shoddy workmanship. (Sinclair was still desperately trying to recall some 28,000 Spectrum power packs that had the potential to shock a person into unconsciousness &#8212; shades of the <a rel="nofollow">exploding watches</a> of yore.) Luckily, he was a huge favorite of Margaret Thatcher, no friend of entrenched bureaucratic forces herself, who saw him as exactly the kind of entrepreneur that her new, more freedom-loving and capitalism-friendly Britain needed. And Thatcher, who was riding a tide of personal popularity and renewed patriotism of her own in the wake of the <a rel="nofollow" target="_blank" href="http://en.wikipedia.org/wiki/Falklands_war">Falklands War</a>, generally got what she wanted. The press gushed with praise in the wake of Sinclair&#8217;s honor, some justified, some somewhat, shall we say, overblown. <em>Popular Computing Weekly</em> credited him with &#8220;transforming Britain from a nation of shopkeepers to a nation of micro users.&#8221; <em>Sinclair User</em> simply announced that he had &#8220;invented the home micro,&#8221; conveniently forgetting about some folks on the other side of the Atlantic.</p>
<p>Clive still being Clive regardless of his honorific, he sunk his cash and his reputation into projects that were of debatable wisdom at best. In lieu of a floppy-disk drive for the Spectrum, he invested in a strange piece of technology called the Microdrive, a tape-based system that looked and operated rather like an old 8-track audio tape. Announced simultaneously with the Spectrum itself back in April of 1982, the Microdrive didn&#8217;t finally arrive until the summer of 1983. When it did it was like a caricature of a Sinclair product: cheaper than the competition but also slow and balky and horribly unreliable. A computer crash at the wrong moment could erase an entire tape in seconds. Users may have partially embraced the Speccy because of its eccentricities, but this was taking things too far. Rather than being charming the Microdrive was just sort of terrifying. It never got much love from Speccy users, who chose to stick with the even slower but more trustworthy medium of the cassette tape. In his choosing to develop such a white elephant rather than investing in the plebian, well-proven technology of the floppy disk we see the most exasperating side of Clive Sinclair, who was always trying to prove how much more clever he was than the conventional wisdom of his competitors, even though conventional wisdom is often conventional for a reason. The Microdrive in turn shows the dangers of a company that is absolutely controlled by a single mercurial individualist. Sinclair&#8217;s backers and fans would learn much more about that in the time to come.</p>
<p>Then again, at least the Microdrive was a computer product. Sir Clive, who always harbored a deep skepticism about how long this computer thing was really going to last, also sunk energy and resources into his twin white whales, a miniature, portable television set and an electric car. Both projects would provoke much hilarity in the British press in later years when his star as a captain of industry had faded. But instead of going on any more about any of that today let&#8217;s just leave Sir Clive to enjoy his big year. His road will get bumpier soon enough.</p>
<p>Criticisms aside, Sinclair did play a huge role in turning Britain into the most computer-mad nation on Earth. Despite the American industry&#8217;s considerable head start, a greater percentage of British than American homes had computers by the end of 1983. Already by April total British microcomputer sales had passed the one-million mark. By December the Speccy alone was flirting with that figure. </p>
<p>All those computers in private hands meant a software marketplace that was if anything growing even faster than the hardware side. And since the computers selling in biggest numbers were the Speccys being installed in bedrooms and livings rooms across Britain, software in this context meant mostly games. By 1983 a hit game could make you, at least for the time being, rich, as was demonstrated by a flood of brash young game publishers populated by brash young men just a year or two (at most) removed from bicycling to school. Now they drove Porsches and Ferraris to posh offices in the most fashionable parts of town. A company called Imagine Software, publishers of such Speccy hits as <a rel="nofollow" target="_blank" href="http://www.mobygames.com/game/arcadia"><em>Arcadia</em></a>, was amongst the most spectacular of the success stories. When a <a rel="nofollow" target="_blank" href="http://www.nvg.ntnu.no/sinclair/industry/publishers/imagine_crash0185.htm">BBC film crew</a> visited their office for a documentary feature in early 1984 they found &#8220;huge, luxurious offices, acres of carpet, computer terminals by the ton load, lots of young programmers, secretaries in abundance, young &#8216;gophers&#8217; acting as runners for the management, and a company garage packed with a fleet of Ferrari Boxers, BMWs for the lesser executives, and the famous Mark Butler custom hand-built Harris motorbike.&#8221; Clearly a certain sector of British society had another very good reason to love Sir Clive: his creation was making them rich.</p>
<p>Just as <a rel="nofollow">in America</a>, established media forces were also eager to get a piece of the action. Virgin Records launched Virgin Games, and of all people K-tel, those purveyors of cheesy TV-peddled hits compilations, also jumped in, attending the Midland Computer Fair with a well-publicized £1 million burning a hole in their pockets for deal-making with eager programmers. </p>
<p>Yet even with the arrival of Big Money on the scene the British industry remained wilder, woolier, and more democratic than its American counterpart. The games themselves remained much less expensive. Whereas a big release like <em>Ultima III</em> could exceed $50 in America, games in Britain virtually never exceeded £10, and most sold for around £5 or even less. With less invested in any particular title, both publishers and buyers were more willing to take chances on crazy ideas, and individual programmers had a better chance of seeing their creations on store shelves and actually making them some money. Even if no one wanted to give them a chance they could just start their only little company in the hope of becoming the next Imagine; distribution was also comparatively wide open, making it relatively easy to get your game to the public on your own. It all added up to a market that had a lot of product that for very good reasons would never have passed muster in the United States. Yet it also had a spirit of wild-eyed, devil-may-care creativity about it that was sometimes lacking amongst the more staid, polished American publishers.</p>
<p>My special interest, adventure games, were a big part of the industry, amongst if not the most popular genre out there. As with other kinds of games, adventure seemed to be multiplying exponentially from month to month. Britain was not just computer mad but also adventure mad. Well before the end of the year production of new British adventure games far outstripped that of American, and the disparity would only continue to grow over the next few years. In November <em>Micro-Adventurer</em> debuted, the first magazine anywhere in the world dedicated not just to games in general but to this particular genre. </p>
<p>To survey this explosion of titles in any real depth would bog us down for months; that will have to remain a task for some other, even more esoteric blog than this one. But I will try to convey some sense of the times by continuing to follow the careers of some friends we met earlier. We&#8217;ll do that next time.</p>
<p>(This survey of the scene is drawn mainly from the <em>Your Computer</em> and <em>Sinclair User</em> issues of 1983, with occasional forays into <em>Home Computing Weekly</em> and <em>Popular Computing Weekly</em>. The image is taken from the 1984 <em>Sinclair User</em> annual&#8217;s cover.)</p>
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         <title>AI War: First Four Years Postmortem (And By Extension Arcen History)</title>
         <link>http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/bHgIPqS-Ar0/ai-war-first-four-years-postmortem-and.html</link>
         <description>Postmortem sounds so grisly, doesn't it?&amp;nbsp; I was tempted to call this a retrospective, but that sounds a bit foofy.&amp;nbsp; So here we are.&amp;nbsp; This isn't even a true retrospective, because AI War is still going strong and looks to remain that way for some time.&lt;br /&gt;
&lt;br /&gt;
The time period this postmortem will examine is May 2009 through the end of May 2013. &lt;br /&gt;
&lt;br /&gt;
As an example of what I mean by &quot;still going strong,&quot; AI War has grossed another $30k since the end of the period that we're considering.&amp;nbsp; Not grand numbers compared to some indies, but pretty unusual for a game that is older than four years I expect.&amp;nbsp; I bring this up because I think this demonstrates the validity of the ongoing-support model that Arcen has used for AI War, which is a model I hope to see more game developers adopt.&amp;nbsp; More on that later.&lt;br /&gt;
&lt;br /&gt;
I will warn you that this is perhaps excruciatingly long of an analysis, so feel free to skip around to the parts that interest you.&amp;nbsp; On the other end of things, for other indie developers (and prospective ones), I hope that all the detail will prove useful. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/images/stories/aiwarheader.jpg&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://www.arcengames.com/w/images/stories/aiwarheader.jpg&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;h4&gt;
&lt;b&gt;First, Some Sales Numbers&lt;/b&gt;&lt;/h4&gt;
So that we have some context for what I'm going to be talking about, let's look at the performance of the game in the metric that matters most to game developers who want to stay in business: sales.&amp;nbsp; The strong sales of AI War are in fact all that has allowed us to develop almost every game that has come after it at Arcen, incidentally (an unfortunate trend we have only recently managed to break). &lt;br /&gt;
&lt;br /&gt;
The values below are all &lt;i&gt;gross sales prior to distributor cuts&lt;/i&gt;, so typically that means our actual cut was 30% lower.&amp;nbsp; Except that's not always quite true, because in the case of our direct sales our cut is only 8% lower.&amp;nbsp; Oh, and this is all in USD to be clear.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://2.bp.blogspot.com/-x7-kwzIt4Kc/UcBdktg3fsI/AAAAAAAABN8/brkL7vBEWEg/s1600/AIWarSalesGraph.PNG&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://2.bp.blogspot.com/-x7-kwzIt4Kc/UcBdktg3fsI/AAAAAAAABN8/brkL7vBEWEg/s1600/AIWarSalesGraph.PNG&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;u&gt;Total Sales&lt;/u&gt;&lt;br /&gt;
The red line shows our total cumulative sales over time, by year.&amp;nbsp; This is probably the clearest view of overall earnings, since it's a very &lt;i&gt;very &lt;/i&gt;literal representation of earnings on each year.&lt;br /&gt;
&lt;br /&gt;
The biggest caveat on total sales is that both 2009 and 2013 are only partial years:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;2009 runs from May to December, so only 7 months instead of a full 12.&amp;nbsp; It also only includes 3 months on Steam rather than a full 12.&lt;/li&gt;
&lt;li&gt;2013 runs from January through the end of May, so only 5 months instead of a full 12.&amp;nbsp; It's already been a very good year for AI War thus far, though.&lt;/li&gt;
&lt;li&gt;Regarding 2009 and 2013, bear in mind that revenue varies seasonally.&amp;nbsp; On an average year, almost half of our income comes in Q4 (yay holidays).&amp;nbsp; The main example where this was 2012, which was a down Q4 for most B2C industries (even outside of gaming) from my understanding.&amp;nbsp; In other words, consumer spending was down.&amp;nbsp; The rest of 2012 was pretty great though, at least for us.&lt;/li&gt;
&lt;/ul&gt;
This data is not 100% complete, but it's close enough:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;All of the Steam, GamersGate, and Impulse data is fully accounted for.&lt;/li&gt;
&lt;li&gt;Our direct sales stats from 2010 have been partly lost, and I suspect that they are off for 2011 and 2012 some as well.&amp;nbsp; So the numbers there are a bit lower than they should be, but it's not enough money to matter more than a few thousand dollars.&lt;/li&gt;
&lt;li&gt;All other sources of income have been ignored, since they are not high enough to amount to more than around $10,000.00 total.&lt;/li&gt;
&lt;/ul&gt;
Wow that was long.&amp;nbsp; I'll go ahead and post that chart again so you don't have to scroll up and down while you read the below sections.&amp;nbsp; The below chart is the same as the one higher up.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://2.bp.blogspot.com/-x7-kwzIt4Kc/UcBdktg3fsI/AAAAAAAABOA/wiuDyVD3p0s/s1600/AIWarSalesGraph.PNG&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://2.bp.blogspot.com/-x7-kwzIt4Kc/UcBdktg3fsI/AAAAAAAABOA/wiuDyVD3p0s/s1600/AIWarSalesGraph.PNG&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;u&gt;Year By Year&lt;/u&gt;&lt;br /&gt;
The blue line is a very literal representation of sales volume per year.&amp;nbsp; Overall the yearly gross numbers were (since they are hard to see on the chart):&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;2009: $118,517.39&amp;nbsp;&lt;/li&gt;
&lt;li&gt;2010: $274,360.51&lt;/li&gt;
&lt;li&gt;2011: $381,443.77&lt;/li&gt;
&lt;li&gt;2012: $153,527.69&lt;/li&gt;
&lt;li&gt;2013: $87,920.69 (as noted we've had another $30k added to that since May)&lt;/li&gt;
&lt;li&gt;Total: $1,015,770.05&lt;/li&gt;
&lt;/ul&gt;
Of course 2013 looks depressingly low if you take it out of context, but please don't take this as looking like AI War is tapering off this year.&amp;nbsp; If anything it's having a huge resurgence since a low point of 2012.&lt;br /&gt;
&lt;br /&gt;
It's hard to know where exactly AI War will end up for the year, but it's already at around $120k.&amp;nbsp; From my projections based on recent performance, I think that a good range of total expected income for the year is between $185k on the very low end, and $250k on the upper-middling end.&lt;br /&gt;
&lt;br /&gt;
It could blow past that upper end of my projections, which happened in both 2010 and 2011, for instance, but I like to keep my projections of future income as conservative as possible.&amp;nbsp; Even doing that, I still shoot myself in the foot more often than I would like with projections for games-that-are-not-AI-War.&lt;br /&gt;
&lt;br /&gt;
Still super long!&amp;nbsp; Let's see that same graph again so you don't have to scroll back up:&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://2.bp.blogspot.com/-x7-kwzIt4Kc/UcBdktg3fsI/AAAAAAAABOA/wiuDyVD3p0s/s1600/AIWarSalesGraph.PNG&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://2.bp.blogspot.com/-x7-kwzIt4Kc/UcBdktg3fsI/AAAAAAAABOA/wiuDyVD3p0s/s1600/AIWarSalesGraph.PNG&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;u&gt;Adjusted Yearly&lt;/u&gt;&lt;br /&gt;
The green line is not a literal representation of anything, but rather attempts to show the &lt;i&gt;gross rate of sales&lt;/i&gt; on a year by year basis.&amp;nbsp; In other words, it's looking at the periods of time in question and trying to show how fast the game was selling on each period.&amp;nbsp; The numbers it came up with:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;2009: $355,552.17 (adjusted up from $118,517.39)&lt;/li&gt;
&lt;li&gt;2010: $274,360.51&lt;/li&gt;
&lt;li&gt;2011: $381,443.77&lt;/li&gt;
&lt;li&gt;2012: $153,527.69&lt;/li&gt;
&lt;li&gt;2013: $211,009.65 (adjusted up from $87,920.69)&lt;/li&gt;
&lt;/ul&gt;
2009 is way off, but it's good enough to be somewhat illustrative I guess.&amp;nbsp; I was trying to represent how fast the game would have sold if it had been on Steam the entire year.&amp;nbsp; Looking at the actual numbers more closely now, probably something closer to $200k would be more correct, but it's hard to say.&lt;br /&gt;
&lt;br /&gt;
2013 is actually on the lower-middle end of my projections, so that's a really good guess!&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
I arrived at the numbers on the green line simply by extrapolating linearly from the months-on-Steam versus months-in-the-year, and for 2009 that came out way too high, and for 2013 it came out in the range of accurate, but slightly conservative (since it doesn't account for seasonal fluctuations in sales volume).&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;Distributor Stats&lt;/u&gt;&lt;br /&gt;
I didn't run these statistics on a year-by-year basis, but over the lifetime of Arcen here are some interesting statistics.&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&amp;nbsp;91% of our income comes from &lt;b&gt;Steam&lt;/b&gt;.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;In 2009 and the first half of 2010, this number was closer to 70%, but it has steadily risen since then.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;About 3% of our income comes from &lt;b&gt;direct sales&lt;/b&gt;.&lt;/li&gt;
&lt;li&gt;Thus 6% of our income comes from &lt;b&gt;all other distributors&lt;/b&gt;.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;Almost the entirety of that comes from our top two non-Steam distributors: Impulse and GamersGate.&amp;nbsp; As in, all but about a tenth of a percent.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;Our partnerships with Green Man Gaming and Gog.com are too recent to really make an impression in 4 years of historical data, lest you wonder what is up there.&amp;nbsp; They're great distributors; I just don't have enough data to really include it in this graph.&amp;nbsp; And anyway, neither of them sell AI War yet.&lt;/li&gt;
&lt;/ul&gt;
&lt;u&gt;Stats By Game&lt;/u&gt;&lt;br /&gt;
It helps to have some context for AI War in terms of Arcen's overall library.&amp;nbsp; We've handled each game differently, and this helps to explain why.&amp;nbsp; Unlike the sales numbers and the by-distributor numbers, these are rough approximations.&amp;nbsp; But they'll do for our purposes here:&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;AI War franchise&lt;/b&gt;: 62% of Arcen revenue historically.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;Bear in mind that it's also our longest-running thing by far, so is also a bit over-represented.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;&lt;b&gt;Tidalis&lt;/b&gt;: 6%&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;The only reason it's even this high is because of an Indie Puzzle Pack it was in on Steam, and some other promotions like that.&amp;nbsp; Without those things, the number would be closer to 3%.&lt;/li&gt;
&lt;li&gt;Tidalis has made back around 50% of the costs it took to create them.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;&lt;b&gt;Valley 1 and 2&lt;/b&gt;: 25% revenue historically.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;As of early this year -- prior to the release of our latest title Skyward Collapse -- it makes up about half of our month to month income these days.&amp;nbsp; So to some extent the low percentage has to do with these games having a shorter time on the market compared to AI War.&lt;/li&gt;
&lt;li&gt;That said, these two games have made back somewhere less than 50% of the costs that it took to create them.&amp;nbsp; They were very expensive to make.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;The reason that exact figures on the total cost to make these games aren't available is that it kind of depends on how you allocate things.&amp;nbsp; We spent a lot of our time on engine development during the creation of these two games.&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;li&gt;If you don't count the engine development work and just look at the total spent on things that only benefit those two games and those alone, then we're probably closer to 70% of breaking even.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;li&gt;&lt;b&gt;Shattered Haven&lt;/b&gt;: 1%&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;This game has only been out for a couple of months, but even so it did really disappointingly.&amp;nbsp; Worse than Tidalis, which we had thought was going to be our all-time low.&lt;/li&gt;
&lt;li&gt;This one hasn't fared well with the press, and a lot of players won't really give it a look too much.&amp;nbsp; But those who have been playing it have been reporting &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/forums/index.php/topic,12894.0.html&quot;&gt;really enjoying it&lt;/a&gt;.&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;li&gt;Feedback during our private alpha for this game was overwhelmingly positive, so we were really surprised by its reception in the wider market.&amp;nbsp; Just goes to show you never can know.&lt;/li&gt;
&lt;li&gt;If you are generous and ignore most of my efforts in 2008 to make the bulk of this game, then we're maybe around 35% of the way to breaking even on this title.&amp;nbsp; Urgh.&amp;nbsp; If you include almost a full year of labor way back then, the percentage drops depressingly low.&amp;nbsp; So let's not do that, and just consider that hobby time on my part. ;)&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;&lt;b&gt;Skyward Collapse&lt;/b&gt;: 6%&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;This game has been out for less than a month, and it's already 6% of our total historical revenue.&amp;nbsp; That's... uh, really good.&amp;nbsp; It broke even within 3 days of being out, making it actually our first title since AI War to ever break even.&lt;/li&gt;
&lt;li&gt;This title has had our second-best launch ever in terms of revenue, behind Valley 1 but ahead of AI War.&amp;nbsp; In terms of units, it's our best launch ever by a long shot (this game is a third the price of Valley 1).&lt;/li&gt;
&lt;li&gt;My best projections for the moment are that Skyward Collapse will make up around 33-50% of our monthly income for the foreseeable future, while the Valley and AI War franchises divide up the remaining percentage about evenly.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;Note that this doesn't indicate that revenues from Valley or AI War are dropping; they are actually holding roughly steady, with perhaps a bit of a rise for AI War.&amp;nbsp; It's mainly that Skyward is a large new revenue source alongside them.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/index.php/skyward-features&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://www.arcengames.com/w/images/stories/skyward_capsule_lg.png&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;h4&gt;
&lt;b&gt;Releases, Updates, and Major Events Timeline&lt;/b&gt;&lt;/h4&gt;
Okay, so now we have some sales numbers year by year.&amp;nbsp; Let's put these things in further context.&amp;nbsp; The links go to the release notes on our wiki, if you are interested in those.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;2009: $118,517.39&lt;/u&gt;&lt;br /&gt;
May 14, 2009: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_1.000_Release&quot;&gt;1.000 (First Official Release)&lt;/a&gt;&lt;br /&gt;
May 23, 2009: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_1.003_Release&quot;&gt;1.003 (First Release On Impulse)&lt;/a&gt;&lt;br /&gt;
June 29, 2009: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_1.008_Release&quot;&gt;1.008 (First Release On GamersGate)&lt;/a&gt;&lt;br /&gt;
October 20, 2009: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_2.000_Release&quot;&gt;2.000 (First Release On Steam and Direct2Drive)&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Prior to the game releasing on Impulse, we had literally zero sales.&amp;nbsp; Ouch.&amp;nbsp; Once the game game out on Impulse, then we started doing really well.&amp;nbsp; During some mild discount promotions we were able to repeatedly get up into their top 5 best selling titles, and we made a surprising amount of money with them.&lt;br /&gt;
&lt;br /&gt;
Enough, between them and GamersGate, to fund the art revamp and other improvements that went into the 2.0 version that was the first one that went on Steam.&lt;br /&gt;
&lt;br /&gt;
We had a curious amount of good luck with Impulse in particular, because their audience at the time was so space-game focused (what with Stardock's games at the time: Sins of a Solar Empire, etc).&amp;nbsp; On Direct2Drive, by contrast, we had really wretched sales by their and our standards.&amp;nbsp; Other indie games were doing far better, but for whatever reason our game just didn't connect with their audience at all.&lt;br /&gt;
&lt;br /&gt;
That's been something that has actually been a theme with most distributors, actually.&amp;nbsp; Aside from Steam, Impulse, and GamersGate, AI War has done &lt;i&gt;very &lt;/i&gt;poorly with other distributors.&amp;nbsp; I guess it really has a lot to do with the audience in question and what they are interested in.&lt;br /&gt;
&lt;br /&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/images/stories/tzrheader.jpg&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://www.arcengames.com/w/images/stories/tzrheader.jpg&quot;/&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;2010: $274,360.51&lt;/u&gt;&lt;br /&gt;
&lt;br /&gt;
January 12, 2010: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_3.000_Release&quot;&gt;3.000 (First Official Release Of The Zenith Remnant)&lt;/a&gt;&lt;br /&gt;
September 14, 2010: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://christophermpark.blogspot.com/2010/09/love-ai-war-andor-tidalis-we-could.html&quot;&gt;I freak out over flatlining sales.&lt;/a&gt;&lt;br /&gt;
September 14, 2010: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://christophermpark.blogspot.com/2010/09/wow-lot-of-people-love-ai-war-andor.html&quot;&gt;I respond to the huge outpouring of support.&lt;/a&gt;&lt;br /&gt;
September 16, 2010: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://christophermpark.blogspot.com/2010/09/point-of-clarification-were-debt-free.html&quot;&gt;I clarify that we are debt-free, and what stands to be lost.&lt;/a&gt;&lt;br /&gt;
October 26, 2010: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_4.000_Release&quot;&gt;4.000 (First Official Release Of Children of Neinzul, First Unity Release)&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Q4 2010: &lt;i&gt;Waaay &lt;/i&gt;more than 50% of our income hits from October 26th onward, thus nullifying my freak-out from September (happily).&amp;nbsp; I don't have exact numbers handy, but on Steam alone it was about $146k, so that's 53% of our yearly income right there.&amp;nbsp; At that time we were still making only around 70% of our income from Steam, so I can estimate that around 69% of our yearly income came in Q4 that year.&lt;br /&gt;
&lt;br /&gt;
In other words, my freak-out was entirely justified at the time, and we did indeed have to shed staff in the middle of 2010 (only time we've had to do that).&amp;nbsp; But then we bounced back almost immediately after that.&amp;nbsp; In many ways I regretted the freak-out because it then gave us a reputation for being financially rocky and unsuccessful in general.&lt;br /&gt;
&lt;br /&gt;
But on the other hand, would our income have been so high in Q4 had I not spoken out?&amp;nbsp; We got lots of support from both players and press when our predicament came to light, and it's impossible to quantify how much that helped us actually pull out of our predicament.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/images/stories/conheader.jpg&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://www.arcengames.com/w/images/stories/conheader.jpg&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;u&gt;2011: $381,443.77&lt;/u&gt;&lt;br /&gt;
&lt;br /&gt;
January 27, 2011: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_5.000_Release&quot;&gt;5.000 (First Official Release Of Light Of The Spire)&lt;/a&gt;&lt;br /&gt;
May 25, 2011: AI War: Alien Bundle Released&lt;br /&gt;
July 05, 2011: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/forums/index.php?topic=8746.0&quot;&gt;AI War As Daily Deal In Steam Summer Sale (85% Off)&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
2011 was a bit funny, because for most of it we were not even working on AI War very heavily; we were focused on Valley 1 almost exclusively.&amp;nbsp; We did fewer updates in 2011 than in any other year, I'm pretty sure.&lt;br /&gt;
&lt;br /&gt;
However, this worked out well timing-wise because the 5.0 version was extremely good and there had been a lot of fatigue in our core playerbase from all the changes that came in quick succession around the end of 2010 as we moved into the 4.0 era and then the 5.0 era.&amp;nbsp; So having a relative respite from huge numbers of changes and additions, where players could just &lt;i&gt;play the game&lt;/i&gt;, was clearly welcome.&lt;br /&gt;
&lt;br /&gt;
The Alien Bundle's release, on the other hand, was a massive success for us with almost no effort.&amp;nbsp; It wasn't a bundle in the modern sense of bundle; it was just a &quot;gold edition&quot; sort of thing that packaged the base game plus the first three expansions all into one package for one lower price.&amp;nbsp; This sold like crazy, and was a big part of the ongoing financial success of AI War.&lt;br /&gt;
&lt;br /&gt;
The other huge thing in 2011 that made it an unusually record-breaking year was the Daily Deal slot in the Steam Summer Sale.&amp;nbsp; Holy smokes, we made around $136,000.00 in 24 hours with that.&amp;nbsp; Never before or since have we made that much in that short of a period of time.&amp;nbsp; That was averaging $94 per minute for 24 hours, which is just crazy.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/images/stories/lotsheader.jpg&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://www.arcengames.com/w/images/stories/lotsheader.jpg&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;u&gt;2012: $153,527.69&lt;/u&gt;&lt;br /&gt;
October 19th, 2012: &lt;u&gt;6.000 (First Official Release Of Ancient Shadows)&lt;/u&gt;&lt;br /&gt;
&lt;br /&gt;
This was our first new paid content for AI War in 22 months, which was crazy by our standards.&amp;nbsp; To say that our players were hungry for more would be something of an understatement.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
We'd been focusing on Valley 1 for so long that I think a number of them were wondering if we'd largely put AI War into cryo freeze.&amp;nbsp; That had never been our intent, but Valley 1 wound up requiring way more time and resources than I'd ever predicted -- that is a whole other story of mixed folly and success, really -- and we could only focus on so many things at one time.&amp;nbsp; So AI War stayed on the backburner... and stayed... and stayed...&lt;br /&gt;
&lt;br /&gt;
We had picked back up work on doing more updates in 2012 than we did in 2011, though, for sure.&amp;nbsp; So it wasn't like the game was stagnating during this period by any stretch.&amp;nbsp; It actually evolved quite a bit in terms of the polish and so forth on the core mechanics.&amp;nbsp; The 6.0 release was really quite a cumulative perfecting of everything that had come before, alongside the new expansion.&lt;br /&gt;
&lt;br /&gt;
Even so, just doing one expansion and focusing the rest of our time on free updates/polish alone did not make this a stellar year for sales.&amp;nbsp; Though I'd say the real culprit was the Q4 low sales volume in general.&amp;nbsp; The holiday season just wasn't strong for anybody, since consumer spending was down.&amp;nbsp; On average this year might actually have been north of $200k for AI War had it not been such a lousy holiday sales period.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/images/stories/ancientshadowsheader.png&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://www.arcengames.com/w/images/stories/ancientshadowsheader.png&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;u&gt;2013: $87,920.69 (as noted we've had another $30k added to that since May)&lt;/u&gt;&lt;br /&gt;
June 7th, 2013: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.vg247.com/2013/06/08/arclight-bundle-from-indie-royale-is-live/&quot;&gt;Arclight Bundle with IndieRoyale&lt;/a&gt;&lt;br /&gt;
June 17th, 2013: &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-6.000_Beta&quot;&gt;7.000 (First Official Release Of Vengeance Of The Machine)&lt;/a&gt;&lt;br /&gt;
June 17th, 2013: AI War Four Year Anniversary Edition Released&lt;br /&gt;
October 2013: AI War Expansion 6 To Be Released&lt;br /&gt;
&lt;br /&gt;
Bear in mind that none of the events above are reflected in the $87k figure, and that the $30k figure includes only the AI War portion of the Arclight Bundle and less than a day of sales of the Vengeance expansion and the new Four Year Edition.&lt;br /&gt;
&lt;br /&gt;
All in all this year we're making an effort to bring AI War back to a more middle-ground level of updates and new content.&amp;nbsp; Rather than being really paltry like in 2011, or super heavy like in 2010, we're going for somewhere in between.&amp;nbsp; So far so good, and players seem really happy, so that's great.&lt;br /&gt;
&lt;b&gt;&lt;/b&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/images/stories/vengeanceheaderbig.jpg&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://www.arcengames.com/w/images/stories/vengeanceheaderbig.jpg&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;h4&gt;
&lt;b&gt;Some Stats On Total Updates&lt;/b&gt;&lt;/h4&gt;
&lt;br /&gt;
&lt;u&gt;The Post-3.0 Through Pre-7.0 Timespan (Once The Game Reached Baseline Maturity)&lt;/u&gt;&lt;br /&gt;
Overall this period spans 3 years, from May 10th, 1010 to June 17th, 2013.&amp;nbsp; The stats for this period:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;1,134 days in the period.&lt;/li&gt;
&lt;li&gt;281 releases in the period.&lt;/li&gt;
&lt;li&gt;Thus 3.95 days on average between updates.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;For three freaking years.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;Overall 2,800 individual changes in the period.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;Thus an average of 9.96 changes per release.&lt;/li&gt;
&lt;li&gt;Thus an average of 17.65 changes per week.&lt;/li&gt;
&lt;li&gt;For three freaking years. ;)&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;u&gt;The 1.0 Through 3.0 Period (Pre-Full-Maturity)&lt;/u&gt;&lt;br /&gt;
The game was solid during its first year, and picked up &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/index.php/aiwar-press&quot;&gt;awesome reviews&lt;/a&gt; and lots of new players.&amp;nbsp; In fact, Metacritic named AI War &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.metacritic.com/feature/the-best-games-of-2009?page=2&quot;&gt;the 40th Best-Reviewed PC title of 2009&lt;/a&gt;.&amp;nbsp; A figure which includes both AAA and indie games, so that's pretty darn cool.&lt;br /&gt;
&lt;br /&gt;
All that said, it wasn't until the game reached version 3.0 -- alongside the release of the first expansion, The Zenith Remnant -- that it really reached its full potential.&amp;nbsp; And of course it kept growing from there, but 3.0 marked the turning point of where the base gameplay experience was truly what I had wanted it to be in all respects.&lt;br /&gt;
&lt;br /&gt;
Anyway, the stats:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;525 days in the period.&lt;/li&gt;
&lt;li&gt;21 major releases in the period.&lt;/li&gt;
&lt;li&gt;Thus 25 days on average between updates.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;Unfortunately, due to how we kept track of the release history back then, there were a lot of more minor updates between 2.0 and 3.060 that got lost in the shuffle.&amp;nbsp;&amp;nbsp;&lt;/li&gt;
&lt;li&gt;&amp;nbsp;On average, between 2.0 and 3.060 it was likely more along the lines of a release every 4 days.&lt;/li&gt;
&lt;li&gt;Prior to 2.0 the 25 days between releases is probably about right.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;2,148 individual changes in the period.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;Thus an average of 102.28 changes per major update.&lt;/li&gt;
&lt;li&gt;Overall you will notice that the 525 days saw 76% as many changes as the next 1134 days combined.&lt;/li&gt;
&lt;li&gt;Another way of putting this is that there were 65.7% more updates in the first 525 days than in the remainder of the life of the game (so far).&lt;/li&gt;
&lt;li&gt;Generally speaking this was indicative of the game still finding its footing during this period, and so lots more smaller changes were made as compared to fewer moderate-sized or larger changes later on.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;u&gt;Lots And Lots of Words&lt;/u&gt;&lt;br /&gt;
The release notes for our games are always really long, because a lot changes and there are a lot of things to explain and people to thank.&amp;nbsp; All in all, the AI War releases through version 7.0 are comprised of &lt;b&gt;235,188 words&lt;/b&gt;.&amp;nbsp; As a point of reference, the novel &quot;Tom Sawyer&quot; contains 70,570 words, and the Lord of the Rings Trilogy is about 473,000 words.&amp;nbsp; So... lots of words.&lt;br /&gt;
&lt;br /&gt;
Wow that was a lot.&amp;nbsp; How about a trailer to break up the wall of text? ;)&lt;br /&gt;
&lt;br /&gt;
 

&lt;br /&gt;
&lt;h4&gt;
&lt;b&gt;&lt;br /&gt;The Various Models Of Selling Games&lt;/b&gt;&lt;/h4&gt;
I said that I really believe in the model of ongoing updates that AI War has used, and that I hope other developers will also use this model.&amp;nbsp; Most developers I've seen tend to fall into one of four camps:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Release and that's it aside from (maybe) bugfixes.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;Okay, so that's most developers.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;Release, then add on paid content with no free content aside from bugfixes.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;Only a few developers do this.&amp;nbsp; Usually for the PC, and usually either RPGs or Strategy titles.&amp;nbsp; It's not a bad model, particularly since most of them include lots of modding capabilities if these are AAA games in question.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;Release, then do tons of updates for free and no paid content additions.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;This is obviously awesome for consumers, but there's a reason comparably few developers do this: the developer has to already be raking it in for this not to absolutely fall flat on its face.&amp;nbsp; So Minecraft and Terraria can afford to do this, sure, but not most other developers.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;Release free or cheap (or expensive), then augment with F2P-style purchases.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;Certainly trendy.&amp;nbsp; I'm not a fan, and I'll leave it at that.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
The model that I'm proposing are a fifth and sixth, which I don't think I've seen used aside from AI War.&amp;nbsp; Or at least that isn't publicized very well, and that not &lt;i&gt;many&lt;/i&gt; developers use:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Release at a normal price, then do copious amounts of free content updates as well as occasional paid expansions.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;This is the model AI War uses, and I think that the results above speak for themselves in terms of finances.&amp;nbsp; But more on that in a bit.&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;Release at a low price with a smaller base game, then if it's popular do lots of free content updates as well as occasional paid expansions.&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;This is the model that Skyward Collapse uses, and it's a refinement of my thinking based on the AI War model.&lt;/li&gt;
&lt;li&gt;The premise here is that this is the same as the AI War model, except that the base game is cheaper both for customers to buy and for us to make.&amp;nbsp; So it's lower risk for customers and for us, in other words.&lt;/li&gt;
&lt;li&gt;Then if the game takes off (as Skyward has), we do more free updates (benefiting even casual customers of the base game), and more paid content (thus keeping us steady while also satisfying the desires of the core playerbase for yet more and more content).&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
The benefits of the models used by AI War and Skyward Collapse are manifold.&amp;nbsp; Certainly there are financial benefits to the developer.&amp;nbsp; However, the benefits to players are also immense.&lt;br /&gt;
&lt;br /&gt;
Assuming that each paid content expansion gives players an exciting value and isn't over-expensive for the developer to produce, that's a win on all sides.&amp;nbsp; However, it also does something that you can't accomplish any other way: making huge huge huge game worlds that players can inhabit for years.&lt;br /&gt;
&lt;br /&gt;
We have players that have logged more than 600 hours in AI War, and loads and loads more who have logged 100-200 hours or even more.&amp;nbsp; There are some who still consider themselves &quot;new&quot; to AI War despite having more than 100 hours logged in the game.&amp;nbsp; That sort of longevity just isn't possible unless you are running an MMO subscription, or you happen to have an incredible outlier bestselling title like Terraria or Minecraft.&lt;br /&gt;
&lt;br /&gt;
What I believe is demonstrated by AI War is that niche products can still be treated in similar ways, and see similar growth.&amp;nbsp; AI War is a poster child for the success of serving a small niche: Strategy games themselves are a small niche in gaming.&amp;nbsp; But ultra-hardcore strategy games are a small niche even within that niche.&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/images/stories/valley2header.jpg&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;
That AI War can gross more than a million dollars (and growing) while serving that sort of niche -- and have players happy about the prices they've paid, and not grumbling about it as they do with certain $80+ titles that I can think of -- is quite something.&amp;nbsp; It shows that there is a lot more life in the &quot;small spaces&quot; that the big AAA publishers are ignoring.&amp;nbsp; And it's something that I think should be a hopeful sign to players who love various &quot;dead&quot; genres.&amp;nbsp; Most &quot;dead&quot; genres could provide this level of developer income and this level of player happiness for the right game sold the right way, I'm convinced.&lt;br /&gt;
&lt;br /&gt;
The Skyward Collapse model takes things even further.&amp;nbsp; It broke even within three days, but we're already working on the first paid expansion for it (as well as already having released tons of free content updates).&amp;nbsp; We expect to put out two expansions for Skyward this year in total.&amp;nbsp; The thing is this: it will take 5 Skyward expansions plus the base game of Skyward to equal the original cost of the base game of AI War.&amp;nbsp; That's... an astoundingly good value for customers, really.&amp;nbsp; And obviously doing great for us as a developer, as well.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/index.php/games/valley2-features&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;165&quot; src=&quot;http://www.arcengames.com/w/images/stories/valley2header.jpg&quot; width=&quot;400&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;h4&gt;
&lt;b&gt;&lt;br /&gt;The Benefits Of The AI War Model&lt;/b&gt;&lt;/h4&gt;
&lt;br /&gt;
I don't really think that the Skyward Collapse model is the end-all model.&amp;nbsp; There's a place for every model of selling games in the market.&amp;nbsp; And when it comes to games with a higher cost to initially develop, the Skyward Collapse model simply isn't feasible.&amp;nbsp; In our case, all that engine development we did during the development of all our past games made it possible to create Skyward Collapse for a much lower cost than otherwise would have been the case.&lt;br /&gt;
&lt;br /&gt;
In the cases where the development costs remain high, however, there's nothing stopping you from using the AI War model of ongoing support, and that's the coolest thing to realize here.&amp;nbsp; Lots of people talk about the &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.wired.com/wired/archive/12.10/tail.html&quot;&gt;long tail&lt;/a&gt;, but AI War isn't quite in that model if you look at it from Arcen's perspective (if you look at it from Steam's perspective, then all indie games absolutely are part of the long tail for them).&lt;br /&gt;
&lt;br /&gt;
But for Arcen, we've been able to see mostly-steady-ish income (accounting for environmental factors and other related secondary influences) from AI War for four years now.&amp;nbsp; This is not the way a sales graph for a four-year-old product is supposed to look!&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://2.bp.blogspot.com/-x7-kwzIt4Kc/UcBdktg3fsI/AAAAAAAABOA/wiuDyVD3p0s/s1600/AIWarSalesGraph.PNG&quot; style=&quot;margin-left:1em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://2.bp.blogspot.com/-x7-kwzIt4Kc/UcBdktg3fsI/AAAAAAAABOA/wiuDyVD3p0s/s1600/AIWarSalesGraph.PNG&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
The expense of creating a new expansion for an existing game is &lt;i&gt;vastly&lt;/i&gt; less than the expense of creating the base game itself.&amp;nbsp; The release of new expansions also drive further sales of the base game itself.&amp;nbsp; AI War's fourth expansion, Ancient Shadows, broke even on its creation expenses within a week when you look at increased sales of the base game plus its own direct income.&lt;br /&gt;
&lt;br /&gt;
Given that, it only makes sense to pack expansions full of so much awesomeness that they are &lt;i&gt;clearly&lt;/i&gt; an excellent deal for players.&amp;nbsp; Don't give me any of that horse armor junk!&amp;nbsp; Make the expansion so exciting on multiple levels that it is an obvious choice to buy it for the players who are into the game.&amp;nbsp; This is not only something that helps keep the existing game afloat, but it also lets you self-fund further games that your playerbase may quite enjoy as well &lt;br /&gt;
&lt;br /&gt;
And most importantly it lets you not feel the need to abandon supporting that existing game when you potentially hit it really big with a title in the future.&amp;nbsp; Regardless of if Skyward Collapse and/or other future titles come to eclipse sales of AI War, we won't stop doing new AI War content until players lose interest to the point that the release of new AI War expansions is becoming unprofitable.&lt;br /&gt;
&lt;br /&gt;
The funny thing is, I've worried about that day coming &quot;soon&quot; ever since early 2010.&amp;nbsp; I was really pleased with how AI War was selling in early 2010, but knew that couldn't last forever.&amp;nbsp; So it was time to diversify and do our second full game, Tidalis.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/index.php/tidalis-features&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;135&quot; src=&quot;http://www.arcengames.com/w/images/stories/tidalisheader2.jpg&quot; width=&quot;400&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
The only thing was, Tidalis flopped financially (as noted above).&amp;nbsp; It was a huge loss for us, even moreso at the time it released.&amp;nbsp; And around that time, sales of AI War itself seemed to be drying up, too.&amp;nbsp; Tidalis was supposed to get all our eggs out of one basket, but instead it cost us tons of money and left us in an even worse predicament than when we started.&amp;nbsp; Nevermind &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/index.php/tidalis-press&quot;&gt;the hugely positive reviews&lt;/a&gt; that Tidalis got; that didn't make a difference in the marketplace.&lt;br /&gt;
&lt;br /&gt;
So hence my panic in September of that year.&amp;nbsp; Things looked incredibly bleak.&amp;nbsp; There was no way we could have funded working on a completely new game at that point, and even if we did there was no guarantee that would do any better than Tidalis in terms of breaking even (and if you remember the Valley games and Shattered Haven, you'll see just how true that is).&lt;br /&gt;
&lt;br /&gt;
What saved this company is a renewed focus on AI War and ongoing support for it.&amp;nbsp; The huge upgrade to AI War 4.0 and moving that to the Unity 3D engine (thus adding Mac OSX support and a host of other cool things), and the two new expansions that hit around that time period, turned a bad year into an awesome one.&amp;nbsp; With more than a little help from our friends (players, press) of course.&lt;br /&gt;
&lt;br /&gt;
&lt;h4&gt;
&lt;b&gt;This Company Is Built On AI War&lt;/b&gt; &lt;/h4&gt;
&lt;br /&gt;
The AI War franchise is what funded the development of both Tidalis, Valley 1, Shattered Haven, and Skyward Collapse.&amp;nbsp; Valley 2 was funded by Valley 1.&amp;nbsp; And all of the expansions for AI War were funded from their own franchise.&lt;br /&gt;
&lt;br /&gt;
That is incredible!&amp;nbsp; AI War has not only evolved into something better and better that pleases its players directly, but it is also responsible in a fairly direct way for all the enjoyment that anyone has had from any of the other games we've made.&amp;nbsp; It's allowed us to remain publisher-free (and in business at all) despite some missteps over the years, and it's allowed us to really push the boundaries of a number of genres and do some cool and unusual things.&lt;br /&gt;
&lt;br /&gt;
And as much as I worried that AI War was going to &quot;dry up&quot; and no longer be able to support the company very well in 2010, 2011, and 2012... now I'm not so worried about that.&amp;nbsp; Mainly because all our eggs aren't in that one basket anymore (hooray for the Valley games and Skyward Collapse), but also because the AI War engine just seems to keep going and going.&amp;nbsp; It's a pretty crazy thing to see.&lt;br /&gt;
&lt;br /&gt;
What I'd like to see is other indie developers pursuing a similar approach and coming up with similarly huge game universes.&amp;nbsp; I think that big game universes are really fun, and as a player I'd love to see more of that sort of thing.&amp;nbsp; And as a developer, I think that this sort of thing is also just good business sense, when the right game comes along.&lt;br /&gt;
&lt;br /&gt;
Obviously, it takes the right game.&amp;nbsp; We're pursuing this with AI War and Skyward Collapse precisely because they had the legs to do so.&amp;nbsp; We didn't pursue this with any of our other games, because they didn't have the same legs.&amp;nbsp; With each game we had &lt;i&gt;planned&lt;/i&gt; to, but when the sales numbers didn't work out then we abandoned any plans for expansions with them.&amp;nbsp; Sometimes the base game just has to stand on its own and that's that.&amp;nbsp; With something like Shattered Haven, I'm extremely proud of it but the larger market just doesn't feel the same way.&amp;nbsp; And so that has to be that.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.arcengames.com/w/index.php/shatteredhaven-features&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;163&quot; src=&quot;http://www.arcengames.com/w/images/stories/shatteredheader.png&quot; width=&quot;400&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;h4&gt;
&lt;br /&gt;An Amusing Aside&lt;/h4&gt;
I've been doing hobbyist game development and level design since I was around nine years old.&amp;nbsp; It's just always been a thing I did, I never thought of it as a career.&amp;nbsp; I did mods and levels and such for dozens of games.&lt;br /&gt;
&lt;br /&gt;
Once I became a professional programmer, then as a hobby I programmed games.&amp;nbsp; First I worked on Mario clones that were also adventure games (none of that code was used for Valley 1, but the lessons I learned about making platformers sure were).&amp;nbsp; This was round about 2002-2003.&lt;br /&gt;
&lt;br /&gt;
Then in 2008 I started working on a game called Alden Ridge, which later got renamed to... Shattered Haven.&amp;nbsp; This was something I was really passionate about, and worked on for most of that year.&amp;nbsp; Then I kind of got stuck on one aspect of the game design, and put it aside for &quot;a little while&quot; (turns out that would be four years, in the end).&lt;br /&gt;
&lt;br /&gt;
Specifically, I put Shattered Haven aside to work on a &quot;side project&quot; called AI War.&amp;nbsp; I'd had the idea for it, and was frustrated with the sorts of co-op strategy games that were on offer in general in the market.&amp;nbsp; So I decided to make it, mainly just for myself and my dad, uncle, and my uncle's co-worker.&amp;nbsp; I &lt;i&gt;still &lt;/i&gt;didn't have any thoughts of selling it, until early in 2009.&amp;nbsp; Suddenly it kind of hit me that &quot;Oh hey, I might actually be able to sell this!&amp;nbsp; It's a cool game.&quot;&lt;br /&gt;
&lt;br /&gt;
And that's how I became an indie game developer, completely by accident.&lt;br /&gt;
&lt;h4&gt;
&lt;b&gt;&lt;br /&gt;Conclusion&lt;/b&gt;&lt;/h4&gt;
I hope that the facts and figures here are useful to other developers, and interesting to both our players and to others who follow the gaming market.&amp;nbsp; I know I always love reading meaty postmortems.&lt;br /&gt;
&lt;br /&gt;
We do things pretty unusually here at Arcen, both in terms of how we make our games and how we sell them.&amp;nbsp; We don't always get everything exactly right (who does?), but AI War has been a really big win for us and I think is worth emulating in terms of how it is sold and supported.&amp;nbsp; So I hope this is at least interesting food for thought if you're a developer (or want to be one).&lt;br /&gt;
&lt;br /&gt;
Thanks for an awesome first four years, everyone!&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size:xx-small;&quot;&gt;(...And 6,000 words later, he was done writing this huge thing.) &lt;/span&gt;&lt;img src=&quot;http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/bHgIPqS-Ar0&quot; height=&quot;1&quot; width=&quot;1&quot;/&gt;</description>
         <author>Christopher M. Park</author>
         <guid isPermaLink="false">tag:blogger.com,1999:blog-5439941893980599296.post-1569927014999405554</guid>
         <pubDate>Tue, 18 Jun 2013 13:52:00 +0000</pubDate>
         <media:thumbnail height="72" url="http://2.bp.blogspot.com/-x7-kwzIt4Kc/UcBdktg3fsI/AAAAAAAABN8/brkL7vBEWEg/s72-c/AIWarSalesGraph.PNG" width="72" xmlns:media="http://search.yahoo.com/mrss/"/>
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         <title>UFO: Enemy Unknown: Ethereals!</title>
         <link>http://www.fuyoh.net/2013/06/18/ufo-enemy-unknown-ethereals/</link>
         <description>Click for a 10-minute 720p video.</description>
         <guid isPermaLink="false">http://www.fuyoh.net/?p=4153</guid>
         <pubDate>Mon, 17 Jun 2013 22:59:46 +0000</pubDate>
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         <title>Impressions: The Last of Us</title>
         <link>http://tap-repeatedly.com/2013/06/impressions-the-last-of-us/</link>
         <description>&lt;p&gt;&lt;p style=&quot;text-align:justify;&quot;&gt;I'll always buy Naughty Dog games, they having convinced me of their undying committment to our love via the &lt;em&gt;Uncharted&lt;/em&gt; series, but I don't tend to slaver with excitement before they actually come out. Thus I wasn't suffering from the can't-waits in the days leading up the &lt;em&gt;The Last of Us,&lt;/em&gt; their fungus-fueled post-apocalyptic proxical-parent TPD (third person depressor). I just waited until Friday and bought the game. Didn't even unwrap it until the next afternoon.&lt;/p&gt;
&lt;p style=&quot;text-align:justify;&quot;&gt;You've probably seen boatloads of perfect scores from full reviews already, along with the odd 7.5 outliers that've caused such internet furor. Here's what I have to say, after several hours, several more hideous deaths, and more clicking feral mushroom-zombies than you can throw a bottle to distract.&lt;/p&gt;&lt;p&gt;The post &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://tap-repeatedly.com/2013/06/impressions-the-last-of-us/&quot;&gt;Impressions: The Last of Us&lt;/a&gt; appeared first on &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://tap-repeatedly.com&quot;&gt;Tap-Repeatedly&lt;/a&gt;.&lt;/p&gt;&lt;div&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://tap-repeatedly.com/2013/06/impressions-the-last-of-us/&quot;&gt;&lt;img width=&quot;200&quot; height=&quot;100&quot; src=&quot;http://tap-repeatedly.com/wp-content/uploads/2013/06/steerpike_impressions_LastOfUs_Header-200x100.jpg&quot; class=&quot;attachment-thumbnail wp-post-image&quot; alt=&quot;steerpike_impressions_LastOfUs_Header&quot;/&gt;&lt;/a&gt;&lt;/div&gt;</description>
         <guid isPermaLink="false">http://tap-repeatedly.com/?p=27698</guid>
         <pubDate>Mon, 17 Jun 2013 18:41:07 +0000</pubDate>
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      <item>
         <title>Wyv and Keep: The Temple of the Lost Idol Released</title>
         <link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/4oTT897po1o/wyv-and-keep-temple-of-lost-idol.html</link>
         <description>&lt;div class=&quot;separator&quot; style=&quot;clear:both;text-align:center;&quot;&gt;
&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://1.bp.blogspot.com/-pLqbNJMz8rU/Ub72lkeNQ0I/AAAAAAAAKKs/k3eTb43QUPE/s1600/WyvAndKeep.png&quot; style=&quot;margin-left:0.4em;margin-right:1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://1.bp.blogspot.com/-pLqbNJMz8rU/Ub72lkeNQ0I/AAAAAAAAKKs/k3eTb43QUPE/s1600/WyvAndKeep.png&quot;/&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;text-align:justify;&quot;&gt;
I'm pretty much aware of the fact that &lt;i&gt;Gnome's Lair&lt;/i&gt; isn't really covering many game releases these days, but a) that's something that will hopefully change (already looking into new ways of covering things) and b) I really enjoyed that &lt;b&gt;Wyv and Keep&lt;/b&gt; &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gnomeslair.com/2011/06/wyv-and-keep-preview.html&quot;&gt;preview&lt;/a&gt; of yore.&lt;/div&gt;
&lt;div style=&quot;text-align:justify;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align:justify;&quot;&gt;
In case you haven't gotten the point reader, well, &lt;b&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.jollycorpse.com/wyv-and-keep/&quot;&gt;Wyv and Keep: The Temple of the Lost Idol&lt;/a&gt;&lt;/b&gt; by the delightfully named &lt;i&gt;Jolly Corpse&lt;/i&gt; has been finally released and it's looking better than ever. You can grab the DRM-free version for your &lt;i&gt;Windows&lt;/i&gt;, &lt;i&gt;Mac &lt;/i&gt;and &lt;i&gt;Linux &lt;/i&gt;machine from the game's site with a little help from the &lt;i&gt;Humble Store&lt;/i&gt; and enjoy some of the best and most beautiful co-op puzzle platforming indie gaming has to offer.&lt;/div&gt;
&lt;div style=&quot;text-align:justify;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align:justify;&quot;&gt;
Here's the launch trailer to get you all excited:

&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;center&gt;
&lt;/center&gt; 
&lt;div style=&quot;text-align:justify;&quot;&gt;
Oh, and your creative self will be delighted to know that the game is coming with a full-blown level editor, that lets you play around with everything; even the sprites themselves.&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gnomeslair.com/2012/04/dan-marshall-of-size-five-games-gets.html&quot;&gt;Dan Marshall Interview&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gnomeslair.com/2013/03/the-strange-stylish-endlessly-running.html&quot;&gt;The Button Affair&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gnomeslair.com/2012/08/thomas-was-alone-and-new-breed-of.html&quot;&gt;Thomas Was Reviewed (when alone)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gnomeslair.com/2012/05/call-of-cthulhu-wasted-land-review.html&quot;&gt;Call of Cthulhu: The Wasted Land&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;img src=&quot;http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/4oTT897po1o&quot; height=&quot;1&quot; width=&quot;1&quot;/&gt;</description>
         <author>noreply@blogger.com (gnome)</author>
         <guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-620134830222972326</guid>
         <pubDate>Mon, 17 Jun 2013 11:58:00 +0000</pubDate>
         <media:thumbnail height="72" url="http://1.bp.blogspot.com/-pLqbNJMz8rU/Ub72lkeNQ0I/AAAAAAAAKKs/k3eTb43QUPE/s72-c/WyvAndKeep.png" width="72" xmlns:media="http://search.yahoo.com/mrss/"/>
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      <item>
         <title>Disaster: the unthinkable has happened</title>
         <link>http://www.arcadianrhythms.com/2013/06/disaster-the-unthinkable-has-happened/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=disaster-the-unthinkable-has-happened</link>
         <description>There must be someone else we can blame for this.</description>
         <guid isPermaLink="false">http://www.arcadianrhythms.com/?p=2091</guid>
         <pubDate>Mon, 17 Jun 2013 11:40:05 +0000</pubDate>
         <content:encoded><![CDATA[<p>This is another fine mess we&#8217;ve gotten ourselves into.</p><p><a rel="nofollow" target="_blank" href="http://www.arcadianrhythms.com/2013/06/disaster-the-unthinkable-has-happened/">Continue reading: Disaster: the unthinkable has happened</a></p>]]></content:encoded>
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         <title>June 16th</title>
         <link>http://www.critical-distance.com/2013/06/16/june-16th/</link>
         <description>Since Kommandantin Ligman is off attending the Enormous Explosions Expo or some such, it has again fallen to me, humble foreign correspondent, to bring you the latest in quality games writing. Hold on to your fedoras, it&amp;#8217;s This Week In Videogame Blogging. theletterethreetim.es Speaking of the Egregious Enthusiasm Expo, Jordan Mammo wrote about corporate claims &amp;#8230;&lt;br/&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.critical-distance.com/2013/06/16/june-16th/&quot;&gt;Read more &lt;span class=&quot;meta-nav&quot;&gt;&amp;#8594;&lt;/span&gt;&lt;/a&gt;</description>
         <guid isPermaLink="false">http://www.critical-distance.com/?p=3024</guid>
         <pubDate>Sun, 16 Jun 2013 23:20:05 +0000</pubDate>
         <content:encoded><![CDATA[<p>Since Kommandantin Ligman is off attending the Enormous Explosions Expo or some such, it has again fallen to me, humble <a rel="nofollow" target="_blank" href="https://twitter.com/DeadpanLunatic">foreign correspondent</a>, to bring you the latest in quality games writing. Hold on to your fedoras, it&#8217;s <strong>This Week In Videogame Blogging</strong>.</p>
<p><strong>theletterethreetim.es</strong></p>
<p>Speaking of the Egregious Enthusiasm Expo, Jordan Mammo wrote about corporate claims that new technology fosters creativity and advances storytelling, and the actual <a rel="nofollow" target="_blank" href="http://www.unwinnable.com/2013/06/14/its-a-little-bit-sad/">bland and samey games</a> offered.</p>
<blockquote><p>Even this year’s uncontested E3 winner seems a little confused. Speaking to the giddy reception his company was bathed in following its press conference, Sony’s Scott Rohde said that, “In a way it’s a little bit sad in that what we’ve been doing all along gets such a big cheer.”</p>
<p>No kidding. Rohde was referring specifically to Sony’s decision to allow people to continue trading in used games, but he might as well have been talking about next-gen systems in general. As much as some developers have stated the need for new consoles to spur innovation, E3 2013 has been all about wildly different reactions to status quo products.</p></blockquote>
<p>Meanwhile, Mitch Alexander explains why the <a rel="nofollow" target="_blank" href="http://www.cbsnews.com/8301-205_162-57588725/e3-audience-offended-by-rape-joke-at-microsoft-xbox-one-event/">rape joke</a> at Microsoft&#8217;s press conference <a rel="nofollow" target="_blank" href="http://gaygamer.net/2013/06/e3-13-but-why-was-the-e3-rape-joke-offensive/">was offensive</a>.</p>
<p>Oh, and presumably they also showed some games there, but for all I know this is pretty much <a rel="nofollow" target="_blank" href="https://www.youtube.com/watch?v=71H69yDZ6W4">what</a> <a rel="nofollow" target="_blank" href="https://www.youtube.com/watch?v=XlkZNNaYBro">happened</a>.</p>
<p><strong>storytim.es</strong></p>
<p>Continuing the disillusionment over promises of more emotigons, John Walker considered why games might just <a rel="nofollow" target="_blank" href="http://www.rockpapershotgun.com/2013/06/11/maybe-games-just-arent-for-telling-great-stories/">not be a very good medium for storytelling</a>.</p>
<p>John Walker responded to this ridiculous position and wrote in favor of the <a rel="nofollow" target="_blank" href="http://www.rockpapershotgun.com/2013/06/12/games-are-the-ideal-place-for-telling-great-stories/">narrative capacity of play</a>.</p>
<p>In other narrative news, Mike Joffe wrote about the many and potentially <a rel="nofollow" target="_blank" href="http://www.reactionzine.com/invisible-tactics/">unreliable narrators</a> of <em>Final Fantasy Tactics</em>.</p>
<p>Mark Filipowich on the stories emerging from <a rel="nofollow" target="_blank" href="http://www.popmatters.com/pm/post/172221-dice/">random mechanics</a>.</p>
<p><strong>videogam.es</strong></p>
<p><em>The Last of Us</em> came out this week (you might have heard) and Tom Bramwell wrote about it providing an experience that cannot be adequately represented in <a rel="nofollow" target="_blank" href="http://www.eurogamer.net/articles/2013-06-14-why-the-last-of-us-is-the-opposite-of-uncharted">trailers or short demos</a>.</p>
<p>Tom Bissell is quite smitten by its <a rel="nofollow" target="_blank" href="http://www.grantland.com/story/_/id/9366466/tom-bissell-naughty-dog-latest-game-last-us">commitment to storytelling</a>, while Tom Chick loathes <a rel="nofollow" target="_blank" href="http://www.quartertothree.com/fp/2013/06/12/the-last-of-us-has-real-heart-but-not-much-else/">the mechanics</a> that get in the way of said plot and Chris Suellentrop wonders if it doesn&#8217;t <a rel="nofollow" target="_blank" href="http://www.nytimes.com/2013/06/14/arts/video-games/in-the-video-game-the-last-of-us-survival-favors-the-man.html?_r=3&amp;">focus on the wrong character</a>, Joel.</p>
<p>Leaving the daily hotness again, Brendan Keogh listed his <a rel="nofollow" target="_blank" href="http://critdamage.blogspot.co.at/2013/06/notes-on-max-payne-3-or-brendan-tries.html">various thoughts</a> on <em>Max Payne 3</em>.</p>
<p><strong>dangerousdam.es</strong></p>
<p>After <em>HappyPlayTime </em>announced its plans to <a rel="nofollow" target="_blank" href="http://www.gamification.co/2013/06/07/happyplaytime-and-the-gamification-of-female-masturbation/">rebrand female masturbation</a>, Patricia Hernandez wondered about its problematic &#8216;<a rel="nofollow" target="_blank" href="http://kotaku.com/a-game-that-wants-to-teach-women-how-to-masturbate-511971045">More is better</a>&#8216; approach: &#8220;What can be seen as &#8220;normal&#8221; amounts of masturbation? As compared to men?&#8221;</p>
<p>Anna Anthropy also had something to say about its <a rel="nofollow" target="_blank" href="http://www.auntiepixelante.com/?p=2066">notions of sex positivity</a>, and the cissexism of equating women with vaginas.</p>
<blockquote><p>look through the infographics on the game’s page. look at how masturbation is being framed. “46.6% of women masturbate less than once a month every year. gals, you can do better!” the way to overcome shame is definitely not to shame women for what they don’t do with their bodies. there’s this unfortunate idea of “sex positivity” i encounter all the time that essentially just shames people for not having enough sex and pressures them into doing it more. making masturbation into a universal competition is going to achieve only that: people are going to get pressured into using their bodies in the ways that are arbitrarily defined as normative.</p></blockquote>
<p>Apps, you can do better.</p>
<p><strong>Assorted Other Things</strong></p>
<p>Rob Rath has some suggestions for how to do a better job of <a rel="nofollow" target="_blank" href="http://www.escapistmagazine.com/articles/view/columns/criticalintel/10374-Better-Representing-Muslims-A-Few-Ideas">representing muslims</a>.</p>
<p>Denis Farr on <a rel="nofollow" target="_blank" href="http://www.reactionzine.com/sleeping-my-way-to-the-high-score/">queer culture and videogames</a>, specifically <em>Mass Effect.</em></p>
<p>Jordan Young examining the <a rel="nofollow" target="_blank" href="http://www.unwinnable.com/2013/06/11/the-legend-of-religion-in-skyward-sword/">role of religion</a> in <em>Skyward Sword.</em></p>
<p>Dale Dobson on <a rel="nofollow" target="_blank" href="http://www.gamasutra.com/view/feature/193943/what_lies_beyond_doorways_in_.php?page=1">videogame doors</a>.</p>
<p>Nina Kiel <a rel="nofollow" target="_blank" href="http://superlevel.de/spielkram/e3-2013-babes-und-die-spielepresse-eine-momentaufnahm/">shaming</a> German games sites with E3 booth babe galleries.</p>
<p>Stephan Günther discovered <a rel="nofollow" target="_blank" href="http://superlevel.de/spiele/a-dark-room/">the perfect game</a> for anybody suffering from <em>Candy Box </em>withdrawal.</p>
<p><strong>Write Us Many Emails Please</strong></p>
<p>That&#8217;s it for this week! If you have suggestions for next week and want to rub delicious articles in our faces, you can either hit us up on <a rel="nofollow" target="_blank" href="https://twitter.com/critdistance">Twitter</a> or use the <a rel="nofollow" target="_blank" href="http://www.critical-distance.com/how-to-contribute/">email submission form</a>. Make sure to check out the current <strong>Blogs of the Round Table </strong>prompt <a rel="nofollow" target="_blank" href="http://www.critical-distance.com/2013/05/12/may-2013-one-with-nature/">over yonde</a>r, and stay frosty.</p>
<p>We out.</p>
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         <category>This Week in Videogame Blogging:</category>
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         <title>Amiga Magazines Free (Plus Shipping…) for the Asking</title>
         <link>http://www.filfre.net/2013/06/amiga-magazines-free-plus-shipping-for-the-asking/</link>
         <description>Just before we left the U.S. for Denmark almost four years ago, I bought a cache of old Amiga magazines on eBay to help with the book I was planning to write there. By the time we moved to Norway almost two years ago, the book was finished, and so I deposited the magazines at [...]</description>
         <guid isPermaLink="false">http://www.filfre.net/?p=973</guid>
         <pubDate>Sun, 16 Jun 2013 08:57:25 +0000</pubDate>
         <content:encoded><![CDATA[<p>Just before we left the U.S. for Denmark almost four years ago, I bought a cache of old Amiga magazines on eBay to help with <a rel="nofollow" target="_blank" href="http://amiga.filfre.net">the book</a> I was planning to write there. By the time we moved to Norway almost two years ago, the book was finished, and so I deposited the magazines at my in-laws&#8217; house near Flensburg, Germany. (There are a lot of different countries in my life these days.) Now said in-laws are hoping to move soon, so I need to do something with them. I just don&#8217;t have the space to keep them, especially as we&#8217;re likely to be moving yet again quite soon. Nor do I need them anymore in hard-copy form, because they&#8217;re all now archived on my computer. So, I&#8217;m wondering if anyone wants them.</p>
<p>What they are, specifically, is almost every issue of <em>AmigaWorld</em> and <em>Amazing Computing</em> from the first issue until just shortly after Commodore&#8217;s 1994 bankruptcy, in (relatively) gently used condition. I say &#8220;almost every&#8221; for the sake of caution, as there may be just one or two issues of either or both magazines missing, but no more than that. There&#8217;s also some sales catalogs, a few issues of an early desktop-video magazine, and some other loose bits.</p>
<p>So, I&#8217;m willing to give the whole collection to anyone who can arrange for their transportation. That, alas, could be the sticking point. They fill at least eight or ten boxes (maybe more), and they aren&#8217;t light. Shipping would likely be expensive within Europe, very expensive internationally. The ideal scenario would be someone willing to pick them up in Flensburg. I&#8217;ll be there this Friday and Saturday only, but I could arrange for one of my in-laws to be there most days in the near future.</p>
<p>If you want them, send me an email using the link at the right and tell me how you propose to get them. Should there be a rush I&#8217;ll decide based on some combination of first come first serve and practicality. And if you know anyone else who might be interested, please tell them about it. If I can&#8217;t find them a home I&#8217;ll probably have to take the magazines to the recycler, much as that would pain me. Hundreds of magazines just aren&#8217;t compatible with the Traveling Scandinavian Roadshow that is our lives at the moment.</p>
<p>More proper Digital Antiquaria for ya soon&#8230;</p>
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         <title>The Swapper Sort of Postmortem &amp; Game Key Give Away!</title>
         <link>http://tom-jubert.blogspot.com/2013/06/the-swapper-sort-of-postmortem-game-key.html</link>
         <description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align:left;&quot;&gt;PHEW.&lt;br /&gt;&lt;br /&gt;That's what I felt when the &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.destructoid.com/review-the-swapper-254540.phtml&quot;&gt;first review&lt;/a&gt; came in. Admittedly we'd had some indication from the press that The Swapper's reception would be warm, but I don't believe anything until it's in front of me, hence the non-committal tone of the&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://tom-jubert.blogspot.co.uk/2013/05/the-swapper-releases-next-week.html&quot;&gt; pre-release post&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;As it turns out, things &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.metacritic.com/game/pc/the-swapper&quot;&gt;went well&lt;/a&gt;. In fact, I think we've all been blown away by the game's reception, and by the fact that everyone is now &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://indie-fund.com/2013/06/the-swapper-recoups-in-less-than-two-days/&quot;&gt;paying their bills&lt;/a&gt;. Certainly I have never read kinder words about my work, and I'm thrilled that it's on a game I was so heavily involved with, and which reflects my particular philosophical passions so well.&lt;br /&gt;&lt;br /&gt;So I was going to write this piece as a sort of round-up of some of the criticisms made in reviews, and look for where we went wrong. I'm certain there are places that we went wrong, but it seems the reviews are not going to tell us where. Instead I'll just delay it by telling you about some of the nice post-release stuff we've got going on.&lt;br /&gt;&lt;br /&gt;First off, the &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://steamcommunity.com/app/231160/discussions/&quot;&gt;Steam forums&lt;/a&gt; have developed into an active little community:&lt;br /&gt;&lt;ul style=&quot;text-align:left;&quot;&gt;&lt;li&gt;Fans are racing our level designer, Otto, for speedrun times. Otto currently has it with 29m24s, and if you've played the game you should &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.youtube.com/watch?feature=player_embedded&amp;amp;v=y9hjX6tY7OA&quot;&gt;check out his vid&lt;/a&gt; for sheer elegance, and to wonder how even the guy who built these levels can keep track of who he is&amp;nbsp;when he's hurtling through the game at this sort of pace.&lt;/li&gt;&lt;li&gt;People are discussing the story &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://steamcommunity.com/app/231160/discussions/0/846954921908229625/&quot;&gt;at great length&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;I have deviously persauded people to &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://steamcommunity.com/app/231160/discussions/0/846954921876003523/&quot;&gt;read more about philosophy of mind&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;And, okay, there's also a &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://steamcommunity.com/app/231160/discussions/0/846954921968530616/&quot;&gt;four page contingent&lt;/a&gt; of people with Intel HD graphics waiting for a fix. It's coming, but until then be warned: this game probably doesn't work with Intel HD graphics.&lt;/li&gt;&lt;/ul&gt;&lt;div&gt;Second off, I have two Steam codes for The Swapper to give away. Would you like one? If so, write your most convincing three word argument for the existence of god in the comments and check back in about 5 days. The two I like the most will earn themselves a Swapper key!&lt;br /&gt;&lt;br /&gt;Finally, expect a fuller analysis of what we did in the game, why, and how we could have done it better at some point soon.&lt;/div&gt;&lt;/div&gt;</description>
         <author>noreply@blogger.com (TJ)</author>
         <guid isPermaLink="false">tag:blogger.com,1999:blog-5979339353366878191.post-831355322356026476</guid>
         <pubDate>Sat, 15 Jun 2013 11:55:00 +0000</pubDate>
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         <title>The real reason Microsoft screwed up its used games strategy so badly</title>
         <link>http://feedproxy.google.com/~r/GamesBrief/~3/uACjVABgj_E/</link>
         <description>&lt;p&gt;Microsoft has &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.eurogamer.net/articles/2013-06-11-sony-playstation-4-will-not-restrict-used-games-or-force-you-to-connect-your-console-online&quot;&gt;messed up its DRM strategy&lt;/a&gt;. It did so because it thought that &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesbrief.com/2013/06/what-makes-a-platform-games-or-users-console-makers-place-their-bets/&quot;&gt;getting big publishers on board&lt;/a&gt; was more important than impressing customers, and it was prepared to bet that high-quality content would drive purchases, rather than relying on a large user base to attract content makers to its platform. Over &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.gamesindustry.biz/articles/2013-06-14-the-xbox-one-question-why-did-microsoft-do-it&quot;&gt;on GI.biz&lt;/a&gt;, Rob Fahey has argued that Microsoft has a blind spot too: because users have “technically” not been allowed to trade games for years, according to the EULA, no-one will mind if we *practically* stop them from doing it. Well, I guess they know better now.&lt;/p&gt;
&lt;p&gt;I prefer a conspiracy theory. That Microsoft and Sony hatched a scheme to enforce DRM on both consoles. I doubt it happened (it’s probably illegal). But here is how I like to imagine it went down.&lt;/p&gt;
&lt;p&gt;Kaz Hirai and Steve Ballmer sit in a room. Dark. Smoky. The men look each other in the eye. &amp;#8220;It&amp;#8217;s agreed. We&amp;#8217;ll kill pre-owned. Both platforms. DRM to the max,&amp;#8221; grates Ballmer.&lt;br /&gt;
Hirai reaches for his glass. He swirls the liquid. Savours the peaty aroma of an Islay malt. Crosses his fingers. Takes a sip.&lt;br /&gt;
&amp;#8220;Yes,&amp;#8221; he says.&lt;/p&gt;
&lt;p&gt;In the Sony boardroom, Andrew House confronts Hirai. &amp;#8220;I can&amp;#8217;t believe you&amp;#8217;re letting Microsoft get a march on us. You&amp;#8217;re *letting* them have their press conference first. We should be first. We need to get our message out to consumers.&amp;#8221;&lt;br /&gt;
Hirai reaches for his cup. He feels the warmth of the sake against his fingers. Takes a sip.&lt;br /&gt;
&amp;#8220;Wait,&amp;#8221; he says.&lt;/p&gt;
&lt;p&gt;Hirai sits in a hotel room in Los Angeles. On a 50&amp;#8243; screen, he watches Don Mattrick on stage, presenting the restrictions for Xbox One. He reaches for a pot of tea. He pours the aromatic water into a china cup. Takes a sip.&lt;br /&gt;
&amp;#8220;Gotcha,&amp;#8221; he says.&lt;br /&gt;
[ALLEGEDLY]&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;div class=&quot;aligncenter&quot;&gt;&lt;img alt=&quot;File:New XBox 360 and XBox One. (9021844483) crop2.jpg&quot; src=&quot;http://upload.wikimedia.org/wikipedia/commons/thumb/f/f7/New_XBox_360_and_XBox_One._%289021844483%29_crop2.jpg/800px-New_XBox_360_and_XBox_One._%289021844483%29_crop2.jpg&quot; width=&quot;800&quot; height=&quot;472&quot;/&gt;&lt;/div&gt;
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         <author>Nicholas Lovell</author>
         <guid isPermaLink="false">http://www.gamesbrief.com/?p=10177</guid>
         <pubDate>Fri, 14 Jun 2013 14:05:00 +0000</pubDate>
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