My posting continues to move at a glacial pace. For a while, there was nothing new to say. Then, all of sudden, the world exploded with new ideas and I had no time to write. I attribute the plethora of new ideas - things other than marketing gaffes, publishers' hosing of developers, the need for independent finance and the folks who are saying they have it or xBox becoming cable - as a reflection of increased sensitivity attributable to too much travel and too little sleep. But bubbles are growing, companies are reacting, and CEOs seem to be turning into either Chicken Little or ostriches with heads in the sand. Some of the new stuff floating around in my head is: - The abandonment of seasoned game designers in favor of metric driven design - catering to metrics let you keep more players, but are those players worth keeping? - The complete lack of game sales data for XBL and PSN - Do the platforms really think they are helping us by cloaking sales in a shroud of mystery? - Th
Every time I told people in suits and ties - or my parents - I was in the game business, they started to talk about kids. They viewed our business as the toy business. Games are for children. This was when I pulled out my silver bullet. I had The ESA's (then IDSA) latest report showing the average age of gamers. I started when it was 27. The "average age" went up a year each year, but was still a neat statistic when I could say 30 or 31. Whether it was directed at a school parent or an audience at a conference, It inevitably led to a dropped jaw and a "wow, I didn't know that." The industry instantly became relevant to their business. I haven't really paid much attention to this number because my proselytizing for the business was taken over by outlets like the Wall Street Journal, Newsweek and USA Today, which all have a larger reach than this blog or my speaking engagements. But this past week I saw some slides for an ESA speech indicatin
Every once in a while you come across an act of Hypocrisy so egregious, you have to laugh. I read an article on game politics about a mutual fund called The Timothy Plan , which call itself a family of mutual funds offering individuals a biblical choice when it comes to investing. If you are concerned with the moral issues (abortion, pörnography, anti-family entertainment, non-married lifestyles, alcohol, tobacco and gambling) that are destroying children and families you have come to the right place. The Timothy Plan® avoids investing in companies that are involved in practices contrary to Judeo-Christian principles. Our goal is to recapture traditional American values. We are America's first pro-life, pro-family, biblically-based mutual fund group. . The fund issued a press release indicating it would not invest Take Two Interactive because "it is releasing another video game that contains extreme sexual and violent content." Curiously, the release did not mention t
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