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...
Writing this blog makes me a nicer person in business meetings. It is cathartic. Before the blog, something like Mitch Davis' interview with Gamedaily would set me off and dominate the first 10 minutes of the next meeting I had. Now, I can write it, get it out, and move on. Thank you dear reader for your help and indulgence. It also explains why the post is a bit on the snarky side. The whole thing could be avoided if Mr. Davis, the CEO of the company, took responsibility for the company's actions rather than shirking responsibility and holding tight to plans the market has already rejected. I want Brash to work. We should all want Brash to work. With coverage in the New York Times and Wall Street Journal, everyone who would ever think about putting significant amounts of money into the game business saw their story. Never has a company name been so appropriate as theirs in describing their securing of capital and approach to the game business. If Brash make it, we ...
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...
Comments
Intrigued to find out how they handle the combat and overall challenge design. Everything else they mentioned sounds very promising however.