Rumor: Sony Creating a “Multichannel TV Service”

Rivals to traditional cable have been sprouting up left and right over the last few years, with services like Netflix, Hulu, HBOGo and more convincing consumers to throw out their cable box and stream content from the ‘net. And if a new report from Variety is any indication, Sony is working on its own “multichannel TV service to rival cable.”

Variety terms Sony’s endeavor an MSO – or Multiple System Operator — and states that the company is seeking licensing for various channels and “that [the service] could roll out in the U.S. later this year.”

“Few specifics are known about the proposed service,” Variety admits, “but it would be a package of linear channels akin to what pay-TV distributors traditionally provide, only delivered via broadband connection. In contrast to the cable operators who are bound by a geographic footprint, a virtual MSO can conceivably offer TV service to any subscriber nationwide.”

Variety notes that “content and infrastructure” necessary for such an endeavor could cost Sony billions, money it doesn’t necessarily have at the ready considering its well-known (but improving) financial troubles. Then again, Sony has made investments even as the company was hemorrhaging money and laying off thousands of its employees, proven by its $380 million acquisition of cloud gaming firm Gaikai.

Interestingly, Variety reports that “it’s unclear whether Sony would have to create additional hardware to activate a multichannel service… or whether a deployment would even be restricted to Sony products.” However, should this rumor prove true, it’s safe to assume that, like Gaikai, Sony’s MSO is likely to be functional on Sony’s upcoming (but yet unannounced) new PlayStation console.

Though Variety got Sony’s standard “we don’t comment on rumors and speculation” line when they inquired for comment, we’ve reached out to Sony as well for clarification.

 
[Via IGN]

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Capcom Europe COO steps down

David Reeves will return to being a consultant

David Reeves
Capcom Europe chief operating officer David Reeves has decided to retire from his current position, according to a report by MCV. Reeves will become a consultant and advisor for the company, a role he held prior to becoming COO.

“Over the past three years I have been very fortunate to be able to manage Capcom at an operational level in Europe but I want now to take up several new global consulting opportunities in non-competing industries, which, when combined with my existing and extensive charity commitments, means I cannot commit full time to my existing role at Capcom Europe,” Reeves said.

“I have therefore chosen to relinquish the day to day management at CEE from the end of January 2013 and revert back to a consulting and advisory role for the company.”

“We were very fortunate to have David for three years in the COO role in Europe. His experience has brought CEE both expansion in the PAL Regions and stability within the European entity,” said Capcom Europe senior director of Public Relations Ben Le Rougetel.

“David will continue as a consultant with us and we are in the latter stages of formulating a reorganization in Europe and will be making an official announcement later in January 2013 when everything has been finalized.”

Before his time at Capcom Europe, Reeves was the chief executive officer at Sony Computer Entertainment Europe for a 14 year term.

[Via GamesIndustry]

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Working With Borrowed Brands

Intellectual property is the lifeblood of the gaming industry. Brands are harder to kill than a horde of zombies, able to cross formats and borders in a single bound, more powerful than a pedigreed developer.
Hunger Games

You don’t have to look very hard for evidence, but a glance at the best-selling software charts will suffice. In the first 11 months of 2012, only a handful of games not based on a pre-existing brand found their way into the industry-tracking NPD Group’s monthly top 10 charts: Kingdoms of Amalur: Reckoning, Dragon’s Dogma, Sleeping Dogs, and Dishonored. None finished higher than fourth place, and none managed a repeat showing on the list. So out of 110 possible slots at the top of the charts, games not relying on an existing brand to sell them took up just four.

One of those four, Dragon’s Dogma, already has a sequel on the way. It will join Monster Hunter, Street Fighter, Mega Man, Resident Evil, and more in the publisher’s well-known and oft-refreshed stable of lucrative brands. Capcom Head of Consumer Games Business Katsuhiko Ichii underscored just how precious the publisher considers its franchises, telling GamesIndustry International, “As content creators, Capcom’s brands are the foundation of our company and our most valuable asset.”

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Capcom has built numerous brands, but still regularly works with other companies’ properties.

Despite that, Capcom – and many other brand-holders – must entrust those most valuable assets to people outside the company on an almost routine basis. For example, Capcom has been working with independent studios on new installments in its franchises for years. In April, the publisher released Resident Evil: Operation Raccoon City, developed by Vancouver-based Slant Six Games. January will see the launch of DMC, a Devil May Cry revamp developed by Cambridge, UK, studio Ninja Theory. And sometime later in 2013, Lost Planet 3 will be finished courtesy of Los Angeles-area studio Spark Unlimited.

At the same time, Capcom has found itself on the other end of similar deals, working with other companies’ brands to make games based on their characters. Street Fighter x Tekken, Ultimate Marvel vs. Capcom 3, and the free-to-play mobile hit Smurf’s Village, to name a few. As a result, it clearly understands the dynamic between the brand-holders and content creators, sometimes playing the former role, and other times the latter.

Sometimes a company even manages to be on both sides at once. Take Lionsgate, for instance. The entertainment powerhouse produced one of 2012’s biggest box office hits, The Hunger Games, which brought in nearly $700 million worldwide. But since the film was based on a wildly popular series of books, it had to create the movie with the cooperation and approval of the brand holder, author Suzanne Collins. At the same time, Lionsgate was contracting external parties to create tie-ins for the film, dealing with many of the same concerns a brand holder would. (After all, Lionsgate is expecting The Hunger Games to be a huge movie franchise for years to come, and has committed to release another Hunger Games film each November through 2015.) To create games that would bolster the brand instead of dilute it, Lionsgate tapped Funtactix to make The Hunger Games Adventures for Facebook, and enlisted Canabalt developer Adam Saltsman to make an iOS tie-in, Girl on Fire.

“Restrictions are often a blessing in disguise when it comes to thinking creatively.”

Lionsgate’s David Hayes

Lionsgate Vice President of Digital Marketing David Hayes was in the position of trying to support the developers to create something great while ensuring that Collins’ work was properly respected in the adaptation, and he found that what was right for the game wasn’t always right for the brand, and vice versa.

“There’s always a bit of massaging to do between the best gameplay and the best brand fit,” Hayes explained. “For that reason, over time we’ve developed a strict set of ‘Dos and Don’ts’ for The Hunger Games that has proven helpful. But at the end of the day, restrictions are often a blessing in disguise when it comes to thinking creatively. Some of our best work comes from ‘putting a box around it’ and finding ways to twist a great idea into an even better execution that supports brand guidelines.”

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Even The Hunger Games’ iOS game Girl on Fire had to remain true to the brand’s key themes.

Saltsman attested to that fact, recalling an early version of Girl on Fire’s climactic boss battle that didn’t sit well with the Collins camp. Originally, the iOS game concluded with a straight forward fight in which the player shot the boss with a bow and arrow numerous times, but it was determined the slugfest approach would be out of character for protagonist Katniss Everdeen. The restriction forced Saltsman to creatively reconsider the problem, and he wound up flipping the fight around to be more about dodging than shooting, something which played into the core theme of the game anyway.

“That just felt way better,” Saltsman said. “So that was a case where our first idea was in conflict, but the solution we eventually came up with was way better than what we had in the first place.”

As the head of a company that specializes in turning feature films into Facebook games, Funtactix CEO Sam Glassenberg said his conversations with brand holders are often centered around visual style.

“You’re not going to make a Facebook game that looks identical to the movie,” Glassenberg explained. “So that’s a process. What we try to do is create a perfect mix of something that’s authentic and represents the franchise, but meets what users expect on the platform. And that can be a delicate balance, and it’s an ongoing conversation we have with creators.”

Sometimes the hardest part is simply getting that conversation started. Glassenberg said the biggest challenge of his job is getting filmmakers on board with the idea of a Facebook adaptation, saying the reason why their properties are so successful is often because they’ve been carefully protected.

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Creators don’t always envision their stories turned into Facebook games.

“With social games, you can’t deny there’s a certain stigma there,” Glassenberg said. “So if you go to a filmmaker or an author and say, ‘Do you want to make a social game,’ often their gut reaction is, ‘I don’t want the jewel in my crown, this thing I’ve spent my life creating, I don’t want it to be some silly, bobble-headed Farmville clone.”

To win such skeptics over, Glassenberg points to his team’s technology, its expertise in social gaming, and perhaps most importantly, its track record bringing big-name properties to new platforms. The Hunger Games Adventures has more than 200,000 players and is the fifth highest rated adventure title on Facebook nine months after launch. The studio also created the Mission: Impossible Facebook game, as well as the browser-based title Rango: The World.

Slant Six executive director and managing director Brian Thalken stressed the importance of winning a partner’s confidence.

“These franchises are things with real value,” Thalken explained. “And the publishers could choose anyone in the world to work on these with them. It comes down to a matter of getting to know each other, working with the producers.”

“One thing that never changes is the pride and belief that brand-holders have in their brands.”

Capcom’s Katsuhiko Ichii

When asked about Capcom’s approach to working with other people’s brands, Ichii echoed the importance of getting off to a good start.

“The way we work with partners naturally differs in each case, but one thing that never changes is the pride and belief that brand-holders have in their brands,” Ichii said. “This makes it very important to ensure that the game’s concept and design are firmly established at the earliest stages and that agreement is reached on all sides, which allows development to proceed in as stress-free a fashion as possible for all involved.”

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Resident Evil: Operation Raccoon City was a collaboration across continents.

For Operation Raccoon City, that meant a lot of back-and-forth travel between Japan and Canada, and daily video conferences with the developers and producers, building not just a game but a working relationship. A number of those discussions dealt with the 12 new characters being added to the Resident Evil canon for Operation Raccoon City. Although Slant Six was well acquainted with the franchise to begin with, Thalken said there was plenty of back and forth with the publisher’s producers to make sure everything fit within the established Resident Evil universe.

To help out the team, Capcom provided Slant Six with a “franchise bible,” a wealth of published material detailing Resident Evil minutia for anyone who comes to work on the series. While such tools can be helpful, external developers don’t always have access to them. When Slant Six worked on Sony’s SOCOM franchise, the team had to rely heavily on discussions with the series’ original producer, as Thalken said, “Most of it was in his head.”

“[Capcom] wanted us to think about what Dante and DMC would be like if it were a modern movie and what he would be like if he were created today in the Western world.”

Ninja Theory’s Dominic Matthews

While brand-holders may have a franchise bible, they can be quite receptive to the idea of shaking things up. On top of asking Slant Six to bring the survival horror series into the world of squad-based shooters with Operation Raccoon City, the publisher also requested that the studio kill off one of a key returning character. And then there’s DMC, which has drawn plenty of criticism from series fans for completely overhauling the character design of protagonist Dante, and changing the series’ previously gothic setting to the modern day.

As Ninja Theory communications manager Dominic Matthews explained, “Capcom were very clear in their determination to take Devil May Cry in a fresh direction. They wanted us to think about what Dante and DMC would be like if it were a modern movie and what he would be like if he were created today in the Western world. This decision was theirs and we were happy to work with them to find the right mix of preservation and innovation.”

Obviously, there are limits to how far afield Capcom wants the developer to go. Matthews said the team originally considered putting a bunch of difficult puzzles into the game, but dropped the idea to keep the action fast-paced.

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Ninja Theory’s take on DMC is a departure from what fans are used to.

“As long as Ninja Theory preserves the core of what makes a Devil May Cry game, we give them freedom with the rest of the project,” Ichii said. “That naturally necessitates a relationship of trust between us. Ninja Theory is bringing their own unique creativity to Devil May Cry; Capcom would never have been able to produce the kind of design sensibility that they have shown. In saying that, Capcom exchanges ideas and shares views on certain aspects as the project progresses, while respecting Ninja Theory’s own ideas.”

Whether gamers will buy the new Devil May Cry remains to be seen, but it’s clear Ninja Theory would be happy to oblige requests for another one.

“It’s been a great experience working with Capcom,” Matthews said. “There is a great mutual respect between ourselves and the teams from Capcom Japan, US, and Europe. We make a good partnership I think, one we would be happy to continue.”

As for Slant Six, the studio is open to returning to work on existing franchises if the right fit came along, but it appears to be moving into more original material. Thalken said the studio has no licensed games in the pipeline currently, although it is working with Microsoft to create a new IP for Windows 8 Mobile called Galactic Reign. It also just launched The Bowling Dead, an original title published by Activision. That’s a step closer to the developer’s own best-case scenario, which Thalken said had Slant Six turning the tables and enlisting developers to work on its own brands.

“I think that’s what every developer really wants to do, is create their own IPs, and have complete creative control over what they do.”

Slant Six’s Brian Thalken

“I think that’s what every developer really wants to do, is create their own IPs, and have complete creative control over what they do,” Thalken said. “Building up a franchise from scratch, being allowed to take creative risks, allowing their staff to generate ideas, create their own art style…”

That generalization might not apply to every developer, as it turns out. While Saltsman has made a name for himself in the world of indie developers, he wants to continue working on licensed projects every now and then, provided the brand-holder is a good fit.

“For the sake of my mental health, it’s actually really positive to spend part of the year doing mainstream stuff and part of the year doing weirder stuff,” Saltsman said. “Left to my own devices, I’m definitely more inclined to make super lonely, niche, vaguely sci-fi, action-horror-type games rather than building things that effectively communicate or engage with humanity at large.”

And to hear Glassenberg tell it, working in other people’s worlds can be every bit as satisfying as creating a new one.

“This is our secret sauce, it’s the soul of the company, our expertise,” Glassenberg said. “We take these universes that the fans are so excited about and we translate them to the medium. We bring them to Facebook and mobile and tablets. We enable you to realize the fan fantasy.”

 
[Via GamesIndustry]

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Mobile won’t kill console. F2P won’t kill full priced

There is no “perfect answer” to doing business with video games. Let’s call a halt to the pointless “zero-sum” debates that blighted 2012
Mobile Games
A day in which you learn nothing is a day wasted; by which standard, a year in which we learned nothing would be a pointless waste of time indeed. It’s worth, as 2012 draws to a close (all that’s left now is the few days of indulgence before the year, in harmony with our waistbands, croaks its last), thinking about what we’ve learned. What did 2012 teach us that we did not before? Never mind, for a moment, the money we earned or lost, the games we played or made; did we grow? Did we advance? Did we learn?

“Free to play is clearly going to be with us for the long haul; hopefully 2013 might be the year when the industry stops having ill-tempered hissy fits about this fact”

From a business standpoint, certainly, we learned a great deal. 2012 cemented the place of mobile in the gaming ecosystem, forcing all but the most ardent refuseniks (so Nintendo and… er… that’s about it) to recognise mobile as an important part of their business – and even those who were slow to react to the rise of mobile gaming seem determined not to be left behind as tablets gain steam, with 2012 having shown us pretty clearly that the iPad and its myriad imitators are on track to become the primary data device of many consumers in the coming years.

We also learned some things – although not enough, I reckon – about where price points are heading. Freed of the artificial barriers to entry which define console platforms and physical retail, the App Store and Google Play have shown us where prices for digital content will inevitably trend towards – zero. In 2012, more entertaining, successful games than ever before launched at the princely price point of absolutely nothing. Plenty of others didn’t debut at far above 99p, and several of my favourite games of the year would have given me change from a £10 note. Free to play, with all that it entails, remains in its infancy, but is clearly going to be with us for the long haul; hopefully 2013 might be the year when the industry stops having ill-tempered hissy fits about this fact, and starts engaging with making F2P work better rather than loudly and pointlessly damning or exalting it at every turn.

That, perhaps, is a reasonable lead-in to something that I don’t think we learned this year, as an industry – we didn’t learn to stop being afraid of zero-sum games that don’t really exist. Discussions about mobile gaming, even among supposed professionals and experts, often descend into abject ridiculousness due to an insistence that mobile games will come to replace all other kinds of games, or that they are doomed to be a cynical, low-quality niche – neither of which position stands up to the slightest moment of intellectual scrutiny. The same applies to the vitriolic arguments about free-to-play which have washed over and back across 2012 like a stinking, polluted tide – when one side insists that everything will eventually be F2P, and the other insists that F2P is intrinsically evil and wrong, you’re no longer dealing with professional debate, but with dumb fanaticism.

“The idea that one form of entertainment, one form of business model or even one form of distribution will emerge to Rule Them All, is simply an idiot’s fantasy”

I’m not saying, by the way, that we should all be cautious fence-sitters – there’s no virtue to sitting on the fence simply because it’s comfortable. Strong beliefs are good, but meaningless unless tempered by reason and fact. The fact is that cinema did not kill theatre, television did not kill cinema, video games have yet to viciously murder books, home recording did not kill music and video did not kill the radio star. Media and entertainment industries are ecosystems that accommodate an extraordinary range of different kinds of product and different business models – and that is not ever going to change. The idea that one form of entertainment, one form of business model or even one form of distribution will emerge to Rule Them All, is simply an idiot’s fantasy.

I say that with absolute confidence, not just because it is supported by countless years of history and the sheer wealth of culture and entertainment they have bequeathed to us, but because I recognise where the belief springs from. It’s the unique curse and blessing of the games industry that it teems with “left-brained” people – logical, analytical, mathematical, and quite different from the “right-brained” people who often dominate other creative industries. Video games were born with both feet firmly in the sphere of technology, only gradually moving to straddle the worlds of both technology and art – a marriage which is superbly creative but often fraught, as evidenced by the hissing recoil of many gamers and industry types alike when presented with the (stonkingly obvious) fact that games are an artform.

Left-brain people (yes, modern psychology dismisses this terminology, but it’s so much more polite than grouping you all as “geeks” and “arty types”, isn’t it?) love perfect answers. They like problems which have a correct solution, and see the world in those terms. In many industries, they’re perfect business leaders – there absolutely is a single most efficient way to extract oil or metal from the ground, to build an aircraft, to lay out a road or rail network. In entertainment, though, the idea of a “perfect” solution runs into a huge set of problems which utterly stump the left-brained – sentiment. Emotion. Irrationality. Sheer outright bloody-mindedness.

The fact is – nobody needs entertainment. Not really. If video games, films, books, music, plays, TV shows, paintings and sculptures all disappeared tomorrow, we’d be a much diminished species, but nobody would die. People need shelter, food, clothing, transport, protection, fuel – but entertainment is “discretionary”. It says so right there in your accounts. It’s spending at your discretion – and what that means is that it’s spending guided not by optimisation, but by sentiment.

Is free-to-play the most efficient way for money and experiences to change hands between developer and player? Is mobile or tablet gaming the most cost-effective route for consumers to engage with video games? Yeah, maybe – but what so few of us seem to really grasp is that this doesn’t actually matter. Is MP3 music the perfect balance of quality, convenience and file size? Probably – but vinyl shops thrive and specialist services offering “lossless” quality music files are on the rise. Is Kindle the best way to consume books? Yes, undoubtedly – but I don’t think of myself “consuming” books. Some books I just read; some I own; some I treasure. Sentiment; emotion; irrationality. I went to a shop and bought a leather-backed volume of a book I already own in paperback and Kindle alike. I’ll probably never read it. I love it. Am I an idiot, failing to see that this is not the optimal consumption path and bound to realise the error of my ways eventually? No, because this is my discretion; this is how I choose to enjoy and to spend on my pastime.

“We sell experiences and emotions, and people will choose to consume those in the way that makes them feel best, not the way that is most coldly, mathematically efficient”

That’s why the zero-sum game will never come to pass – not as the strident debaters of 2012 believed. A very large number of consumers will still want things like dedicated gaming hardware, expensive full-price releases and physical products, not because this makes “sense” in an economic or logical way, but because they love those things and because, beyond straightforward questions of affordability, “economic sense” isn’t a welcome guest in deliberations about your hobbies and your passions.

The industry evolves and changes – never as rapidly as it did in 2012, though 2013 will probably make our heads spin just as fast – but little is truly lost. We don’t sell petrol, or sliced bread, or concrete, or train tickets. We sell experiences and emotions, and people will choose to consume those in the way that makes them feel best, not the way that is most coldly, mathematically efficient. Nobody fears that releasing Shakespeare adaptations on DVD will shut down theatres, or that allowing buskers onto the streets will eventually lead to concert halls being demolished. It’s time that we, too, learned that the expansion of the games business leads to more opportunities and more diversity, not to an existential threat to things we love – or worse, a chance to gloat over the imagined demise of things we hate. If you’ve got one new years resolution to make for 2013, make it this one – no more zero-sum arguments. Mobile won’t kill console. F2P won’t kill full-price. Cloud won’t kill local. The forest grows ever bigger; the old tree doesn’t block the sunlight from the new trees, the new trees do not strangle the roots of the old.

On which note, I’d like to wish a very merry and enjoyable Christmas (or winter holiday of your choosing) to all of our readers – not to mention a truly prosperous and wonderful new year.

[Via GamesIndustry]

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From Playstation to Playrise

Playrise
Nick Burcombe is just one of the many console veterans who have decided to try their luck in the mobile gold rush. But what was it that made one of the creators of Wipeout, a brand so synonymous with PlayStation, set up Playrise, a company focused firmly on the mobile market? How is he coping with the change of pace, and more importantly, the change of business in 2012?

Q: There’s a lot of console history among the employees at Playrise, so why move to mobile? Just because it’s a bigger market?

Nick Burcombe: When I was at Sony we got made redundant in about 2010, and obviously there’s a lot of restructuring going on in the console business at the moment, it’s in a transitional phase. I had initially gone out and set up a different company that was just going to be a design consultancy to help other teams get their designs in shape. But at the time, when you’re not putting your own products out, it just becomes increasingly frustrating. And I thought if I can find the right people, if I can find the right environment for us to produce in I think we can do this. I think we can do this on mobile, I think we can do better than those stupid little bubble wrap aps, I think we can bring decent quality console products to mobile at a fraction of console cost. And that was really what drove the business decision.

“Mobile gaming is often done by quite inexperienced teams who can’t produce quite the right quality that I think a real modern game should be”

Q: Is that how you intend to stand out in a crowded market? Console quality on mobile?

Nick Burcombe: I think our background has always been focused on quality, obviously, right back to the Psygnosis days and Wipeout days and Formula 1. You want to put out something you’re extremely proud of, always. And I know people say you can get stuff out on mobile and fix it afterwards, and to a point that’s true, but actually that will be in response to the audience wanting more from the game, hopefully.

I think we want to hit the ground running, establish ourselves as a quality developer and show people what we can do with a compact but very efficient and very experienced team.

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Q: And how have you found the change in hardware?

Nick Burcombe: Take Table Top Racing as our launch title and as a good example of what we’re doing. For me quality is reflected in the smoothness of framerate, and I like to run at 60Hz on all my games, it’s not always possible, but if we can do it we do it. So we set that out as a goal, to run as smoothly as possible on Table Top Racing, and as we’ve chipped away at it and discovered more about the hardware, actually, the mobile devices are catching up at an incredible rate of knots.

What we’re able to produce, certainly on the retina display on the iPads now, all native resolutions, 60 frames per second, pixel shaders, lighting, it’s all in there and it all works perfectly. It’s a very, very good set of devices on iOS.

On Android there is more fragmentation, but there’s equally some very good mobile devices out there. What we’re hoping is that people will be able to see what these devices are capable of doing – they’re capable of a lot more than just the 2D games that you see a lot of. This is a full 3D, console quality title.

Q: So a lot of the games out there at the moment aren’t really doing the tech justice?

Nick Burcombe: I think it’s an undersell in many respects, especially when you see people doing things like Infinity Blade and Real Racing and some other apps like that. We’d like to be up there with those guys and we think we’re capable of producing that sort of quality.

That doesn’t mean 2D games aren’t fun, obviously Angry Birds is a great game because of the level design and the physics, it wouldn’t benefit from being 3D but again, it still has to be executed with high quality. I still think mobile gaming is often done by quite inexperienced teams who can’t produce quite the right quality that I would think a real modern game should be.

Q: Your two launch games, Table Top Racing and Baby Nom Nom, why did you decide those would be your first projects?

Nick Burcombe: As you know from Wipeout I’m a huge fan of combat racing games and I like Micro Machines and I love Mario Kart and it’s kind of just in my blood, so that’s where Table Top Racing started up from. It was actually originally put forward by Chris Maloney, my partner. It was something that we thought we could make a cracking good go at this, we could make it look fantastic and play fantastic as well, and that’s where we started with that one. And it’s a game we both want to play, we talked for days about Micro Machines and Mario Kart battles and stuff, and we thought we can bring this to mobile and make it a lot of fun.

Baby Nom Nom came from a completely different source and idea, and it’s made with a different team as well. I like physic puzzles games as well, I’m a big fan of those. The ones where you can just sit down, play a level and see if you can get your three stars and then put it down again. The people that I knew from years back, Jason Denton is the programmer on that, and he was back on Wipeout but worked for fifteen years at Bizarre Creations. He was available, and the cartoonist Mick Harrison was available and my level designer Paul Hudd was available and we just started talking about the idea. They loved the simplicity of it. They saw that this could easily be a much more mass market, casual sort of audience rather than the sort of gamer’s game that Table Top Racing was.

And so we went off and made sure we had two strands of the business working on two different types of products.

“The single biggest challenge we’ve realised since jumping from console into mobile, is how completely differently the audience behaves”

Q: Diversifying seems smart, one thing about the mobile audience is that it feels very different from the console audience?

Nick Burcombe: As a marketplace it’s incredibly wide. When we were back at Sony you could pretty much identify exactly who you were selling to, but things are on mobile are easily cross-genre, we’ve found hardcore gamers that love Baby Nom Nom, we’ve found casual gamers that love Table Top Racing. When we’ve put it in front of people they’ve just enjoyed it, so that’s the main thing, making games that are fun.

And the fact that they will appeal to different audiences and probably you need different strategies to launch them and to reach the right people is just the way the market is.

Q: People have said in the past that’s the hardest part of the mobile market, getting your game discovered. Is that daunting or is that your PR manager’s job?

Nick Burcombe: I believe, particularly for Table Top Racing, there’s plenty of gamers out there like me with iPhones and iPads that are not mutually exclusively just console gamers, they’re gamers.

Baby Nom Nom is a different sort of challenge again, which is why I think some of the strategies employed by mobile in cross promotion and finding other ways of reaching a wider audience, certainly the free-to-play market, is the right way to go. There’s lots of casual gamers who won’t even jump a 69p barrier to get in there.

The single biggest challenge we’ve realised since jumping from console into mobile is how completely differently the audience behaves. There’s no point in spending money on press adverts, there’s no point in spending money on TV adverts or anything like that, I’ve not seen those. A lot of it is to do with the viral nature of the internet and word of mouth and engaging with users directly. It’s a very difficult challenge and I’m sure people from the console business, same as us, have found it to be the biggest challenge in mobile without a doubt. Making the game is only half of it, getting people to discover it is the other half.

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Q: With all that in mind how do you go about choosing a business model or a price?

Nick Burcombe: Even in the time that we’ve been in mobile the business models are evolving and changing and transforming. It seems almost on a bimonthly basis. Anything could work. There’s lots of people we’ve talked to, lots that we’ve learned from other companies and we’ve talked to lots of publishers and they’re telling us lots of different stories. But it seems in the mobile space, obviously free-to-play is where you can get a lot of download numbers but then you’ve got to be serious about how you monetise them.

Certainly with something like Table Top Racing I believe that the quality is high enough that we can charge a premium for it. It won’t be an expensive game, it’s less than a pint of beer, but it’s a lot of content and a lot of quality for that sort of money. And I think people who are gamers will appreciate that and realise that it’s very good value for money.

The nice thing is the business models are very flexible, it’s not like the retail space with fixed distribution costs and all the other stuff that goes with it where you can’t really change from that £45 launch title for a triple-A game. There’s lots of flexibility in it and there’s lots of other ways of monetising. Video adverts are playing very well at the moment, there’s so many different schemes out there, the real problem is choosing the right one for your product and get’s you to the widest audience. It’s still a challenge and it’s something that we address every day.

Everyone that we talk to will tells us that their strategy is the right strategy and the right approacn. But one of the other things we’ve tried to do as well is engage with strong developers and find out their experiences. We talked with Hutch and we talked with Natural Motion, we’ve talked with a number of people. And they’ve all come from different angles. It is daunting and there’s a lot to choose from but actually you have to stick to what you believe your product is worth and find the right way to reach the audience.

Q: The Walking Dead and Infinity Blade seem to have proved their is a hunger for high quality, premium games on mobile.

Nick Burcombe: Absolutely. I think when people see high quality they recognise the work that has gone into it. I’m not saying it’s going to sell mega loads, you can’t tell that, you have to go where the market goes. But I still think there’s a gaming audience out there that will really appreciate what Table Top Racing is, and for that kind of money it’s incredible.

“Indies are doing the most creative work in the business right now”

Q: Playrise is based in the north west. That seems to be a very vibrant place for the UK industry at the moment.

Nick Burcombe: There’s a lot going on here. There’s an independent group called NWIndies which is just a collection of all the independent developers – talking and sharing stories and stuff. The amount of potential that there is is just absolutely incredible.

The amount of people, that’s all the developers that have recently been made redundant from the (Sony’s) Liverpool studio when they closed that. And then prior to that a couple of years back when we were made redundant as well.

The console business is really taking a pounding right now, and EA’s own numbers show it in decline. Mobile is significant growth, and I think bringing those skills and that discipline and those quality standards we expect from console games over to mobile is the right way to go. I would hope that would help to settle the business model as well, as to what premium product actually means and what it’s worth.

Q: There does seem to be a lot of console developers, even in the US, moving over to mobile…

Nick Burcombe: It’s very exciting, and you also get creative freedom back. The problem with console at the moment is that the risks of failing with a new IP are absolutely devastating. I remember with my early days at Psygnosis it was much more entrepreneurial, let’s take a risk, let’s make this, let’s make that because we want to make it. That’s back again, and it’s back again in force with indies. Indies are doing the most creative work in the business right now I’d say.

[Big companies] have become so risk averse that innovation is sacrificed in some respects. That’s not to say there isn’t original product on console, there are some great games out there. But where is the next generation coming from? Where’s it going to lead us? I think it’s happening in the mobile space at the moment. If you look at what’s on the horizon for the next set of hardware for mobile, you’re looking at Xbox 360 levels of performance anyway. That’s really exciting. I hope it doesn’t just bump up the cost, I hope people keep to the innovation and the lateral thinking and some of the more outlandish ideas, and some of the great core games.

[Via GamesIndustry]

 

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Rubin: THQ sale “a new start for our company”

THQ’s president Jason Rubin remains optimistic about the bankruptcy and subsequent sale to Clearlake Captial, calling it “a new start for our company.”
Jason Rubin
Clearlake confirmed last night it would acquire the business and the majority of its assets – IP, code, studios and contracts – for $60 million.

“The most important thing to understand is that Chapter 11 does not mean the end of the THQ story or the end of the titles you love,” Rubin wrote in a blog post to fans. “Quite the opposite is true, actually.”

He compared the company to US companies that have been through the Chapter 11 bankruptcy process and come out the other side – Macy’s, Marvel and MGM, amongst others – and said that games on the release slate will continue to be produced by the same teams.

Titles in that portfolio include South Park: The Stick of Truth, Company of Heroes 2, Metro: Last Light and more in the Saints Row and Homefront franchises.

“So THQ made headlines today – and I am sure there will be tons of click-grabbing headlines over the next month or so,” he wrote. “But what matters to us is not what is happening to THQ right now, but what the company and its teams will make of ourselves after we complete the sale.

“In short, the teams will be unburdened by the past and able to focus on what they should be focusing on — Making great games.”

Although Clearlake is scheduled to complete the acquisition of THQ in January, bids for the business will remain open during that time.

The 62 page bankruptcy filing from THQ reveals a number of new projects that have not yet been formally announced.

Vigil is now working on a project with the working title of Crawler, while Company of Heroes developer Relic is also working on Atlas, for release in 2014. Games with the working titles of Evolve and 1664 are also listed.

The company gave estimated lifetime sales of a number of games, including Saints Row 4 which it expects to sell 5 million units and Homefront 2 with 4 million. The South Park game could sell over 3 million units and Metro: Last Light almost 2 million. Evolve and 1664 are down for 4 million units each.

Atlas has no unit sales projections but could contribute over $31 million in sales, suggesting it will be a freemium title.

[Via GamesIndustry]

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Angry Birds maker to talk about building brands at [a]list summit

Rovio’s senior vice president of marketing headlines [a]list summit NY
Angry Birds
Marketing agency The Ayzenberg Group today announced that it’s bringing its [a]list summit to New York early next year, and the company has lined up Angry Birds studio Rovio as one of the key speakers. As part of a series of sessions focusing on brand building on mobile platforms, Ville Heijari, Rovio’s senior vice president of brand marketing will participate in a chat looking at how Rovio built up the blockbuster game franchise.

There’s probably no better game franchise to represent the rise of mobile content and its impact on entertainment branding than Angry Birds, which has seen its brand extend far and wide into toys, apparel, and even theme parks. The most recent move by Rovio was to leverage another entertainment mainstay: Star Wars. Furthermore, Rovio has an Angry Birds animated film in the works from John Cohen, producer of Despicable Me. Rovio now generates around 40 percent of Angry Birds revenue from licensing.

[a]list summit NY will take place January 29 at the New Yorker Hotel. Ayzenberg has partnered on the event with Video Games Intelligence, organizers behind the Mobile Gaming and Cloud Gaming conferences worldwide. Mobile Gaming USA East will follow right after [a]list summit at the New Yorker Hotel January 30-31.

[Via GamesIndustry]
 

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