Cobra Tantalises With Coming Soon Creative

Whatever will they think of next?  Cobra has started promoting a forthcoming game – BEFORE IT’S EVEN RELEASED!

Their so-called promotion will be looked upon by the wider industry with the greatest disapprobation and their concept will be stolen, pirated and released upon the lawless streets of the world before they can draw breath.

Will it be mobile?  Will it be online?  Will it be social?  What genre is it?  THEY DON’T SAY!  There’s literally NO information there.  It’s like the expect people to GUESS or actually wonder what they’re up to.

It’s IMMODEST and crass.

It’s clearly madness!

Looks very nice though.  Count us as impressed.

(Oh and the rest of you.  Yes, you lot.  This is a GOOD idea…)

 

Data Driven Analytics – What Social Games Do

The team at Huzutech in Glasgow posted a fascinating piece on the use of data analysis and metrics in the social gaming space on their blog last week.

We checked it was OK to re-post the piece here and present, for your pleasure and delight, Huzutech on social gaming and designing by data analysis…

You can find the post over on the Huzutech blog – and we’d recommend checking it out.

 

The IPO of San Francisco social games giant Zynga at the end of 2011 highlighted just how polarised opinion is when it comes to this new area of gaming.

The social games scene exploded in last year.  The number of games on the market increased beyond all expectations, as did the variety of games – from simple word and puzzle titles, through to massively multiplayer adventures.

This expansion drew in huge numbers of players and led to massive growth in revenues, from subscriptions, the sale of virtual goods and advertising.

It culminated in late 2011, with Zynga’s initial public offering which valued the company at over one billion dollars.  Not too bad for a company which is not yet five years old.

Despite all of the success however, there remains a lot of cynicism over the future of the social games sector and the long-term value of the games themselves.

Many developers and publishers working within the existing games industry have expressed doubt over many aspects of social gaming.

The fact social games are free-to-play is seen as unsustainable and damaging the value of the game itself.  If a player does not have to pay for a game, the argument states, then they simply don’t value it.

The reliance of social games on the various social platforms (such as Facebook) ties their future into the ongoing success of that platform.  If the network runs into problems (over issues such as privacy), starts to lose large numbers of users, or makes major changes to its support for games, then titles using that network can run into problems.

Then there are the actual games.  Perhaps not surprisingly for a creative industry, this is one of the most fiercely held contentions regarding the social market.  Social games, it is claimed, lack any sort of artistic merit.  They are cynical marketing tools, which use psychological tricks to keep players coming back for more, in order to get them paying.  In short they’re not creative, fun or ‘designed’ in the same way as console, pc or even mobile games, but designed and driven entirely by numbers.

Are any of these claims valid, or even fair?  In part, yes.  However, some of these issues are being viewed in the worst possible light, possibly thanks to the sweeping changes and huge differences social gaming has introduced into the wider games industry.

The social gaming market is something entirely new.  Less than five years ago, it did not exist.  The fact it does now is down to Facebook opening it’s Application Programme Interface (API), which allowed developers worldwide to go and create their own content for the rapidly growing social network.

On any new device, technology or platform which supports consumer facing software, games have very quickly become the most popular type of content.  From the iPhone and Apple App Store, to digital interactive television to social networks, gaming it seems that users are discovering the joys of simple, short and low cost ways to play.

However, the market for these new forms of gaming operate very differently from the existing console and PC sectors.  The most successful games in new social, casual and mobile markets are free.  At least initially.  Users who are looking for smaller, simpler forms of gaming are certainly not going to pay £30/$40 up front for a game they don’t know they’ll enjoy.  While much lower price points ($0.99) have appeared on some markets, the most successful games are those which allow users to download and play them for free.

This business model requires an entirely different approach to creating and marketing a game.  In the ‘traditional’ games market, once the player has bought the game, whether they enjoy it or finish it is almost irrelevant (until you come to release the sequel).  The free-to-play (F2P) model, has to encourage players to return, to play the game again and again, so that new content, new virtual goods and new abilities can be unlocked or ‘sold’ from within the game itself.

Many companies are pushing ahead with this model to great effect.  New levels, new items, character customisation and rare/exclusive items can be sold to enthusiastic players and generate as much, if not more than simple up-front game sales.  Other companies have found success with an up-front payment and then in-game purchases.  Others still have made their entire game free-to-play but have included advertising links within the game.

All of these models are still in their early days, but indications so far are that with care and attention to when and how players are approached, they are willing to buy new content on an ongoing basis.

These points of payment however, have become contentious within the wider games industry, thanks to the data which social games companies can gather from players.  Unlike the PC and console market, where a player’s contact and interaction with the developer/publisher is limited, social games run and interact on a server, so the player is in almost constant contact with the company behind the game.

This gives the social games company far, far more information on how their players act within the game – down to individual mouse clicks, progress through the game and items used.

Many social games companies are using this data to refine and hone their titles, to make them more appealing, more compelling and dare we say – addictive.  This allows them to look for revenue on an ongoing basis, keep users engaged and make sure their players are still their players in the months to come.

This focus has lead to some criticism from the wider games industry that the social market, rather than being creative or driven by design, is actually being driven by data analysis and marketing.  Many developers are looking upon this as a negative thing, taking away much of the creativity and ‘art’ of other forms of gaming.

None of which is strictly fair.  A game which relies upon more ‘casual’ players has to be accessible, simple to pick up and easily understood.  A game which relies upon players returning many times, so that in-game purchases can be made, has to be compelling and addictive – though oddly enough it does NOT have to be ‘fun.

The data on when and how players take part in games, gives social developers the opportunity to really focus on getting players into the game, keeping them playing and encouraging paid transactions.  In turn, this understanding gives social games companies certain rules and mechanisms which can be used in new games and built into experiences which should keep players even more engaged and offer more opportunities for revenue.

There is a case to be made that the console and PC games companies, given access to the same data, would be adopting broadly similar approaches to development and design.  Major console games cost tens of millions and increasingly, hundreds of millions of dollars to create.  The publishers behind those games are not gambling with those sums of money.  They’re focusing just as much on what worked, what was popular and what players will pay for as the companies working on social games.

Does this mean that data analysis can replace the human element and creativity in game design?  Clearly not.  Data analysis can only take you so far.  Since the social games market is still so young, there’s simply no data on long-term use or user response.  Nor can data analysis reveal what isn’t yet on the market.  While many of the leading social games have pulled in millions of players, many more have yet to give games a try.  What is it going to take to address these potential gamers of the future?

Data analysis is a useful tool.  It can help make identify problems in games and allows developers to refine and polish their titles, but it won’t necessarily help create exciting, innovative and unique new experiences which don’t yet exist

As for the new business models being explored by social games companies, again there’s no real long-term data.  However, there are other platforms and indications that virtual good and in-app purchases are being accepted by users worldwide as interesting and valuable.

The mobile markets from Apple and Android feature a variety of apps, not just games, which feature in-app purchases, subscriptions, advertising funded titles and virtual goods.  If the platform is trusted, the revenue model convenient and the content perceived as having value, then consumers seem willing to pay for it.  Even ‘rental’ models for online movies, music and publications are beginning to make an appearance.  Its up to the creators to ensure that their content is seen to have that value.

Online, existing virtual communities such as Moshi Monsters and Club Penguin have also shown that new revenue models can work – even for audiences of a much younger age.

In short, it seems that the opportunities to move away from the traditional retail model is being explored – successfully – by a large number of companies across the online, mobile, social and casual markets.  Which has to be good news for the brand owners, media companies and intellectual properties now looking seriously at these new areas of entertainment for new revenue streams and opportunities to interact with consumers in a new and more interactive ways.

Finally, the concern about relying on a single platform – such as Facebook – is a valid one.  While social networks are still a new phenomenon, there is already substantial evidence that all networks are transient.  Previously booming communities such as Bebo and MySpace have shrunk to a shadow of their former selves.  Yet, Facebook has in many ways rewritten the rules for social spaces.  The open API and critical mass of users suggests this network will be around for a significant time to come.

Which does not, however, make it the only platform in town.  Users are increasingly choosing their own entry point to the Internet.  Some people are Twitter fans and never touch, Facebook.  Others have migrated to Google+.  In many countries around the world, Facebook is not the leading social network by a large margin.

There are opportunities outwith the world’s biggest social network and new channels, communities, networks and routes to market are appearing on an almost daily basis.  So while Facebook may currently by the ’800lb gorilla’ in social gaming, developers, media companies and brand owners need to take a step back and ensure they’re addressing the broadest possible audience.

The bottom line in this new ‘mainstream’ gaming market is that the consumer is king.  You need to be active in the channels they’re using.  You need to be creating games they want to play.  You need to find revenue models that they trust and are comfortable using.

Consumers are increasingly technology agnostic.  They want their favourite content on all of their devices and the artificial barriers created by different devices will start to disappear even more quickly, allowing Facebook users to compete against iPhone owners, Android users, Google+ members and even the new generation of Internet connected televisions.

Far from being a bubble, a fad or a niche, the rise of the social games market is revealing a future for interactive entertainment which is more open, challenging and exciting than it’s ever been before.

Regardless of the platforms, the design methodology, the business models and the routes to market, the future promises to be all about games.  Who knows, there may even be room for fun!

You can find Huzutech online, on Twitter, Facebook or LinkedIn.

STV Gazes Into The Future – Of Games!

The local chapter of STV popped into the Dundee HQ of Outplay Entertainment earlier this week to take a look at what the company’s working on and ponder the ongoing evolution of the games business.

Superstar reporter Holly Hamilton spoke to senior producer Tone Brennan and a handsome passerby to ask how the industry has changed in the last couple of years and what the future holds for the local development studios and publishers (which are increasingly one and the same).

Watch the whole piece over on the STV website.

Eldevin – New Massively-Multiplayer Role-Playing Game In Development By Hunted Cow

Hunted Cow, the Elgin-based Online Role-playing game specialist has launched a website to support the company’s forthcoming game Eldevin.

Eldevin is a browser-based massively-multiplayer role playing game (or MMORPG if you prefer).  Elvdein is Java-based and features both Player-versus-Environment (PvE or doing stuff yourself) and Player-versus-Player (PVP or knocking lumps out of other people) gameplay.

The website promises a huge world, chock-a-block with cities, dungeons and secretes, crammed with hundreds of quests, characters, classes and multiple branching storylines, in which choices have long-term affects on the progress within the game.

Hunted Cow is releasing news and updates about the game regularly through the website, as well a information and background on the world and history of Eldevin.

You can join the Eldevin community over on the website, follow the game’s progress on Facebook, or find out more on Hunted Cow’s YouTube channel.

We’ll keep you posted on the game as it approaches release and hope to have an interview with the Hunted Cow team up online at some point soon.

Now Hiring – Chunk

2011 is ending on a decidedly upbeat note, with a number of Scotland’s most creative developers looking for new staff.

Chunk is a name you may not have come across in the past, although Scottishgames.net is definitely a fan.  The Glasgow-based company creates online, interactive and digital experiences for companies and brands.  They launched their dedicated games label – Chunk Games at the end of 2010 and have a number of titles out on the market for various companies right now, with a dedicated iOS title in the works for early 2012.  Chunk is also looking at a major increase in work over the next year.

So, Chunk is now looking for an experienced producer to join the company for a full on 2012.

From Chunk’s website:

We’re looking for an experienced producer who loves making games and likes to make people feel good! It’s truly a producer role, so we need someone who understands the game making process and likes to really get underneath the skin of a game – making sure the production runs smoothly, everyone understands what’s required and the end game is fantastic.

Key Responsibilities

  • Driving multiple games from concept to publishing and maintenance
  • Ensuring projects are on process and documentation is up to date and understood by team and clients or publisher
  • Managing the team and client or publisher through the project cycle
  • Working with the project manager to ensure jobs are brought in to schedule and budgets
  • Identifying roles and helping resource projects

Qualifications

  • 3+ years in games production
  • Strong knowledge of each stage of the production process
  • Strong understanding of what makes a great game
  • Great people, communication and writing skills

If you’re interested, get in touch and tell Chunk we sent you.

The Ship – Back From The Dead


New Edinburgh-based independent studio Blazing Griffin has acquired the highly acclaimed online title The Ship: Murder Party.
The Ship was originally created by Outerlight, another Scottish development studio, which sadly went out of business earlier this year, before the company’s second game – Bloody Good Time was released on Xbox Live Arcade.

The Ship was an early title on Steam, the online distribution network created by Valve Software.  The game picked up acclaim from critics and attracted thousands of players around the world and enjoys a Metacritic rating of 76 out of 100.

Peter van der Watt, the managing director of Blazing Griffin says, “We discovered that Outerlight was closing and the rights to The Ship were up for sale. Rather than let such a great title disappear forever, or get snapped up by somebody else, we quickly raised the finance and bought the whole thing.  The Ship has a lot of long term fans, and plenty of room for expansion. Even though it came out five years ago, it’s still selling, to this day, on Steam. Everyone we’ve spoken to is really happy it’s going to have a new lease of life.”

Blazing Griffin are remaining tight-lipped on their plans for the game, but would welcome feedback, thoughts and ideas from players.  “We’ll be looking at this game from the ground up, and although we have plenty of ideas, we’re definitely up for more from the fans,” says van der Watt.  The Blazing Griffin forums are open to anyone who would like to contribute.

We’ll be following the progress of The Ship over the next several months and will, of course, keep you informed about the progress of the game.

You can find Blazing Griffin on the company’s website.  Like them on Facebook, follow them on Twitter or join in the debate on the forum.

And of course, most importantly, the company has made it into the hallowed and infinitely complete Scottishgames Who’s Who list.

Outplay’s Word Trick Gets Wordier, Trickier And Even More Social

Outplay Entertainment is the new social/casual/mobile games publisher founded earlier this year by Doug and Richard Hare.  Since the company was launched in February, it’s had its head down, working away, recruiting staff and creating several original new games.

The first of these, Word Trick, was released several weeks ago and has just received a fairly major update.  The game is a simple word challenge, in which players take turns to make the highest scoring words from their letter tiles.  A bit like the well-known board game which features word creation, but very, very different.  We’d like to emphasise that…

Word Trick also has a couple of actual tricks up its sleeve.  Putting down trick tiles in a sequence triggers bonuses and combos, to boost your score even more mightily, leading to stratospheric scores and general wonder from your friends and contacts.

The game has now received its first update, improving the UI, increasing the integration with the social network allowing users to boast, brag, chat and find opponents more quickly and simply, plus it all works faster and more smoothly.

You can find the complete list of updates over on the Outplay blog.  The company has also created Twitter feeds for both Word Trick and the brand new Booty Quest puzzle game (which we’ll be covering in more depth fairly shortly…)

Or you can go and play the game now!

Scotland’s WeeWorld Featured In Wired Article

Glasgow’s WeeWorld is sometimes overlooked in a round up of games and interactive companies within Scotland.  However, the company deserves a lot more recognition than it tends to receive, not least because of it’s 50 million+ Weemees and focus on the younger, more casual end of the market.

WeeWorld users can create their own avatar, or WeeMee, for free.  They can then modify it, export it and use it across most other social networks, such as Facebook, LinkedIn, Twitter or whatever else floats your boat (like Skype, MSN Messenger etc).  The chances are you probably have at least one or two contacts who use their WeeMee for a profile picture on one of those communities.

The company has also now spread WeeWorld onto the iPhone and iPad, with dedicated apps allowing users to build, modify and play with their WeeMees on the move.  Plus, there are a growing range of games on WeeWorld.com, which allow players to enjoy games featuring their – and other users’ WeeMees.

Not to mention the fact that the company has numerous fun and game-like touches on its website – such as the banner on the Corporate Information page.  Go on.  Try it.

Anyway, after that prolonged introduction, WeeWorld’s CEO, Celia Francis has been featured in Wired, as one of four female bosses leading games companies.

Bit of an odd article, in our opinion.  Do we still think women can’t run a games company?  However, it’s nice to see WeeWorld getting a little more exposure (their PR presence really dropped off around 2007, though we cannot imagine why…)

Herald Digital Business Awards – Open For Entries

Another week, another awards.  This year’s Herald’s Digital Business Awards are now looking for entries in categories including The Best Use Of Mobile Technology, Best Digital Supplier, Best Consumer Experience, Best Game and, the all new Geek Of The Year.

Dynamo Games, Hubdub and VEEMEE were among the winners at last year’s enticingly glittering and star-studded awards ceremony, so the competition has form when it comes to dishing out gongs to games types.

Entries are £40 a throw and the respect alone makes it worthwhile entering.

The addition of the Geek of the Year award has, of course, caught the attention of your editor and a number of interested parties may well be contacted with a vew to gaining support as the country’s pre-eminent shouty, anti-social, games-obsessed technologist.

Run For The Sun, Little One, You’re An Outlaw Once Again…

OK, the game this post is actually about is a brand new online title from the recently formed Mainly About Games studio, called Run From The Sun.  However, the chance to use Bucks Fizz lyrics for a headline, was just far too tempting to pass up.

Please do NOT get confused.  You SHOULD go to Kongregate and play Run From The Sun.  You should NOT immediately rush out and buy a copy of Bucks Fizz singing The Land Of Make Believe.

To return to the game, then… RFTS is an inspired piece of one-button gaming, in which the sun is exploding and players must guide their space rocket from planet to planet, with limited fuel and air (and a gigantic ball of burning plasma going nova right behind them).

Each planet orbits clockwise or counter clockwise and has a certain amount of gravitational pull.  Players must time the launch of their mighty rocket with a carefully timed click or button press and hope that the initial acceleration and momentum, along with the planet’s gravity will allow the craft to land safely.

However, the sun is moving fast, so it’s a constant challenge to hit the next planets before you are swallowed in screaming firey oblivion, your very soul blistered and torn from your body in a microsecond of raw agony.  Or so we imagine.

You can check out the game trailer below, or go to Kongregate right this very second – and enjoy…