Category: Games Page 3 of 5

Mobile Social: Why BlackBerry is Perfect / Slides

Last week, I interrupted my vacation on the rather wonderful island of Guernsey to fly over to GDC Europe in Cologne, the precursor to the gaming expo moloch that is Gamescom, where I had the great pleasure to give a little talk about why, distinct to widespread (at least in the game developer community) believe, there is a very natural and very compelling reason to marry mobile and social under the roof of BlackBerry. My slides are rarely wordy, so you may not follow the gist of each one, but I reckon it’ll do…

So here they are:

Amazing Alex? Really amazing?

Now, to get this out of the way: I am a Rovio fan, and I have been for much, much, much longer than most. I have published their very first game – Darkest Fear – and I have published a few of their pre-Angry Birds titles after that. So do not accuse me of Rovio-phobia; there is none…

So, I hope you will understand that I was pretty excited when they announced their first post-Angry Birds title, Amazing Alex. Alas, am I excited? No, not really. Now, don’t get me wrong: it is a beautifully balanced, nicely polished game. Nothing wrong with that. But is it really something über-special? As in Angry-birds-we-will-show-them-special? Erm, I think not.

You say though that they are on #1 in 30+ countries and on #2 in 30+ more (or so the Mighty Eagle tells me over Facebook and Twitter). You say that this amounts to an astonishing success, an impeccable launch. And, yes, I agree. But, aside of the impressive launch power and impeccable marketing and all, is it great? I think not. And, yes, I am disappointed. Rovio has been one of my favourite studios, long before Angry Birds. It is why I have been behind them with previous games, why I tried to push them when their talent had not been amplified by their awesome and unprecedented success of Angry Birds. But… Someone who wants to replicate Walt Disney needs to do better. Folks, you have to follow Mickey with Donald. Is Alex Donald? I think not…

I do hope – sincerely – that they will pull it of. Not because my day job at RIM requires me to stay in their good books, but because I believe that the birth of a new creative powerhouse outside of old-school Hollywood is a seriously good sign for the world, and last but not least because Michael, Peter, Andrew et al are really good people! But I do not think Alex is nearly as amazing as Donald Duck is (or Bugs Bunny for that matter) and I am hoping they will bring it with future iterations!

Come on, my Mighty Eagle and other birds: we really could do with a new Disney; it’s been way too long…

A quick note on second-hand software

This is not strictly speaking a mobile topic but, as we all deal more and more in digital goods, I reckon it has its place (and, then, I cannot deny my legalease origins, I suppose), so here we go:

In case you haven’t heard, the European Court of Justice recently ruled against Oracle with respect to the question if a licensee was allowed to sell this license to someone else. The case at hand was against Usedsoft, a company that has made exactly that its business. Now, often software licenses prohibit the onward sale to third parties (the vendors would rather like to sell a new license to a new customer). And, of course, if there was a market opening up for second-hand licenses (mobile games anyone?), this could impact the commercial opportunities of the originators of the software quite significantly. And lots of people came out quickly complaining.

However, what would you say if you could not sell your car once you would want to buy a new one? Or that Ikea table that looked so radically modern only 3 years ago? Unthinkable, huh? That would be a world without car-boot sales, flea markets or eBay or GameStop (who make tons of money with pre-owned games). And, no, no one would understand why that should be prohibited: you bought that car/table/whatever after all, so it’s clearly yours, right?

And, yes, it is. And this principle (well, following the rough outlines here at least) was also applied by the European Court of Justice. And I, for one, would agree with that. What the court also said (and this is where the nitty gritty might come in) is that the seller of a used piece of software would – of course – be prevented from continuing to use it after the sale. I mean: you cannot use your car anymore after you sold it either… However, this is of course not just as trivial for digital goods that can much more easily duplicated than physical ones.

When it comes to the commercial implications, I would posit that this is “merely” a question of business models: if you are “selling” (and Oracle’s lawyers will of course say it wasn’t a sale but a mere license) something, that would be it. However, if you provide an ongoing service (“SaaS”), your continued benefit is in the service, not the piece of software that carries or facilitates that service. So hard to do? No.

So, can we all get back to earth and crack on with it then? Thank you!

Oh, and happy July, 4th to my US friends! 🙂

Game Horizon 2012 / Slides

This week, I had the privilege to attend and speak at the truly fabulous Game Horizon conference in Newcastle (which is rather pretty as you will see in the picture). There was a plethora of inspiring and insightful talent that taught me a lot, including Torsten Reil (CEO, Natural Motion), Ian Livingstone (Life President Eidos and Founder of Games Workshop), David Helgason (CEO Unity), Mark Rein (Co-Founder Epic Games), Oscar Clark (Evangelist Papaya Mobile), Michael Pachter (Analyst Wedbush), Gareth Edmonson (CEO Thumbstar) and too many more to mention, all chaired by the formidable Charles Cecil (he of Broken Sword fame).

I gave a talk looking out on what we are trying to achieve for BlackBerry 10 on the gaming front, and here are the slides to it (some of which may only make sense if you actually attended…).

 

The (Big) Business of Mobile Games [Infographic]

 

OK, this suffering a little from the usual simplification inherent to this seemingly favourite pastime of many, namely of creating infographics, but I thought there were a few interesting bits in there nonetheless, so enjoy… 🙂

little-games-big-business

Angry Birds fly ever higher…

A fresh new year and it is time for the latest numbers of the Angry Birds phenomenon, and they are impressive indeed!

Most mobile game developers would be quite happy if their game would clock more than 5m downloads. Hell, they would probably throw a massive office party for that! Well, Rovio made more than that in a day (OK, it was Christmas Day): 6.5m copies of the various Angry Birds games (paid and free) were downloaded on 25 December 2011 alone. Woah!

The formidable Stuart Dredge treats us to some more background on Angry Birds. To cut it short: by December 2011, Angry Birds had more than 600m downloads. That is more downloads than people living in all of North America – all the way from Alaska down to Panama! About 1/3 of those are monthly active, 1/8 daily.

Given that they also make money (seemingly nearing $100m in revenues) and not only from games but from selling 1m toys and 1m t-shirts per month, too, it is perhaps understandable that they are said to have rejected a $2.25bn acquisition offer by Nasdaq newbies Zynga. I can understand that they may not have been too thrilled to work under the hard-charging (according to some, too hard-charging) “CityVille-ains” but I still wonder if that would not have been a worthwhile cash-in (though it would arguably have been a share deal and Pincus only knows what on which valuation of Zynga that would have been based!).

Rovio has great plans, they are hiring senior entertainment talent (Dave Maisel of Marvel fame for instance), they are diversifying quickly, they execute with adorable flawlessness. But they have not yet shown that they are capable of repeating the creative spark with equal vigour and verve. On the one hand, they are a very, very talented bunch (I published games by them previously: great content and lots of polish). And they have some serious reach now, which gets them a lot of promotional punch. They have also been great in getting out on as many platforms as possible to make sure to fuel the brand as a true mass market proposition rather than contentedly sitting on iOS only and being happy with that niche (bear in mind that J2ME is still many times larger than iOS in terms of reach; for brand awareness of a consumer brand, this is a crucial factor).

However, it is a hit business, isn’t it? And I doubt there is a recipe (or that Rovio has it): Anecdotally, Chillingo, the publisher of the original Angry Birds on iOS (subsequently acquired by EA), uses its Chillingo label for the “premium” games and their Clickgamer for the rest. Angry Birds was published under the Clickgamer label. So did anyone know? I don’t think so.

I would love to see them thrive because they deserve it: they are a hard-working and lovely bunch. So go, my good folks, mighty Eagles, Albatrosses and the whole swarm!

The Power of Games / Slides

Today, I had the great pleasure to attend and speak at the rather wonderful “Games for Brands” conference in good old London town (held near the Tower of London with some lovely drinks at St. Catherine Docks; need I say more?). Great turn-out, great speakers, inspiring discussions and a lot of catching up with good friends and new contacts.

I have been asked to share my slides, which I herewith do. I hope you find them useful.

 

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