Gaming Industry & Gaming
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Gaming Industry & Gaming
Trends, insights and news for game developers and gamers.
Curated by Nikolas Daras
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From solo devs to fledgling studios, here are 6 tips from Malaysia’s games industry

From solo devs to fledgling studios, here are 6 tips from Malaysia’s games industry | Gaming Industry & Gaming | Scoop.it
Here are 6 great pieces of advice from some of Malaysia’s best game developers: Shawn Beck, WIGU Games, and Appxplore.
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I’m leaving Mojang | notch.net

As soon as this deal is finalized, I will leave Mojang and go back to doing Ludum Dares and small web experiments. If I ever accidentally make something that seems to gain traction, I’ll probably abandon it immediately.
Nikolas Daras's insight:

On the one hand, it's a a $2.5 billion exit. On the other...it's all about staying humble and low. Good luck to Markus "Notch" Persson and in his future endeavours. 

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I'm a mobile developer that isn't making mobile games, and here's why

I'm a mobile developer that isn't making mobile games, and here's why | Gaming Industry & Gaming | Scoop.it
If you hadn't noticed, GDC rolled into San Francisco again last week, and it was once more unto the Moscone Center, dear developers! This year I took to the city by the Bay to promote my startup W...
Nikolas Daras's insight:

Russ Clarke: 

 

We'll pick a launch platform with less contention for eyeballs. We'll focus on building a strong community, perhaps with an early-access-style open beta, where players can help us tune the game. We'll stay flexible, using platform-agnostic tools and techniques so that we can respond to market shifts and opportunities.

 

When the time is right and we have built a brand with its own value, we'll come back to mobile.

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Leo Chan's curator insight, May 28, 2014 11:55 PM

Hey guys, Im going to post things related to Mobile Application from now as Im really interested in this area! I wanna share you guys with my view of "Mobile Market".

 

Me and my friend are also working on programming a game right now, I understand why TerraTech feel frustrated about the App Market. There are 4,000+ Games released per months and it is hard to stand out...The success rate is low ..blah blah blah

 

In my opinion, thats just life. Try to buy a "Pen" or a "FootBall" on Amazon, it easily get a million result, although some of it is not related, but you are still competing with tons of others. 

 

Also, 4,000+ games per month isn't so many if you consider Apple Store and Google Play are the only major market available. Billions of users are using these platforms to buy Apps. The chance of being seen is still high.

 

Finally, I believed that "good games + decent marketing" is the way for start up. it is important to do some decent marketing to get your game noticed. but without a good game, people just won't care about you. 

 

Kairosoft is one good example. They didn't make much marketing..but they create great game, fun game with original idea. And now they make a few million dollars and tons of followers.

 

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The future of PC gaming: virtual reality

The future of PC gaming: virtual reality | Gaming Industry & Gaming | Scoop.it

What this moment will do for games is the most exciting unknown. It isn’t just about playing the same games with screens strapped to our faces. Virtual reality isn’t a type of display—it’s a new gaming platform and it needs its own kind of games. In my ideal fantasy of the near future, we're still playing all the games we play now, but we have an expansive set of mutated genres made possible by VR.

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Finnish game developer bets on the Arab region - and wins

Finnish game developer bets on the Arab region - and wins | Gaming Industry & Gaming | Scoop.it

Developing games for the Middle East, and making current titles available in Arabic, are usually difficult and time-consuming tasks for most international game developers. But not so Star Arcade, a Finnish online and mobile games development studio with a complete portfolio of games available in Arabic.

Nikolas Daras's insight:

Localization; that's a way to differentiate in a highly saturated market, with an infinite supply of content, such as the gaming one. 

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Video games target Japan's growing silver generation

Video games target Japan's growing silver generation | Gaming Industry & Gaming | Scoop.it
At a nursing home in suburban Tokyo, 88-year-old Saburo Sakamoto darts his fingers energetically to catch characters that appear on a touch screen in front of him. ...
Nikolas Daras's insight:

2 trends; Gaming on the rise + Aging population...enough said. 

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Do Volatile Gaming Communities Build Commendable Personalities?

Do Volatile Gaming Communities Build Commendable Personalities? | Gaming Industry & Gaming | Scoop.it
Since the dawn of LAN play, MMOs, online feedback, live chat, ventrilo, and headsets, competitive gaming became a transformative role in the entertainment industry. The simple act of decapitating a...
Nikolas Daras's insight:

Ιn my humble opinion and past experience, competitive gaming communities can mold "real life" personalities and shape soft skills such as planning, leadership, communication, etc. To manage an Eve Online alliance or corporation or run a World of Warcraft guild can give you a chance to develop or enhance these traits in a relatively safe environment (as "safe" as a virtual world can be).

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Why “Free to Play” is bad for Indie Game Developers

Why “Free to Play” is bad for Indie Game Developers | Gaming Industry & Gaming | Scoop.it
The "Free to Play" business model is bad for us independent game developers. If we try to implement it, that is. Let me first explain what a typical (casual,
Nikolas Daras's insight:

A lot of valid arguments but I could disagree with every one of them. Interesting article!

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Leo Chan's curator insight, May 29, 2014 12:40 AM

Yes, free to play business model is hard to implement as Indie Game developers couldn't yet get how to hooks gamers into the game. 

Not to mention the pricing for coins are also a concern as Gamers usually don't think the "coins" worth anything if you are an indie game developers.

But i think free to play is the only way to get into the market after all. If the game need to be paid, i guess it will be much less profitable. 

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Opinion: Why Are People Buying Unfinished Games And What Could Go Wrong? - Game Rant

Opinion: Why Are People Buying Unfinished Games And What Could Go Wrong? - Game Rant | Gaming Industry & Gaming | Scoop.it

The entire entertainment industry is in the midst of a restructuring, experimenting with new distribution models as consumers and markets diversify, but none are quite as complex as the video game marketplace. At present, trying to explain exactly how and and where games can be purchased, sold, or simply accessed means speaking in a language that is altogether foreign to the uninitiated.

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Finishing a Game

Finishing a Game | Gaming Industry & Gaming | Scoop.it

As I work towards completing my own game, I’ve been thinking a lot about finishing projects in general. I’ve noticed that there are a lot of talented developers out there that have trouble finishing games. Truthfully, I’ve left a long trail of unfinished games in my wake… I think everyone has. Not every project is going to pan out, for whatever reason. But if you find yourself consistently backing out of game projects that have a lot of potential, it could be worth taking a step back and examining why this happens.

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Leo Chan's curator insight, May 29, 2014 12:52 AM

Haha, if any of you guys are interest in developing games, this article is a great read.

I have also faced and facing a few of these challenge.. Trying to make things perfect is never work.? (Why?, I guess in game programming, there are always another ways to do things better)

 

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The Rise of Augmented Reality in Gaming

The Rise of Augmented Reality in Gaming | Gaming Industry & Gaming | Scoop.it

Gaming comes in all forms. There are people that enjoy board games, console games, PC games, and mobile games. No matter what your interests may be, there seems to be a platform for everyone to enjoy in the gaming universe.I’ve often wondered how far we’ll go in games and how real they might actually get!

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Gamasutra: Johan Toresson's Blog - Indie Game Marketing: A love story - Part 1 [Getting a solid base]

Gamasutra: Johan Toresson's Blog - Indie Game Marketing: A love story - Part 1 [Getting a solid base] | Gaming Industry & Gaming | Scoop.it
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How Daydreams and Videogames Can Make Us Confident In Real Life (Yes) | Wired Opinion | Wired.com

How Daydreams and Videogames Can Make Us Confident In Real Life (Yes) | Wired Opinion | Wired.com | Gaming Industry & Gaming | Scoop.it
Daydreaming gets a bad rap. Watch a classroom scene in nearly any Hollywood movie, and you’re likely to see a kid getting busted for daydreaming in class -- gazing out the window or staring off into space when the teacher calls on him.
Nikolas Daras's insight:

From the OP: "Gamers always believe that an “epic win” is possible; that it is worth trying, and trying now, over and over again. In the euphoria of an epic win, gamers are shocked to discover the extent of their capabilities. As you move from level to level, success can flip your mindset to a state of creative confidence."

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Konsoll 2013: Marketing Indie Games on a $0 Budget - YouTube

https://www.youtube.com/watch?v=SkEQtMP2CuA
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The Bottom Feeder: Surviving In the Post-Indie Bubble Wasteland!!!

The Bottom Feeder: Surviving In the Post-Indie Bubble Wasteland!!! | Gaming Industry & Gaming | Scoop.it

A couple of weeks ago, I wrote a widely read and mostly acclaimed article about the popping of what I termed the "Indie Bubble." I promised to write more about what I thought was coming and how I thought a small-scale creative artist could make a living in the times to come. It’s a long piece, and boring, so I’ll try to slip in a fart joke somewhere to keep things lively.

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3 Ways Video Games Are Revolutionizing Health Care (MSFT, NKE, NTDOY)

3 Ways Video Games Are Revolutionizing Health Care (MSFT, NKE, NTDOY) | Gaming Industry & Gaming | Scoop.it
Check out these three surprising ways that video games are revolutionizing health care. - Leo Sun - Health Care
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Versus Evil: Publishers are still relevant to indies

Versus Evil: Publishers are still relevant to indies | Gaming Industry & Gaming | Scoop.it

GM Steve Escalante says old-fashioned publishers may have forced developers into self-publishing, but they still need help with marketing efforts on increasingly crowded digital stores

Nikolas Daras's insight:

From the OP: "The barriers to entry on the digital platforms have been lowered from the development point of view, but there is an increase in the need for good marketing, PR, and community management. The digital storefronts are so overloaded in bringing in new content one could say that the titles with a good community will get bumped in front of other titles in the queue."

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Mobile games: golden age idealism or gold rush cynicism?

Mobile games: golden age idealism or gold rush cynicism? | Gaming Industry & Gaming | Scoop.it

Everyplay evangelist Oscar Clark discusses whether free-to-play is generating a golden age of game design

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Leo Chan's curator insight, May 29, 2014 12:11 AM

Great article.

Nowadays, companies just make games because mobile application markets opened the door for them to earn money. They failed because they don't have the passion ( I guess it can be consider as the missing of core competency).

 

 Also, I like the line where he mention Game is about expressing your emotion feeling, great game make you feel involve and emotional.

 

 

 

 

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Hardcore gamers put on a show - The Boston Globe

Hardcore gamers put on a show - The Boston Globe | Gaming Industry & Gaming | Scoop.it
From time to time, I pop up on a TV station viewed by thousands of Boston-area viewers. It’s a pretty sizable audience, but you’d hardly call me a star. Steve Serge is a star. Indeed, STAR_ is his Internet nickname, and his Youtube videos have been watched 97 million times by fans aound the world. Serge plays videogames--mainly a popular shoot-’em-up called “Team Fortress 2”--and makes movies of the resulting digital carnage. It’s called “e-sports,” and it’s huge. The world championship of League of Legends” sold out the Staples Center in Los Angeles last October, while 32 million more fans watched via the Internet. Twitch broadcasters with big audiences are entitled to a cut of advertising revenues. With 1.2 million views of his live games, Serge easily qualifies.
Nikolas Daras's insight:

From the OP: "It’s called “e-sports,” and suddenly it’s huge. The world championship of the popular video game “League of Legends” sold out the Staples Center in Los Angeles last October, while 32 million more fans watched the showdown via the Internet. Even the reruns are hot. Gameplay videos are among the most popular shows on Youtube."


...if there is betting with sports, who will develop the platform to bet on "e-sports" games? :)

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Awesome Robo!: Everything That's Wrong With The Social Gaming Industry - In 22 Pictures

Awesome Robo!: Everything That's Wrong With The Social Gaming Industry - In 22 Pictures | Gaming Industry & Gaming | Scoop.it

Hello AwesomeRobo readers and game enthusiasts alike. I am one of many artists making (Or at least trying to) a living in this volatile, yet rewarding game industry. I recently ran into a series of anonymous images called Innovation on the App Store, and I was reminded of a year spent in Silicon Valley, seeing what social gaming had to offer. I'd like to share my story to give you an idea of what I experienced. - See more at: http://www.awesome-robo.com/2014/01/everything-thats-wrong-with-social.html#sthash.vbeNMRks.dpuf

Nikolas Daras's insight:

"I get the feeling that it's more of a bubble than it ever was after seeing these insane number of images, featuring countless clones of 'base raider' style social games" 


Nailed it...

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Making a Living with Indie Games in 2014 (And Beyond) | CONSULGAMER

Making a Living with Indie Games in 2014 (And Beyond) | CONSULGAMER | Gaming Industry & Gaming | Scoop.it
With the mobile market matured and a new platforms gaining prominence, indie games are competing in a different world in 2014.
Nikolas Daras's insight:

"... it seems that the Youtube “let’s play” has become the preferred method to learn about games. We were covered by hundreds of press outlets in 2013 – but all of our biggest spikes in traffic came from Youtubers. In fact, when Dan Nerd Cubed covered Race The Sun a month after launch, we saw more sales and votes on our Greenlight campaign than during our entire launch week combined."

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Gamasutra: Thomas Steinke's Blog - What Triple-A Developers Could Learn From Indies

Gamasutra: Thomas Steinke's Blog - What Triple-A Developers Could Learn From Indies | Gaming Industry & Gaming | Scoop.it

"...having been fortunate to have been one of the more successful Indies, and having the opportunity to do this full time for some time now, it is interesting to me to contrast my time as an Independent developer with my time as a triple A dev."

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Gamasutra: Nick Lim's Blog - Freemium games are not normal

Gamasutra: Nick Lim's Blog - Freemium games are not normal | Gaming Industry & Gaming | Scoop.it

Unlike the well known “normal distribution”, game player behavior appears to follow a power law distribution.  Recognizing this difference in underlying distributions is critical to avoiding poor forecasts and maximizing revenue.  This blog starts by an empirical discussion of how two key freemium game variables, time to purchase and revenue spend per user, are distributed.  We then briefly cover the differences between power law and normal distributions.  We end by discussing the implications for freemium game developers, both in the areas of game design and revenue maximization.

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Game Scoop!: How Do We Define "Gamers?" - IGN Game Scoop! TV - IGN Video

Game Scoop!: How Do We Define "Gamers?" - IGN Game Scoop! TV - IGN Video | Gaming Industry & Gaming | Scoop.it
Infinity Ward says its most dedicated players aren't gamers. So what does make a gamer -- and does it even matter?
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Gamasutra: Tanya Short's Blog - 50 Easy Steps to Indie Success

Gamasutra: Tanya Short's Blog - 50 Easy Steps to Indie Success | Gaming Industry & Gaming | Scoop.it

As the director of Kitfox Games, I have read dozens, perhaps even hundreds, of articles claiming they will assist my 4-person team in making "a successful indie game." New articles come out every day, all with helpful advice for me and my team. Some were linked to me by personal friends, family, colleagues, or industry mentors. I like to think these people were well-intentioned. So, having read all of this, what's my plan to succeed? Follow my lead:

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