Friday, November 27, 2009
"Are Video Games Dead?"
Fair enough question for any industry...Here is a compilation of insights produced by Scott Steinberg interviewing many industry professionals giving their opinions and predictions.
This is a 2 part video article, so here are 2 links:
http://media.digitaltrends.com/players-only/video-games-are-dead-part-1/
http://media.digitaltrends.com/players-only/video-games-are-dead-part-2/
This is a 2 part video article, so here are 2 links:
http://media.digitaltrends.com/players-only/video-games-are-dead-part-1/
http://media.digitaltrends.com/players-only/video-games-are-dead-part-2/
Wednesday, November 11, 2009
Developing on ideas first for Mobile then hitting Next Gen.
Games are becoming more and more accessible to wider markets and casual consumers i.e. Facebook and mobile type platforms. Their production costs are low as is their overhead (especially when compared to their console counterparts).
To create content on these platforms takes a designer into realms of unique innovation usually by breaking game design down to its most basic concepts (in order to find a fantastic hook and replayability) like the "quarter pumping" arcade games of old.
Most casual and mobile games are limited by way of memory constraints which adversley affect the game's overall content by way of story, graphics and programatical features.
However, this doesn't seem to be affecting consumer demand. There seems to be an understanding (by then) that in order to have the convienence of mobile content or online accessibility to casual content there are going to be some sacrifices to the visuals and depth of experience.
From an "unorthodox" production model standpoint I would think creating a game or developing an idea on a casual or mobile platform would be a great (low risk) way to test out the market concerning their attachment rate towards story, character and specific game features before an idea or concept tries to go straight to the next gen game platforms.
What do you think?
Games are becoming more and more accessible to wider markets and casual consumers i.e. Facebook and mobile type platforms. Their production costs are low as is their overhead (especially when compared to their console counterparts).
To create content on these platforms takes a designer into realms of unique innovation usually by breaking game design down to its most basic concepts (in order to find a fantastic hook and replayability) like the "quarter pumping" arcade games of old.
Most casual and mobile games are limited by way of memory constraints which adversley affect the game's overall content by way of story, graphics and programatical features.
However, this doesn't seem to be affecting consumer demand. There seems to be an understanding (by then) that in order to have the convienence of mobile content or online accessibility to casual content there are going to be some sacrifices to the visuals and depth of experience.
From an "unorthodox" production model standpoint I would think creating a game or developing an idea on a casual or mobile platform would be a great (low risk) way to test out the market concerning their attachment rate towards story, character and specific game features before an idea or concept tries to go straight to the next gen game platforms.
What do you think?
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