Showing posts with label Android. Show all posts
Showing posts with label Android. Show all posts

Monday, 11 November 2013

Why do we need PS4 and Xbox One to succeed?


We are on the doorstep of the next generation of consoles. Both Xbox One and PS4 would be launched within a month to eagerly awaiting gamers. Massive number of both the consoles has been preordered. The estimate is that the number of preorder is at least 2 times more than the last generation. Going by the media hype, the coming generation promises to get a huge launch, with both the consoles selling millions of units.

However, this success would continue for a long term is another question all together. A lot would depend on how the consoles can differentiate from one another in terms of feature sets, the kind of games and software that they are going to make available and the overall value they can provide. I am sure that both the companies with their extensive marketing and research teams would have figured these points out, at least in their strategies.



Personally, I believe that it’s really important for both the consoles to succeed in the coming generation. There are multitudes of reasons for believing so. One of the major reason why I want the generation to succeed is that it has the capacity to really expand the revenue potential of the industry. Along with increasing the revenue of the industry, it also stands to bring new kinds of integrations between software and hardware, especially considering the fact that both the consoles are being touted as entertainment devices fit for the living room. The last boom enjoyed by the industry was when the last console generation was launched, back in 2005. The upcoming generation promises to bring the good times again.

A host of platforms have emerged since the launch of the last generation of consoles. Companies, which were primarily developing for consoles are now also developing for all kinds of platforms, like IOS, Android and Social. The success enjoyed by the upcoming generation would bring in a lot more money, which can be invested in developing great games for these platforms. The whole industry would benefit from the success of one segment just like the success of mobile gaming has allowed companies to sustain in consoles during the last 2 years. It’s a win-win situation for all the different segments of the industry.

What more could the success of Xbox One and PS4 bring to the industry? Mobile gaming can learn a lot from console gaming like AAA production values, the different ways in which player engagement
can be implemented which allows console games to hook on the players for hours, the art of story telling. There are a lot of things that can be learnt from consoles. Consoles could also learn a lot from mobile gaming, especially in the way the games can be socially integrated along with adoption of different business models. The only way this learning process can continue is if the two very different segments co-exist.

As a gamer, I would really love for Xbox One and PS4 to succeed. They are the epitome of gaming and allow me to have and play games that are just not possible on any other platform. It keeps the gamer inside me alive and kicking. Don’t get me wrong. I love mobile gaming. Clash of clans, Deer Hunter, Dead Trigger, Cut the Rope are some of my favorite games of all time. I love playing them. But they are not Call of Duty, GTA, Battlefield and they would never be. These are the games that top everything else I would want to do in my spare time. And I would want to keep on having them forever. Mobile gaming, though brilliant, still doesn’t have the legs or the shoulders to carry the industry. For the sake of diversity that allows so many different kinds of experiences for the same player, lets just hope that both Xbox One and PS4 are a huge success, endearing us for many more years to come. Looking forward to the good times again.

Siddharth has been playing games since forever and loves it so much so he decided to make a profession out of it. After completing his MBA, he decided to join EA to learn the ropes of the industry. A Game Producer and Game Designer by profession, while not playing games, he loves to read about them, watch movies and spend quality time with his family. His passion for writing led to the creation of this blog.
To know more about the latest in games, reviews and news, please visit http://www.facebook.com/videogamesunlimited


Saturday, 2 November 2013

Importance of balancing your Game for Monetization

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I read a recent article, which talked about the newly released IOS game, Batman Arkham Origins. The main focus of the article was the monetization of the game and how even when the game is well appreciated & free, it is not among the top grossing games in the market. That article brought a lot of my attention to the tricky subject of designing the monetization model of your game.

Free to play has been hugely instrumental in bringing a lot of new players in the ecosystem. It has also allowed developers to get more revenue for their games just on the basis of huge number of downloads. However, if not done right, the free to play model can have a damaging effect on the developer’s revenue. Care should be taken to design the monetization model in such a way that it allows the player to play & enjoy the game as it is supposed to be while also giving him incentive to spend money in the game.

The primary target for any game designer should be to make his game as fun as possible. The attention should never deviate from this aspect of game development. Too many times in the pursuit for increasing the spending of the player, designers put a lot of restrictions in front of the player hence eroding the fun factor. This should never be the case. Once the game is made fun to play, the next step should invariably be to develop the monetization model around the game.

There are different ways in which the monetization model can be designed. A lot of free to play games are often Pay to Win games where the only way for the player to win the game or remain competitive is to spend money in the game. This often leads to frustrated players who leave the game before it has a chance to impress them. Pay to Win takes away the competitive factor based on skill which has always been one of the most important factors in games. May the best man win just doesn’t apply in this scenario. I have always believed that monetization model should be designed in such a way that it allows the player to enjoy the game uninhibited, just based on skill. There can be other ways to increase player spending which would allow the player to have more of the fun he is having rather than restricting his progress. This can surely be in the terms of buying better weapons or powers but they should not be definitely required if the player is skilled enough to win without them.


Advertisements are another way in which developers can successfully monetize their games. There are multiple different ways in which advertisements can be implemented in games. The way in which advertisement is implemented should be dependent on the kind of gameplay. Again, gameplay & fun is the most important factor to be considered here. Advertisements should not be intrusive to the game. For example, in a game where the player has to play with a lot of concentration, banner ads may not be the most profitable option, as the player would seldom pay attention to them. Also it may appear intrusive to the gameplay. In this case, full-page ads can be much more viable. Banner ads should best be used in games where on the main game screen; there is a lot of free space, which can be utilized. The frequency of ads would also be important, especially when full-page ads are concerned. It would appear common sense that full-page ads should not appear in the main game but you would be surprised to know that’s not always the case. I have played numerous games where after starting the game, a full-page ad pops up in the middle of the game, disrupting my experience. It’s very annoying to say the least.

There are a lot of free games in the market that are extremely fun to play but don’t earn enough money for their developers just because the monetization model was weak. On the other hand, a lot of very high potential games are killed just when the journey with the player has started because of the frequent insistence to spend money. The most successful games are those who are successful in forming an efficient partnership between fun and monetization, without one coming in the way of another. This however is easier said than done but if some games can do it, so can others. 

Siddharth has been playing games since forever and loves it so much so he decided to make a profession out of it. After completing his MBA, he decided to join EA to learn the ropes of the industry. A Game Producer and Game Designer by profession, while not playing games, he loves to read about them, watch movies and spend quality time with his family. His passion for writing led to the creation of this blog.
To know more about the latest in games, reviews and news, please visit http://www.facebook.com/videogamesunlimited

Friday, 18 October 2013

Why Free to Play is not always a solution?

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The date was June 29th, 2007 when the future of gaming was changed forever. One guy by the name of Steve Jobs with a vision & the backing of an incredible team gave to the world the iphone. The phone changed the landscape of handheld devices forever. It was revolutionary, it was inspired and it brought high quality games in the hands of millions of people.

Gaming changed forever and for the good. It brought the masses to an industry, which has always been considered niche when compared to other mass entertainment mediums. It made gaming mainstream. The industry grew leaps and bounds and a new set of developers and gamers emerged. There is no doubt that iphone and subsequently Android have played a huge role in bringing the gaming industry to where it is today.



There was however one more catalyst that increased the pace of change. The introduction of Free to Play. Free to Play games has been the single biggest factor that has helped to increase the number of people playing more and more games on their mobile devices. It has reduced the barrier to entry to mobile games. True that Free to Play is not a new concept and has been in games for ages. But it has been adopted whole-heartedly by the masses in the form of mobile free to play games.
Where mobile has made gaming casual, Free to Play has made the process of getting new games casual as well. Now players don’t think twice before downloading a game if it is free, as he has nothing to lose. This has led to huge download numbers for games and coupled up with unique business models like In-App Purchases and Advertisement, it has allowed developers to rack huge amount of revenue. This burgeoning success of the Free to Play model has led to almost everyone believe that Free to Play is the only model of success to be followed, specially on platforms like Android. Some major publishers like EA have actually gone to lengths to say that Free to Play would be their major strategy going forward for all games to be released on mobile.

But is Free to Play the solution to all kind of games? I don’t think so. Games are experiences, very unique ones where the gamer not only accepts stimulus but also actively responds to it hence altering the whole environment, which produces the stimulus in the first place. This kind of highly evolved entertainment cannot be restricted to a single medium of presentation. If it were done, it would seriously limit the way the medium is enjoyed by the players. Also Free to Play is suited for those kinds of games, which can go on for a long period of time. Games, which rely a lot on storytelling, for example would not be best suited to Free to Play model. How can a story keep on going forever? There has to be an ending. And if the story ends, which in turn means the end of the game; it would not be the ideal situation for a Free to Play game.



Free to Play has also come under a lot of criticism by people saying that it is necessarily evil that it wants to extort money out of people by all different means. Well, I don’t completely buy into this argument as it also allows people to try a lot more games and then pay for those games that sit nicely with their likings. However, a lot of developers have been guilty to producing games that are undercooked or don’t offer the whole feature package with the intent of making players to pay money. This is unwarranted as players should be willing to pay money to get more of the awesome experience they are already getting, rather than pay money to just taste the whole experience. This shouldn’t be the case and if this persists, it would just erode value in the eyes of gamers.

A lot of developers have credited Free to Play as the single biggest factor for the increase in their revenue. This is true for most of the cases. But lets not forget the point that Free to Play also brings along with it different requirements like the requirement to support the game for a long period of time with constant updates and bug fixes. With the whole ecosystem changing so frequently, it is a herculean task to keep on updating your game. This becomes that much more difficult and financially unviable if the number of DAUs is not big enough to warrant the investment in terms of ROI. But then if you don’t provide the constant updates & the bug fixes, you tend to unnerve your current player base. This seems to be a precarious situation for many developers.

There is no doubt that Free to Play is an amazing model as it allows both the player as well as the developer a lot of freedom. It has taken the industry to unseen heights in terms of player engagement. But is it the answer to all kind of games. Highly unlikely. This industry would be best served if the different models co-exist together so that they can serve their requirement as & when required. I would like to end this with a quote from George R.R. Martin (A Game of Thrones): “Different roads sometimes lead to the same Castle” which perfectly explains the differences in business models yet the common ground sought by them.

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Siddharth has been playing games since forever and loves it so much so he decided to make a profession out of it. After completing his MBA, he decided to join EA to learn the ropes of the industry. A Game Producer and Game Designer by profession, while not playing games, he loves to read about them, watch movies and spend quality time with his family. His passion for writing led to the creation of this blog.
To know more about the latest in games, reviews and news, please visit http://www.facebook.com/videogamesunlimited