[casual_games] RE: Business models

SCOTT HANSEN shansen at udgames.com
Fri Sep 2 11:04:54 EDT 2005


But PopCap, along with all others, has 'cloned' games, and been
successful at it. Taking an existing mechanic and cranking it up a notch
or two has  certainly a successful tactic in this industry. Any designer
can tell you the games they play are accompanied by thoughts of 'I can
do this and that better.' 

Scott P Hansen
Game Designer,
MumboJumbo
2019 N Lamar St Ste 300
Dallas, Tx 75202
(214) 855-5955 x21
shansen at udgames.com

-----Original Message-----
From: casual_games-bounces at igda.org
[mailto:casual_games-bounces at igda.org] On Behalf Of James Gwertzman
Sent: Thursday, September 01, 2005 5:58 PM
To: IGDA Casual Games SIG Mailing List
Subject: Re: [casual_games] RE: Business models

There are lots of other business models in this industry that can  
work, but I do want to say a word about two business models in  
particular that I think are attractive on the surface but that don't  
lead to ultimate success. The first is the "I'm going to clone this  
other best-selling game, but do it with different art" and the second  
is the "I'm going to make lots and lots of really cheap games and see  
what sticks".

The first model is not entirely without merit - art students used to  
learn their craft by copying paintings by the old masters, and  
there's a lot you can learn copying someone else's game. But  
ultimately the most successful games are original or innovative in  
some way. Furthermore, brands are very valuable in this market, and  
the only way to really build a brand is to original or unique in some  
way. At least that's my take. You can make money in the short term  
cloning other games, but we think long-term value comes from doing  
original work.

-------------------------------------------------
James Gwertzman
Director of Business Development
PopCap Games
206-256-4210 (w)

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