[casual_games] RE: Business models

James Gwertzman james at popcap.com
Fri Sep 2 13:00:44 EDT 2005


oh, sure, we've been inspired by existing game mechanics. But there's  
inspiration and there's cloning, and I like to think there's a  
material difference.

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

On Sep 2, 2005, at 8:04 AM, SCOTT HANSEN wrote:

> 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)
>
> _______________________________________________
> Casual_Games mailing list
> Casual_Games at igda.org
> http://seven.pairlist.net/mailman/listinfo/casual_games
> _______________________________________________
> Casual_Games mailing list
> Casual_Games at igda.org
> http://seven.pairlist.net/mailman/listinfo/casual_games
>



More information about the Casual_Games mailing list