[casual_games] Portals: Room for improvement?

DarkViking DarkViking at comcast.net
Fri Sep 2 14:19:50 EDT 2005


Interesting speculation...and shows just how far advanced some of these
portals probably are (obviously are).

We're doing the right thing.
JES

> -----Original Message-----
> From: casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org]On Behalf Of Juan Gril
> Sent: Thursday, September 01, 2005 3:12 PM
> To: 'IGDA Casual Games SIG Mailing List'
> Subject: RE: [casual_games] Portals: Room for improvement?
>
>
>
> In my mind, I still use today a term that a good pal in the industry (hi
> David :) ) once taught me. It is called "download velocity", and it's when
> you can come up with a fairly good projection of how much a game
> is going to
> sell after a sample of a day worth downloads in a semi-prominent place in
> your channel. You calculate the conversion rate, and then based on your
> experience on how much a title can grow in your channel over the
> next couple
> of days (20%, 30%, etc.) you know more or less if that title is going to
> become a hit or not.
>
> Example: Assume a hit in your web site is 10 copies a day, and
> when you put
> a game in a prominent space you get ~500 downloads a day. If
> after 24 hours,
> the title sold 6 copies, then you know that title can reach a very decent
> amount of sales.
>
> This is not the only parameter I would use to evaluate a title though.
> Because of game mechanics, some games need more time, but since almost
> everybody uses the same trial format we are giving more or less the same
> amount of entertainment in every game.
>
> What I just said may generate a little bit controversy, so I'd
> love to hear
> what other people think.
>
> Cheers,
>
> Juan
>
>
>
>
> -----Original Message-----
> From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
> On Behalf Of Wade Tinney
> Sent: Thursday, September 01, 2005 2:56 PM
> To: 'IGDA Casual Games SIG Mailing List'
> Subject: RE: [casual_games] Portals: Room for improvement?
>
>
> I think the next level for portals will mean *some* form of dynamic
> retailing. Amazon is a good model for this, but it could be something much
> less sophisticated as well. i.e. Don't show someone games that
> they already
> have installed on their computer (but DO show them tips or new content for
> that game), make recommendations based on games they've downloaded or
> purchased (like Bejeweled? You'll lose your !@#$ing mind over
> Bepearled!!),
> et cetera. Obviously, there are all sorts of ways to extend these simple
> examples.
>
> >From a developer's point of view, it would be great if portals changed
> the positioning (promotion) of games dynamically with an eye to balancing
> out downloads across all titles, at least within a set period of time from
> launch. We all know that placement has a huge impact on download
> volume and
> can help a new title establish momentum (or not, if they get crappy
> placement). Obviously, it would be unwise for portals to promote
> underperforming titles beyond a certain point, so the idea here
> would be to
> at least give equal opportunity to more than just a few titles.
>
> While we're on the topic, I'd love for some of the folks on this list from
> distribution channel to share their "Top Ten List" algorithm with us.
> Anyone?
> Is based on download volume? Conversion rate? Revenue? Something else?
>
>
> -Wade
>
>
> -----Original Message-----
> From: casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org] On Behalf Of Andrew Dick
> Sent: Thursday, September 01, 2005 5:00 PM
> To: IGDA Casual Games SIG Mailing List
> Subject: [casual_games] Portals: Room for improvement?
>
>
> First, I would like to say the amount of information being shared on this
> mailing list is astounding! I couldn't imagine NOT being subscribed.
>
> Now my question for the experts out there is on
> Portals: Can you see any kind of improvement that can be made in terms of
> layout or function? All of the current famous sites out there each seem to
> have a slight variation in how they present their "Top Ten"
> lists and such, but one problem that they all seem to share is the sort of
> "Blackhole" syndrome where a worthy new title gets quickly shoved to the
> back regardless of its quality.
>
> I've spent some time now trying to think of a work around that would not
> only appeal to the general casual game consumer, but also to the developer
> in that they'd be excited to see how their latest product traveled through
> the ranks over time (and not instantly into oblivion). Yes I
> realize pretty
> much any developer is willing to have their games hosted on any
> portal which
> has the possibility to make them sales. What I want it to do
> though is have
> a unique and innovative experience, for both consumer and client,
> that has a
> large chance to grow in this crowded industry. As you can probably guess
> it's a rather daunting task that will need a large amount of
> time, work and
> perhaps gobs of luck.
>
> I am in the very early stages of designing the site and want to
> discuss this
> a bit before moving forward.
>
> Thank you all very much for your time,
>
> Andy Dick
>
>
>
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