[casual_games] Clones in casual (was RE: Gameplay patents)
Hal Barwood
hal at finitearts.com
Wed Feb 14 16:51:44 EST 2007
I sympathize with the desire to rid our business of clones, but in my
imagination the liklihood is right up there with successful defenses of
gameplay patents. I think, if you want to outdistance the clones, it's
like the aliens told Woody Allen in _Stardust Memories_: "Tell funnier
jokes."
Tom Hubina wrote:
> OK - damaging the industry wasn't quite right. It's damaging to developers
> in the industry.
>
> It is marginalizing developers and turning games into a commodity that has
> no value other than drawing in advertising - and where unlimited shelf space
> means that 10 mediocre games are just as good as one quality title. The
> "industry" will still make lots of money, but that money is going to be
> increasingly thinned out amongst more developers who will barely be able to
> make enough of a return on their investment to cover costs.
>
> If you dump a few billion tons of gold on the market, gold prices drop
> everywhere and no one makes any money on gold (except the traders who take a
> piece of every transaction regardless) and people who have invested money in
> gold expecting to sell it at a certain price are suddenly losing money. You
> can either continue putting more gold into the system to try to get some
> cash out of the rapidly diminishing rates and make things worse or you can
> cut back on gold mining and get things to stabilize at a practical price
> before the whole thing collapses.
>
> Right now in casual/web there's a seemingly limitless supply of games (gold)
> and everyone is producing as much as they can. The portals (traders) don't
> care if they put up 10 games or 100 .. They still sell X number of ads and Y
> downloads and make their money on the volume of transactions. While the
> market is growing with new users each year, that growth isn't keeping pace
> with the increase in the amount of content. The net result is that
> developers get a smaller portion of the pie. The factors are compounded by
> other things as well, but those other factors (more people in the value
> chain) are caused by overhead in the quantity of games.
>
> I'm basing this on a few trends I've observed through (admittedly) anecdotal
> evidence over the past several years. You can judge for yourself if they
> match your understanding.
>
> 1. Conversion rates for the average new game have gone down over the past
> several years, from 3% to 1%.
> 2. Percentage of revenue for developers has reduced as a combination of more
> people in the value chain, and rates are reduced at major portals.
> 3. Cost to create a title has increased.
> 4. Number of new titles released each year has exploded (from a handful per
> month to as many as 1 a day)
> 5. Number of portals has increased, each with their own trials (allowing
> users to play the same game for 10+ hours without paying for it)
> 6. Bundling/subscription deals reduce the unit cost of items and spread
> revenues out over multiple developers.
>
> The key point here is that developers make less money when more games are
> being created and ... assuming ad prices hold ... portals make more money by
> releasing more games. The net result is that they're happy as pie to take
> everything we throw at them since it's better for them. They don't care that
> it's worse for us.
>
> This says nothing of the increased difficulty in getting your title
> recognized. It used to be that a title would be in the "What's new" category
> with high visibility for a month. Now it's more like a week. As the quantity
> of content increases, that number could go down to a day.
>
> There's a lot more to all of this and our ability to do anything about it is
> extremely limited, but that's why discussing it over a drink at GDC is more
> fun.
>
> Tom
>
>> -----Original Message-----
>> From: casual_games-bounces at igda.org
>> [mailto:casual_games-bounces at igda.org] On Behalf Of Alex Amsel
>> Sent: Wednesday, February 14, 2007 12:04 PM
>> To: IGDA Casual Games SIG Mailing List
>> Subject: Re: [casual_games] Gameplay patents
>>
>> You see, I don't think it is. This is all in the minds of
>> developers IMHO. The audience buys what they want. It'll buy
>> a good clone but not a bad one.
>>
>> Where retail has the nightmare of licenses/clones controlling
>> everything, we have try before you buy. And it's wonderful.
>>
>> You could argue that portals need to be more willing to
>> promote original games, but they ones that interest their
>> audiences still float to the top.
>>
>> Tom Hubina wrote:
>>> Heh - fair enough.
>>>
>>> I'm casting about to try to find ways of getting rid of the "bad
>>> clones" and the deluge of un-original content in casual because I
>>> believe that it's causing (has caused) irreparable damage to an
>>> industry that had a great deal of potential.
>>>
>>> Tom
>> --
>>
>> Alex Amsel
>> Tuna Technologies Ltd (Sheffield, UK)
>> Cross Platform Game Development
>> Tel: +44 (0)114 266 2211 Mob: +44(0)7771 524 632
>>
>>
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>
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