Thursday, December 10, 2009

The Traditional Model is Suffering

Yesterday GamePolitics ran a story covering Fortune's article on videogame takeovers. As Rolf Winkler and Rob Cox of breakingviews.com report, "With their business models under threat and shares in the doldrums, video game publishers like Electronic Arts look ripe for the picking by larger media conglomerates such as Walt Disney."

Contributing to the environment is, of course, the economy. However, the success of social gaming is both a symptom of the current climate and a factor aggravating the wounds of traditional game publishers. EA recently announced that it would be released fewer, but better games. While this scaling back of content is a sign that media conglomerates might be able to move in and make some hefty purchases, I wouldn't say that it's an entirely desperate move. As Winkler and Cox explain:

Publishing video games is like making movies: Invest millions developing titles and pray for blockbusters. As in Hollywood, the trick is to establish successful franchises and regularly ride them to riches. Studios look for the next Harry Potter. Game publishers search for the next Call of Duty.

On the other hand, social gaming requires a lot less investment in individual titles, especially at the start. Here quantity -- generally at the expense of innovation -- is a dominant factor. It isn't surprising that traditional published like EA have to move away from a model like that, and personally, I don't think it's upsetting, either.

It's silly to drop all the time and resources to produce a well-polished but terrible game. You can either be the dexterous indie developer that blows everyone's mind with their quirky innovation, or you can funnel millions into creating a breathtaking, blockbuster experience. There is rarely room for middle ground.

I fully support EA's decision to let the smaller companies do what they do best. Their purchase of Playfish shows that they're willing to get into the field of social gaming, without making the mistake of pitting their big titles against the likes of stuff you play for 5 minutes a day on Facebook.

Thursday, December 3, 2009

Playfish: "Technology Pioneer" for 2010



TechCrunch ran a story a couple days ago reporting the announce of the World Economic Forum's choices for technology companies to keep an eye on. Among 25 others, social gaming powerhouse Playfish was named among them.

To be selected, a company must be "involved in the development of a life-changing technology innovation and have the potential for long-term impact on business and society." The companies must also "demonstrate visionary leadership and show all the signs of a long-standing and sustainable market leader."


CrunchBase also has an excellent page of Playfish's recent financial news and stats as a company.

Presentation Topic: Social Gaming

I've been deliberating for a couple weeks now, and a few days ago I decided that for the final project for Business of Media, I'd like to dig into the quickly growing world of Social Gaming.

I've taken a quick look at social games in the past, as well as EA's purchase of Playfish.However, as with many emerging trends in the realm of online social activity, this is only the tip of the iceberg. Social games are doing things that traditional games have never be able to accomplish. For example, Nintendo recently bragged about how many female players it has, compared to other consoles like the Xbox or PS3.

This is all well and good, but when you look at social games, women and girls aren't just a small pink chunk on a pie chart: they dominate the field. This is a by-product of the fact that they are spending more time with social media, in general.

And while bridging the gender gap alone would is an impressive feat in the gaming industry (women have always been big gamers in the casual sphere, but rarely have they been so readily talked about), it is just one reason why social gaming is so attractive right now.