SL shuts down gambling
It was always a matter of time. Here’s the official word.
It was always a matter of time. Here’s the official word.
Investors look for the “Holy Grail” of casual gaming is an interesting article over at Ars Technica, about a talk at the Casual Games Association’s conference last week, given by a managing director at an investment bank. Basically, he outlines the key things that investors are looking for in the space:
Why the interest? Because it looks like these are games that draw recurring revenue from mass audiences, as opposed to drawing recurring revenue from hardcore audiences or no revenue from mass audiences. And costs are low. He specifically says that the Holy Grail is not World of Warcraft, because it’s too small and based on subscriptions.
Heydon’s slides are available here (PDF). One slide claims that in 2007 there were over $135m raised for this sort of project, and he lists some of the ones that raised the most money. Even scarier, he projects almost a half a billion dollars in acquisitions happening in 2007. Yikes.
So what’s the Holy Grail in his opinion?
MySpace + YouTube + Maple Story + Skype + Habbo Hotel = 100 million users.
Clickable Culture notes a new study about how young people use technology which has a number of interesting observations, but this one stood out to me:
Technology enhances, rather than replaces in-person interaction.
I have been thinking a lot lately about my experiences with various social networking services — lately, Facebook.ย There’s a ton of heat around Facebook right now, with lots of companies landing major funding to build applets to live on top of Facebook; it’s basically the darling of the Valley right now.
Gamasutra – World of Warcraft Hits 9 Million Subscribers
And yes, they mean actual players (a lot of people seem to think that WoW’s numbers are “registered user” figures, but they’re not).
I finally got around to reading Dan Cook’s The Chemistry Of Game Design on Gamasutra. At the rate other folks are going, I won’t have to write “A Grammar of Gameplay.”
The skill chains he describes are, of course, basically the same as the game atoms I’ve been messing with, and very similar to the diagrams that Andrew McLennan & co. have been working on, and to Ben Cousins’ stuff, and so on. I tend to think that the reason we’re all saying roughly the same thing is because, well, this is kinda how it is.