Virtual Worlds Management Industry Forecast 2009

 Posted by (Visited 6032 times)  Game talk  Tagged with:
Jan 192009
 

Virtual Worlds News has published their “Virtual Worlds Management Industry Forecast 2009”.

Among questions answered of the dozens of CEOs and senior execs interviewed are things like “What are trends for the next year?” and “What is your company’s goal for 2009?” Lots of mentions of the economy. My favorite answer comes from Sean Ryan of Meez:

Get profitable while Armageddon rolls over the industry.

InformationWeek’s sneak peek at Metaplace

 Posted by (Visited 5247 times)  Gamemaking  Tagged with:
Jan 142009
 

We have lifted the NDA for one person: Tom Claburn of Information Week. And “Metaplace Readies Virtual World Platform” is the resulting article.

Congrats to the (many!) users whose work got spotlighted by the reporter! 🙂

It would be a mistake to see Metaplace exclusively as a game environment. The platform also has a strong social component, even at this early stage with its limited audience of testers. When the doors open, Metaplace may end up competing not with the likes of Second Life or Habbo but with Facebook. To imagine how that might happen, consider how some Metaplace testers have been streaming music into their personal worlds using programming hooks to Last.fm. Others are trying to implement music composition in their virtual spaces. Really, if data is available online, there’s probably a way to access it and present it on Metaplace. That means that worlds can duplicate many of the functions of Web sites, albeit with a different user interface. …

Betting on the masses, as opposed to the technically proficient, to produce compelling virtual worlds might seem like a risky decision. There are still people who can’t accept that an army of amateurs has produced something as useful as Wikipedia.

But Koster is undaunted by such concerns. “If we give people access and freedom, we’re pretty sure they’re going to surprise, shock, and astonish us with what they go do,” he said. “Honestly, it’s been happening to us on a regular basis.”

Jan 142009
 

I now have official word that A Theory of Fun for Game Design will be published by O’Reilly. They are going back to press on it pretty much immediately to meet the giant pile of backorders (like, well over a thousand), so hopefully everyone waiting for a copy will be able to get one for less than $200 in the next few months.

I am thrilled about this — it’s new life for the book, and the possibility of even some fresh momentum. I get asked about getting a hold of copies every single week, sometimes multiple times.

The question has also come up regarding updates. I’d have to re-read it closely, but although there have been lots of studies that have come out since publication that seem to reinforce the points the book makes, I haven’t seen anything to substantially alter the thrust of the argument. You?

Also, if there were any sort of update, the commonest thing I have heard requests for is to actually have endnote numbers, since it is used a lot in academia. Anything else? (No, not color cartoons…)

How well can indie games do?

 Posted by (Visited 15989 times)  Game talk  Tagged with: ,
Jan 142009
 

No, not top sellers like Braid. Ordinary indies that don’t manage to hit the top of the charts or land an XBLA deal — the stuff that comes and goes on the web portals, made by a guy or gal in the evenings working on it, often churning out hidden object games or another match-3 game because they have to.

Well, Grey Alien Games, an indie developer themselves, has culled some answers from a rather noisy thread on Indiegamer.

Cliffski, of Positech Games, made $189,423 in 2008 from direct sales…

Princec of Puppygames posted his direct sales figures and they told a very different story. He has made $11993 from 1073 units sold in 2008.

Siread of New Star Games posted his Direct Sales stats of $43246 and 2545 units.

SteveZ of Blue Tea Games shared his direct sales figures for 2008 of $1299 and 72 units sold… This then prompted a surprise turnaround from SteveZ who posted his Big Fish Games royalty report from November 2008. It showed $20837 in royalties in just a single month!!

Separately, but prompted by that post, we see the CEO of Anawiki Games posting

My sales stats for 2008: $21,650.09 and 1152 units. I have released 6 games so far on PC, Mac and Linux (not all of them have Linux versions). Two of them have been released in 2008.

One takeaway here — it’s hard work, and for most, you can’t quit your day job. But there’s plenty of opportunity if you are determined and skillful.