Games
Saturday, November 15, 2008
A Cellular Suggestion

OK so I am pretty hard on the mobile game software industry. It’s important to understand that this is mostly directed at the revenue projections that the industry advertises. I remember going to an EA analyst day last year where billions were projected for casual mobile, yet EA Casual has now been disbanded those employees sent off on new paths.
I’ve said it before and I’ll say it again. Casual mobile phone games will eventually be free. The browser will dominate the interface of future phones, and once Flash is on there, pack your bags boys and girls, most pay-for-casual-mobile-phone-gaming will be over. Casual gaming is already largely free for PC users through sites like Kongregate. There are just too many hobbiest programmers that make simple (and not so simple) games just for fun, bragging rights, and a little coin from the casual sites.
So where can game companies ring up some serious dough from the mobile crowd? One answer lies with their MMO and avatar based games. There is a market for $2-5 per month applications that let users show-off and customize their characters and avatars, Think WOW, Spore, Second Life, etc.
Another app quite a few people would pay for would be applications like location based educational trivia games. For example, if you visit San Francisco and get near the Golden Gate your phone vibrates and asks you a series of questions; offering historical information as well. The game could have multiple nag settings ranging from only major attractions to a much higher frequency of lesser known places and perhaps even a wiki based community question set. The pricing? $1 per month maybe $2.
As a matter of fact, Kevin Lynch showed off a similar application at the Adobe Max 2008 conference keynote through a new site California Museum (californiamuseum.org). It’s championed by none other than California’s first lady Maria Shriver as an educational tool. Of course, in this case it’s free. But similar personalized, GPS powered apps also have a play as products.
Ultimately of course the mobile games industry will not exist as we know it now, nor will the console game industry, nor will the PC game industry. Our devices will stream content where we wish and our content will stream to the devices we choose. Until then game developers will have to be very creative to make a lot of money from people gaming on their phones.
Posted by Ted Pollak on 11/15 at 10:41 PM
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Wednesday, July 30, 2008
First Person Second
Here’s an interesting chart Jon found which tracks the use of the term “Doom clone” versus “First Person Shooter” (FPS)

It’s fascinating how the term FPS stuck, I mean Mist is an FPE (first person explorer), rFactor is a FPR (first person racer), FSX is a FPF (first person flyer) – why does the shooter get the acronym?
As a representative of JPR, and thus a connoisseur of the pixel, I propose a petition to reclaim FPS to its rightful and appropriate place in history….
....of course we are speaking of Frames Per Second.
So the takeaway is to remember Frames Per Second first and First Person Second.
Posted by Ted Pollak on 07/30 at 06:38 PM
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Saturday, June 28, 2008
Missed the Boat
The loudest complainers about PC Gaming seem to have one thing in common - a failed strategy in this market.

Posted by Ted Pollak on 06/28 at 12:43 PM
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Friday, March 21, 2008
Mobile Game Pricing
If you compare software prices to the cost of developing console, PC, and mobile games, something seems to be out of whack.
World of Warcraft costs about $50 million to develop and market, Call of Duty 4 – probably $20 million total, Gears of War $10 million to develop and a few more in marketing. The prices of these games range from $30 - $50 (barring subscription fees). By contrast many mobile games cost $50 - $250K to develop. So how can the mobile game industry expect people to pay $10-$20 a pop when as a percentage of development the value is nowhere near a console or PC experience? Much of the blame can be directed at the high margin requirements the networks demand for “on-deck” purchases.
Some would argue that people have no idea about the ratio of game cost to development cost but I would argue that many people (especially gamers) do have a sense of value delivered in relation to development effort and expense. For whatever reason, the bottom line is that consumers have showed little interest in subsidizing the high costs of running networks by paying relatively high prices for mobile games.
The current generation of mobile game should cost no more than $5 each in fact some should be $1 per game. Will this make a lot of money for developers and publishers? Depends on the game, but as the word of mouth, social example, and momentum spreads this pricing could expand the entire market by a factor of 10. ”A buck a game man what are you crazy?” Maybe – but if I have to choose between a 160 square pixel version of Barn Stormer for $10, which will be lost forever at the next cell phone purchase or an AC/DC Back in Black MP3 album which will be burned/backed up and owned forever – I’m going to choose the music – and I believe games and music do compete for money. People only have a certain amount of dough for entertainment.
I’m no Apple fan boy but indeed, if there is anyone who understands the economics behind this thinking its Steve Jobs and Apple. Though the iPhone is not a great gaming platform because of the lack of hard buttons (which could be overcome with a Bluetooth gaming controller), if iTunes can offer a choice of quality games at $1 - $5 a pop – it may become the largest single cell phone platform for video games based simply on the software pricing model. Apple can’t patent appropriate pricing so the door is wide open for others. Please hurry up so I can start buying 2 games a month.
Posted by Ted Pollak on 03/21 at 12:03 PM
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Friday, February 15, 2008
SLI on Skulltrail – how?
That’s what I wanted to know – how’d you get SLI to work on the 5444 chipset. I asked the folks at Intel. I got shrugged shoulders and apologetic smiles. Not being coy, the people I was talking to just didn’t know, but did, in true (and almost always reliable) Intel fashion, promise to ask around and find out. I figured it was magic, a little trickery maybe, but if it was, it wasn’t easy.
It’s well known Intel doesn’t have an SLI license, but the Nvidia SLI control panel on the computer was operational in the Display Settings dialog box, and this is on Windows Ultimate 32bit. So, a few days later I said, braggingly to some of my pals at Nvidia, I have a Skulltrail with an unlicensed SLI operation. It works great.
The boss of that group looked at me and said, it’s legal. Huh? says I expressing my cool and calm composure. But you guys didn’t license SLI to Intel.
The Skulltrail motherboard uses Intel’s workstation “Stoakley” chipset designed for 2P CPU operation, which is now the x5444.
That’s right Jon, my pal said, in a patient voice. But don’t you remember IDF? To enable SLI support, Intel is purchasing Nvidia nForce 100 SLI MCPs from us.
Oh, I had forgotten – gee, IDF, that was so, so September, I’ve been around the world since then, I’m having trouble remembering the drive down here.
Well, he went on, the nForce 100 MCP converts a single x16 PCI Express Gen 1 bus into dual x16 PCI Express Gen 1 buses, and that’s how SLI is being supported on Skulltrail, as the diagram below shows.

Nvidia actually assisted Intel in the bringing-up and testing of the Skulltrail motherboard which were demonstrated at the Intel Developers Forum in San Francisco. IN SEPTEMBER.
Not only that, my pal said (rapidly reassessing his choice of friends), you even wrote about it in TechWatch. I thanked him for the coffee and slumped away. And here I thought I had an exclusive. I had been scooped by myself.
The moral of this story, aside from the obvious — we’re all taking in so much information we don’t even know what we know — is this: there have been years of subtle fighting between Intel and Nvidia and years of co-opetition, and in the end, both companies will get the job done — whatever it takes.
Posted by Jon Peddie on 02/15 at 07:43 AM
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Thursday, February 07, 2008
What’s Apple’s next trick? Jon thinks it’s gamey
Apple, which used to be known as Apple Computer, is today possibly one of the greatest consumer electronics companies in the universe. It’s interesting and admirable how the Mac transitioned from the computer of choice for artists and photographers to a consumers delight, and didn’t lose any of its artist photographer fans — in fact if anything, they are stronger and more convinced (vindicated?) than ever.
Apple has created customer loyalty as great as Sony used to enjoy. It used to be Sony that was the one to bring out the marvelous new consumer products, and they charged more because they could. They could because they had style, performance, and pizazz. But Sony lost their way and Apple took the flag.
It started with the iPod, followed by the Nano, then the iMac, and then the all time blockbuster - the iPhone. The newest marvel from the wonder company is the Air laptop.
But what’s next? Apple tried Apple TV, and it never really took off. Fashion accessories like sun glasses and scarves maybe, but not likely. I think it will be the iGame. Apple’s next killer device will be a game console.
Now, there are game consoles that have power cords attached to them, and then there are game consoles that you toss in your backpack. What will it be for Apple? Both of course, but not all at once.
First will be a handheld unit. It will have a large screen like the iPhone, iPod Touch, or PSP, and all the features of a PSP, and a closed network for gamers on iMacs to play against gamers on the iGame. Once the community gets large enough, then Apple will roll out the living room unit - iConsole. And it will be powered by an Intel processor. Intel got pushed out the game console business by IBM, and they’ve never gotten over it. But there’s a new Intel now, they’ve got great new processors, and a new attitude about how one deals with customers, and hence the Air that I spoke about last week.
Apple will lead Intel back into the game console business. In fact, the iGame may even have a Intel processor it in. Intel thinks it can scale down the Penryn to any application level, Apple’s iGame may be just the test platform Intel is looking for.
And of course the iGame and the iConsole will do everything the Wii does, and more. In fact, it’s not Microsoft or Sony that scares Nintendo — it’s Apple.
Next week I’m sending our lawyers down to Cupertino to start the NDA negotiations with Apple so we can become a beta site - I hope this isn’t going to cost me too much.