An Existential Panel

  • Reading time:1 mins read

by [name redacted]

The panel stretched its joints by working out if there was any consensus as to how the balance of power is situated in the casual game universe. The thread of design was established to start at the developer and run through to the consumer in the following pattern:

Developer -> Publisher -> Distributor -> Retailer -> Customer

The implication seemed to be that the developer and the consumer should be the parties with the greatest degree of control, as they’re ultimately the parties that are communicating. Joel Brodie indeed opined that consumers are the ultimate controlling force; they buy what they want, and they don’t buy what they don’t want. Dave Williams figured the balance was pretty even among all parties. Mr. Gwertzman was certain that publishers and portals are the “God” in the equation, while Nixon and Welch agreed that retailers are the major factor in what gets seen and purchased, therefore what developments receive support.

( Continue reading at GamaSutra )

An Introduction to Casual Games

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by [name redacted]

All day Tuesday, a board of twenty industry insiders swapped off on a series of panels dealing with the current state of the casual game industry. To start the proceedings, a selection of five speakers from a variegated spectrum of backgrounds outlined the basic nature of casual games, as they are today.

Unlike past years, the idea this time was to present an overall “übertheme”, broken down into digestible segments. That theme, roughly hewn, was a comparison of casual games now to where the industry was three years ago. On that note, since 2003, the industry has gone from about fifty million dollars in revenue, nearly all of which came from Internet downloads, to five times that sum in downloads alone; meanwhile, other revenue streams have become more important then before. There are now two annual conferences, dedicated to casual games. And even just as far as GDC representation, casual games have gone from a handful of sessions to over twenty related sessions, including this full-day tutorial.

( Continue reading at GamaSutra )