An Existential Panel
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.