Business models for games
lsvp.wordpress.com
lsvp.wordpress.com
One of the best things I learned coming out of a failed video game startups (we had one win, our multiplayer tech is powering Quake Live :P) was the importance of positive and negative feedback for building an addictive community.
On BreakkUp.com, we're looking toward virtual goods instead of banners ads. There's no reason in this day and age that one can't easily produce and monetize e-cards and gifts on a micro level, for example. It better fits our demographic which is 25-35% teen — they practically ignore banner ads.
I sort of disagree. I am getting occasional emails from CCP about how they still have my EVE Online character from 2005 and how awesome it would be to re-sub. I feel it's more likely to get people to spend more money versus "kidnapping" their characters. In EVE's case, though, I am pretty sure their policy was to delete characters 3 months after you cancelled your account, but they seem to not actually enforce this.
I would like to see some sort of figures to give weight to either side of the argument.
Also missing in the list was that you can certainly also sometimes sell the technology of your game.
Therefore I'm working on a project - some open-source technology, and a targeted community portal - towards this end. I think there are a number of possible related business models, but at the moment I'm not going to jump for money. It doesn't motivate me well.
ed: to clarify, the only reason to have any portal is to promote the app.
ed2: I should have just linked to this in the first place: http://ludamix.blogspot.com/2009/01/intro.html
If the used game market goes away, so do AAA titles. You cannot have the risk mitigation of resale in digital distribution. Plus, the console makers control the pipe to their machine. With physical distribution, you can play GameStop off of Target off of Best Buy off of Walmart.
I like Dave, but he uses the same example of a hidden camera showing a GameStop rep pushing new buyers to used product every time he speaks. There’s no rigor to the objection.
Yes, I’m biased. But I did this analysis before I started Dawdle, and no one wants to give Microsoft, Sony, and Nintendo the same power that the music industry gave to Apple.
The AAA gaming market is already pretty fragile, as the games cost so much, the production values are ridiculous, and so on. It's a very hit-or-miss industry, where a partial success is a financial failure and blockbusters are what keep companies afloat.
In 2007, there was at least $1 billion in new game sales funded through the proceeds of used game sales (between GameStop data and paid industry research).
There's a multiplier effect - game publishers can receive more than $100 in revenue for a given $100 in purchasing power.
As a result, developers are moving away from making games for the traditional demographic.