227 karma · joined September 11, 2008
Even in the fast cycle of PCs in the 90s, you could learn something reading yesterdays newspaper from his columns. RIP
You could probably keep a high enough margin by saving through smart purchasing/renting of travel along and picking lower cost/highly desired destinations (south east asia comes to mind, for example).
a business of lifestyle, if you will.
This is a right sizing of the company and its revenues to reflect the games they own, once you take away the cheap/free traffic.
So called "mid core" games on Facebook are generally male focused war/strategy titles. Most Farmville/Cityville, etc. players are women. They haven't "moved on" to more complicated games. They've just grown tired of the same formula.
Infrequent/Mild Profanity or Crude Humor
Infrequent/Mild Alcohol, Tobacco, or Drug Use or References
Infrequent/Mild Simulated Gambling
Infrequent/Mild Horror/Fear Themes
Infrequent/Mild Cartoon or Fantasy Violence
Frequent/Intense Mature/Suggestive Themes
Infrequent/Mild Realistic Violence
Infrequent/Mild Sexual Content or NudityI think this should read: if you're customers are in South East Asia, you're amongst the luckiest entrepreneurs in the world.
Social games companies (and many of the apps) only gets paid when people actually play their games (I'm simplifying this, because a lot of other factors add in, e.g. geography. But it's more of less true.). This is why they measure revenue by DAU (daily active users). You can bring this engagement around by analytics, behavioral science (social compulsion) or by making a damn good game, any which way you want. But you're in the business of making consumable experience which leave the user wanting more eventually. So social games have more in common with the drug trade than media companies/traditional games.
Oh and they should forget about consumers. That whole thing was just dumb.