What #Hollywood Does Well: Attention
This is a really interesting article about the idea there are different types of attention, which mean different things:
For the Valley to do that, it’s going to have to get out of the mindset that eyeballs equal quality. My guess is far more people watch a funny video of a talking dog on YouTube than many Oscar nominated films. Even the most commercial blockbuster films have 40,000 showings in a given weekend. Compare that to a YouTube video which can get 40,000 views in a viral minute.
…[but] Eyeballs aren’t equivalent to one another. For Hollywood to be killed, the Internet needs to focus on a metric other than eyeballs. It’s not about mass, it’s about good. That’s absolutely anti-YouTube and anti-Farmville and any other content which we expect to be rapid, mass and disposable. Disposable content isn’t bad, it’s just not everything. And as long as that’s all that the Valley is putting out, we won’t kill Hollywood.

image from graffiti450.blogspot.com
Digital Distribution Does Work…
I was reading this article about suggested dos and don’t for Sony going forward. I’ve also written a bit about all this. What caught my attention is somthing I disagree with:
Sony Shouldn’t;
Bear hug the cloud – The PSPgo flopped for a number of reasons, but one of them was the system’s insistence on only delivering content via the cloud. Make no mistake, cloud services will play a big factor in gaming in the years to come, but it’s not going to be as soon as many proponents think. The mass market – a critical audience for Sony – is simplynot ready for full digital distribution.
Errr? iPhone? Android? Kindle? All huge successes and all digital/cloud distribution only. The PSPgo’s digital failed because, I believe because the digital distribution was not a patch on its competitors. To buy a game on PSPgo was much too complex; (once your account was set up) you had to go into the store, find the game, add credits to your account, buy the game, download the game, then exit the store, select the game file and install it. Compare that to the iPhone – select the game, enter password, it does the rest. There were other issues such as pricing (games and hardware) and how as a user I could get peer feedback on games. But digital only was not the issue, it was its implementation.
#PSVita Slips Against 3DS in Like-for-Like Sales Figures
Sony’s ambitious little Vita has not been receiving that warm a welcome in a land traditionally dominated by handheld devices. The latest report puts week-over-week sales for the new Vita at only 18,361 units, representing a drop of 57%.
If interested, read this in context of the console wars predictions for 2012…
Analyst: #Zynga Paying More to get Playing Players Than They Spend
[analyst Arvind] Bhatia’s estimate is based on the company’s confirmed $120 million marketing budget for the first nine months of 2011.
“Almost all of that is for acquiring customers,” he said in an interview with Benzinga. “We also know that they had 3.4 million unique payers in the September quarter, which is up from 3 million at the end of December 2010.”
“In other words, they added 400,000 additional payers and they spent $120 million to acquire them.”
The figures indicate that each new customer costs Zynga $300 to acquire, but each one will only spend and average of $150 over the 12 to 15 months that players stay with the company. “That math won’t work for very long,” Bhatia added.
This strikes me as a little of a back-of-the-envelope calculation, as I’m sure there is more to the numbers than that. Nonetheless it is a worrying set of numbers. Read this, if you’re interested with my comments and links of social games going into 2012 (here & here).
Play Themed Graffiti: Can Your Inner Child Come Out and Play?
What Virtual Goods do we buy?
More on the Future of Facebook
I’ve post a bit about the future of games and social media. So following on from that, this post on Facebook caught my eye…
And Facebook has “already lasted a long time, in Internet years,” notes Douglas Rushkoff, author of Program or Be Programmed: Ten Commands for a Digital Age. But for Facebook to last decades, it would have to become as prevalent as email, and Rushkoff doesn’t believe that’ll happen.
Rather, Rushkoff predicts a Facebook backlash. Either something disastrous will happen, like a huge privacy violation or security breach, or people will just get sick of Facebook. The way we use the internet and connect socially is always changing, so at some point we’ll probably all fall out of sync with Facebook. If Facebook does survive, it’ll be as something almost unrecognizable, that just keeps the brand name “Facebook.”
“Facebook has a bright future,” as long as it can stay “human and open,” contends Gerd Leonhard, founder of Green Futurist and author of The Future of Content. “Facebook is infrastructure now, like a highway, or water.” He predicts Facebook will rival Google in terms of revenues within three years, and already rivals Google for importance. The main challenge Facebook will face is user fatigue, as it adds more and more services and forms of content.
The Mainstream Growth of Games: Just Dance
So yes games like Call of Duty, Halo, Uncharted do really well and rack-up impressive sales, but if there was ever something that showed how video games have moved into the mainstream it is the continued success of Just Dance:
Ubisoft announced today that the Just Dance franchise has surpassed 25 million units sold worldwide, with the recently-released Just Dance 3 having sold 7 million to date. The publisher also touts 23 million minutes of Just Dance 3 played and 7.5 million songs attempted every day.
Red Wasp Design Talk Write-Up
As part of Red Wasp Design, I did a talk at the PM Studio about our up-coming game, Call of Cthulhu: The Wasted Land. There is a great write up of the talk here:
Tomas explained that he felt the main difficulty with adapting their game from the tabletop version of the RPG stems from the original game’s openness: the way that all of the atmosphere and imagery of situations are created in the minds of the players and that it allows for the possibility of taking any course of action. This openness is not so easy to reproduce in a video game, where each option given to the player requires a large amount of code to be written in order to facilitate it.
The other major problem facing Red Wasp was to find a way to fit the game onto a mobile device. They have developed the game with highly detailed visuals so that it can be converted onto multiple platforms in the future (including home consoles such as the PS3). Initially they have decided to release it on iOS as the mobile platform lends itself to single player turn-based play and also as it is quicker and easier to get the product to market, start building a community of players and to gather feedback about what works. However, the relatively small screens involved with smart phones poses the design challenge of conveying an atmosphere of horror in the context of a handheld device.
The full write-up is here. Thanks to all those who attended and have supported us!











