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Showing posts with label business model. Show all posts
Showing posts with label business model. Show all posts

SHARING THE GOOD NEWS

Cengage Learning has just launched my new book in Brazil, today. GAME CULTURA: COMUNICAÇÃO, ENTRETENIMENTO E EDUCAÇÃO (GAMING CULTURE: COMMUNICATION, ENTERTAINMENT AND EDUCATION) is a study addressing educational aspects, narratives, questions and marketing strategies involving games. The final words were written by Uruguayan game designer and researcher Gonzalo Frasca (¡Gracias!, @frascafrasca!).



CLICK HERE TO BUY!

#GoGamers
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Why we need to pay attention to Farm Heroes (or any other game from King.com)

I’m a hardcore gamer. I love Bloodborne’s challenges. I’m very excited to complete Batman: Arkhan Knight with 100% of the missions. I really like to die and try again the experience of Dark Souls.

On the other hand, I’m a casual gamer too. I think – for a work in game design and gaming studies – it’s essential to explore both worlds (and the intersection between them).

I’ve played a lot of mobile games the last three years for two reasons: 1) they’re extremely fun; 2) most of the time I’m far from my videogames. So, I downloaded lots of games in my iPhone/iPad. There are many good ideas, interfaces and mechanics, but I want to focus on the games from King.com. Yeah, you certainly know one or two games from them; Candy Crush is an icon from this publisher.



However, I intend to talk about another game in this post: Farm Heroes Saga. Farm Heroes has some important points to think (and rethink) game design: 1) the core mechanics is simple (you need to join three pieces of a kind to eliminate them from the interface and earn points); 2) the simple mechanics evolves with new characters (you start with fruits and vegetables, but after some time there’re animals, fireworks and many other powers); 3) There’s a social model embedded in Farm Heroes that create a community inside the gaming universe, where players can share lives and special powers; 4) There’s a business model in the game and you can spend real money to buy powers, lives, gold bars and special features (very similar to all King.com games); 5) Finally: it’s free, fun, colorful and has a friendly interface.

The ideas from this game remind me the words of Juul (2010) in the book A casual revolution. Check the video with the gameplay:



The conclusion is: King.com creates a complete model of casual games with very integrated social, business and fun aspects. Every game replicates the same model with a new skin. With great number of games, their chances of profit increase a lot.

I celebrate King.com’s work in the casual gaming industry.



Reference:

JUUL, Jesper. A casual revolution. Cambridge: The MIT Press, 2010.
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Crossy Road: using a game to promote other games

Crossy Road (2014) is a casual mobile game created by Hipster Whale Studio. It’s a tribute to the classic game Frogger (Atari, 1981), this time constructed in an isometric perspective, full of new possibilities. Check the comparison below:





You start the game with a chicken trying to cross the cars, rivers and other dangerous obstacles but, by earning some special points it’s possible to acquire new characters like the duck, the goat, the zombie, the mage, the monster of Frankenstein and many others (even the internet meme DOGE gained its digital version in this game). There’s a clever business model inside the interface and players are able to buy (with real money) new characters or watch advertising videos to earn new points, at anytime.



There’s another smart point inside the game: sometimes the system gives out some special characters to play. These characters are from other games and an invite to download a new experience appears on the screen. In the example below, the player earned the main character from the game named Epoch; few seconds after receiving the prize, an ad with the message “EPOCH – download at App Store” appears to the player. There are many characters to achieve in Crossy Road, lots of them from other games.



This kind of communication structure refers to Davis’s ideas about promotional culture; this author (2013, p.191) says, “Promotional culture has become a more central, influential part of communication and social relations, just as financialization, globalization and new communication technologies have”. In the contemporary times, a good mediatic product never comes without a promotional strategy embedded inside its essence.



Reference:

DAVIS, A. Promotional culture: the rise and spread of advertising, public relations, marketing and branding. Bristol, UK: Polity, 2013.
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Freemium gameplay loop

We already have spoken of this subject here and here, but it's always good to reinforce some ideas.

"A freemium game is one that you can play, for free, for an unlimited time, but that also offers advantages to players that spend some cash on premium items. These items could be magic spells, higher character stats, more health points, secret characters, or special weapons. They could even be purely aesthetic items, like hats, that just customize your in-game avatar and offer no benefit beyond that".



"Unlike a shareware game, a freemium game doesn't require you to buy anything, ever; you can play it normally without spending a penny, but to really get everything out of the game you'll have to pay. Freemium game designers need to define a clear line between the free and paid. This line needs to be thin; the free items must be great enough to let the player have fun and slowly turn into an addict, while the paid items must be desirable without offering too great an advantage to those players who spend their cash".

Source: Tuts+ (Game Development)

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Monument Valley: business model and creativity in mobile gaming industry

Independent games for mobile platforms are a path for creativity and innovation inside the current gaming industry. Mobile stores like App Store (Apple) and Play Store (Google) changed the ways to distribute and stock digital content. With a few clicks and a Wi-Fi connection, it’s possible to download a great amount of data, including games and other kinds of entertainment.

Few weeks ago, a puzzle game named Monument Valley (Ustwo, 2014) debuted, causing a huge buzz in specialized sites/blogs. The game uses the “error” of perspective from M.C. Escher’s paintings to create visual puzzles and enigmas. Check the gameplay and game’s aesthetics below:



It’s not a new resource in gaming mechanics. Even God of War used this kind of “visual error” to create puzzles for the mighty Kratos. So what’s new? It’s a new way to tell an old story. The minimalist aesthetic along with the zen atmosphere of Monument Valley creates an unique experience to solve Escher’s illusions on a smartphone/tablet screen.



The gaming concept is another good feature; the slogan of Monument Valley is “an illusory adventure of impossible architecture and forgiveness”. Because this game is not a simple abstract puzzle game, there’s a mysterious plot in each chapter and it’s exciting to advance each stage and discover new aspects from the world with such impossible geometry.

Quickly, the game became a phenomenon and balanced with mastery some questions like aesthetics, screenplay, gameplay, and advertising on the Internet. Some players complained that the game is too short, but it is understandable that a small studio chooses to release a game with fewer stages, but with high quality in the right time. Ustwo Studio now has a huge player base to increase the dissemination of new games or expansions to Monument Valley.

Mobile platform is a way to a new gaming market. Especially in countries like Brazil, that doesn’t have a formal gaming industry. Even small productions are gaining space in this huge market. One thing is certain: to innovate and be successful in mobile gaming is necessary a lot of training. It’s important to create games, put them online, observe weaknesses, improve good features and exchange experiences with other publishers. To better understand the creative process of an independent game like Monument Valley, check out the mini-documentary below:



I think the most interesting area for studies inside the wide gaming industry is mobile. With the advances in smartphones and tablets we have awesome platforms to develop new experiences. Let’s discuss more and more this sector through here.
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Candy, fans and profit

I’m an old school true gamer. I really like to play everything. I can have fun playing The Last of Us in the survivor mode and I can have equal fun playing Zombie Tsunami. One important thing in gaming research is looking at all kinds of games (and players) without prejudice. And this piece is about players, passions, casual games and fans.

Recently I started to play Candy Crush on iPhone. The simple game catches me. Not for the game mechanics (that is nothing new if you’ve played Bejeweled sometime in your life), nor for the thematic/aesthetics (I really don’t like candy) but the game has an excellent idea of business model and how to engage the users in the experience transforming great part of them in fans of Candy Crush.

The video below shows the game mechanics idea and the colourful interface:



King.com
– the studio behind Candy Crush - is the largest site for free games online. But “free” requires a good strategy to earn money from other sources and other formats. The most part of King.com games works on a “freemium” model.

Freemium (free + premium) is a business model by which a proprietary product or service (typically a digital offering such as software, media, games or web services) is provided free of charge, but money (premium) is charged for advanced features, functionality, or virtual goods.

In Candy Crush, King.com puts lots of efforts to create a balance between entertainment for players, sharing in social media and selling of virtual goods (extra lives, special powers, etc.). The game offers limited lives to the player and when they are finished the user has two options: 1) wait a few minutes to gather more lives or 2) pay with real money to get new lives (or powers) immediately. The addictive game mechanics create the perfect ecosystem to sell virtual lives and powers that facilitate the journey in the game. Players can also gain new lives sharing Candy Crush features on Facebook (bonus in exchange of advertising).



King.com is trying to create an intense relationship with the players to achieve more profit. More than just users, the company needs fans to grow. As Sandvoss and Harrington (2007) remark, for better or for worse fans tend to engage with their passions not in a rationally detached but in an emotionally involved and invested way.

Jenkins (2006: 41) reinforces this idea about the role of the fan in contemporary participatory culture. Although the author examines television shows and other kinds of fan activity, we believe his ideas may help us make sense of what goes on in the social networking service in question. Let us quote what Jenkins has to say about the way one becomes a fan:

One becomes a “fan” not by being a regular viewer of a particular program but by translating that viewing into some kind of cultural activity, by sharing feelings and thoughts about the program content with friends, by joining a “community” of other fans who share common interests. For fans, consumption naturally sparks production; reading generates writing, until the terms seem logically inseparable” (…)

As we know, fans have a special role inside social media communities. A community of fans that surrounds a specific platform becomes a fandom, and this audience deserves special attention. A well-structured fandom can become an effective marketing tool for any specific social media platform.

It seems that companies like King.com must understand how to motivate and activate the fandom audiences, as well as how to bring them closer. Meaningful experiences are important in this context because it’s a key for players to spend money inside the game experience. The idea of freemium is surrounded by strategies to engage the player as a fan.

And now let me try to finish the level 89 of Candy Crush.



References:

GRAY, J.; SANDVOSS, C.; HARRINGTON, L. (eds.). Fandom: identities and communities in a mediated world. New York: NYU Press, 2007.

JENKINS, H. Fans, bloggers and gamers: exploring participatory culture. New York: NYU Press, 2006.

King.com official site (link here)
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