Games

Sega Canceling Games, Cutting Jobs

by Salat on March 31, 2012 · 0 comments

Due to an expected net income drop of 47.4% by Sony’s fiscal year end, Sega Sammy’s board of directors have set in motion a plan to reduce operating costs in the future, which involves canceling games and cutting jobs.

Sega’s operations in the US and Europe will be “streamlined” to “create a smaller company positioned for sustained profitability.” There is currently no word on how many jobs are being cut to create this smaller company.

The other casualty of this plan is to have Sega focus on franchises the company expects to be profitable in the US and Europe, including Sonic, Football Manager, Total War, and Aliens. That refocusing means some games have been canceled, though specific titles were not announced.

Sega’s expected profits have dropped from 38 billion yen ($ 462 million) to 20 billion yen ($ 243 million,) with sales revenue decreasing by about a half-billion dollars. The reform plan is estimated to cost 7.1 billion yen ($ 86.5 million).


via Joystiq




Source: Gaming Today

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Peak Games: Conquering the Middle East

by Salat on March 29, 2012 · 0 comments

Peak Games sees the Middle East, North Africa, and other emerging areas as strong markets.

Getting to the #5 position in the AppData leaderboards for social games is an impressive achievement, especially when you’ve done it without the USA, Europe, or Asia as part of your target markets. Peak Games has done just that. The Istanbul-based developer/publisher currently has over 4 million DAU (daily active users) right now, and has hit 7 million recently. How have they done it, and where are they headed? GamesIndustry International spoke with Peak Games’ marketing consultant Nicole DeMeo to get some answers.

Peak Games raised $ 11.5 million in an investment round last year, fueling its expansion in the Middle East. The company has acquired studios in several countries, as well as publishing games from other places. “It’s both a development and a publishing model,” said DeMeo. “A number of the games have been developed in-house.” One of the keys to their success is proper localization, or what DeMeo called “hyperlocalization.” Games need to be culturally competent, which means being properly localized for the culture.

The top game for Peak is Okey on Facebook. This is a tabletop game that people have played in Turkey for years and years, brought to the Facebook platform. “What we’ve found is that users engage with the game in slightly different ways than are typical of other social games,” DeMeo explianed. “It’s very cultural. What happens within Okey is people are communicating quite a lot. It becomes a social form of communication. Being in parts of the world where it may not be as prevalent to go out to a cafe and socialize that way, this becomes a great way to connect.”

Peak’s game portfolio includes a wide range of games. Umaykut is a strategy game based on Turkish history; Erlikhan is a strategy game with a fantasy theme on Facebook. “In the MENA (Middle East, North Africa) region we have Happy Farm, which is the second largest farming game in the world; it’s Arabic only,” noted DeMeo. “Saudi Arabia is a very exciting market, with a very high number of ‘whales’.”

More than two-thirds of Internet users in Saudi Arabia play games online, and the country has one of the highest average revenue per user (ARPU) rates in social gaming. There are a number of high-paying customers in the Gulf region, where wealthy families make up a good percentage of those who have easy access to computers and smartphones.

Sidar Sahin, chief executive officer and founder of Peak Games, has had many game startups in his past, and he and his crew have extensive experience in the area. “He’s worked with many of the team members for ten years or more,” noted DeMeo. “I think there are a lot of important lessons here, such as hyperlocalization. If you are completely immersed in a culture, you get it, you can make that connection. I think some companies have come into these countries and some of these translations are so bad they’re offensive.”

Peak Games has been growing through acquisition, acquiring studios such as Umaykut and Erlikhan, both based in Turkey. Over the last year, the number of gamers in Turkey downloading free games climbed to over 5 million, a 534 percent increase since 2010 – and more than 14 percent of the country’s total population. More recently, Peak Games acquired Kammelna, a studio of 20 people based in Damman, Saudi Arabia, which produces the hit game Baloot (based on a popular Middle Eastern card game). “We’re bringing it to the Facebook platform,” said DeMeo. “That’s been something really interesting and exciting to see; the growth of these games is helping Facebook to grow in these markets. Like Zynga is to Facebook, Peak Games is to Facebook in the Middle East.”

There are around 150 people in the company now, with offices in Dammam, Amman, Berlin, Istanbul. Peak Games is looking to move beyond social game versions of card games and board games to a much broader portfolio of games. “The focus is really to be all things gaming for Turkey and the Middle East,” DeMeo said. This means core games, mid-core games, social games, and extending into mobile games. Peak is also taking games from RockYou and publishing them in localized versions for the region.

Growth is something that Peak manages carefully. “The publishing partner side of the business is very, very thoughtful growth,” explained DeMeo. “Sidhar doesn’t do a transaction with a company unless he has a very strong sense of their commitment to partnering with us. It’s not just a transaction that happens in a month; this is a very relationship-based business. Peak is focusing more on developing games rather than publishing them, as well as growth by very strategic acquisition.” This allows Peak Games to add personnel in a cohesive group that’s already in place, and helps extend their ability to localize in different markets.

The potential for future growth in the region is good. There are over 400 million people in MENA, so the accessible market is large, especially as Internet and smartphone usage continue to grow rapidly in the area. Peak will be moving their current games across platforms, including Facebook and mobile, localizing for the different regions. There will probably be more growth by acquisition, and more deals with other publishers to bring their games to the MENA region. Other areas that are under-served by games, such as South America, are also in the plans.

The underlying message for the game industry is that the market for games is more than just North America, Europe, Japan and China. As Internet usage and smartphone adoption continue to grow rapidly around the world, other regions are becoming viable markets for browser-based games, social games, and mobile games.

These emerging areas will never develop the infrastructures needed for distribution of packaged games, nor a market for dedicated game consoles. The revenue possibilities are substantial in these markets if the development costs are kept low, and products are localized properly. This implies using local talent as much as possible, both for cultural/linguistic reasons and for cost reasons. Peak Games seems well positioned for these trends, and we’ll check in again to see how the strategy is progressing.

Source: Gamesindustry.biz

Source: Games Industry Blog

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We know gaming can be a healthy pastime for children, but many parents see it as an unnecessary evil. Scott Steinberg, author of The Modern Parent’s Guide book series, hopes to redress the balance.

As you’re aware, video games are one of today’s most positive, uplifting and enjoyable escapes, and a pop culture medium that even the famed Smithsonian’s now recognizing as among the era’s defining art forms. Alas, many parents still believe that gaming is evil, promotes violence and can foster issues like addiction, obesity and stunted social growth, despite mounting evidence to the contrary. Happily, the next time someone tells you “video games are bad for kids,” or you observe a mother or father going into apoplexy just because their child asks for a PlayStation Vita, well… Here’s why you might gently suggest they plug themselves back into reality.

Fact: Controversy sells when it comes to games, but doesn’t necessarily reflect the status quo. While many popular games are rated M, and intended for discerning adults, not only is the average player a 37 year-old male – most game titles are perfectly safe and fun for everyone. “Games can definitely be good for the family,” says the ESRB’s Patricia Vance. “There’s plenty of selection. Oftentimes I think parents feel that they’re not because video games in the media are portrayed as violent, and hardcore games tend to get the lion’s share of publicity. But parents also need to be comforted knowing that E for Everyone is by far largest category [of software]. Nearly 60% of the almost 1700 ratings we assigned last year were E for Everyone, which means there’s a huge selection of games available that are appropriate for all ages.”

Fact: Research shows games can be tremendously beneficial to kids’ growth. Per a recent piece in Parents magazine by Harvard Medical School collaborator Cheryl Olson, “parent-approved video games played in moderation can help young kids develop in educational, social, and physical ways.” Having surveyed interviews with over 1,000 public-school students, her data shows that playing even nondescript outings (read: everyday titles found on GameStop’s shelves) can confer tremendous benefits on children. Beyond encouraging planning, problem solving, and creative self-expression, she also points out that many titles can promote lifelong loves of history and literature, while others encourage socialization, exercise, healthy competition, and leadership. Setting stereotypes aside, as she points out in no uncertain terms, games (shocker) are a perfectly normal part of childhood.

Fact: Games are a powerful tool for teaching and providing new perspectives on the everyday challenges kids face. Unlike boring, passive lectures and training courses, games and virtual worlds actively engage children, encourage them to experiment without fear of embarrassment or repercussion, and let them problem-solve in lifelike scenarios that evolve in real-time. Providing an experience that more closely resembles real-world scenarios, better engages pupils and promotes heightened retention, Duke University’s Dr. Jeffrey Taekman actually calls them the future of education. “The traditional textbook will soon become passé,” he asserts. “Gaming platforms will offer an interactive way for students to learn and apply information in context.” As you’ll happily note, even medical students are now being trained this way – a fact which may come in handy the next time newscasters run a sensationalized media story and Mom has a proverbial heart attack. Oh, and added bonus: Because of their ability to promote strategic thinking, interpretive analysis and rapid adaptation to change, The Federation of American Scientists even claims the skills games teach map well to those sought by today’s top employers. Next time someone tells you to get off the PC and get a job, you may want to let them know you’re actually building valuable career skills.

Fact: Games have great social benefits. Beyond titles such as Just Dance 3, which help bring families together, and can bridge the gap between generations, there are also many games that have positive social messages and encourage families to be a force for good. In a series of experiments published in the Journal of Personality and Social Psychology, researchers found that participants who had just played a “pro-social” game in which characters must work together to help each other out as compared to those who had just played a “neutral” game (e.g. Tetris) were more likely to engage in helpful behaviors. So-called “serious games,” specifically designed to teach and inform, are also teaching kids about real-life issues, humanitarianism, and geopolitical concerns. Even titles not specifically designated as educational help build confidence as well, providing kids with a sense of positive reinforcement and achievement as they solve puzzles and rise to the challenges contained within.

Fact: Gaming doesn’t have to make you fat and lazy, and can have marked physical benefits. Naturally, kids need both physical and mental exercise – cheerfully, motion-controlled games for Kinect, Wii and PlayStation Move help provide both kinds of workouts at the same time. In fact, the American Heart Association now recommends video games as a fun and entertaining way to enjoy physical activity. Upsides of active play are considerable too. A study reported in the Archives of Pediatrics and Adolescent Medicine of 39 Boston middle-school children who played with six different interactive gaming systems found that the games compared favorably with walking on a treadmill at three miles per hour, with four out of the six activities resulting in higher energy expenditure. Other studies show that action video games can improve several aspects of brain activity, including multitasking. “The attentional and working memory demands of video games can be much greater than other tasks,” says Michael Stroud, a professor of psychology at Merrimack College. “Consider Pac-Man as an example. In Pac-Man, you must navigate your character through a spatial layout while monitoring the separate paths of four additional objects (the ghosts), while keeping the overall goal of clearing the small pellets in memory, as well as keeping track of the remaining large pellets. Think about how this may apply to skills such as driving… When you drive your car, you are faced with a constantly changing environment in the road, not to mention several other distractions that compete for attention that reside in the car. At the same time, you are attempting to navigate through the environment to reach a goal.”

High-tech parenting expert Scott Steinberg is the author of The Modern Parent’s Guide book series and host of “Family Tech: Technology for Parents and Kids.” A noted games industry consultant and business keynote speaker, the following is excerpted from latest book, The Modern Parent’s Guide to Kids and Video Games, free to download now.

Source: VG247

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You can get $ 5 worth of Facebook Credits for the price of $ 1 if you have never bought any credits before
Source: GamesIndustry International

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Newsbrief: California-based retailer Play N Trade has merged with Canadian chain Dimension Games, with the latter now operating as Play N Trade Canada and rebranding its locations. The two companies say this merger allows them to combine their respective strengths, such as Dimension Games’ game rental model, online programs for customers and store owners, and in-store gaming pay-for-play platform; and Play N Trade’s repair business and franchise support structure. Play N Trade claims to be …


Source: Gamasutra News

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[In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, such as black hat game design, Japanese games targeting Western audiences, an open letter to BioWare on Mass Effect 3's ending.] Member Blogs can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs — also highlighted weekly — are written by selected development professionals. We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more …


Source: Gamasutra News

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League of Legends is massively popular. I get it. But numbers have a way of conveying the magnitude much more than adjectives. Today’s number is 1,015,443,102. That’s how many LoL games have been played.

Christina Norman, a designer at Riot, tweeted the above image, which has since been removed. Let’s break down that 1,015,443,102 figure.

League of Legends released October 27, 2009, or 876 days ago. That comes out to a gross average of 1,159,182 games per day, or 48,299 games per hour, 805 games per minute, or 13.5 games per second.

In the time it took you to read that sentence, over 50 LoL games were played.

Also, bear in mind that those numbers are averages, and that the figures are higher now then they were in October 2009.

Scary, huh?


via PC Gamer




Source: Gaming Today

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Bad news today for sufferers of friggatriskaidekaphobia — that is to say, those with a fear of Friday the 13th. EA has announced server shutdowns will be taking place on Friday, April 13th, for titles that were released as early as 15 months ago — including games that require online passes. So if you recently bought MMA for PS3 or Xbox 360, then you just wasted money on an online pass that will do you no good in a couple weeks’ time.

Other titles include Burnout Revenge for Xbox 360, The Godfather II for PC, PlayStation 3 and Xbox 360, and Need for Speed ProStreet for PlayStation 3 and Xbox 360.

But hey, don’t feel bad if you can no longer play the multiplayer component game you paid for — would it help if EA told you the decision was not easy? That it was actually more painful for them than it will be for you? No? Then you probably don’t want to read this statement:

The decisions to retire older EA games are never easy. The development teams and operational staff pour their hearts into these games almost as much as the customers playing them and it is hard to see one retired. But as games get replaced with newer titles, the number of players still enjoying the older games dwindles to a level — fewer than 1% of all peak online players across all EA titles — where it’s no longer feasible to continue the behind-the-scenes work involved with keeping these games up and running. We would rather our hard-working engineering and IT staff focus on keeping a positive experience for the other 99% of customers playing our more popular games. We hope you have gotten many hours of enjoyment out of the games and we appreciate your ongoing patronage.

I feel bad for PR team that had to spin this yarn.

You know what doesn’t matter to the customer? The fact that 99% of your fans play other games. For that one person who purchased MMA, that’s the game he plays. That’s the game he paid for. That’s the game he believed he’d be able to keep playing for years. Rubbing a 99% figure in his face is akin to telling him he’s an outsider with poor taste.

EA is perfectly entitled to shut down game servers whenever it wants. But it sure isn’t going to win any fans by doing so.




Source: Gaming Today

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