Posts Tagged: economics


14
Aug 10

Why Cow Clicker Isn’t Exploiting You Enough

Cow Sign by mrbill on Flickr

When Ian Bogost launched Cow Clicker, he intended it to be a satire of social games like Farmville, a demonstration of what’s wrong with them in the form of a working model. Cow Clicker may be taking off, by hooking critics of social gaming into clicking their cows daily, even if (as many protest) only ironically, but I’d argue that Cow Clicker is somewhat flawed. As a critique of social games, Cow Clicker has some huge, gaping holes in its working model. Why? Because it’s not exploiting its players enough.

Now, to explain what I mean, I’m going to make an argument about social games, and the way they work. But it’s important to note that I’m talking here about one particular type of social gaming. Games that fit this mould are reasonably identifiable (free to play, minimal free content, paid content gives game advantages, etc.) and if you’re not doing social games this way, this argument probably doesn’t apply to you. It doesn’t apply to games like Neptune’s Pride, or to Words With Friends. It does apply to many of the games made by companies like Zynga, and it does apply to the prominent of these games: Farmville. Continue reading →


8
Feb 10

Streamed games – hype or hope?

Mario meets cloud computing.

There’s more to digital distribution than just online sales – being able to instantly buy and (sometimes) play games online is only a part of the puzzle.  Where the game runs, where the game is stored, and how you “own” the game are equally important. Steam, Good Old Games, and similar services are the simplest model; by and large, they replicate bricks and mortar stores by providing a catalogue and a distribution system (in their case, the internet). As a category, these “Games on Demand” system are most likely to be the dominant model for the foreseeable future. Continue reading →


1
Feb 10

Dancing elephants and digital distribution


If you don’t watch out, you’re liable to get stomped.

So far we’ve had a look at what the future holds for digital distribution and how data mining’s going to change the way we interact with our vendors of choice. But, that doesn’t answer the question: Where do we currently stand? Continue reading →


25
Jan 10

Mining your habits for fun and profit


Or, how you’re going to end up buying more games than you thought you would.

More than anything else, digital distribution means change. Changes to the way we shop, changes to the way we perceive the goods that we buy, and changes to the way we interact with publishers and distributors. As we’ve explored previously, one of the likely outcomes of moving to digital distribution is that most people will probably spend far more than they were expecting. But, what does that mean, and why will it happen? Continue reading →


20
Jan 10

The future of digital distribution

Psst … hey, you. Yeah, you with the cash – wanna buy a game?

Digital distribution means a lot of different things to different people. To some, it’s digital rights management (DRM) and the loss of freedom that implies. To others, it’s a convenient way of avoiding the shops. To me, it’s a screaming temptation ranking somewhere between a good single malt and pure crack. Like it or not, it’s here to stay.

But, what does that mean for the average gamer? More than you think – what we’re seeing at the moment is a tectonic shift in the way we buy and play games. And, what that means in practice may surprise you. For those unable to read to the end, here’s the summary – used game sales are going to disappear, you’re going to pay more and less for games even while you play more of them, and the system as you know it today is pretty much going to disappear. Continue reading →