Right now we have 4 PC laptops in our house; 5 if you count the iPad 2 being a ‘personal computing’ device. There’s my work HP Pavilion dv6, my personal Alienware M11x, her former Dell XPS M1530, which just got replaced by the Asus Zen book UX 31. In my sixteen years of being in the tech industry, and thirteen being with my wife, I’ve never seen her get so excited, and delighted, about technology and or a PC. The only other time that gets this close would have been when I bought her an iPhone. Sure…. We love our iPad 2, but tend to use it more for what’s termed ‘snacking’, or simply just casually surfing the internet, looking something up, perusing the occasional YouTube video, etc. So this got me thinking that if something like an Ultrabook can have that sort of an impact on my wife, and reach a broader demographic than myself, then it warrants taking a closer look at. So what things does she like most about it? The below is in her words. 1) She loves the design, how sleek it is, and the brushed metal appearance. 2) Loves the small form factor – fits in most of her handbags. 3) Loves the Keyboard. Likes the spacing between the keys & the way they feel. 4) Setup was seamless, found all her ‘piles of different devices’. “Right out of the box everything worked”. 5) Liked the fact she didn’t have to download a bunch of updates. Was up and running quickly. 6) The Solid State drive. (I asked her how she knew about that) – ‘because she read up on it’. 7) Boots up super-fast.
Likes the attention to detail. 9) Out of box experience was great. Wasn’t like unpacking something from just a bunch of cardboard. 10) Likes the Case it came with, it’s like an envelope case. 11) Loves the battery life. Ok… so I realize this is a sample of one; but I’m struck at how quickly she rattled off all the above features without even thinking about it. So… about ten minutes later I asked her – ‘So what do you like about the iPad 2’? (Note: It took her about three times the length of time to list the following things) 1) Touch screen. 2) Size of the Form Factor. 3) Convenience that it offers in being able to multi-task. 4) Can play games on it. 5) Good for reading stuff. 6) Quickly checking email. That’s where it ended… and then about three minutes later she says … ‘well, now with my Ultrabook, the iPad has now pretty much been relegated to being a kitchen gadget’. Interesting…. So then I flipped the bit and asked her – ‘Is there anything you don’t like about your Ultrabook?’ – Answer: “not yet”. IMO that’s pretty cool. Ok – so now onto some gratuitous pics of most of these devices. (Note: I didn’t include my Alienware M11x this time around). In the foreground – bottom to top: iPad 2, Asus Ultrabook, HP dv6, and then the Dell M1530 In this next pic.. I’m comparing the thickness of the Dell to the Asus Ultrabook.
Posts Tagged ‘Games’
My wife bought an Ultrabook – and LOVES it!
Intel AppUp(sm) Center – HTML5 and native apps
Hi All, Raghav Darisi and I will presenting the Intel AppUp(SM) developer program, how you can bring your apps either native or HTML5 into the Intel AppUp(sm) center. we will also show you the tools and SDK offerings provided by the program to help get your app to the market. Please visit us at GDC 2012 at Room 3005 for the below sessions to get more details… Session Details Session1: Multiply Your Game Development Revenue with the Intel AppUp Center In this session you’ll learn about the Intel AppUp developer program, explore the capabilities of in-app unlocking, federated login and more provided by our robust SDK to help with your revenue strategy. Attendees will be shown: • How to make use of the Intel AppUp SDK APIs and its core capabilities in your existing or new apps • The essential steps required to create, test and submit applications to the Intel AppUp center Session2 : Developing HTML5 Games for the Intel AppUp Center In this session you’ll learn about the free app development resources offered through the Intel AppUpsm developer program, which now offers HTML5 support through the Intel AppUpTM Encapsulator tool. Attendees will be shown the essential steps required to create, test and submit applications to the Intel AppUpsm center.
From Zynga To Flipboard: Why All Eyes Are On China For The Next Mobile Boom
Editor’s note: Chris Shen is vice president at Chinese gaming company The9 . Prior to joining The9, he served as group account director and account director for several advertising agencies in Shanghai and Taipei. If you spend any time speaking with Western mobile companies, one topic that’s likely to pop up is their “China strategy.” Due to a mix of mobile penetration, sheer population, and popularity of the mobile web, Western mobile companies recognize there’s a lot of money to be made overseas. The idea is not without merit: China is the world’s largest mobile market with almost one billion users, 69 percent of which access the Internet through their phones on a regular basis. As such, plenty of big-name Western mobile companies have already begun entering China. However, the mobile market is still immature with issues like fragmentation and piracy, making distribution exceedingly difficult for developers. China isn’t quite yet a home away from home for Western developers, but it’s poised to be the next big mobile market. China’s lucrative potential is especially relevant for mobile developers. Mobile apps and games were popular in China well before the United States caught on, and the market is only going to get bigger. Smartphone adoption is picking up and opening a window for Western developers to introduce new titles, while in-app purchases are on the rise in China and app downloads have almost tripled in the last year (more on that in a second). Rise of the Smartphones China has over 980 million mobile users. While this number is staggering, the majority of users own feature phones. As such, many local developers create apps that cater to feature phones. However, in the past few years, smartphone adoption — both iOS and Android devices — has increased significantly. According to research firm Strategy Analytics, almost 24 million smartphones were shipped to China in 2011, surpassing the number of devices in the U.S. This trend is still gaining steam and creating a profitable window for Western iOS and Android app and game developers. The9 and GREE recognized this trend early and established the $100 million Fund9 to help developers port their games to Android and distribute them in China. Loads of Downloads In addition to a massive user base, China’s mobile activity is also skyrocketing. More people are downloading more apps and games. According to mobile analytics site App Annie China’s mobile download numbers have grown by almost 300 percent in the last year. Additionally, research firm Distimo reported that over 30 percent of Apple’s App Store downloads were coming from China by the end of 2011, as opposed to only 18 percent at the beginning of that year. In-App Purchases and Virtual Goods China’s massive mobile potential is more than just a numbers game. It’s true that there are more mobile users in China than anywhere else, but they’re also starting to spend more. A lot more. According to App Annie, mobile revenue in China has nearly tripled in the last year, increasing by 187 percent. This is partially due to Apple’s recent announcement that they’re going to start accepting App Store payments in Chinese yuan. Now Western game developers can seamlessly offer virtual goods to China’s huge audience. Western mobile companies can’t afford to ignore the Chinese market. A good example of this is Flipboard. Before launching in China, Flipboard was plagued by multiple clone apps that grew in popularity in the app’s absence. Since launching in China’s App Store, the company has been successful partnering with big-name companies like Sina and Renren. Hit mobile game maker, Rovio, saw a similar problem with loads of unlicensed Angry Birds (even a theme park) being sold in China. Their solution: open an entire Angry Birds store in China . There’s more incentive to enter China than just to protect a brand. Companies like CrowdStar , GREE , and Zynga have all announced China ambitions. As China’s mobile market continues to mature, it’s safe to assume that issues like piracy and fragmentation will become less problematic. For mobile game developers looking to cash in on China today, there are still some ways they can bring their apps over successfully. Finding a local partner to help with distribution, security, and catering to a Chinese audience will ensure a more successful launch. Companies like The9 recognize both China’s complexity and its opportunity, and are eager to work with Western app developers. By leveraging carrier partnerships and working with multiple distribution channels, local partners can eliminate the headache of entering China. Developers also need to localize their apps if they want them to succeed in China. This means not only translating apps into Chinese, but also customizing design aspects to meet cultural preferences and various channel requirements. China is a beast already and it’s only going to get bigger. As Apple and Google continue to penetrate the market and cater to Chinese audiences, there will be a great window of opportunity for Western developers to rake in the yuan. [ image via flickr/bfishadow ]
Intel Level Up Game Demo Contest – What gets our judges out of bed in the morning?
Picture yourself in ten years. You’ve been making games for a decade. You’ve been to the wars, returned with some successes, some failures (trophies and scars). But you wake up and…what is it that motivates you out of bed? The Level Up Game Demo judges all have to get out of bed in the morning, but each has a different motivation for doing so. So we put them to the question for you and come back with their thoughts. Blair Herter, G4TV “While there’s not any one specific thing that gets me out of bed in the morning, I can say that in almost a decade of covering the video game industry I’ve never woken up and thought ‘Man, I have to go to WORK today’. That is a very good thing.” John Romero, Loot Drop, Inc. “Working with a great team that’s inspired to do their best every day, and have fun in the process.” Chris Taylor, Gas Powered Games “For me it’s a chance to do something new, something the world has never seen before.” Jeff Vogel, Spiderweb Software “The persistent need to buy more food for my children. Alas, after 17 years, a lot of the thrill of creation is done. Now it’s just a job, albeit one that is excellent and rewarding in many ways.” Wolfgang Engel, Confetti Special Effects, Inc. “That I can render a scene so well that it creates excitement and a smile on the face of the people who play the game
” Andy Schatz, Pocketwatch Games “When I was 7, I used to make games in the living room with my friends. We made games about the things we were passionate about. When I was 25 I commuted to work, sat in a cubicle, and made games that were supposed to make money. They didn’t. Now that I’m 33 I’m making games in the living room again. They are games that I’m passionate about. They are games that can support my family. The thing I love about the game industry is that passion can drive productivity. I can make the games I want to make, and someone out there will share an interest in them.” What about you? What gets you motivated? Leave a comment and let us know!
EVE Online Saw $66M In Revenue Last Year, Mulls IPO
CCP Games , the makers of the massively multiplayer online role-playing game EVE Online , says the company brought in $66 million in revenue last year. The game, a science fictional adventure set in a star cluster dominated by five major civilizations, first launched in 2003, and its subscriber base (currently about 400,000) has grown every year since launch. Revenue has been growing too, at a compound annual growth rate of 53 percent, bringing in total revenue of $300 million over the game’s lifetime. As for profits, CCP would only say that it has “very healthy margins” — a claim backed up by the fact that it has grown to more than 450 employees despite only raising $3 million in seed funding. This might seem like an illustration that traditional online gaming, overshadowed in the media by casual social games like those from Zynga, can still work as a business model. At the same time, CCP’s new CMO David Reid says the company has been excited to embrace new models, in addition to the traditional subscriptions offered by EVE. CCP has already been experimenting outside the standard subscription model in EVE, by allowing rich subscribers to essentially pay for others to play, in exchange for virtual currency — something that has been used by 40,000 people, the company says. Its next game, DUST 514 is scheduled for release this summer, and will go further in this direction, charging players for in-game items rather than subscriptions or playing time. That’s not the only ambitious thing about DUST. With its first-person shooter gameplay, this is CCP’s attempt to reach the audience that made franchises like Call of Duty a hit, while also connecting to the EVE universe. Through mechanisms like orbital bombardment, the space-based players in EVE can actually affect the planet-based combat in DUST, and vice versa. As a result of its plans for DUST, as well as Asian expansion for EVE, CCP says 2012 will be its biggest year yet. In fact, the Icelandic company’s CEO Hilmar Veigar Petursson says an IPO is a possibility, though predictably, he wouldn’t commit to anything. “We want to be ready for an IPO from a policy standpoint,” Petursson says. “We’re quite a substantial company, so we’re thinking, ‘Okay, what is the next step?’”
The Real Platform is now the Cloud – and has shifted away from devices
Am I stating the blatantly obvious here? (Probably). However; one my most recent assertions is that the devices (e.g. Consoles, PCs, Macs, etc) which used to historically be considered a “Platform” are far less so today. The real platform has become the Cloud and the Clouds associated services. As a result.. I’m going to be using the term cross-device in place of cross-platform for purposes of this discussion. Why do I feel it’s important to make this assertion and distinction? With the advent of so many devices, and screens, we’ve seen come to market over the past decade, the real trick has been how do the end users access their content? We’ve seen a ton of ‘big-names’ over recent years snatch up various content providers; or secure content ‘deals’. Critical and key content for consumers is largely: Games, Movies-TV-Video, Music/Music-Video, EBooks, and so on. In the Movie Industry for instance we’re seeing broadly endorsed options such as the DECE’s – Ultraviolet (Allowing one to view their movies across their devices screens). In the Games Industry we have leaders such as Valve’s Steam moving towards more cross-device functionality where in some instances you buy the game once and their service allows it to play on your PC or Mac. There are tons of other examples to draw from. The cool thing though is we’re seeing more and more of these types of services than ever before. Where does it take us? Is this the tip of iceberg for more cross-device functionality in our devices? I sure hope so. This does tie in well with the “buy the content once plays anywhere” type of scheme. Some other strategy nomenclature that’s been used to describe this are terms such as: “3 Screens, Compute Continuum, Any Screen” and so on. The impacts will be interesting to watch. I’d contend that ‘Proprietary’ business models or those that are more restrictive could be a recipe for disaster. If for any reason, I know that I as an end user, don’t want to buy additional special devices to watch proprietary content on. (e.g. Imagine if you had to purchase 3 ‘specialized’ TVs – to watch 3 programs from different providers!) The device/s most likely to win, are those that allow me to connect to a Cloud-Services-Platform that can deliver my content to me, anywhere, anytime; across the array of devices/screens that I own. I’m curious to get your take on my assertion. Feel free to comment. Thank you Matt
Piracy, Secondary Sales, Account/Identity Theft: What’s the real story?
Honestly; I’m not sure anyone truly has a holistic picture of what the ‘real story’ is here. However; every once in awhile I’ll really stick my neck out and go out on a limb to air my opinions on the trends or impacts of Piracy, DRM, Secondary Sales, Account & or Identity theft issues in the gaming space. Admittedly it’s much easier to shy away from a discussion like this due to the ‘charged’ nature of the subject matter. Almost nothing becomes more hotly debated or contested that I can think of. Given this let me beg up front for patience and understanding since this blog is very much me sharing what I’ve been able to cobble together on these topics over the past 15+ years while working with hundreds of Games ISVs, OEMs, IHVs and the like. Let’s start this out by pointing out a very recent article piece done by Eurogamer (Robert Purchese) that a few of us contributed towards: So let’s dissect all this a little further. Why am I grouping Piracy, Secondary Sales, Account and Identity Theft all into one bucket discussion? Simple – I believe they’re all interrelated. Personally; I’m not a fan of just talking about Piracy or things like DRM separately as it tends to oversimplify the issues and overlook the cause and effects going on inside the Gaming Ecosystem. DRM was a response to Piracy. Just like Free to Play was a response to Piracy and so on. Additionally; what tends to happen about 9 times out of 10 or more when I see an article on Piracy and DRM is that it’s quick to point out the flaws in PC Gaming and the merits of taking one’s games to one or several of the proprietary Consoles. Secondary Sales are too often either overlooked, or not mentioned, and I really have to wonder why since it creates a massive revenue vacuum for the Games ISVs that opt to publish their games on those platforms. This isn’t to say that articles shouldn’t be focused on one or two things like Piracy and DRM, and they need to be, it’s just that I think all of this is more complex and a bigger mix of hot issues that warrants a broader view and context. Let’s cover some of the leading causes, and reasons I’ve heard over the years for why people ‘pirate’ or make a copy of a game. (By no means all inclusive or stack ranked) 1. They don’t want to pay for the game outright or feel it’s too expensive 2. Not available in my region 3. Wanted a digital copy of the game they legitimately purchased 4. DRM was invasive and or degraded game playback & performance 5. Bought the game, lost or scratched disk, didn’t want to repurchase 6. No Demo and or weren’t sure if they’d like the game 7. To be malicious – don’t like the publisher 8. Mafia, Grey, and Black Markets etc. I’ve ‘heard through the grapevine that this is lucrative’ 9. Cracked the game because it was a challenge – wanted the bragging rights 10. I’ll stop here.. I’ve heard some other pretty amazing & even comical excuses for pirating games Here also are some other anecdotal things I’ve heard over the years 1st hand from the mouths of Publishers that might be worth consideration: (I’ll paraphrase) 1. Some Piracy is expected and even acceptable. Would rather have them running a pirated copy of our content than spending mind or dollar share with someone else. 2. Even Pirated games, if it’s good, can over time build into a relationship with that customer and hopefully convert them to a paying one. Can also create brand loyalty and extra product awareness. 3. I’m able to write off some of my Piracy losses. 4. Piracy allows me to claim a larger Total Available Market 5. Piracy forced me to make an MMO subscriptions based game 6. Piracy was so bad I changed my business model to free to play 7. Because of Piracy we decided to release our MMO or F2P bits up on BitTorrent. Free digital distribution that way So where do we go from here? What’s the real story? I believe Piracy, DRM, Secondary Sales, and Account/Identity theft are all creating a “Cause and Effect” that’s leading us towards an overall reduction in the rates of Piracy. Here’s a good portion of my position statements on all these topics. (Note: these are roughly listed chronologically) 1. Piracy spawned all sorts of things: – DRM – Authentication Activation codes and Server Side Authentication (e.g. Microsoft’s SSA – Consoles – to some degree (Emphasis on proprietary hardware and software solutions) – Collector’s Editions – Code Tampering Tech (e.g., Arxan) – Subscriptions based gaming ( e.g., MMO’s, Premium Gaming, etc) – Digital Distribution (e.g. Steam and BattleNet) Which incidentally also created a massive shift away from Brick & Mortar Retail towards Digitally distributed goods. – Free to Play – with Micro-transactions 2. Account and Identity Theft brought us: – Authenticators – like my Wow Key Chain fob that randomly generates #’s – Intel’s IPT (Identity Protection Technology) 3. Secondary Sales spawned: – Achievements and Points based gaming and tracking – Digital Distribution (Sometimes even as exclusives by not making the game available at Retail initially or ever) – Collector’s Editions again. This time with more unique digital goods than ever with one time unique goods tied to the user as a 1 time activation 4. Most of the above brought us: – More legislation and invasive laws in order to help protect Consumers/Publishers/ISVs I’m sure there are many more things I could include in the above but in the way that I’ve ordered the cause and effects, as well as if we follow what’s been taking place in the industry over the past ~15 years or so it leaves me with the following position statements. Some of these are tough to validate, but I believe over time will surface as being all or mostly true. (Source: DFC, myself, & other anecdotal conversations I’ve had with other ISVs). ((These are my stack rankings)) 1. Free to Play You can’t technically Pirate an F2P game – Micro-transactions are the path to monetization in F2P. – Browser/Web Gaming – lends itself well to the F2P model. HTML 5 is able to provide some pretty compelling content. – Scales best on PC due to large Install Base – The going micro-transaction attach is around 5-10%. PC’s and SmartPhones for F2P make a ton of sense here – Massively successful in Asia today and coming our way. Piracy was so rampant in APAC that the only business models that could thrive locally migrated to F2P. To the tune of an estimated 99%! The games that are pirated in regions like Asia, LatAm, EEuro, etc are those games still largely reliant on optical disks and maintain a retail presence. (e.g. Consoles or PC Games shipping out of the W. Hemisphere) 2. Digital Distribution (Largely replacing Brick & Mortar) Also tougher to pirate – I’m sure we’ve all read the news. Practically every Retailer and ISV, due to costs & merits of digital content either have an online store, or publish on one. – Honestly; I personally like an optical disk and game box so am hoping that I can keep getting collectors editions that include the ability after authentication of accessing a digital copy of my game. For me this is the best of both worlds. – Where Retail tends to be more ‘fire and forget’; Digital Goods go a long way in helping the ISV track where a sale occurred, where activated, etc. These metrics really help provide real time tracking statistics that in turn really helps an ISV ship a better game in the future or respond to game issues much more quickly than ever before. – Buy Once – Plays on any Screen : (Longer term prediction) As the Games industry matures I believe we’re going to move more towards what the DECE – Ultraviolet initiative is moving towards for Movies . If we extend that line of thinking to include Games we get a lot closer to the buy once plays anywhere scheme that frankly just makes a ton more sense. This provides more value to Consumers 3. Persistent Worlds and MMOs More expensive to Pirate & beyond most casual Pirates ability 4. Social Integration into Game (For legitimately purchased games) Pirated games miss out here – These games allow for a myriad of ways to communicate or build social circles. Pirated copies of the game aren’t able to communicate broadly with legitimate servers. 5. Achievements/Points/et al : Can’t really pirate the bragging rights either – While the system can be gamed from time to time due to implementation it’s not typical. Users just like being able to track their stats, have bragging rights, etc. 6. Streaming Solutions: (e.g. Gaikai, OnLive, etc) Again tougher to Pirate – Jury is still out here. However; I have heard some ISVs say they were miffed that some of their games IP/franchises died out with the death of 2 Consoles in the last decade. They wished that games were more like TV shows that could be streamed. – Sentiments like the above make me wonder if there isn’t some writing on the wall when we hear announcements like we did last week with Microsoft signing deals for the Xbox 360 with Comcast and Verizon. Fun to muse on. So I could keep going, but those are some of my top reasons listed that I believe that Piracy is declining. Not to mention, that it just doesn’t add up most of the time. It’s pretty simple when you stop and think about it. When a games ISV adopts just one or even several of these above solutions I really don’t see how anyone could make the argument that Piracy is on the rise with all the shifts we’ve been seeing; especially over the past few years. I’d say at the worst Piracy is perhaps stalling out, and best case going to slowly decline as a result of more ISVs adopting and migrating not to one, but even several of these solutions in tandem over the next decade. The ISVs that I’ve talked too that have adopted the aforementioned are by and large seeing varying degrees of good to great results. Thank you for following this story. I know this was a long post but wanted to share a good portion of what I’ve been exposed to on these topics over the years. Thank you! I’d love to hear your thoughts and comments.
[Opinion] The sunk cost fallacy of Consoles and why they’ll likely die out as we know them today
Most people who know me know why I’m not a fan of Consoles; but I figured I should probably explain myself more fully to those who don’t. I’ll pitch my ‘metric-system’ concept for Gaming in a future post. Suffice it to say that my approach is based on the following line of thinking. First; imagine that you needed a special TV to watch HBO’s Game of Thrones, then another TV to watch ShowTime’s The Tudors, then in order to watch the Super Bowl you needed … yes.. yet another TV. This is exactly what we’re dealing with in the Games Industry today and it’s pretty ridiculous when you stop and think about it. First the sunk cost fallacy: I just recently read an article about one of the big Console Manufacturers (which I’ll refer to as Mfgs) financial results. They reported revenue reaching over a billion; but after all costs netted less profit than what some PC games will take home in a month. The math pointed to roughly a 2% margin of profit. Ironically this was an awesome year for them based on their performance over the last decade! In a word – ouch. However; to be fair, it’s not just this one Console Mfg that’s been struggling. I think the argument could be made that they all are but for varying and different reasons. Remember; its not always about how much revenue you generate, but what you take home that matters most. This begs some deeper questions and scrutiny. Are Consoles really that profitable? When they are – who stands to gain the most? If one follows the money, and we should, I think the results would astound most people. The academic approach here would be to 1) find someone dumb enough to pick up the costs of building the box and bleed some money to them. (No dummies yet – thankfully). 2) don’t do much from a 1st party side (Where costs & expenses tend to be higher) but instead convince 3rd party that they’re getting some value, charge a royalty (aka tax or toll) for the ‘privilege’ of bringing your content to a proprietary platform. Sounds great doesn’t it? Well… not for most developers. This line of thinking has a very long, and distinguished, trail of dead ISVs bodies who bought into the hype. A good portion of those who didn’t die were acquired or subsumed, gave up controlling interest in their intellectual property (IP). This in my definition is like giving up the keys to the kingdom and is where the real value resides. NEVER give up a valuable IP. Hype? Most likely. Based on performance we have to wonder if the emperor’s have any clothes. For all the propaganda spread about PC Gaming dying the reverse has been true. There have been two Consoles that died in the last decade and PC Gaming is quite frankly steaming along and picking up even more momentum than before. Does anyone think that the ISVs who made content for those two dead Consoles are happy about it? However; there are deep pockets indeed with the belief that there is money at the end of the proprietary rainbow by trying to migrate, or cannibalize, PC Gamers over to x, y, or z Console. When all is done and said there will be some interesting articles written about the Post Console era. Second why they’re a dying breed: Again – there were 2 Consoles that died in the last decade. We’re likely to see history repeat itself again in this decade. The future of Consoles? There isn’t. Ask yourselves this. Are Consoles looking more like PC’s; or are PC’s looking more like Consoles? Which of the two devices existed first and which is in the best position to exist and evolve moving forward? Why are so many consumers beholden to them? The combined 7th Generation of Consoles (Wii+360+PS3) manufactured is something north of 180 million units to date. The ‘active’ Install base though is more likely hovering around ~120-140 million consumers. This is still pretty substantial no matter how it’s sliced and diced; just remember to roughly divide by 3. I think it boils down to 1) Ease of use. Consoles just work. 2) Cost of ownership. They’ve become rather cheap and will likely continue to do so to be competitively priced against PCs (Laptops/Slates/Desktops) which continue to also drop in price. What is more fascinating to me though is the question that isn’t asked so often. Why don’t we have an easy to use, friendlier User Interface for PCs? It could be argued that Apple (if you consider them a Personal Computer) tends to deliver friendlier UI’s. I just think it’s a crime we haven’t seen this on PC’s yet. Seriously; it’s not that hard. For example look at what the open source community delivered UI-wise for all the hacked Xbox 1’s; while multi-billion dollar conglomerates can’t deliver something as compelling? Really? I believe that in the quote unquote “Post PC Era”; which is another overly used phrase, we’ll also see a “Post Console Era” in lock step. Here are my top predictions, most of which leads up to the forcing function to obsolete & accelerating the death of Consoles. 1) More Gaming will move ubiquitously to the cloud. a. *Impact* Why do we need a proprietary device if the game plays on the Web? b. *Impact* Since most games that play on Consoles aren’t largely latency bound this will eat at the margins necessary to fund future Consoles. 2) More Gaming will continue to adopt free to play. a. *Impact* This has been working very well for PCs; but not likely to pan out so well for Consoles? Why? Due to the low attach of F2P on Micro-transactions you need a very large TAM to make it sustainable. PC’s have around 600 million households to tap into. Whereas Consoles, which are lucky to exceed 50 million households. Free to play is far more interesting, and flexible from a consumer’s standpoint, when faced with $50-60 dollar game price tags. 3) Piracy and Secondary Sales are a double whammy against Consoles a. *Impact* Consoles, which are primarily subsidized by the games, are doubly at risk with secondary sales and the rise of piracy. Secondary sales should really read more like Secondary, Tertiary, Quaternary, & so on sales. Also; one today can simply, and legally, loan a library of games to their friends. 4) Globalization or Cost is King. (Take your pick) a. *Impact* There are several countries coming out of an emerging status and maturing. Their middle classes are expanding and they have more money to spend and consume. However; there is still a huge disparity in their disposable income rates. A PC, SmartPhone, and TV will continue to be prioritized. b. *Impact* Globalization takes our TAMs from 10’s of millions to 100’s of millions. There’s a multiplying effect going on here that cannot be under estimated. 5) PC, SmartPhone, and TV being prioritized (Repeating intentionally) a. *Impact* One would think the Console Mfgs know about this? They do, and some are very likely going to seek ways to bring their ‘proprietary tax system’ over into these devices next. Stay tuned for future announcements on this front people. I can guarantee we’ll start seeing the tip of this iceberg over the next 18 months. As you can see there are quite a few things mentioned in just these five predictions that are going to make it tough for Consoles to continue to exist as we know them. Consoles to survive will have to make some dramatic and sweeping changes to stay relevant. In closing: At this point some people might be wondering why I’m so dead set on proprietary? I admit there are some advantages; nothing after all is 100% bad. Proprietary devices can offer very rich and compelling experiences. A co-worker proposed a potentially better compromise, and term, between completely open and proprietary that he calls a ‘managed’ experience. I’d lean towards a better managed, but more open ecosystem any day over something that is 100% locked down and proprietary. Be that as it may the reality of the situation is as follows. You the consumer bought the content. It is yours and you should be able to access it on the screen of your choice with the least amount of hassle and least amount of nickel and diming along the way. The UltraViolet (from DECE) initiative, but for games, might not be a half bad approach. Isn’t it high time that we as consumers started scrutinizing this a little more?
TAGAP 2: The Apocalyptic Game About Penguins 1.1
Meaner penguins, bigger guns and more pills! TAGAP 2 continues the story of cyber-penguins Pablo and Pedro, who now have joined forces. Following the events of TAGAP, our waddling heroes stumble on even bigger zombie penguin army, spearheaded by general Primo, the most epic cyber-penguin ever! More advanced and better equipped, Primo and his troops are going to accomplish what their predecessors failed to achieve; To conquer the world! TAGAP 2 expands the original action formula to new heights with variety of new gameplay features, diverse environments and bigger and more dynamic action. Pablo is more able than before tossing grenades, using new vehicles, utilizing electro-magnetism and being more bad-ass, while Pedro provides back-up via air strikes. Not only that, but if you have a game pad your friend can assume the role of Pedro and join you side-by-side in split-screen co-op play. System Requirements: Microsoft® Windows® XP/Vista/7 [1] 1000+ MHz processor 256+ Mb RAM Aprox. 350 Mb free hard disk space OpenGL® compatible video card [2] Windows® compatible sound card Keyboard and mouse XInput compatible gamepad for Co-op [3] [1] TAGAP 2 works on Mac with Wineskin [2] Intel® Graphics is unsupported [3] i.e. Xbox 360™ Controller or Logitech® ChillStream™ Homepage : http://www.tagap.net/ Download : TAGAP2Setup.exe File Size : 206.77MB



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