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Long time video game player, starting with the ZX Spectrum back in 1985 and continuing throughout the 16-bit era (Amiga, Genesis) and straight through to this day (Xbox 360, Wii, etc). Key interests: tracing video game evolution and history, critical analysis of game design, game industry economics and the experimental side of the indie games scene. Now working as telecoms manager/developer with the following personal websites: http://www.caffeinated.org.uk/ - ZX Spectrum game reviews and general website http://www.xboxindiegames.co.uk/ - Xbox Live Indie game reviews - over 1600 games reviewed!
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Member Blogs
Analysing Nintendo's Wii U use-cases...  |
| Posted by Jamie Mann on Tue, 26 Jul 2011 10:30:00 EDT in
Game Design,
Console/PC
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| A look back at the use-cases Nintendo has suggested for the Wii U |
| Read More... | 4 Comments |
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Upwards and onwards |
| Posted by Jamie Mann on Fri, 17 Jun 2011 11:29:00 EDT in
Business,
Console/PC
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| A quick look at console lifecycles... |
| Read More... | 0 Comments |
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Whither the Wii 2 redux |
| Posted by Jamie Mann on Thu, 09 Jun 2011 05:34:00 EDT in
Business,
Console/PC
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| Or: wot I got right, wot I got wrong and what the implications are... |
| Read More... | 0 Comments |
Can Nintendo's lightning strike thrice?  |
| Posted by Jamie Mann on Thu, 26 May 2011 07:34:00 EDT in
Business,
Console/PC
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| Nintendo has seen record success with the Wii and DS. Can they repeat this success with the followups to these machines? |
| Read More... | 11 Comments |
Whither the Wii 2?  |
| Posted by Jamie Mann on Tue, 26 Apr 2011 07:28:00 EDT in
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| Some musings on the history of Nintendo, and what this means for the Wii 2 |
| Read More... | 18 Comments |
[More Jamie Mann Blogs]
Jamie Mann's Comments
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Comment In: Body Politic [Blog - 02/02/2012 - 01:53]
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Striving for more conceptual explorations ... Striving for more conceptual explorations in video games is laudable and there's definitely a strong element of frustrated male designer in many character designs. But. While I don't want to sound like a hide-bound reactionary, there's good reasons for AAA video games to be the way they are. Fundamentally, they're ... |
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Comment In: Developers Deserve Residual Royalties [Blog - 02/04/2012 - 08:26]
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I'm not sure I see ... I'm not sure I see the connection here. Put simply, there are two ways you can create IP: 1 You can create it with your own money and retain the copyright 2 You can create it as a work for hire and the copyright will go to the people who ... |
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Comment In: The role of self image in video game play [News - 02/03/2012 - 02:44]
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Do people want to play ... Do people want to play in a way which caters to their idealized self image, or do they want their actions to be consistent with the character they've created I can think of very few games where the main character can be said to be an idealized version of myself. ... |
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Comment In: Why Rovio thinks piracy can be a good thing [News - 01/30/2012 - 05:38]
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Angry Birds was developed by ... Angry Birds was developed by a company with 25 employees and a budget of 140,000. It involved up to 10 employees and took six months to develop. http://www.pcworld.com/article/206831/the origins of angry birds.html As such, in relative terms, I think that's reasonably equivalent: 10 people and 140,000 is a pretty hefty ... |
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Comment In: THQ exits kids' licensed game business [News - 01/25/2012 - 09:22]
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That's a bit harsh... uDraw ... That's a bit harsh... uDraw on the Wii was a major hit, though THQ were unable to followup with any games for it - Pictionary is the only non-bundled uDraw game to gain any traction. That said, uDraw on the PS3/Xbox360 was a disaster and THQ has arguably ploughed far ... |
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Comment In: EA Popcap ends Baking Life over low user numbers [News - 01/20/2012 - 01:54]
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free to play games are ... free to play games are based on the microtransaction model, which essentially consists of taking very small amounts of revenue ad click-though, premium items from a small subset of a very large userbase. Also, the per-user overheads in the microtransaction model can be significantly higher - for example, you could ... |
[More Jamie Mann Comments]
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