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Following
a quick snack, the Casual Games Summit resumed with another five-part
moderated panel, populated by: Popcap director of business development
James Gwertzman; Atom Entertainment chief marketing officer Dave
Williams; Joju Games president Joel Brodie; Oberon Media director of
publishing David Nixon; and PlayFirst president and CEO John Welch.
Take the Power Back
The
panel stretched its joints by working out if there was any consensus as
to how the balance of power is situated in the casual game universe.
The thread of design was established to start at the developer and run
through to the consumer in the following pattern:
Developer -> Publisher -> Distributor -> Retailer -> Customer
The
implication seemed to be that the developer and the consumer should be
the parties with the greatest degree of control, as they're ultimately
the parties that are communicating. Joel Brodie indeed opined that
consumers are the ultimate controlling force; they buy what they want,
and they don't buy what they don't want. Dave Williams figured the
balance was pretty even among all parties. Mr. Gwertzman was certain
that publishers and portals are the "God" in the equation, while Nixon
and Welch agreed that retailers are the major factor in what gets seen
and purchased, therefore what developments receive support.
Through the Looking Glass
In
the case of casual games, portals are the major dissemination outlet,
serving a role as both distributor and retailer. What might or might
not be a sticking point is that not a lot really distinguishes one
portal from another; they all look pretty much the same, offer the same
games (or the same type), and work under similar rules. The panel next
discussed what implications, if any, this uniformity might have.
James
Gwertzman proposed that one way to break up the sameness is for
developers to modify their games on a site-by-site basis, to customize
the software for the style and personality of any given outlet. David
Nixon contested that all portals are alike, as there are a fair number
of unusual places to find games; it's just the most well-known ones
that all seem to read from the same book. The smaller, quirkier sites
still make the rounds through word of mouth and email and messaging
clients, so they're not to be discounted entirely. John Welch just
dismissed the question entirely, arguing that a cardboard box will
always be more flexible than the Internet; by putting together their
own package, publishers can do “whatever they want” with a product. He
chose not to elaborate.
Tears of a Clone
Ultimately,
the bulk of the discussion revolved around the issue of the clone-happy
nature of the industry. Even some of the most well-known casual
franchises, like Zuma and Snood, are blatant rip-offs of established properties (Puzzlink and Puzzle Bobble, in these cases). Others, like Diner Dash, are clearly inspired by games like Tapper
– and then whenever a developer has hit upon a new successful concept,
it is cloned almost immediately, with perhaps only the graphics changed
a little.
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Bust A Move (Puzzle Bobble)
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James
Gwertzman argued that the best way to protect one's self against clones
is just not to make cloneable games; make the systems as hard to
analyze and copy as possible. Joel Brodie, on the other hand, returned
to the consumers; if users didn't want clones, they wouldn't buy
clones. Clearly if clones exist there's a market for them. They're what
people want. So therefore there is no “clone problem”, they're just
what the market calls for.
John
Welch figures that the whole “intellectual property” system, as it
currently exists, is out-of-date and needs to be revised from the
ground up. He wants to get rid of the patent office entirely, and just
put most of the focus on copyright. He spoke at length on the
difference between playing a game and enjoying it, and then being
inspired to do something of your own that was kind of like it, and
running a game on a second monitor and painstakingly copying it, detail
for detail, then introducing it to an audience who aren't familiar with
the original work (as with games like Zuma and Snood).
“Is cloning a big deal? Yeah, because it's against the law.” Joel
Brodie asked Welch what would happen if there weren't any laws; if this
were the Wild West. “The Wild West?” Welch replied. “Then you take my
s--t, I kick your ass.”
Consensus
eventually arrived that the best defense against cloning was in
building a strong brand – which is something that “no one really does”
online, as it's much harder to do than in other distribution channels.
Lately, as casual games have been blurring over into places like retail
bargain bins and supermarket checkout aisles, branding has become a
little easier. Games like Bejeweled, Diner Dash, and Zuma, have a very broad brand awareness; if anyone copies them, to most people it's immediately obvious what's going on.
The
problem is coming to be an issue of the “haves” versus the “have-nots”,
as to who is in a position to properly establish a brand. The more
profitable a company, the more money it can put into refining and
advertising a brand. In theory, though, branding is more of a
publishing than a development duty. That's the publisher's job; to take
something rough and make something distinctive and compelling out of it.
Supermom Saves the Princess
In
the last few minutes, with some aid from audience members, the panel
discussed the logistics of the hypothetical “soccer mom” audience
toward which casual games tend to be developed.
One
audience member was curious how the dynamics of “soccer mom gamerdom”
worked out; do soccer moms become less casual as they gain more
experience? Is Zuma a “gateway game”, that will lead them to upgrade to World of Warcraft between a year, or do they tend to stay at pretty much the same level?
The
panel replied that, at present, there are a couple of levels to
address. There will always be new players, who need to be fed and
coddled. At the same time, casual games have been around long enough
that there's a significant experienced contingent, looking for games
with a little more substance to them. Although they are more
sophisticated than the entry-level players, the main limitation will
always be time – which is basically what defines a casual gamer.
Actually, part of the growth of casual games is from former “core”
gamers, as they age and their time and interest wanes; they gradually
turn casual.
The
last note of the panel was on the limits of the “soccer mom”
stereotype, as certainly other demographics play casual games – and a
lot of them have interests that aren't really being met, namely in the
form of more action-centric, male-oriented games. In Europe and,
especially, in Japan, on mobile phones and elsewhere, there is far more
action-based content than is generally available in the United States;
the panel's perception is that at present, there is a whole potential
audience left starved for content. That issue will need to be addressed
sooner or later.
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