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列举2012年纽约游戏大会上的五个重要观点

发布时间:2012-09-06 17:37:15 Tags:,,,

作者:Matthew Diener

2012年纽约游戏大会的讨论话题包括最佳盈利模式、发行模式、跨平台策略等,与会人员包括RockYou和Zynga这类社交游戏公司,Rovio这类手机游戏巨头,还有Avalanche这些主机游戏公司的高管。

以下是引自专家组陈述的五句最有意义的话。

1.“向移动领域转型是整个游戏行业的一大挑战。如何在此领域生存,这是所有公司都需要思考的问题。”-—–Anders Lindeberg(Rovio投资者关系部门主管)

原名为Relude、成立于2003年的Rovio一直在努力奋斗,直到2009年发布的《愤怒的小鸟》让它一夜成名,Rovio了解这一行业的艰辛。尽管Rovio的重点在手机平台,但是Lindeberg表示Facebook也是一个可行平台,他们决定继续在此发行游戏。但它也会关注多个平台的动向。

Lindeberg警告:“不要完全依赖于单个平台,否则你会遭遇损失。”

NY Games Conference 2012(from pocketgamer)

NY Games Conference 2012(from pocketgamer)

2.“手机平台上90%的游戏都非常独立,甚少与他人互动。为何《Draw Something》会如此成功?因为这款游戏允许人们通过手机平台同他人互动。”——Dan Porter(Zynga纽约工作室总经理)

早在Zynga尚未以2亿1千万美元收购OMGPOP之前,该公司首席执行官Dan Porter就划分了“严肃”游戏与休闲游戏,以及Facebook上的热门社交游戏的区别。

同时,Porter还强调了国际化的重要性。

《Draw Something》在鼎盛时期在81个国家/地区均是榜单冠军。当然,这主要依赖于它的视觉语言,而不是实际语言。他还举例称Rovio游戏《Amazing Alex 》中的指南就是让作品大受欢迎的典型。

3.“游戏都是始于主机平台……如果你对上一代设备的技术已经很满意的话,那么手机也可以成为主机。”——David Grijins(Avalanche工作室总经理)

作为传统主机游戏开发的唯一代表,Grijins争辩道,他们夸大了主机游戏的惨淡境况。

他认同数字内容的优势和价值,认为零售游戏和DLC可获得均等利益。Grijins建议年轻的独立开发者可以在下一代主机的XBLA和PSN平台上落脚,这些平台可能比手机开发领域更有吸引力。

4.“一个15岁的孩子可能会花些时间玩《愤怒的小鸟》,但是他们会把激情奉献给主机游戏。”——Steve Youngwood(Nickleodeon数字业务执行副总裁)

按照Youngwood的说法,很明显,手机游戏占据了我们一整天中大部分的空闲时间,但是他的数据表明主机平台仍是游戏行业的主要推动力。

尽管如此,他声称移动领域的兴起也推高了产品质量门槛。

5,“我们注重快餐式的内容;3-10分钟的回合有利于快速消化。”——Lisa Marino(RockYou首席执行官)

Marino第一个提到用户同Facebook互动的结构转变话题,因为他们的主要媒介平台已从电脑转移到了移动设备。

虽然RockYou仍然相信传统的在线平台具有可行性,但是它在Facebook移动平台上投入了大量精力。因为它相信《CityVille》和《ZooVille》这类社交游戏会在iPhone和平板电脑上盛行。

为了在这个新兴移动市场取胜,Marino坚信游戏必须走友好及休闲路线。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

NYGC12: Five top quotes from state of the industry panel

by Matthew Diener

Set in the heart of the New York financial district, the NY Games Conference 2012 kicked off with a state of the industry panel from various luminaries.

Taking topics ranging from the best monetisation and distribution models to cross-platform strategy, those in attendance included executives from social gaming companies like RockYou and Zynga, to mobile giants such as Rovio and even a console outfit like Avalanche.

Here are five of the most significant quotes from the opening panel.

1. “Moving to mobile is going to be a challenge for the whole industry. How to stay afloat in this world will be something that all companies will need to figure out.”

Anders Lindeberg, head of investor relations, Rovio

Founded in 2003 as Relude and struggling until Angry Birds finally took off in 2009, Rovio has learned the industry the hard way. But despite its focus on mobile, Lindeberg said Rovio sees Facebok as a viable platform and plans to continue its presence there. However, it will make sure it also appeals to a variety of platforms.

“Don’t make yourself entirely dependent on one platform or you’ll get hurt,” cautioned Lindeberg.

2. “90 percent of the games our there [on phones] are very solitary. They don’t connect with people. Why was Draw Something good? Phones connect people, and so that’s what we did.”

Dan Porter, GM New York, Zynga

Previously CEO of OMGPOP prior to its $210 million acquisition by Zynga, Dan Porter drew an early distinction between ‘serious’ games and the casual, social games which are enjoying a boom on and off of Facebook.

Porter also stressed the importance of going international.

At its peak, Draw Something was the #1 game in 81 countries. Of course, this was helped by its reliance on visual language, not actual language. As another example, he highlighted the tutorial in Rovio’s Amazing Alex as a great example of how this can be accomplished.

3. “It all starts with building for consoles … Your mobile phone can be a console if you’re satisfied with last generation technology.”

David Grijns, GM, Avalanche Studios

As the sole representative of traditional console development, Grijns argued the doom and gloom surrounding the state of consoles games is very much exaggerated.

That said, he acknowledged the strength and value of digital content, viewing retail sales and DLC as a 50/50 revenue split. Grijns suggested that young indie developers will find a place on the XBLA and PSN of next generation consoles, which may lure them away from mobile development.

4. “A 15-year-old kid may spend more time with Angry Birds, but their passion is for consoles.”

Steve Youngwood, Executive Vice President Digital, Nickleodeon Mobile

It’s clear that mobile games are taking up the majority of our spare time throughout the day, according to Youngwood, but his data suggest consoles are still the driving force of the games industry.

Yet despite that, he argued the rise of mobile is forcing ever higher quality standards. “Mobile is not where mediocrity doesn’t survive, it’s where an A- doesn’t survive,” he said.

5. “We focus on content that is snackable; 3-10 minute sessions in quick bites.”

Lisa Marino, CEO, RockYou

Marino was the first person to mention the structural shift in how users engage with Facebook, as their primary medium shifts from computer to mobile.

Although RockYou still believes traditional online platforms are viable, it’s invested heavily in Facebook Mobile. The context is it believes social games such as CityVille or ZooVille are too involved for iPhones and tablets.

To succeed in the new mobile market, Marino believes that games must be very casual and friendly. (source:pocketgamer)


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