Zynga, BioWare Veterans Ready To Rumble

Veterans of social, mobile and console gaming have come together to form Rumble Entertainment. The company’s team includes veterans of Zynga, Activision, BioWare, Blizzard, Playdom, Electronic Arts, Turbine, FooMojo and RockYou.

The company is looking to make accessible games using the freemium business model, with the first games set to release in 2012. CEO and founder Greg Richardson was previously CEO of Bioware/Pandemic before the company was sold to EA in 2007, later the VP and GM of EA Partners, and more recently sat on the board for Gazillion Entertainment.

Employees include John Yoo, former the lead designer of Zynga’s CityVille, and Mark Spenner, who was VP and GM and EA, where he founded Bioware San Francisco. Rick Thompson, founder and chairman of Playdom, is a board member and lead investor for Rumble; the company has already raised $2 million in seed funding.

Source: Wall Street Journal

10 Powerful And Affordable Ways To Market Your Game — Part 1

If you build a game and nobody plays it, does it still exist It’s not a philosophical question: Failure to effectively answer it can be the prelude to financial disaster.

Marketing your game is arguably just as important a step as building it. Even the best game in the world risks fizzling into obscurity if consumers haven’t been made aware of its existence and its features. If you spend money making a game but neglect to put any funding or effort into marketing, there’s an excellent chance your title will be lost in the crush of games that flows across the digital and retail scene at all hours, day and night. With hundreds of new titles released weekly via social networks, smartphones, free-to-play portals and other online outlets, realize: Anonymity is simply a colloquial way of saying “kiss of death.”

If you’re an indie developer, simply making your game has probably required you to pry your last penny out of your spare change jar. Or maybe you’re simply intimidated by larger companies that pay millions of dollars to advertising agencies to shine a light on their titles. But that doesn’t mean you should back down and let your hard work fade into obscurity. Getting your game into the public’s line of sight doesn’t have to be an expensive and intimidating ordeal. Bearing this in mind, in the following two-part series, we’ll demonstrate ten affordable tricks that will help you grab, hold and ultimately capitalize on consumers’ attention.

Integrate Marketing into the Game Itself – One simple trick to boost marketing for professionals more experienced in the art of design than promotions is simply to implement gameplay features that market the game organically. For example, Spore’s “Creature Creator,” which lets users build and import their own monsters into the actual game, went viral in no time as gamers rushed to out-do one another at playing God. (Over 160 million user-generated creations are currently available, all of which quietly populate other players’ games, always adding new things to see and discover, keeping the title feeling perpetually fresh and new.) Another successful example is the LittleBigPlanet series’ downloadable user-generated levels.

Threading your marketing strategy throughout a game can be as simple as taking advantage of features that allow for social media postings, like notices on Facebook and Twitter, or as complex as a series of fully moddable levels or mission designs that auto-populate titles when connected online. Either way, it’s an effective low-cost promotions strategy that also accrues significant benefit to players, and of course creators as well in the form of ongoing publicity and new content generation. Also, note that building features into your game that allow users to upload and exchange material helps keep your game topical, because there’s always new content (including items based around current pop culture memes) to discover and explore.

Give it Away – Needless to say, this bit of advice especially applies to games for digital download, those designed for play in Web browsers or titles available on social networks. The free-to-play model helps widen the marketing funnel drastically, and removes the friction typically involved with purchase, as several steps (credit card entry, payment, etc.) are removed from the process. Best of all, users aren’t just invited to go hands-on and discover key sales points for themselves – they’re also encouraged to pass news of such titles along.

In other words, the game advertises itself by getting the player directly into it instead of making him or her click on banners, links, and other traditional online advertisements that risk a high drop-off point in terms of usage. There’s also typically direct incentive to share, as the more players playing, the more enjoyable these games (often multiplayer experiences) can be. In the end, by going free-to-play, you attract a broad audience to your game from the outset and eliminate many of the barriers that keep people from potentially discovering your creations.

Empower Your User Community – Let your player base help shape the final product by giving them the tools to allow for the creation and exchange of user-generated content, as well as a channel to submit material for inclusion in your games. Also important: Opening direct lines of communication to the development team, who can benefit from their feedback and insight. Going back to Spore, the Creature Creator presents a helpful illustration of a good way to let users shape their own experience within the game, though you could just as easily let them submit sketches, mockups and graphic designs suitable for inclusion in final products.

You can also give your game a community and a voice by opening forums, creating crowdsourced initiatives, inviting users to take part in open betas and sharing links to fan sites and promoting high-quality works of fan fiction and fan art. The bottom line: Reach out to fans, and you’ll be surprised just how much they’ll give back.

Make Your Game Stand Out at a Glance – Your game doesn’t have to be everything to everyone, but it does need to wear its heart on its sleeve. In other words, people need to understand the title’s chosen subject matter and key benefits at a glance. Rather than be everything to everyone, remember, though: It’s more important for you to choose a single thing that makes your game unique and message and sell it around that feature. Ask yourself: What makes your game stand out from the hordes of similar-looking games at retail, in the digital marketplace, or on the App Store

People need to instantly comprehend the value of your game as soon as they lay eyes upon it, as you never get a second chance to make a first impression. Use that first impression to make as much sense to as many people as possible. If that means marketing to a niche, so be it: It’s preferable to impress tens of thousands of likely buyers with a keenly targeted sales pitch than to completely underwhelm hundreds of thousands by ineffectually attempting to speak to everyone.

Release Constant Updates and Expansions – If you can offer up a constant stream of content updates for your game, there will always be inviting and interesting new material available for your player base to talk about. You can also entice players to participate in tournaments and contests, which will not only get them talking, but will encourage them to bring friends into the community. The ongoing release of new material offers many new benefits to fans – additional topics to discuss, new surprises to discover, added reasons to buy your title or take it down off the shelf again. But it also offers your team the benefit of ongoing commentary and feedback that can help better shape and improve the overall offering, helping you iterate and refine titles to better meet buyers’ needs and interests.

Stay tuned for Part Two!

Red Dead Redemption Comes Complete To Retail

Rockstar has announced that Red Dead Redemption: Game of the Year Edition is being prepped for a release on PS3 and Xbox 360 on October 14. Called the “definitive edition”, the game will feature all the DLC released post-launch.

The two most significant features of the release are the original Red Dead Redemption with Undead Nightmare, including all the single-player and multiplayer modes. Also include are the multiplayer oriented Legends and Killers, Liars and Cheats and Myths and Mavericks Packs, the Outlaws To The End Co-Op Mission Pack, all of the pre-order content and the Solomon’s Folly single-player gang hideout.

Windows 8 To Have Live Integration

Microsoft recently revealed their Windows 8 platform, and it had significant changes from its predecessor, Windows 7. Prominent among these changes was the inclusion of “Metro” for desktops, which resembles a mobile and tablet OS and also seems similar to Windows Phone 7.

Additionally, it has a connection to Xbox Live, with full functionality of the service in the desktop, perhaps signaling an end to Games for Windows Live and perhaps achievements and gamer scores built directly into the OS. Windows 8 will also have a “Windows Store” where Apps will be available to browse, test, and purchase for Metro; approval for new apps will be handled by Microsoft and are promised to be speedy.

Source: Videogamer

Old Spice Enters Rift, And More

The Old Spice Guy commercials are some of the more seminal works of the advertising industry during the past couple of years. Trion has cleverly done a take-off of the ads, talking about the bonuses for recommending a friend in Rift; other videos include the Old Spice Guy signing off, the newest Old Spice commercial and a somewhat risque parody by The Sun.

 

Droid Bionic King Of The Arena

In was inevitable that there would be a conflict of man versus machine in these Verizon Droid commercials. Here a futuristic female gladiator salvages an eight megapixel 1080p HD camera, HDMI terminal, dual-core processor, and 4G LTE network in order to get equipped Mega Man style with the Droid Bionic!

 

Gears Of War 3 Curb Stomps Your Social Graph

On the official Facebook page for Gears of War 3 several Facebook engagements have empowered the community to share their voice and passion for the series ending blockbuster. “Like” the page to discover who are your Brothers to the End and receive a personalized digital COG tag. Think you know who you can rely on when the chips are down and the Locust horde is bearing down on you Try this engagement to unlock new community content and find out. Join Gears Nation and submit photos and video of your body art, tattoos, costumes, etc. that best capture your dedication to the Gears of War trilogy. Browse through image and video galleries to see how true fans represent. Click on the Get Griffin app to receive an in-game code that can be entered into Xbox Live and unlock Griffin (voiced by Ice-T) as a playable character ready to take care of business on Sera. Check out the Gears 3 Trailer app to watch the official GoW3 trailer or the Exclusive Character Skins app to browse or purchase all of the available pre-order skins. Sponsored by BestBuy in partnership with Gamestop, the Sidekick app asks fans to choose the all-time greatest sidekick pitting the likes of Marcus Fenix’s right hand man Dominic Santiago against Chocobo from Final Fantasy Fables: Chocobo’s Dungeon. Hit ‘next’ to browse through some of the great sidekicks in gaming history and cast your vote before you pick up a One Shot and start landing head shots!

Bayonetta Announcement May Come At TGS 2011

According to reports, a new Bayonetta related reveal is set to be announced soon. The announcement might come as soon as the Tokyo Game Show.

“The source could not confirm if it was a proper sequel or spinoff, but did say that in addition, Sega Sammy’s animation studio Marza Animation Planet is working on an animated component to the franchise,” wrote Tristan Oliver. “The source could not disclose whether this would be a short in the vein of Night of the Werehog, or a full-length feature.”

Source: tssznews.com

Android Market At 6 Billion Downloads

According to research2guidance, the Android Market has seen 6 billion app downloads. At the end of August, the Android Market contained 277,252 apps, 35 percent required money to download; the average app currently generates roughly $2500 over its total time in the market, and sells at $3.13.

Games are the fastest growing category and account for nearly a quarter of all downloads. Weather and business apps make more money, however, and the report states that the profit potential of an app can be increased by 900 percent simply based of which category it occupies.

Source: GamesIndustry.biz