Windows Live Messenger Getting Nixed March 15

Microsoft announced that it will be shutting down Windows Live Messenger on March 15. The service was launched in July 1999 as MSN Messenger.

While once one of the more popular messaging services in the world, its importance has faded with the rise of competitors like Facebook Chat, Google Talk and iMessage. With the Microsoft purchase of Skype in May 2011, it seemed that Windows Live Messenger’s days were numbered.

Existing Windows Live Messenger user accounts will be migrated to Skype ahead of the planned shutdown on March 15 and it is recommended that users on the service copy their contacts before then. After that date, Messenger login attempts will be unsuccessful.

Source: Independent.co.uk

Apple’s Meteoric Stock Rise May Have Stalled

Apple’s shares briefly went below $500 on worries that its days of leading the innovation cycle of mobile technology are over. This was mostly attributed to a report that Apple decreased parts orders for its iPhone 5.

The question now with the company is whether Apple CEO Tim Cook can replicate the job that Steve Jobs did three years ago when he revealed the iPad. “Investors are aware of how difficult it is for a technology company to continue to come up with products that are going to wow consumers.” says Jay Ritter, a finance professor at the University of Florida.

There hasn’t been an iPod, iPhone or iPad follow up for the company and the iPhone is reaching saturation in the U.S. The problem is that emerging markets like smartphones, but often prefer cheaper Android varieties.

There are rumors that Apple will try to enter the TV market, but studios and cable providers have proven reluctant to work with them. “We remain skeptical on Apple’s eventual foray into TVs,”  said Keith Bachman of BMO Capital Markets. “We think this will be a niche market opportunity for Apple.”

Apple commands 75 percent of worldwide smartphone profits, according to analysts, but Samsung has sold over 100 million of its Galaxy S line of smartphones. Android now has 72 percent of the worldwide smartphone market, vs. 14 percent for Apple’s iOS.

“Apple’s biggest challenge is to define itself in the post-Steve-Jobs era,” says Salesforce.com CEO Marc Benioff. “Where it is struggling is when it pretends to be Steve Jobs instead of actualizing its new identity. They need to find out who they are now.”

While the smaller iPad was well received, it was a me-too move that hasn’t typified the company over the past decade. “I would hope they are working on something now. They need to keep this meteoric growth,” says Jared Ficklin, a technologist at Frog Design, a design consulting firm that worked on early Apple computers.

Shares of Apple have dropped about 29 percent since they hit an all-time high of $705.07 last year. To continue an upward trend the company will have to expand to a new market. “They fight the law of large numbers — the company will need to go to new markets [to keep growth up]”, says Edward Jones analyst Bill Kreher. “There’s a lot of concern about innovation and what Jobs brought to the table.”

“They’ve had such a fabulous run. It’s just hard to sustain such high growth once you get that big,” says Richard Sloan, a professor at the University of California at Berkeley. “Apple was sort of the king of the glamor stocks since about 2009 with increased visibility on increased sales in iPhone and iPad.”

It seems likely that Apple is switching over from a “growth” stock to a “value” one. “Hedge funds could be pulling out,” Sloan says. “I would suspect that it’s the growth-oriented investors.”

“The market is certainly valuing Apple more like Google and Microsoft,” says Ritter. “People are concerned: Is the smartphone market saturated ”

If Apple becomes a commodity maker, it could fall back on its focus on better hardware designs, home-brewed intuitive software and vibrant marketplaces for media and apps. There are rumors that they will launch a cheaper iPhone with the aluminum chassis switched with a plastic one and packing in lower-performing components.

“There’s tremendous pressure on Apple in Asia and some of these emerging markets,” says IBB Consulting analyst Jeff Wang. “There is a lot of pricing pressure that’s being created by unlocked or unsubsidized,” less-expensive phones offered locally.

“Cutting the prices of their Apple products — it’s a slippery slope into chasing a race to the bottom,” says Allen Adamson, managing director of branding firm Landor Associates. “[Apple should] start thinking of themselves as a luxury brand rather than a mass brand. The margins are much better.”

Source: USA Today.com

Mobile Gaming’s Growing Clutter

By Meelad Sadat

Player acquisition costs are skyrocketing for mobile games, putting developers in a pinch even as the category is seeing healthy growth. ComScore says 77.5 million people are playing these games in the US alone. Tokyo-based financial firm Ichiyoshi Securities forecasts the global mobile game market will be worth $17.6 billion by 2015. For an upstart or indie developer struggling to get their mobile game noticed, these kinds of numbers can mean little.

As mobile gaming’s popularity grows, so do the number of companies throwing everything they can at people who play them. App review site 148Apps recently reported that every day Apple gets about 128 new game app submissions. Imagine if iOS and Android app stores were brick and mortar retail. Every day there would be a new aisle to walk through, with little rhyme or reason to what’s there once you’re past the front of the store.

Mobile Gaming USA is going to tackle the issues behind app store clutter and how developers are dealing with discoverability at their upcoming conference in New York, where they’re gathering more than 50 speakers. Video Games Intelligence, the folks behind the conference, recently put out a white paper where some of those speaking from the developer and publisher side of the business share their thoughts on the topic.

“To acquire users, it’s over ten times what it used to be four years ago,” says Alex Schwartz, founder and CEO of Owlchemy Labs. “The huge publishers have come in with budgets that are far over the industry standard of a $100,000 per game, and just dropping loads of money, especially with the free-to-play games. That’s something that makes it very difficult for independent developers to rise above and, really, innovation and creativity are the only tools we can use to combat that.”

Owlchemy partnered with SEGA on “Jack Lumber”

Sega’s Ethan Einhorn agrees but also thinks developers don’t necessarily need to combat it. His take is that if you don’t think you can beat the big publishers, think about joining them.

“Trying to find success by publishing on your own is not impossible, but it’s really tough,” says Einhorn, who serves as Sega creative director and oversees developer relations. “Hundreds of amazing games get lost every year as a result of the smartphone market’s high-churn, low-visibility hurdles. Sega believes that independent developers benefit from working with established publishers.”

Sega is offering indie developers deals that can drive them eyeballs with their mobile network, where they cross-sell games based on genre with a service called Sega Alliance, and through marketing to their social media communities.

Nathan Camarillo, studio head at Freeverse, takes the development first point of view.

“The first thing is you absolutely have to make a superior product. The more attractive your product, the more likely people are to find it, get drawn into it and recommend it to others,” he says.

But he thinks that even with a good game, it’s getting more and more tough to get noticed.

“The problem is, it’s a finite resource,” says Camarillo. “We’re all bidding and competing for the same customers.”

Don’t click on this

That’s exactly what is driving up rates for acquisition campaigns, especially those based on cost-per-install. Some developers are spotting trends within how those costs fluctuate, and formulating tactics for maxing out returns on what they spend.

“We’ve found cost of acquisition to be seasonal,” says GSN executive director Nick Bogovich. “By that, I mean that around the holidays it’s more expensive to acquire a user, than in the early spring or summer. As we move into fall, we’re seeing acquisition costs rise, which is in line with what the rest of the industry is seeing. So, one tip would be to play into that seasonality and acquire customers when it’s most cost effective.”

Camarillo says Freeverse looks to cross-promoting to the users they get. “We try to drive a platform effect. That means when we buy a customer once, we move them to other products that we also make. We can get repeat business from the same customer and provide them with a constant flow of entertainment that we’re crafting for them.”

Camarillo adds that developers who don’t have a portfolio yet should look to partner with others. He says game players are starting to see the value of getting cross-promoted titles relevant to their tastes and based on what they’re playing, considering how difficult it is to find the quality games that are out.

Owlchemy’s Schwartz agrees, “It’s a great way to get users, because people care about iPhone games when they are on their iPhones. When you get on the front-page of IGN or [Joystiq], you only get a couple of hundred downloads, because it doesn’t necessarily lead to click-through. We find that on-device advertising is the most important.”

But Blogovich points out how any efforts to advertise to mobile gamers need to take the experience into account.

“The tricky thing with advertising is making the content relevant,” he says. “Rather than interrupt the user experience clumsily, I’d like to see us partnering with advertisers in such a way that the ad content is valued by both our advertisers and our users. That might mean going the route of sponsored content, where ads are more integrated into the user experience, or it might mean taking a harder look at the rewards-based solutions in the market.”

The iPhone turned mobile games from a category where publishers ported catalogue titles and puzzle games into a viable gaming platform. While Android is making strides, Apple’s iOS platform continues to be the dominant one for apps, meaning it’s still where nearly every developer looks first for profit. For them, the fruit of their labor can come down to what Apple does with their apps once they’re in the App Store.

“We do our best to maintain a great relationship with Apple,” says Schwartz. “We have a direct contact, because we’ve made a series of great games that they’ve contacted us about. Without that, it would be extremely hard to get anywhere.”

Blogovich believes it goes beyond that. The holy grail is getting an app in front of the right people at Apple to get considered for one of their top lists. It’s where people shop for apps. Yet the process for getting products on those lists is notoriously opaque.

“If you are tapped on the shoulder by Apple and they decide to place your app on the home page of the App Store, that’s huge,” says Blogovich. “That said, there is no set formula to getting that preferred placement, especially if you’re an indie developer.”

Mystery or not, Schwartz sums up what that can mean for an indie developer.

“When Apple shines upon us, it’s a good thing.”

Mobile Gaming USA East takes place January 30-31 in New York City.  The full white paper previewing the conference and registration information are available on their site. For the white paper, look for the ‘Download Report’ button on the right side of the page.

DmC – Launch Trailer

DmC has launched and it has been met with nigh universal acclaim for its combination of modern styling and refined gameplay. Haters are going to hate . . . the rest of us will enjoy playing this new game.

As a bonus video, here’s a nod made to the old design of Dante very early on in DmC.

Dead Space 3 Demo: Get Early Access Now

Electronic Arts has sent out early access codes for the Dead Space 3 demo on Xbox 360. Anyone with an Origin account can gain early access to the demo on Xbox 360, provided you registered on the official Dead Space page.

Those who haven’t registered on their Origin account can still get an an early access code by following Dead Space 3 on Facebook and Twitter. The demo shows off the new ice planet of Tau Volantis, where Isaac Clarke and Sergeant John Carver take on the threat of Necromorphs together.

The full version of Dead Space 3 will release on PS3, Xbox 360 and PC on February 5, 2013.

Guild Wars 2 Sells 3 Million Copies

ArenaNet has announced that Guild Wars 2 has sold over 3 million copies. The company also introduced the Fractals of the Mists dungeon experience, brand-new PvE and PvP maps, various events, the Lost Shores world event, and two holiday events.

“2012 was an amazing year for Guild Wars 2, with the release of the game, the fantastic sales and log in numbers we’ve seen on a daily basis, the fun we have had both playing with and listening to our community, and all the great awards the game has received over the last few months,” said Colin Johanson, Guild Wars 2 game director. “Our promise to you in 2013 is to continue to build on the world we’ve built, to make it stronger, to refine and strengthen the game based on the core vision of Guild Wars 2, and to make GW2 an experience unlike any other online game. Thanks again to all of our players for an amazing 2012, and here’s hoping 2013 is a year none of us forget as we all play our part in the growth and development of Guild Wars 2.”

Source: GuildWars2.com

Disney Infinity Combines Toys And Video Games

Disney Interactive Studios has announced that they will launch Disney Infinity in June 2013. Players will be able to collect toys from Pixar and Walt Disney Company properties (such as The Incredibles, Monsters University, and Pirates of the Caribbean) and place it on a sensor which unlocks said characters in the game.

Disney Infinity sounds very similar to Skylanders, and when John Coyne, vice president of consumer marketing at Activision, was asked about the move he said, “We are thrilled by the incredible success that the Skylanders franchise has had in such a short period of time. We are also flattered that one of the leading family entertainment companies is joining our toys to life category. We continue to focus on delivering innovative and immersive entertainment experiences to kids around the world and are pouring more creativity into our games. As a result we are well positioned to continue leading the category.”

Source: GamesIndustry International