Showing posts with label ea. Show all posts
Showing posts with label ea. Show all posts

2009-04-28

Why an iPhone Deal with Verizon Wireless would be Cool

Today, interesting reports surfaced (or re-surfaced?) according to which Verizon Wireless and Apple are in discussions about bringing the iPhone to the former. However, because Verizon runs on a CDMA network and Apple has only ever supported GSM, commentators reckoned that this deal might be for Verizon's next-generation LTE network. And this is when one can start dreaming...


To recap: Verizon will be amongst the (if not The) first tier-1 network operators rolling out the next generation of wireless networks under the LTE standard (see here for more on this). Under LTE, unprecedented wireless bandwidth will be available, comparable (or exceeding) what households in Western and Far-Eastern countries have in their homes today. But then you would have it of course wherever you are (well, if the respective technology is installed).

Due to the immense speeds, a lot of people think that the first big change will be on the (computer) broadband side of things: no need for wireline access if the speeds are the same and you can actually wander around and through town and always be with your provider. Simplicity, ease of use, bliss of connected life.

When it comes to mobile handsets (previously known as phones), the iPhone is of course (and despite the heckling by its many critics) arguably the most successful multimedia device known to man (so far). To marry this with these speeds? Ah, what would await us (see here for earlier thoughts). The iPhone (if they can fix the battery life) would be perfectly suited to bring the new lush wireless life to the masses (albeit first to the more affluent ones): rich graphics, innovative inputs and the fairly unique form factor would show the opportunities off rather beautifully and could hence aid to avoid the post-3G hangover where people asked themselves why on earth they should get 3G phones: there was nothing much to do with them (other than being able to make "faster" phone calls...).

The most common uses would arguably be music and apps with the latter being even more successful than the former: it is estimated that iTunes took 6 years to record 6.8 bn downloads; the App Store did 1 bn in only 9 months (or 1.3bn p.a.), which would equal 7.8 bn in 6 years if no further growth would occur. Anyway, with 1.1 bn downloads p.a. not being too shabby either, let's take both, so what do we get?

On the music side, it would either mean quick and high-quality downloads or, more likely (?), streamed music. The same applies to the VOD and movie segments.

On the apps side, LTE would arguably push the envelope into two directions: (1) high-end, graphically rich games, and (2) ultra-connected social games that seamlessly bridge media platforms. Now: both types had their advent on the iPhone. Speak to any number of high-end games makers, and they will tell you that their life became much easier since the iPhone was there. Look at products like EA's Scrabble (with full Facebook integration), Playfish's games (coming from the other end, i.e. from Facebook to iPhone), etc and you have the foundations laid here, too. With LTE, all this becomes mass-marketable to a much higher extent. And this would be real fun!

2009-04-20

Mobile Games on Twitter

Birds (sic!) do it, bees do it, even educated fleas do it, and now even Oprah (have you been there before her? Check here)... so: what about mobile games companies tweeting? Now, there's many of them already out there (see list below) but how much sense does it make (that it makes sense for your business I demonstrated recently)?


Looking at a few of them, you'll find anything from very 20th-century in-your-face selling (probably not so efficient) to enlisting (or trying to) followers to help in everything from game design, logo colours to community components that should go into the next iteration of the website. And it is in the crowdsourcing where I see a bit of potential: most mobile games companies are fairly small, and money to spend on sophisticated research, focus groups and what not is scarce or AWOL. If one can draw on the opinions and insights of friendly followers to learn about their (the consumers') preferences, this is surely all good. Since Oprah is on there now, too, there is even a chance that your followers will not only be fellow industry professionals...

Although, even to the industry, Twitter is as powerful a tool to the mobile games people as to anything else (maybe with the exception of the global car-wash industry - everyone who's been to CTIA Wireless will understand the reference): it is a great channel to get the message out to people who matter to you (and who actually show that they care by following you), which puts trade marketing (even if not in the strict sense of the word) onto the list on why you should do it.

So here's a (surely incomplete - please excuse and feel free to add!) list of mobile games companies who tweet:

Gameloft: @gameloft
Connect 2 Media (yes, that's us): @connect2media
Oasys Mobile: @oasysmobile
Hands-On Mobile: @handsonmobile
Digital Chocolate: @dchocgames
I-Play: @iplaymobile
Tag Games: @taggames
Fishlabs: @fishlabs
Gamevil: @gamevil
Distinctive Developments: @distinctivegame
Lemonquest: @lemonquest

Oh, and I'm out there as @vhirsch...

2008-02-08

Convergence in games

It's been the buzz for some time but no one had, with few exceptions, been seeing too much of it but now it seems to start taking off: cross-platform convergence of games. It is a bit of a holy grail: the network operators (or carriers) are not always the most creative and daring bunch when it comes to trying things out and they take a very healthy cut of the revenues from a tough, fragmented and still relatively small market. No wonder then that a lot of people are praying for alternative solutions. But, alas, it never really worked: every games publisher will tell you that, other than for music, wallpapers, etc, the direct-to-consumer model never really worked for games; the operators dominate the space as the, by far, most important distribution channels.

This could be, one thinks, overcome when more users would actually get themselves familiar with the games in a less constrained environment, the web being an immediate answer. Many have tried, many have failed (even the superstars of mobile games, Gameloft, stopped their in-house offering). But, hey, maybe it was just the wrong approach. Trip Hawkins' brainchild Digital Chocolate showed with their approach to their award-winning game TowerBloxx how it can also be done: they created a Facebook app and an online Flash version of the game that have been roaring successes: allegdely, the Flash game saw more than 10 million plays to date and the Facebook app has had 430,000 lifetime users. For a property that sprung from mobile, these are very respectable numbers indeed. And whilst I have no idea if it actually helped selling more games (300,000 clicked the "buy now" button but, for some odd reason, they don't know how many actually bought it), it will have played its part to keeping the game in the front of people's minds - and that's half the work done, isn't it?

Other players are onto it, too: online gaming giant Oberon Media bought mobile publisher I-Play last year in order to offer a more comprehensive line-up across media boundaries. Real is doing similar things. It is probably only a question of time before EA connects its pogo.com online destination with its mobile titles. I also know of quite a few smaller developers that start to very actively incorporate the multi-platform into their game design and development considerations. Very encouraging, that is!

And it makes so much sense of course: handsets get more and more powerful, the garden walles gardens start to come down with flat-rate data plans for mobiles becoming more and more the rule: all in all, a perfect runway for the ascent of convergent media consumption.

Now let's add (mobile) Flash to the equation, and things could become very interesting indeed... (and, yes, I know, we may not yet have the install base but it's getting there...)

2008-01-11

EA, the iPhone and Mobile 2.0 in general...

EA's Travis Boatman, VP Worldwide Studios, recently commented about the adverse effects Apple's iPhone would have on the sales of mobile games. He moaned that, whilst the device was good, "it's a replacement for someone who had a Razr before. They still want their content but there's no distribution platform in place so there's a negative impact on the industry."

Now, is that short-termism or the understandable fear of someone who oversees classic game development studios of being replaced by something else, namely online games. Because this is in fact what the iPhone is promising: a replication of the web on mobile. One could say, it's the entry of mobile 2.0. Online games on desktops became prevalent with the ascent of broadband and data flatrates. This is exactly the environment quite a few people predict for mobile, too. And whilst it was "World of Warcraft" et al that gave the EA's of this world the shivers on PCs, it is now the iPhone - but not because it's the iPhone but because it is the first device that, due to its intrinsically different approach (OS, touchscreen), focuses solely and only on the web as the fulfillment medium of content dreams.

Someone then also smartly noted that "[t]he problem of transferring games to new phones has actually plagued the mobile gaming industry since its inception. When users upgrade to a new phone, they most often can't bring a game that they bought for their old phone along with them." And the market data seems to confirm the challenges the industry faces: the percentage of mobile phone users who have ever bought a mobile game increased from 10 percent in 2005 to just 12 percent in 2007; that's not much...

Moving from downloadable games (or other content items) to ones that can be played (or consumed) online reduces the complexity to users enormously. Due to bandwidth challenges, there are some constraints as to what can be played with a certain level of satisfaction online and what can't: as a rule, everything turn-based, casual puzzles, etc would appear to be adaptable, heavier, more action-related games can't. However, is this any different on the desktop or, for that matter, the console? Has anyone ever heard of online versions of Call of Duty or EA FIFA? No, because they would not translate in such a constrained environment. Now, Tetris (published on Apple's iPod by, guess what, EA), Zuma, Luxor, Bejewelled, Poker, on the other hand, provide a rather splendid user experience even when played online and, lo and behold, they are predominantly found as online games on the desktop, too.

The same applies to other content sectors, too: prior to YouTube, the consumption of video via desktop was niche. One might watch a DVD on a long-ish train ride but who in their right mind would download shorter clips to watch them later (well, maybe with the exception of certain post-watershed offerings)? YouTube came and made it easy to consume AND operated in an environment dominated by an economical usage ecosphere, i.e. data flat rates and sufficient bandwidth, and off it went.

For EA (and any other mobile games publisher) this may mean that, in the mid term (i.e. once now pertinent issues such as data charges, bandwidth constraints, etc have been tackled), users will go online on their mobiles, too, to play such casual titles. However, fans of more intense genres will continue to download. The challenge is therefore not so much someone like Apple and any of their products but the current distribution and commercial environment (namely regarding billing) that would appear to slow down take-up. So, yet again, the finger points to the operators who, from their position understandably (why would they be reduced to a bit pipe if they don't have to?), are in the way of turning mobile into a media consumption channel like any other. The front is however getting diluted: more and more operators throw their data plans into the open and offer more generous plans to users (led by 3 who even offer dedicated Skype mobile phones with the respective data plan to come with it).

And what will EA do? Well, continue to publish games which only make sense when played on dedicated devices. Oh, and they will probably release the Sims as an online version... Not so bad then...

2007-12-02

EA makes more with mobile than with PS3 and PSP!?

Someone went deep into EA's financials to find that the gaming giant actually makes more money with its mobile games than it does with releases on the super-high-end Sony PS3: the numbers are apparently $37m for mobile vs. $21m and $17m for PSP and PS3 respectively, and this is despite a shallow 5.7% revenue growth (industry leaders Gameloft grew by 51% in the same time).

However, one must of course take into account that the PS3 was only released in spring 2007, so will have a smaller install base and - arguably most importantly - it leaves aside the first big season for the PS3, namely the upcoming Christmas sales, which traditionally account for a huge amount of console and game sales.

It is nonetheless very encouraging that even mighty EA, despite the huge marketing effort by Sony, made more from mobile, which is still being perceived niche by many, than from Sony's new flagship!

2007-06-19

EA times 4

Gaming behemoth Electronic Arts announced it would be splitting the company into 4, namely EA Games, EA Sports, EA Sims and EA Casual. The first two cater for the classic console and specific sports properties respectively and - rather remarkably - the 3rd creates a whole division for one single property, namely the ludicrously successful Sims. It would seem that this is a sign for more to come, that is after Sims packs some of which 3rd party-sponsored/endorsed/branded. So we are probably here to see the first moves towards an MMO, an online community, etc, etc.

EA Mobile will become part of EA Casual (this piece had been announced a few days earlier). Reuters interestingly speaks of casual games as "games, which are usually played online or on mobile phones, are a small but rapidly growing part of the industry." So now mobile games are already part of the "usual" - great news!

EA Mobile will surely continue to serve as the mobile extension for EA's other divisions' properties and licenses, such as Tiger Woods, FIFA, Need for Speed, Madden NFL etc. The division's new President, Kathy Vrabeck formerly of Activision, at least mentioned something along those lines, so no big news here.