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Birdmen and the Casual Fallacy

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Saved by 3 people (0 private), first by anonymouse user on 2008-07-23


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on 2008-07-23 by i4tunecookiei

No, THIS IS...DISRUPTION!!!!

Public Sticky notes

The game industry was, and still is, distinctively hardcore. They generate their profits from sequels and big blockbuster games. The developers are all hardcore. The publishers are generally hardcore as well.

When a hardcore gamer looks at a hardcore game, he sees sophistication, magnificence, and, most important, art as if it were a mirror image facing him. When a hardcore gamer looks as a casual game, he sees simplicity, non-art, easiness, and, in sum, a retardation of gaming. Hardcore view casual games not as progress in gaming but as games tailor made for gaming retards.

Highlighted by jamused

which is why Blizzard puts on any business contract that its developers will be free to make the games they want

Highlighted by i4tunecookiei

”People buy Nintendo and Blizzard games because of their franchise worlds.” But other third party games have as rich of a franchise world. “Nintendo and Blizzard have the money to delay their games and perfect them. Most third parties do not have that luxury.” While this is true, it raises the question as to how Nintendo and Blizzard got to where they are. They started small like everyone else and, at a time, also didn’t have the money.

Highlighted by i4tunecookiei

Nintendo and companies like Blizzard use the Spiral where customer satisfaction is King. This leads to delays in production, projects pulled entirely, and constant testing. The result is a product that creates passionate users.

Highlighted by i4tunecookiei

The third one, the question mark, is where the User is King. Many companies know their current ‘waterfall’ production based method has a future of rising costs and declining passion so they are turning to the Internet to make the User as King. These include episodic gaming as well as downloadable content. Will Wright is moving in this direction. The idea is that development cycles begin moving extremely fast as now the user is directly or indirectly involved. Companies are confusing the User as King to mean Customer Satisfaction is King.

Highlighted by i4tunecookiei

The difference between Customer Satisfaction and letting the User in control is the matter of surprise which is critical in entertainment. It is ridiculous to ask your customers what surprises them.

Highlighted by i4tunecookiei

High definition games are just pushing development more in the ‘waterfall’ model more due to the rising cost of art assets. With more emphasis on the production model, this will create less interesting games (and explains why the Industry got into a rut as development costs went up over the generations).

Highlighted by i4tunecookiei

It should be noted that Nintendo focused their market research on non-active gamers including non-gamers and former gamers. Nintendo never aimed at capturing ‘casual gamers’ in the same context that birdmen speak today.

Highlighted by i4tunecookiei

And these new gamers then swam upmarket

Highlighted by i4tunecookiei