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Five dos & don’ts of making games Edinburgh Interactive Entertainment Festival 2010 Nicholas Lovell GAMESbrief
Nicholas Lovell, GAMESbrief ,[object Object]
Director, GAMESbrief
Clients include Atari, Channel 4, Channelflip, Firefly, nDreams and Rebellion
@nicholaslovell / @gamesbrief,[object Object]
1. Don’t rely on licences “A licence is only as valuable as the amount it reduces your marketing costs” ,[object Object],Existing IP: Slows down development Makes taking risks harder Brings built-in audiences Can be an effective monetisation strategy for a tv brand Using licences is not a no-brainer
2. Don’t spend too much money You don’t need to spend tens of millions of dollars to launch a game anymore So why would you? Unless you are *really*, *really* sure of yourself, keep it small, test and iterate
3. Don’t spend too much time
4. Don’t think about revenue *after* the design “If a game is built around a business model, that’s a recipe for failure.” - Dave Jones, designer, APB I see eight different revenue streams Dave Perry sees 38 Each one needs a different style of gameplay No time today but key insight:  virtual goods are about STATUS and FEELING, not possession and ownership
5. Don’t forget it’s a game Games are not movies or TV shows Games are not linear The tension is in the player’s head, not on the screen What games do best: Choices Dilemmas Engagement Immersion Please, no interactive movies Average rating: 16%
Five dos of game development
1. Know your platform Open Closed www Inbetween ,[object Object]
Best virality
Low consumer barrier to entry
Conversion is hard
Competition is growing

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Five dos & don'ts of making games

  • 1. Five dos & don’ts of making games Edinburgh Interactive Entertainment Festival 2010 Nicholas Lovell GAMESbrief
  • 2.
  • 4. Clients include Atari, Channel 4, Channelflip, Firefly, nDreams and Rebellion
  • 5.
  • 6.
  • 7. 2. Don’t spend too much money You don’t need to spend tens of millions of dollars to launch a game anymore So why would you? Unless you are *really*, *really* sure of yourself, keep it small, test and iterate
  • 8. 3. Don’t spend too much time
  • 9. 4. Don’t think about revenue *after* the design “If a game is built around a business model, that’s a recipe for failure.” - Dave Jones, designer, APB I see eight different revenue streams Dave Perry sees 38 Each one needs a different style of gameplay No time today but key insight: virtual goods are about STATUS and FEELING, not possession and ownership
  • 10. 5. Don’t forget it’s a game Games are not movies or TV shows Games are not linear The tension is in the player’s head, not on the screen What games do best: Choices Dilemmas Engagement Immersion Please, no interactive movies Average rating: 16%
  • 11. Five dos of game development
  • 12.
  • 21. Competition is, if anything declining, but that’s because it’s hard
  • 25.
  • 26. 62 million players in last 30 days
  • 27. Has been in beta since it launched
  • 28.
  • 29. 4. Pay attention to the market The games industry is going through continued disruption Sony and Microsoft blindsided by Nintendo Wii Casual portals like Miniclip and Kongregate blindsided by Facebook Advertising-based businesses blindsided by emergence of virtual goods You can never be paying too much attention
  • 30. 5. Focus on retention, not acquisition TV is good at ACQUIRING customers Games are good at RETAINING customers and MONETISING them Play to the strengths of the medium
  • 31. 5 dos and 5 don’ts DO know your platform DO iterate, iterate, iterate DO pay attention to the market DO outsource, outsource, outsource DO focus on retention, not acquisition DON’T rely on licences DON’Tspend too much money DON’T spend too much time DON’T think about revenue *after* the design DON’T forget it’s a game
  • 32. Nicholas LovellGAMESbrief nicholas@gamesbrief.com @nicholaslovell / @gamesbrief www.gamesbrief.com