Game Business Development

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Presentation given at ITU (May09)

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Game Business Development

  1. 1. Game Business Development [sonja.kangas@souplala.net] Picture: flickr
  2. 2. Game development not only fancy design •
  3. 3. Focus of the presentation Business Game design / Concept design parameters technical design First playable Beta Implementation phase Post-release Release Marketing activities
  4. 4. Take aways • • • • • •
  5. 5. The FUN of BizDev! • • •
  6. 6. Business development means… • • • •
  7. 7. Why business planning matters? • • • •
  8. 8. bottlenecks
  9. 9. Stop whining! • • • • • •
  10. 10. How to do the trick?
  11. 11. Development Idea Product
  12. 12. Development Idea Product Product B
  13. 13. Development Idea Product Product B
  14. 14. P a r t n e Development r In-house Idea Product s s s u u u b b b c c c Product B
  15. 15. Communication & convinsing • • • • •
  16. 16. Managing the triangle Source: Eric Bethke
  17. 17. Managing the triangle The Sims Diablo Dropout games Baldur’s Gate (no goals UO satisfactory Quake achieved) Starfleet Command Source: Eric Bethke
  18. 18. User Technical Economic Innovation
  19. 19. User Technical Economic Innovation Areas for Improvement
  20. 20. tools • • • •
  21. 21. Lego wow experience
  22. 22. Puzzle pirate registrations
  23. 23. But but’s
  24. 24. we utilize Scrum! • • • •
  25. 25. just the type of a game i would love to play! • • •
  26. 26. 8 kinds of fun Sensation Game as social Game as sense-pleasure framework Fantasy Discovery Game as make-believe Game as uncharted territory Narrative Game as unfolding Expression story Game as soap box Challenge Submission Game as obstacle Game as mindless course pastime Source: Marc LeBlanc
  27. 27. ”they will come!” • • •
  28. 28. Buzz
  29. 29. The End ≠ beginning • • • • • •
  30. 30. It is not my company! • • • • •
  31. 31. Learn from the others • •
  32. 32. Collective creativity • •
  33. 33. this will be the best game ever! • •
  34. 34. Disciplines Source: Marty Neumeier: on branding
  35. 35. ALL SET! …or… not!
  36. 36. When all fails • • •
  37. 37. Lessons (i’ve) learned • • • • • •
  38. 38. 10 famous product failures
  39. 39. Plan b’s • • •
  40. 40. Burnout Paradise
  41. 41. Little Big Planet
  42. 42. 8 factors in business development Inspired by: Professional Services Marketing, co-authored by Mike Schultz and John Doerr
  43. 43. SpiN
  44. 44. SpiN
  45. 45. Little big planet
  46. 46. Little big planet
  47. 47. Braid
  48. 48. Braid
  49. 49. Guppylife
  50. 50. Guppylife
  51. 51. Watch out for 5 things
  52. 52. That’s all folks!

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