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Too Expensive to Develop?

John Lanchester argues in this essay that the production of games has become so expensive, the democratic effect is vanishing – quite in contrast to the rest of media, where the internet made it simpler and cheaper to produce for.


More on Game and Money

More on the monetization of games, following up yesterday’s post: Apparently Jesse Schell made some annotations to his famous speech about achviements. He sees different types of game designers:

  • the persuaders
  • the fulfillers
  • the artists
  • the humanitarians

All of those have different goals when creating games. And the persuader is the one that tries to get money out of it. More over at Play This Thing.


The Monetizing of the Game

Wow – if the people behind GameLab (supposedly most of my teachers) can keep up at the current rate of posts, they would have produced the most successful relaunch of a blog ever. Even if it’s just reposts as in this case.


How IGF Is Judged

Thank the gods for Google Reader Recommendations. Otherwise I would have missed this informative post by Anna Anthropy on how the IGF is judged:


More Game Business

More things to remember from last week:

The real problem is not making a game, it is finishing it, as Alex Amsel, one of our guest speakers, pointed out. This is especially true if you are working with a publisher or try to put your games onto XBox Live Arcade, PlayStation Network or WiiWare: be prepared to work through pages of checklists to complete all specifications. Repeated testing and repairing things might easily take up to a year until your game is finally downloadable. Also: it costs a lot.


Things to Remember

After a first, tightly packed week about game business, it is time to write down some essential bits of advice.