Showing posts with label CasualGames. Show all posts
Showing posts with label CasualGames. Show all posts

Tuesday, March 31, 2009

Casual Connect Content online

Jessica and the gang over at Casual Connect (the spry little casual games conference that's been growing in size and depth while also touring all of Europe's red light districts) has posted a TON of content from past conferences over at their website here.

Well worth perusing if you are interested in learning about trends in this part of the games industry.

Thursday, January 15, 2009

iPhone games mini-review, market thoughts

It occurred to me that I've bought and downloaded a bunch of iPhone games (17 to be precise - for a total of ~$20) but not commented on them. I'll also post some thoughts about the market in general in the next few days..


I'm doing a rough stack-rank based on my perceived value for time and money spent:
  • TapDefense: A tower-defense game for the iphone. It's good, it's free, it's playable in bite-size chunks of time. Same mechanic that made this genre addictive on the PC works here. There's even an accelerometer-driven earthquake tower just to make it special.
(Image courtesy Flickr user C4Chaos, Creative Commons attribution, sharealike)
  • Rolando ($9.99). NGMoco's flagship title. It's a *great* platformer showing just how much fun a platform the iphone can be. Innovative use of multi-touch & accelerometer. Worth the $10. Only down side is it's not exactly something you can play for 30 seconds at the grocery store checkout line (like tapdefense). Still, great title.

  • JellyCar (free): Fun physics-based, toon-rendered vehicle platformer
  • SolFree (free): Four different solitaire games, free. It's on your phone and sometimes you've got time to kill.
  • Sudoku (free): Same comment as above.
  • Enigmo ($1.99): A fun Lemmings/IncredibleMachine style puzzle game with 3D graphics and touch UI. Fun, and higher quality than many iphone games. Touch-driven UI can be finicky.
  • TouchPhysics ($0.99): It's CrayonPhysics for the iPhone. It looks cool, and physics puzzlers are always fun. However, the lack of precision and resolution made it frustrating for me. Between those two, things had a 'snap to' feel to them, far more than Crayon physics on a tablet PC, which felt magical.
  • Labyrinth LE (Free): It's a great 'virtual' version of those wooden maze/marble games you had as a kid. Great demonstration of the accelerometer. There's a paid version with more levels.
  • iBall3D (Free): It's a better version of labyrinth. However, I prefer Labyrinth's more minimalist and wooden-table feel.
  • FourFree (Free): It's connect four. Fun if you have kids.
  • TicTacFree (Free): It's tic tac toe. Fun if you have kids.
  • Piccross ($2.99): A reveal-the-image puzzle game. Gets to be *okay* after you clear the initial levels which are really there just to learn the mechanics of it. It would be fun if you were playing to try and beat a time, but this makes it frustrating as the 'picking' precision is too fine for the iphone's touch interface. [Disclosure: I bought this mainly because a friend of mine developed it, but I'm trying to be objective]
  • AirHockey ($0.99): It's air hockey. Fun if you have kids. It's a little finicky given the speed it moves at and the lack of precision in the touch interface.
  • Break Classic ($0.99): It's breakout. It's ok. I think it got pulled after getting a warning letter from Atari prior to their breakout releasing (which, btw, I'm going to boycott. They should spend money on building a better breakout, not on lawyers).
  • Aquahoops ($0.99): It's a virtual version of one of those water-filled pump games we had as kids in the eighties. Entertaining for about 2 minutes as an adult, but my kids loved it.[Disclosure: I bought this mainly because a friend of mine developed it, but I'm trying to be objective]
  • AllisJigsaw($0.99): I'm not a jigsaw-game fan, but it's a genre that keeps clocking along in the casual space. Anyhow, I got it because my daughter likes jigsaws. She enjoyed this one in the easy mode.
  • Cube (Free): It's a 3D First Person Shooter! And that's it. i.e. It's good to download and see that it can be done, but as far as playability, the poor UI, chunky frame rate and lack of precision on the touch interface make it nearly unplayable. Still, it's free and it looks nice.

Sunday, February 17, 2008

Should VCs invest in casual game developers?

I wrote a rather lengthy piece on my other blog, melding some thoughts on Casual Connect opinions and some observations at DICE.

Rather than cut and paste, I'll just point you there.

Saturday, February 16, 2008

Felt tables and MMOs, and Match-3's of a different kind

One of the sessions at DICE that I found particularly interesting, if only because it was from a another 'games industry' all together, was one from Roger Snow, a VP at ShuffleMaster, a company supplying the casino industry with all kinds of game products. Among them, licensed table games, which is what this session was about.

The market for table games is $50M worldwide. Small compared to our industry, but then I'm not sure how it would compare to, say, the licensing of IP in the casual games industry, which is perhaps something it's more comparable to.

Snow explained how the bulk of table games on casino floors are public domain games (Blackjack, Poker, etc). In an effort to make games more interesting, people have come up with variants that are more engaging. Things like side-bets, progressive pots, etc, and cross-cultural game mashups are added to come up with things like Ultimate Draw Poker, Four Card Poker, Pai Gow Poker, Carribean Stud, etc.

These games are then, provided the IP is properly protected, licensed to casinos for a flat fee. They then operate them hoping they'll yield more revenue than the public domain fare they are replacing.

I was surprised a little that the flat-fee licensing model was the only model used (at least that he discussed). Wouldn't a royalty make more sense? Pay for performance and all that. I'm guessing that the casinos aren't enthused about sharing revenue numbers with partners and making themselves auditable, etc, and that's likely the reason.

Anyhow. He went on to speak a little about the games in this business and made the following points:

- The business is relatively young. The first licensed game only emerged in the 80's.

- About 50 new games are introduced every year. Only ONE will be successful, and when it does, it will last a long time.

- Acheiving critical mass is important. People need to recognize the game when going from one casion to the other.

- In the past 15 years or so, there have been 10 hits. That's it.


So the epiphany that I had was that this sounded an awful lot like MMOs. How many successful MMOs has our industry seen in the past decade? Maybe a dozen? The critical mass element applies too.

Contrast that to the points Snow made about the slot machine business:

- There's a glut of content, with hundreds or even thousands of games introduced every year.

- Games are given at best a couple months to succeed, and if they don't perform they are pulled from the floor.

- In cases where they do succeed, imitators soon follow, copying whatever the latest twist is on the match-3 mechanic.

- While there's a little technical innovation (bigger screens, better graphics, etc), a far surer path to money is to license a piece of well known IP and wrap a traditional game mechanic around it. Plenty of Wheel of Fortune, Tabasco, Alien, Adams Family, Price is Right, Beverly Hillbillies are just a few examples.

Sounds just a little like the casual games business doesn't it? Right down to the oft-seen match-3 mechanic.

There are of course many differences. Development budgets between felt table games ("some rules and a piece of felt with some circles on it" was how Snow put it) and MMOs, are just one example.

Still, I feel there must be some lessons to be learned here.

Maybe that's why EA's Louis Castle is on Shufflemaster's board?

Wednesday, December 19, 2007

Game Credits: Labels vs Nuance in a Tag-Cloud Age

[Disclosure/Disclaimer: As I noted in a post a while back, I no longer work for Microsoft. I'll post something about the new gig soon, but I had the following post down as a draft for a while now and thought it important enough to finish. These views are mine and not those of employers past or present :-) ]

The Game Credit thing

A recent Saturday morning consisted of wolfing down the November Game Developer magazine along with my oatmeal and espresso, reading in fits and stops amid the cacophony of Cheerios crunching that my three offspring orchestrated.

The back page article was the months 'Business Level' column by Russell Carroll of Reflexive, and focused on the issues of game credits and specifically on the casual games industry. The issue as a whole has been discussed a lot lately lately. There's an IGDA standards effort underway, Rockstar's not-so-rockstar move on credits in Manhunt 2, etc. This Next-gen article covers the area well.


I have some thoughts on the issue, and the Nov GDMag piece made me jot them down, as I have a few issues with the article.


For those who don't get the subscription (really, you should), Russell makes the following points:

  • That casual games portals (like my former employer's MSN Games, or others like Real Arcade, Yahoo games, etc) don't mention the developer or publisher name on pages where they offer the game for sale. Further more, he insinuates a kind of conspiracy may be at the root of this, asking "Are portals marginalizing developers in order to try and keep another Popcap from rising up?" and stating that this is a question that most portals avoid answering (we, while I was with MSN Games that is, have. I'll get to that).

  • He states that the issue doesn't exist for "non-casual" games. I believe he really means "retail boxed-product" games, but I digress. I think he's wrong regardless.

  • He then claims that his employer, Reflexive, does credit content developers on their site. While I disagree with him on this point, I am grateful that he gives me this mallet with which I can hammer some nails into his argument.

First off, let me state that I agree wholeheartedly that developers should be given credit for their work. On the other hand, I also believe that there are a handful of issues that make this more difficult than it may first seem. I like Russel and respect him but I think he's made this issue a little more cut and dried than it really is.

Before I get to the issues, let's look at an example. I'll take a favorite 'classic' (in the casual space anyway!) example of mine, Diner Dash.

Diner Dash was developed by the fine folks over at GameLab, and published by the equally fine folks over at Playfirst - two companies I love working with, and whom I have a great deal of respect for.

If I go to download Diner Dash on Reflexive's site, I get the following: I see Playfirst cited as the game's creator (incorrect), Gamelab is not mentioned. After installing the download version of the game, I get a splash screen for Reflexive, followed by the game executable putting up splash screen animations for Playfirst and Gamelab.

Installing the same game off MSN's site, I get the following: No mention of developer or publisher on the web page, and after installing, I get the same splash screen order for MSN Games, followed by Playfirst and Gamelab, but then followed by Oberon Media.

Additionally, installing the game from MSN, if you are running Windows Vista, installs an icon in the Vista Games Explorer, with metadata that cites Oberon as the publisher (wrong), and Playfirst as the developer (partially wrong).

Why is this situation so messed up?

Well, there are a handful of issues that Carroll doesn't address in his issue that make this more complicated than it may seem. These include the following:

Channel conflict.

This is a big one, and in many ways is at the root of this whole issue. Channel conflict occurs when manufacturers of goods start to perform roles that put them in direct conflict with companies that normally are partners in the distribution chain. For example, when Apple decided to start operating Apple Stores around the world, it probably didn't sit very well with their distribution and retail partners at the time.

In the digital distribution world, this is a pretty hot topic, since startup costs are relatively low, anyone can at least hang out a shingle and say "we're in the distribution/sales/etc business!".

The reality is that everyone needs to work together to provide a good selection of product to customers wherever they may be. Channel conflict does lead, though, to discussions about how company names are used, and what they imply to the consumer. For example, Are you trying to indicate "Company X makes good games, look for more games by Company X", or are you trying to say "you might get a better deal on Company X games if you bought them directly at the Company X store!".

Antiquated Labels

I believe another issue is that the labels of 'developer' and 'publisher' are rapidly becoming obsolete.

What *is* a publisher anyway? Traditionally, it was someone who provided three functions: financial backing, production assistance, and go-to-market (sales, distribution, manufacture, marketing, etc). However, we are increasingly seeing those roles changed from one title to the next. If a developer funds their own development and production and only uses a publisher for distribution of boxed product - do they deserve the same credit as a publisher who made an early bet on a risky title? What about a company that funds development, but then lets another partner do the go-to-market? Are they both listed as publisher?

The same issue exists with developers. When multiple components of games are outsourced to other companies and/or shared across titles, how do credits work then? We see some of this confusion with publishers moving large franchises from one studio to another for sequels, etc.

I think a (and not necessarily 'the') possible endpoint for all this is something more akin to what we see in the movie industry. Movies from 50 years back had labels more distinctly defined like today's games. Today if you see a movie, you'll see a barrage of company names up front that let you know the names/brands affiliated with a film, but it's not always under concise labels. (e.g. "a John Doe film", "with Company X", "from the minds of Studio Y", etc

These labels become increasingly confused when they move from physical to digital channels. Now the portal may play the role of the retailer and may have a deeper relationship with the customer than just 'a place to buy stuff' (the game may integrate with their meta-game, etc). There are distributors who provide more than just moving a cardboard box from A to B. In the casual space, Oberon media is a big player here. Do they deserve recognition in getting the game in the customer's hands? What if they provided some of the meta-game integration work?

Antiquated labels in an evolving world

The above issue is aggravated by the fact that the world is changing, and these labels that evolved out of big-budget, physically distributed, boxed product games. As muddled as it may be getting for casual games on PC, I think it's going to get far worse for flash and other lightweight web games, mobile, and other segments. We are going to increasingly run into scenarios where new mixes of attribution are going to have to be shoe-horned into existing mechanisms.

An example.

Back when I was making the push to have MSN Games be fully Vista compatible, and helping to define the mechanism by which we'd retrofit games with meta-data for the Vista Games Explorer, we had an issue, and made what I think was a good compromise.

The game meta-data has place for a developer and publisher to be listed. However, there's no concept of the distributor or retailer to be listed, and while *multiple* devs or pubs can be listed, only the first is immediately apparent in the games explorer, and only the first of each is displayed as an active hyperlink.

The compromise we made was to list the developer and publisher, but have the URLs not link to their sites, but to the MSN games site with a flag to display all the games from that one developer. The site has yet to configure itself to that custom flag but I expect at some point in the future it will. regardless, this is a good solution because while it address the competitive channel conflict issue, it doesn't do so by falsely assigning attribution for the games creation.

Multiple layers of channel

Another issue that exists is that while one player in the equation may be trying to do the right thing, its not always apparent WHO the correct attribution should be assigned to! A typical PC games portal may see five hundred different games and/or skus of games in a typical year. Often, many of those come via distributors or publishers. They have to assume that the information they are getting on attribution and credits is accurate, and don't have time to police it all. Same is true for each layer of the channel.

Losing sight of the end goal

One of the things I take away from this 'credit' discussion is that people often are losing sight of - or perhaps just overloading - who the end 'consumer of credits' is, and what the information is supposed to help them with. There are several:

  • End users use credits to identify the artist who provides quality (or conversely, shoddy) games to them, so that they may seek out or avoid more from the same artists. There is value at several levels here: A destination portal that provides content I like (e.g. Manifesto), a publisher that puts the kind of polish I like on games (e.g. EA Sports fans), a developer of envelope-pushing shooters), or a designer who's work I admire (Miyamoto, or Molyneux), etc. End users also use credits/attribution to determine who they should go to for support, or a refund - especially true in the digital distribution space. If someone has a problem running Peggle on their system and wants their money back, but forgets where they bought it, this is an argument for there being some attribution to the retailer.
  • Companies (developers, publishers) use credits/attribution to build brands associated with quality, family-friendliness, family-unfriendliness, or whatever the case may be. They may also use the attribution to try and strengthen relationships with customers (say, if my game is developed by Pogo, and I have a game portal by the same name, I'm hoping you'll make the connection and come visit - and thus the channel conflict issue).
  • Individual artists use credits to build their 'personal brands' or portfolio. They also view it as a form of compensation, in that it just feels good to see your own name up in lights.

Some of these have different answers (Who created this? vs Who should I return this to for a refund?) but we try to jam everything into these two labels of 'developer' and 'publisher'.

Solutions?

I don't have any easy answers. that was the main point of this post is that this is a complicated issue and not just a matter of a few big evil companies trying to keep the little guy underfoot as the GDMag article implied.

I do have a few ideas though:

1. Move into the tag-cloud age. Like the movie business, we should worry less about official 'role labels', and just start listing all those involved. Don't worry about "oh, we did the design, all they did was the mac port". Put your name on enough quality work and people will get it over time. I'm not sure the end user recognizes the difference anyway (at least outside the hardcore space).

2. Understand and communicate your intent, and that of your partners. If you are looking for attribution to promote your studio brand, great. If you are doing so hoping this will drive site traffic so you can sell direct to customers, then don't act surprised when the places those customers are currently buying aren't interested in promoting your brand. [taken to the extreme, you could argue that a commitment to NOT compete with your channel partners could be a strategic advantage, as they may give you opportunities that they may not offer your (shared) competition. This is true for every layer of the channel.]

3. Count on Karma. When in doubt whether to give an individual or a company credit, do so. This is a small industry and the person you 'left off the list' will remember it, and you'll cross paths with them again.

Parting Thought

One final thought is this. It's 'out there' enough that I don't want to list it as a possible solution, but at least food for thought.

What about separating game credits from the game itself? Let games contain URLs to their credits, and let their credits reside as a living body of work, a la wikipedia?

Have the IGDA body create a wikipedia-like 'universal game credit wiki'. it's goal to contain all contributions to all skus of all versions of all games. Games could then choose to opt in to linking directly to their entry, or including credits in the game, or doing both!

A little something to ponder over your holiday festivities. Cheers.

Wednesday, November 7, 2007

Evolution of MSN Games

A co-worker pointed me to this promo video for The Zone (known today as MSN Games) from a few years back. Amazing to see how far it's come. In those days we intermingled matchmaking for core PC CD games with online multiplayer casual, etc.

Tuesday, October 30, 2007

Scene It? Loved it!

I had my first go at 'Scene It? Lights, Camera, Action' yesterday. Some folks I work with were involved in its development so I'd seen bits and pieces in progress, but waited until the final product was done to take it home and play it.

If you haven't heard of or seen the game, here's a cheezy marketing trailer for it. Bear through the pitch, and you'll get an idea of what gameplay is like and what the controllers (it ships with 4) look like.



Its *really* good. Alisa and I played a game and had quite a good time (not quite as good a time as the people in the above video, but then we aren't super-hipster-20-somethings anymore). That Alisa enjoyed it is saying something since she hasn't enjoyed anything on the console since Zuma, and even that was deemed "fun but annoying".

The Big Button Pad support/integration does feel a bit kludgy, as it tries to reconcile the 'instant 4 player get into the action' with Xbox360's 'sign in with your gamertag'. Still, it wasn't too painful, and once past that it was all very well integrated.

Oh, I should also note that we'd played the SceneIt DVD game and didn't enjoy it much at all. This is a much better implementation of the game.

Kudos to all who worked on it!

Tuesday, October 23, 2007

The $6B dollar casual game

What casual game is:
  • a 'clone' of its predecessors (as opposed to 'original and innovative')?
  • in its current incarnation, invented by Edwin Lowe, same guy that invented Yahtzee?
  • in itself a $6B industry?

I am of course talking about Bingo!

Some time ago, I posted about a couple casual-game related documentaries I'd seen: Word Wars (about Scrabble and its enthusiast/pro communities) and Word Play (about the NY Times Crossword and about crossword puzzles in general).

This past weekend, I rented another similar doc called Bingo! The Documentary about, you guessed it, Bingo.


The film looks at the game's history, growth, culture, and the 'business' that has grown around it, from church basement games to 24-7 bingo halls to dedicated Bingo-specific carribean cruises. There are even (and you never thought you'd hear this combination of words) bingo-playing drag queens.

More than anything, it's a backhanded indictment of those that prey upon the poor and the weak, and a stark view of gambling addiction in many of its forms.
I found it to be quite sad at times, and not nearly as well put together as Word Wars, but still a good rent for those interested in gaming in all its forms.




Thursday, September 27, 2007

Casual Science

I was lucky enough to have a visit from Annakaisa Kultima yesterday. She's a game researcher with the University of Tempere in Finland. We'd exchanged some email about her presentation at the Nordic Games conference, where I was surprised to find there were researchers looking specifically at the casual space.

Anyhow, she's got some great ideas, and I'd encourage folks to keep an eye on her work going forward.

Tuesday, July 17, 2007

Casual Connect 2007: Initial Thoughts

Today was day one of the "Casual Connect" conference. Day 2, officially, I guess, since they held a kind of intro/primer track on Monday.

We also held our Microsoft Casual Games partner day on Monday, an invite-only event for developer partners, and that's one of the reasons I haven't been posting much, as I was working on a bunch of the presentations for that event, including one that I gave. They'll be posted publicly at some point in the near future, and I'll post a link at that time.

The energy at Casual Connect is pretty palpable. Interesting mix of perceptions. Existing player both enjoying the 'vindication' of having been there first, but also seeming a little put off by all these people coming to "our show" (sound familiar, GDC old timers?), and perhaps a little nervous tone to some of their voices about all the big players showing up?

And big players there were. Of course Microsoft is there, but so's Google, and Viacom, and lots of analysts and VCs. Suits! At a casual games conference! Did they not get the memo? :-)

I'm going to have to blog some lengthy posts about impressions of the show and some individual sessions later this week. In the meantime, I'll leave you with two points I think are interesting:

  • Among the people at the show, instead of the usual confusion about "what does 'casual' really mean?", there is a lot more agreement, but its falling into several very distinct camps: Casual in the web-or-downloadable-like-you'd-get-from-Popcap sense; Broad-appeal, mostly-retail console titles like Buzz or Big Brain Academy, and the casual-mmo-is-da-bomb-WoW-better-watchout crowd.
  • A lot of conversations about all the new casual divisions at big publishers like Ubi, EA, etc. Personally, I htink this is going to be one of the more entertaining spaces to watch. Not because I think the best games will come from there (they might, they might not), but because I think it's going to be *really* interesting to see whether companies used to the process-heavy, gauntlet-running processes used to prudently conceive/greenlight/produce/market/sell $20M games are going to be able to *internally* adapt to the nimble nature of the casual market. I think it's going to be a painful adaptation for many, I beleive.

Another observation: If you hear someone say they beleive the future is in "MySpace + Facebook + MapleStory + YouTube + HabboHotel", you have just heard someone that has no frikkin clue what they are looking for, apart from something that will magically be worth a billion dollars in two years. Just walk away. If they are a VC, feel free to take their money first, by all means :-)

Thursday, June 28, 2007

Results of the Generic Defense Game experiment

Jim Greer of Kongregate points us to this great post from 'PsychoGoldfish', creator of Generic Defense Game. As the game's creator puts it, GDG "was built and distributed as an experiment to get some insight on the current state of the independent web-based gaming community"

It's a fantastic read, though I wish he'd actually disclosed figures behind comments like "The ads in the game were a real surprise to me. I did not expect the high level of performance the would ultimately yield".

Anyhow, here's the money quote from the whole article:

Now, a lot of commercialized sites have made it possible to earn a pretty good living in this industry without having to build your own income generating websites. These commercialized sites kicked off a whole new generation of talent, and really helped to raise the bar in quality…at least.. that was how it started.

Today, everyone from high-school kids to seasoned vetrans, are whipping off generic games (not just in the defense genre) because the big commercial sites will dish out $500 or so, for pretty much anything that works (and even some things that don’t). The casual players tend to stick to these commercialized sites, because they brand all the games they sponsor to the degree that the players feel these sites are where all the games are coming from. For many casual players… these are the only sites they check for new games.


This is great for these sites, as they build strong user bases, and stronger revenue streams. This is good for the developers because they can earn sponsorships without having to put fourth a great deal of effort. This is bad for the industry because the quality content is being buried by the quantity content.

Monday, April 16, 2007

Casual gamers are PEOPLE!



[OK, the image isn't contextually relevant to the post, but Kim's #7 Rule of Blogging is that 'When presented with an opportunity to include references to a Charleton Heston movie, one should do so, regardless of how far a stretch it may be to make relevant'. We now return you to regularly scheduled programming]

Lots of people have been quoting this report that states that women constitute a majority of the US internet population. (saving you the click, it's about 52% women, 48% men).

My point is this:

The casual games industry has spent a lot of time talking about how there are more women playing casual games than men. Stats go anywhere from 55% to 70% depending how you slice it and which site stats you look at. These numbers get dampened somewhat when normalized to take into account the general internet usage gender split.

Having said that, perhaps we're better off looking at casual gamers as just "people".

Monday, March 19, 2007

Peggle: Casual Gaming Brilliance

About 200 million people are about to have a revelation. The 100 million or so casual game players outside Japan are going to say "Wow. Now I get why Pachinko is so appealing!". The 100 million or so people in Japan are going to say "Wow. How can I ever go back to Pachinko?"

I've had to bite my lip for a long time about Popcap's Peggle, a game I've really been excited about. It's really slick. It's easy, it's polished, it has wide appeal (my 3 year olds are equally hooked, and my son may be better at it than I am by the week's end).


Go play!

Congrats to the gang at Popcap for such a great piece of work. I'd be very suprised if this isn't every bit as successful as Zuma over the next year.

Wednesday, January 24, 2007

When the little guys aren't so little anymore...

Saw this on Kotaku today:

Ritual Entertainment Bought by Casual Games Dev Mumbo Jumbo.

Mumbo Jumbo are the makers of the popular casual game as Luxor, among others.

That's got to have a lot of people in hard-core games land going "huh? by who?!"

I probably shouldn't comment too much given that I have a professional relationship with these guys and others like them in the space.

I will point out one thing though. The press release states:

"The combination of Ritual's(TM) high-end, multi-platform expertise and our own industry-leading publishing model will set the bar for quality and sophistication in casual games and create a major industry powerhouse. The casual games market is beginning to mature as evidenced by an increase in consumer expectations. Ultimately, the companies providing the best content will win, which is why we are investing so heavily in the development of technology and original IP."

I have to agree with the assertion that consumer expectations are rising in terms of quality, and eventually, some of that translates to production costs. Developers that think that the cost of casual game development is going to remain as conservative as it is today may be mistaken. At the very least it will split into different strata (the MMO space is probably a good example. there is room for targetted, niche, and/or quirky low-production-cost MMOs, but those developers are very concious of the fact that they are flying under the radar of the big guys. If you want World of Warcraft's customers, you better pony up on production costs to compete.