Wednesday, June 1, 2011
Tuesday, February 17, 2009
Escape from City 17 - excellent indie-inspired short film series
Wow. This is awesome.
Indie Half-life 2 inspired film series.
Posted
11:31 AM
0
comments
Labels:
FanArt,
HalfLife,
IndieFilms,
Valve
Wednesday, November 19, 2008
MIGS (Post 3 of N): Jason Mitchell's talk
Jason Mitchell (former ATI, now at Valve a couple years) gave a talk on "Connecting Visuals to Gameplay)
Posted
4:11 PM
1 comments
Labels:
Conference,
Graphics,
JasonMitchell,
Left4Dead,
MIGS,
TeamFortress2,
Valve
Thursday, September 18, 2008
Portal Prequel coming soon...
And there's people in it, which is a little strange, till you get the back story:
Its story revolves around the pre-GlaDOS epoch, even before she was plugged in. At this time, test subjects were monitored by real Aperture Science employees, whose work was tedious, lengthy and repetitive. This is why they decided to build a great artificial intelligence that could both replace them in these difficult tasks, and also take responsibility for many other tasks within the complex and compete with Black Mesa’s superiority. All employees of the Aperture Science complex are now eagerly awaiting GlaDOS. Maybe even a little too eagerly, as the upcoming events will tell… This game is totally free and set to be released somewhere around the end of the month. It offers a bit more gameplay hours than the original Portal, with 8 chapters, 48 challenges, 6 advanced maps, a brand new storyline and more than 400 lines of speech with english and french subtitles.
Wednesday, April 23, 2008
Gamers steamed over Steam? Distilling some learnings
There's an interesting thread over on the Escapist Magazine forums in which someone is raising a bit of a fuss about game prices on Steam. Specifically, their complaint is that many of the games listed, including some of Valve's, can be found cheaper at physical retail locations.
Having higher prices for comparable product isn't normally perceived well, but it's additionally aggravating in this case because (a) so much has been said about the efficiency of digital distribution, and (b) there's a perception that the customer is 'buying direct', and therefore should be given a better deal.
Now, I'm not faulting Valve. I think they have a great service. The issue here, is in the difficulty of keeping up with the aggressive discounting and/or promotion that retailers will do as they manage their inventory and shelfspace.
To some extent, Valve is between a rock and a hard place. Just keeping up with the pricing and promotions that all the retailers have going on would be daunting (I'd argue impossible). Even if they did that, then matching one retailer's price drop would be seen by another retailer as undercutting their channel partners. Damned if you do, damned if you don't.
So what can we learn from this?
1) Be careful about message you send about the value of your service. I'm not sure that Valve has ever said that digital distribution would result in lower prices (I'm fairly certain they didn't). Still if the value was in the dynamic updates, or in the feel-good value of a larger share getting back to developers, or whatever, they should have made that the top talking points in all marketing efforts.
2) If people are comparing apples to oranges, make sure to point out that you are a pineapple. If customers ignore the above, and insist on making comparisions like the above, bring the discussions back to your product/service's value and to why the comparison is moot. In this case, it's not buying a product, it's entering into a service relationship with Valve, and that does more than get you the one game.
3) Prevent the upset from happening to begin with. This might seem a little schizophrenic at first, but I think that Valve should point people away from Steam. By this I mean they should clearly point out that some retailers might offer the game for cheaper, and that if all a customer wants is to buy the game, they are welcome to check prices at places A,B,C. They should then point out what the advantages are of buying through Steam. Customer doesn't feel they were duped, and you've reinforced your messages.
Long story short, I think this is a good lesson in how the customer doesn't always get your marketing pitch. Sometimes they write it for you. You have to plan for that and know how to address it.
Posted
8:05 AM
6
comments
Labels:
DigitalDistribution,
GamesIndustry,
Marketing,
Steam,
Valve
Saturday, December 1, 2007
ROFL
Posted
9:50 AM
1 comments
Labels:
FPS,
Valve,
ZeroPunctuation
Friday, January 12, 2007
Carmack's Back
Having not heard anything from the guys at Id in a while (then again, I don't follow the hardcore space so closely anymore), a long interview with him popped up on Game Informer.
I've always been a fan of Id's games, and of Carmack as a developer. While they seem to have fallen behind guys like Valve and Epic in terms of their development model (old skool small team vs large team w modular development, etc), I secretly (not so secretly, I guess) root for Carmack to come out and ship something that kicks everybody's ass.
Of note, this quote about Gfx HW, and when and what users should upgrade to:
I don’t think that there’s any huge need for people to jump right now. All the high-end video cards right now—video cards across the board—are great nowadays. This is not like it was years ago, where they’d say, “This one’s poison, stay away from this. You really need to go for this.” Both ATI and Nvidia are going a great job on the high end.
Wow. It's not just me then. If HE doesn't care about the latest and greatest graphics, then who does?
Also, a game-biz-101 bit from Todd Hollenshead for those that think that digital distribution will make their publisher-dependence woes go away (Steam is the topic of discussion, but to be fair, they are just a proxy here for all digital distribution services):
there were serious flaws in the economic analysis that [Valve] laid out for developers. The problem for most developers is not one of not getting paid enough once the game is out, it’s that they don’t have the seed funding necessary to internally fund development of their titles. That’s why they work for publishers on milestone schedules and advances against future royalties, and Steam offers no solution for that. It also doesn’t offer any solution for the marketing spend question, where if developers don’t even have enough money to fund themselves internally to develop their product, then they’re not going to be able to pay for a multimillion dollar marketing campaign, which is a huge amount of risk that as an industry standpoint is offloaded from developers to publishers.
Posted
9:38 AM
1 comments
Labels:
BusinessModels,
Carmack,
DigitalDistribution,
Graphics,
Id,
Valve
