This Week In The Business: Third Time's The Charm

Illustration for article titled This Week In The Business: Third Time's The Charm

QUOTE | “I believe that it is very difficult to immediately build up a big IP.... you need at least three games before you can tell whether an IP is going to be really successful or not.” - Square Enix president Yosuke Matsuda, explaining his Law of Third Titles for AAA games.


Elsewhere in the business of gaming this week...

QUOTE | “As a first step, we want to help put victims back in control of their images and their privacy.” - Microsoft chief online safety officer Jacqueline Beauchere, explaining how the company will remove revenge porn content on Xbox Live when contacted by a victim.

QUOTE | “Once we start to think about gamers as performers, it seems pretty obvious that there are different ways to build a business out of that.” - Outpost Games creative director Wright Bagwell, talking about how they want to make core games with spectator appeal.

QUOTE | “I am pretty sure that the candidate will come from within the business... The obvious two choices are Takeda-san or Miyamoto-san” - Nick Parker of Parker Consulting, talking along with other analysts about who will be Nintendo’s next leader, and the consensus seems to be Takeda, head of Nintendo’s hardware.

QUOTE | “That’s a difference between our culture and your culture. We don’t have garage developers, working alone.” - Wixel Studios co-founder Reine Abbas, talking about the difficulties of creating game studios in the Middle East.

QUOTE | “He doesn’t need more designers, he needs a smarter approach to making games.” - Design consultant Graham McAllister, talking about why Peter Molyneux seems dangerously misinformed about game design.


QUOTE | “The companies that are most likely to benefit from the growth of the Chinese market are Chinese.” - CEO Joost van Dreunen of analyst firm SuperData, talking about why the game market in China isn’t as good an opportunity as many Western game companies think.

STAT | 30% – Amount of its San Francisco workforce Japanese mobile game publisher GREE just laid off; the company closed its Vancouver studio in May and declared a rare quarterly loss in February.


STAT | 27% – Amount that Xbox division revenues grew last quarter, according to Microsoft’s latest earnings report; the company sold 1.4 million consoles compared to 1.1 million in the same period a year earlier.

STAT | 10 million – Number of players free-to-play PC game SMITE now has, according to the company; the game launched in March 2014, and a version is heading to the Xbox One.



Molyneux needs more than a smarter approach to game design, I’m afraid; dude needs to learn to stop hyping the stuffing out of his projects when they’re still in the infancy of their development.

It’s okay to talk about a project—and to say, “Hey, we really hope to have this feature, but it’s pushing the envelope of current tech, so we’ll have to see how it turns out.” What is -not- okay is to say, “Ours will be a boundless world, that will react to your every decision,” and then hem the player in with fences that shove them down exceptionally narrow pathways.

#FableFences #NeverForget