<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Is ngmoco the future of game publishing?</title>
	<atom:link href="http://www.bruceongames.com/2009/07/22/is-ngmoco-the-future-of-game-publishing/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.bruceongames.com/2009/07/22/is-ngmoco-the-future-of-game-publishing/</link>
	<description>A veteran's view on marketing games</description>
	<lastBuildDate>Thu, 11 Mar 2010 14:20:15 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Tadhg</title>
		<link>http://www.bruceongames.com/2009/07/22/is-ngmoco-the-future-of-game-publishing/comment-page-1/#comment-5034</link>
		<dc:creator>Tadhg</dc:creator>
		<pubDate>Fri, 24 Jul 2009 13:12:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/?p=2124#comment-5034</guid>
		<description>Well, maybe.

The first attraction for any developer in any kind of publishing relationship is invariably one thing: The money. It seems like ngmoco are putting their hand in their pocket to finance games like a publisher.

However the second attraction for good developers is generally value. Assuming they can cover the dev costs alone (which many can), what they need to know for a fact is that ngmoco can guarantee them more value than if they just bunged up their own games in the App Store. 

This is much harder to do because the App Store offers no premium shelf spacing for special relationships that I&#039;m aware of. So this means any advertising or promotion than ngmoco or any iPhone publisher can do is by necessity going to be off-platform rather than on-platform, and that immediately weakens its value. Add to that that they are probably taking a further % cut from the selling price of the games at least (or looking to buy them outright). If it were me, with all these considerations, as a developer I would insist on a fee or guaranteed advance that at least tripled what I was expecting if I went it alone. 

I&#039;m undecided about whether &#039;publishing&#039; in that context has any value for iPhone games. Neil has had some success so far in getting the word out at GDC and the WWDC etc, but those are exceptional events because of the novelty of his company. What&#039;s the day to day business going to look like though? A network of cross-promoting apps a-la Facebook?

I don&#039;t know if that will work in the context of the iPhone. It&#039;s a very open question.</description>
		<content:encoded><![CDATA[<p>Well, maybe.</p>
<p>The first attraction for any developer in any kind of publishing relationship is invariably one thing: The money. It seems like ngmoco are putting their hand in their pocket to finance games like a publisher.</p>
<p>However the second attraction for good developers is generally value. Assuming they can cover the dev costs alone (which many can), what they need to know for a fact is that ngmoco can guarantee them more value than if they just bunged up their own games in the App Store. </p>
<p>This is much harder to do because the App Store offers no premium shelf spacing for special relationships that I&#8217;m aware of. So this means any advertising or promotion than ngmoco or any iPhone publisher can do is by necessity going to be off-platform rather than on-platform, and that immediately weakens its value. Add to that that they are probably taking a further % cut from the selling price of the games at least (or looking to buy them outright). If it were me, with all these considerations, as a developer I would insist on a fee or guaranteed advance that at least tripled what I was expecting if I went it alone. </p>
<p>I&#8217;m undecided about whether &#8216;publishing&#8217; in that context has any value for iPhone games. Neil has had some success so far in getting the word out at GDC and the WWDC etc, but those are exceptional events because of the novelty of his company. What&#8217;s the day to day business going to look like though? A network of cross-promoting apps a-la Facebook?</p>
<p>I don&#8217;t know if that will work in the context of the iPhone. It&#8217;s a very open question.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Guy</title>
		<link>http://www.bruceongames.com/2009/07/22/is-ngmoco-the-future-of-game-publishing/comment-page-1/#comment-5006</link>
		<dc:creator>Guy</dc:creator>
		<pubDate>Wed, 22 Jul 2009 08:00:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/?p=2124#comment-5006</guid>
		<description>Hello Bruce,

As always, great article!  As a long-time gamer and recent iPhone adopter I&#039;ve found a burgeoning playground of incredibly fun and deep games in the app store.  Publishers like ngmoco and GAMEVIL are both literally rocking my perception of handheld gaming with games like Star Defense and Zenonia. 

As a &quot;heavy user&quot; of services like XBLA, PSN and WiiWare, I am accustomed to spending on average fifteen dollars per eight-to-ten hour game.  The problem with the app store seems to be that it has sold itself short--almost like the impulse aisles next to grocer&#039;s checkouts--and it lacks confidence in its consumers.

Given that the store is a new service, there&#039;s bound to be an inordinate amount of chaff (just look at the &quot;shovelware&quot; phenomenon on the Wii that is just now on the wane).  I think that as these publishers grow their franchises and proper fanbases we&#039;ll begin to see successful ten and twenty dollar games.

I can&#039;t wait.  Also, it looks like GAMEVIL is readying their IPO.  http://bit.ly/92YfD  Should be interesting to watch.</description>
		<content:encoded><![CDATA[<p>Hello Bruce,</p>
<p>As always, great article!  As a long-time gamer and recent iPhone adopter I&#8217;ve found a burgeoning playground of incredibly fun and deep games in the app store.  Publishers like ngmoco and GAMEVIL are both literally rocking my perception of handheld gaming with games like Star Defense and Zenonia. </p>
<p>As a &#8220;heavy user&#8221; of services like XBLA, PSN and WiiWare, I am accustomed to spending on average fifteen dollars per eight-to-ten hour game.  The problem with the app store seems to be that it has sold itself short&#8211;almost like the impulse aisles next to grocer&#8217;s checkouts&#8211;and it lacks confidence in its consumers.</p>
<p>Given that the store is a new service, there&#8217;s bound to be an inordinate amount of chaff (just look at the &#8220;shovelware&#8221; phenomenon on the Wii that is just now on the wane).  I think that as these publishers grow their franchises and proper fanbases we&#8217;ll begin to see successful ten and twenty dollar games.</p>
<p>I can&#8217;t wait.  Also, it looks like GAMEVIL is readying their IPO.  <a href="http://bit.ly/92YfD" rel="nofollow">http://bit.ly/92YfD</a>  Should be interesting to watch.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bruce</title>
		<link>http://www.bruceongames.com/2009/07/22/is-ngmoco-the-future-of-game-publishing/comment-page-1/#comment-5005</link>
		<dc:creator>Bruce</dc:creator>
		<pubDate>Wed, 22 Jul 2009 07:12:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/?p=2124#comment-5005</guid>
		<description>Joseph that is a very interesting article and anyone interested in the iPhone market should read it.

The fundemental problem here is that developers are self publishing and so not doing enough of, or the right kind of, marketing.

As Modern Warfare 2 is proving on console you can sell a huge amount at higher prices. It is a matter of having brand values and that these are perceived to give competetive advantage.

Marketed properly you can sell more at a higher price if you create the perception that it is worth more. What the iPhone market is lacking is proper marketing.</description>
		<content:encoded><![CDATA[<p>Joseph that is a very interesting article and anyone interested in the iPhone market should read it.</p>
<p>The fundemental problem here is that developers are self publishing and so not doing enough of, or the right kind of, marketing.</p>
<p>As Modern Warfare 2 is proving on console you can sell a huge amount at higher prices. It is a matter of having brand values and that these are perceived to give competetive advantage.</p>
<p>Marketed properly you can sell more at a higher price if you create the perception that it is worth more. What the iPhone market is lacking is proper marketing.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Joseph Young</title>
		<link>http://www.bruceongames.com/2009/07/22/is-ngmoco-the-future-of-game-publishing/comment-page-1/#comment-5004</link>
		<dc:creator>Joseph Young</dc:creator>
		<pubDate>Wed, 22 Jul 2009 05:58:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.bruceongames.com/?p=2124#comment-5004</guid>
		<description>Hi Bruce,

Great post on how ngmoco is becoming a strong publisher in the iPhone space. I would say that the pressing issue on the iPhone isn&#039;t brand strength and publisher focus. The bigger issue is the continued devaluation of digitally distributed mobile software. App Cubby released a very accurate and thorough article on this recently.

http://appcubby.com/blog/files/5_is_the_new_10.html

This is a big problem that any iphone publisher, including ngmoco will have to deal with very soon. The App Store is turning into a 99c store and what will result from this is crappy games because that&#039;s all that developers can afford without taking on too much risk.</description>
		<content:encoded><![CDATA[<p>Hi Bruce,</p>
<p>Great post on how ngmoco is becoming a strong publisher in the iPhone space. I would say that the pressing issue on the iPhone isn&#8217;t brand strength and publisher focus. The bigger issue is the continued devaluation of digitally distributed mobile software. App Cubby released a very accurate and thorough article on this recently.</p>
<p><a href="http://appcubby.com/blog/files/5_is_the_new_10.html" rel="nofollow">http://appcubby.com/blog/files/5_is_the_new_10.html</a></p>
<p>This is a big problem that any iphone publisher, including ngmoco will have to deal with very soon. The App Store is turning into a 99c store and what will result from this is crappy games because that&#8217;s all that developers can afford without taking on too much risk.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
