My Photo Name:  David Edery

Location:  Redmond

Worldwide Games Portfolio Planner for Xbox Live Arcade, and research affiliate of the MIT CMS Program. (Note: This blog is not endorsed by Microsoft or MIT; statements expressed therein should not be interpreted as statements by those organizations)

Full bio & contact info, here.

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October 5, 2008

Wisdom, Deferred

Category: Business (in general), User-Generated Content — David J Edery @ 1:48 pm

Back in August 2007, I wrote the following about the XBLA 1st party (aka MS-published) title review process:

I’ve put systems in place to hopefully help reduce the risk of my own tastes (or lack of vision) from polluting the portfolio. I can’t really discuss the details, but they include a sort of “wisdom of crowds” feedback loop, in which indie submissions are screened and rated by a group of my colleagues within Microsoft (who are asked NOT to discuss the submissions with each other before rating them — mainly to avoid group-think.) The wisdom of crowds can make my forecasts more accurate, and it can help compensate for any subconscious biases I have. Unfortunately, what I don’t believe it can do is help me identify future mega-hits (i.e. “the next Geo Wars“.)

The process I referred to in that post actually kick-started in March of 2007, so it’s been about 18 months since I started changing the way that the XBLA team reviews incoming submissions from independent developers. If you had asked me way back then when I expected to be able to judge the results of the process change, I would have said “a year from now, at the latest.” Turns out, I would have been way off. A year and a half later, only six games that we have reviewed under the new process have launched on Marketplace. Many of the games greenlit in the few months following March ‘07 are still in development and/or finally nearing release.

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September 21, 2008

A Scrabulous Postmortem

Category: Business (in general) — David J Edery @ 8:57 pm

The word “postmortem” assumes wry overtones when preceded by Scrabulous, the once-popular Scrabble clone on Facebook. The latter, as you’re all no doubt aware, is basically dead now — snuffed out by Facebook at the requests of Hasbro and Mattel. More than a few people have written about this, but I was looking for a thorough summary of the facts/issues and couldn’t find it, so I decided to write one of my own.

Shortly before Scrabulous was terminated, it had 500k active users a day according to TechCrunch. (I’ve seen other articles citing up to 700k daily actives at one point or another, but it seems that those numbers may have been temporary spikes associated with spikes in press coverage.) Interestingly, this suggests that Scrabulous’ growth was starting to fade, as the game already had 500k daily users back in December 2007. So, while it’s probably safe to assume that Scrabulous had more room to run, it’s optimistic (at best) to believe that the game was anywhere near the bottom or middle of its S curve. But this isn’t really the point I’m hoping to make; I just thought it worth noting that some of the Scrabulous hype (“they’re on the verge of 1m daily users!”) had gone a bit over-the-top.

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September 6, 2008

Kongai

Category: Business (in general), Design / Production — David J Edery @ 12:28 pm

(I’ve been sitting on a bunch of posts, being too lazy and/or preoccupied to clean them up, insert hyperlinks, and publish them. I finally summoned the will to get them out this morning. Here’s the first.)

If you haven’t already done so, I recommend checking out Kongai, a digital trading card game designed by David Sirlin and publicly released on Kongregate a couple months ago. David, for those of you who don’t know him, is the guy rebalancing Street Fighter for XBLA/PSN (and a very thoughtful designer, in general.)

Kongai is a well-designed card game, but what’s remarkable about Kongai is not necessarily its gameplay, but how Kongai is positioned within the larger context of Kongregate. Kongai cards are awarded the same way LIVE Achievements are – in reward for accomplishing explicit challenges in the various games found across Kongregate. (Actually, Kongai cards are more like Pogo Badges, because Badges are awarded for time-limited challenges, unlike LIVE Achievements, which are hardcoded to a game prior to its release and which never expire.) Having played Kongai for a while now, I can personally testify to the allure of virtual awards that have concrete value in a playable metagame in addition to the “status value” of normal Achievements!

There are quite a few portals and networks claiming to offer “Achievements 2.0″, but Kongai is the first thing I have encountered that feels even remotely advanced enough to merit such a claim. Gamasutra published an article on the design of Kongai, if you’re curious to learn more.

December 3, 2007

Activision Blizzard

Category: Business (in general) — David J Edery @ 3:16 am

Ah, irony of ironies. Two days after EA CEO John Riccitiello claimed the game industry is no longer ripe for mergers, Activision and Vivendi Games announced their intent to merge into Activision Blizzard. (Wonder twin powers, activate! Form of known IP! Form of Warcraft!)

Analysts will flutter, of course. But when they hype dies off, what will this ultimately mean for the game industry?

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November 12, 2007

Lions, Tigers, Free Games… Oh My!

Category: Business (in general) — David J Edery @ 4:55 pm

I’ve been compiling a list of “free game types” in preparation for my GDC Lyon lecture. When I look at the list on a single page, its breadth and depth are a bit stunning. There’s already a mountain of free game content out there, and the mountain is growing fast.

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October 11, 2007

Games as Platforms Wrap-up

Category: Business (in general), User-Generated Content — David J Edery @ 4:32 pm

Kim has already responded to my most recent post with a concise wrap-up. To avoid belaboring things, I’ll do the same.

This still seems to me like a case of “take no chances” vs. “take full advantage of the opportunities.” Kim argues that the FS team is already capitalizing on most of my ideas, but that’s not actually the case. For example, he notes that the FS team already helps third parties advertise, but my whole point was that FS can offer both free venues (as they do now) and premium venues — deriving more revenue in the process. Isn’t that a good thing?

At the end of the day, this is a bit like a liberal and ultra-liberal arguing about politics. We’re both platform fanatics. More to the point, we’re suckers for a vigorous debate. …But you’re still wrong, Kim. ;-)

Stay tuned till next time, when we’ll tackle the even thornier subject of peanut butter: “creamy or chunky?” It’ll be a battle royale!

Games as Platforms

Category: Business (in general), User-Generated Content — David J Edery @ 11:02 am

Yesterday, I wrote that Microsoft should be doing more to tap the aftermarket for goods and services related to Flight Simulator. Kim, my friend and coworker here, took notice and essentially argued that I was wrong because: A) the 3rd party after-market is good for sales of Flight Simulator, and B) Microsoft could never think of and/or develop most of the aftermarket things that have arisen.

Permit me a bit of grumpiness. I hardly need reminding that 3rd party extensions, especially of the user-generated type, can be very good for business, nor that 3rd parties will think of & do things that Microsoft could not. My point was this: platform monetization strategies (be it for games, websites, or anything else) don’t need to begin and end with “releasing an SDK” or “building a community.” Yes, you can greatly increase the penetration of your platform (in this case, sales of a game) by encouraging 3rd party / hobbyist support of it. And sometimes, you can earn even more by remaining active in the aftermarket. You just need to be smart about it.

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August 23, 2007

Working Without A Crystal Ball

Category: Business (in general), Design / Production, Marketing / PR — David J Edery @ 9:17 am

Note: I think this post may be interesting to anyone creating, investing in, or distributing games (regardless of whether or not they are Xbox Live Arcade games.) However, I needed to ramble through some seemingly tangential stuff to make my point. Please bear with me. :-)

XBLA portfolio management is a complex thing… I’m one part cat-herder, one part traffic cop, one part talent scout, and one part “quality control.” (The latter part is especially tricky… who wants to be the guy who turned down Katamari because “the art was weak”, or one of the eight publishers who turned down Harry Potter because “the writing could use polish.”) I approach these roles with a healthy dose of humility (and even anxiety), knowing that at any moment I could become “the moron who turned down [fill in the blank].” Unfortunately, the longer I hold this position, the more likely that becomes!

Trying not to be a moron

So I’ve put systems in place to hopefully help reduce the risk of my own tastes (or lack of vision) from polluting the portfolio. I can’t really discuss the details, but they include a sort of “wisdom of crowds” feedback loop, in which indie submissions are screened and rated by a group of my colleagues within Microsoft (who are asked NOT to discuss the submissions with each other before rating them — mainly to avoid group-think.) The wisdom of crowds can make my forecasts more accurate, and it can help compensate for any subconscious biases I have. Unfortunately, what I don’t believe it can do is help me identify future mega-hits (i.e. “the next Geo Wars“.)

Read the rest of this post >>>

July 23, 2007

Console Demise? Don’t Hold Your Breath

Category: Business (in general) — David J Edery @ 9:07 pm

Every so often, I hear someone say that the demise of the video game console is inevitable (and likely not far off). Their reasons vary: “closed platforms can’t survive”, “consoles are becoming too specialized”, etc. Having thought about it, I just can’t come to the same conclusion. Consoles aren’t going anywhere in the next ten+ years or so (beyond which I can’t claim to understand what the market will look like. There’s too much cultural and technological uncertainty.)

To be clear: I’m defining “console” as “a closed or semi-closed hardware platform dedicated primarily to interactive entertainment.” Does that necessarily mean “software and hardware designed, produced, and distributed by a single company?” No. There could be alliances on the software or hardware side of things, and those alliances could result in independent product variants that share a base level of compatibility. What matters is the presence of very stable standards that lead to a reliable, accessible, and affordable gaming experience. In other words, a guiding hand still matters.

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May 19, 2007

What XBLA Fans Want

Category: Business (in general) — David J Edery @ 11:14 pm

Yesterday, the XBLA team posted on Microsoft’s Gamerscore blog for the first time. Our purpose: to ask the community what it wants (games, service features, etc.)

I’ve read about 500 comments, and I’m nowhere near the end of the list. :-)

The feedback is telling. If you’re very interested in XBLA, check it out. Of course, bear in mind that people commenting on Gamerscore are (generally) pretty hardcore. Nevertheless, their opinions definitely matter — they usually buy a lot of games and they generate plenty of buzz for us.

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