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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November 12, 2007

Lions, Tigers, Free Games… Oh My!

Category: Distribution — 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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August 23, 2007

Working Without A Crystal Ball

Category: Design, Distribution, Marketing / PR, Strategy — 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“.)

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May 19, 2007

What XBLA Fans Want

Category: Console, Distribution — 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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April 9, 2007

Don’t Step On My Long Tail

Category: Distribution — David J Edery @ 9:59 pm

Digital distribution and eCommerce are at the heart of what I do for a living. And nowhere is the Long Tail more at home than at the junction point of digital distribution and eCommerce. Someday, when greater volumes of content are featured on XBLA, it should turn into a perfect Long Tail paradise, right?

Well, that’s what I’m hoping for. But there are a few potential issues that muddy the waters. Some of them are issues facing all community-centric online systems. Some of them are specific to video game services. I’ll give you a couple of examples, and hopefully you can give me some ideas in return!

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February 4, 2007

Gray Market

Category: Console, Distribution — David J Edery @ 10:48 am

While in Beijing, I visited the “gray market” in order to learn more about video game piracy in China. I’m not sure what I expected… something between an official street market in New York and those guys near Times Square who try to sell you DVD ripoffs (and who pack up their stuff the instant they spot a cop.) I couldn’t have been farther off the mark.

The gray market in Beijing is nothing less than a clean, very commercial, very visible shopping complex. It’s brimming with small stores (one might call them fancy “stalls”), each staffed by several people. The stores have no visible brand, advertising, or sales strategy to differentiate themselves from one another. They don’t need to — there are more than enough customers to go around.

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August 21, 2006

Snakes on a Plane

Category: Design, Distribution, Marketing / PR — David J Edery @ 1:15 am

A big debate has been brewing for months now, and this weekend marked the event that will finally blow the lid off that debate. I’m not talking about “PS3 vs. Xbox 360″ — partisans in that fight won’t rest anytime soon. I’m talking about the debut of Snakes on a Plane, the movie that bloggers (and a few media scholars) love to talk about, and cynics love to trash. There are lessons here for the game industry.

Intro to Snakes on a Plane

A brief recap, for those of you who aren’t familiar with this. Snakes on a Plane features Samuel L. Jackson, in a story so silly that as soon as bloggers got wind of it, they began gleefully making parodies and hailing the movie as the upcoming camp hit of the year. Makers of the movie (including Jackson) were probably not initially intending to create a camp hit, but when they realized what was happening, they did something relatively unusual in Hollywood: they adapted their marketing efforts (and even the movie itself) to conform to the camp expectations of the blogosphere.

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August 14, 2006

Debating the Long Tail

Category: Distribution, Marketing / PR, Social, User-Generated Content — David J Edery @ 10:31 am

As some of you may be aware, a rather heated debate over the significance and validity of Chris Anderson’s Long Tail theory has erupted over the past couple of months. (For those of you unfamiliar with it, the Long Tail theory dictates that “our culture and economy is shifting away from a focus on a relatively small number of ‘hits’ at the head of the demand curve and toward a huge number of niches in the tail.”)

The debate started with an article by Lee Gomes in the Wall Street Journal, which vigorously questions some of Anderson’s assertions. I’d characterize myself as a believer in the Long Tail (especially as it relates to digital content) but not necessarily a supporter of everything Anderson has to say on the subject. As such, I appreciated Gomes’ article. Some highlights:

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July 17, 2006

In Defense of Episodic Content, Again

Category: Distribution — David J Edery @ 10:38 am

Last week, the ever-outspoken Mark Rein (VP, Epic Games) publicly attacked the viability of episodic gaming. His arguments, while somewhat emotional, were nevertheless a bit different from those I’ve heard in the past, which leads me to write yet another defense of this emerging business model. The first of Rein’s arguments:

Customers are supposed to buy half a game for $20, then wait six months for an episode? When I put a game down, I want to try a new one. Episodic games that offer faster turnaround will inevitably be using a lot of recycled content, walking through the same environments and shooting the same enemies with the same weapons.

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June 5, 2006

Nintendo Gets Push (But Hopefully Not Pushy)

Category: Console, Distribution, Marketing / PR — David J Edery @ 12:22 am

Nintendo President Satoru Iwata recently revealed that the Wii will automatically download content during the night (broadband permitting.) In other words, push technology. It isn’t clear from the interview whether consumers will be able to tweak or disable this functionality. A quote:

This would allow Nintendo to send monthly promotional demos for the DS, during the night, to the Wii consoles in each household. Users would wake up each morning, find the LED lamp on their Wii flashing, and know that Nintendo has sent them something. They would then be able to download the promotional demo from their Wii’s to their Nintendo DS’s.

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April 19, 2006

In Defense of Episodic Content

Category: Distribution — David J Edery @ 2:00 am

Gamasutra has reprinted an analysis by Jason Kraft and Chris Kwak that challenges the merits of an episodic model for AAA games. Jason and Chris ask some good questions, but I disagree with much of their analysis. Let me quote their key arguments and assumptions, tackle each as best I can, and see where that leads us:

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