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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June 12, 2006

Nintendo Has Common Sense

Category: Casual Games, Portables, Social — David J Edery @ 2:54 am

Nintendo has announced the successor to Brain Age, Common Sense Training for Adults. I’m not going to mince words — this could be pure genius. Not just because it will (like Brain Age) be accessible to consumers of all stripes, but because it takes Nintendo one step closer to dominating a lucrative and untapped market: self-help games.

Most of you are probably aware (or could guess) that self-help is a multi-billion dollar industry. You can find a book (or ten) for every problem you can imagine, not to mention audio tapes, TV shows, etc. But not much in the way of mainstream games, with few exceptions.

So Nintendo is going to teach us “common sense”. If the game proves to be enjoyable and popular, maybe they’ll teach people how to stay in shape, next. (With the Wii, that would be incredibly easy.) Or maybe the next game will be a “romance trainer”, complete with built-in, network-enabled social networking functions at later levels of the game. (”Don’t just train to flirt, put your training into practice!”) Or maybe a negotiation game, with levels like “negotiate a purchase”, “negotiate a sale”, “negotiate a hire”, etc. The list of fun and useful possibilities just boggles the mind.

The Common Sense titles could include a “common sense in other countries” component. I bet people would get a huge kick out of experiencing these cultural differences in the context of a game. And it makes localization of the game much more interesting.  :)

This topic really deserves more attention, but it’s 3am and I want to go to sleep. More in the future!

March 31, 2006

Sony: Great Brand, Crappy Strategy

Category: Console, Portables, Strategy — David J Edery @ 12:19 am

Two rather conflicting bits of news for Sony today. On one hand, a survey revealed that the Sony brand is stronger than Nintendo’s, and much stronger than Microsoft’s. (Forrester Research, which conducted the survey, went on to claim that “Microsoft faces big consumer defection risk.” Ouch.)

On the other hand, rumors abound that Walmart will quit the UMD business. Universal Studios has already ceased UMD production. Losing Walmart is a bit like having your legs chopped off. I wonder: if UMDs had cost half as much, would consumers have stuck with the format? The price always seemed excessive… to me at least.

It’s strange to witness such a mismatch between technical achievement, great branding, and questionable strategy. Why is Sony obsessed with expensive proprietary formats that almost inevitably generate apathy (if not resentment)? Why did it take the company so long to realize that, shocker of shockers, an online service would be important in next-gen consoles? Why is Sony letting the Nintendo Revolution run away with the physical gaming market, when the Eye Toy has been around for years? Where is Sony’s next-gen response?

I know, I know. It’s easy to criticize from the bleachers. They’ve got smart people who’ve managed to win two console wars in a row. And maybe these missteps don’t matter, since brand strength may preserve Sony’s dominance in the console market. Then again, I’m guessing that Nintendo had A+ brand strength with consumers once… before the GameCube?

March 1, 2006

PSP Keyboard Cancelled

Category: Portables — David J Edery @ 1:18 am

Via Kotaku, news that the “most anticipated” peripheral for the PSP (a keyboard) has been cancelled by the manufacturer. An email from the company reportedly blames Sony for failing to share much-needed information about the PSP’s protocols.

I generally try to assume that companies behave in rational ways (even though it’s clear that this isn’t always true.) So I’ve been trying to think of reasons why Sony would fail to even minimally support the development of third party add-ons like this one. After all, they might spur sales of the PSP and lead to interesting applications for the device. So far, I’ve come up with the following possibilities:

  • Perhaps Sony plans to release its own keyboard, and sees no reason to share the market for it, and/or:
  • Perhaps Sony is afraid that customers will expect it to support (unreliable) applications made for use with the keyboard, and/or:
  • Perhaps Sony believes that third party add-ons will make it too difficult to predict PSP usage and positioning, and thus make it too difficult to create strategies for the platform going forward.

These aren’t terrible arguments. Still, console makers all understand that they can’t hope to survive without substantial third-party game development for their platform. I don’t see why third-party hardware development should be so different.

Maybe the keyboard (and related apps) could have inspired a huge new community of buyers. Even if Sony is cooking up a keyboard of it’s own, maybe this keyboard’s design would scratch someone’s itch better. The only thing more important than getting PSPs into people’s hands is making sure they buy games and/or UMDs afterwards. Could a third-party keyboard really hurt?

If Sony is really worried about tightly controlling the user experience, couldn’t it simply put third party add-ons (like this one) through the same rigorous qualifying routine that it puts games through?

Anyone have better insight than I into Sony’s thinking?

February 10, 2006

“The Continued Growth of Gaming”

Category: Ads-in-Games, Casual Games, Events, MMOG, Marketing / PR, Portables — David J Edery @ 4:32 pm

I just sat in on the “Continued Growth of Gaming” panel at the MBA Media and Entertainment Conference in New York. Moderator: Cyrus Beagley (Engagement Manager, McKinsey Entertainment Practice). Speakers on the panel: Greg Costikyan (Founder, Manifesto Games), Chris Di Cesare (Director of Marketing, Xbox), Nique Fajors (VP of Brand Management, Atari), Frederic Markus (President, eRelevant Games), Joseph Varet (Sr. Director of Biz Dev & Strategy, MTV Networks). I managed to catch most of what was said, except in the case of Greg Costikyan, who speaks two to three times faster than most normal human beings.

Topics discussed: What makes a franchise successful, MTV’s role in the video game industry, innovation, the attractiveness of various game markets, and some questions for Microsoft about portables and shortages.

Read the full transcript here.

January 22, 2006

Exploring the DS’ Success in Japan

Category: Portables — David J Edery @ 10:46 pm

Just want to quickly highlight a good read on the success of the Nintendo DS in Japan.

January 6, 2006

13 Million Nintendo DS Portables, Oh My

Category: Portables — David J Edery @ 1:39 am

If you’ve read that Nintendo has sold 10M DS portables, you read wrong. The actual number is 13M, according to revised estimates announced a few hours ago. Not bad!

13M portable consoles with wi-fi, voice-recognition, and the ability to auto-detect and communicate with other nearby portables. Even without licensing the Palm OS, Nintendo has positioned itself to potentially change the communications landscape. Setting up thousands of free wireless hotspots didn’t hurt, either. So what might you do with all that nifty functionality? How about:

  • Call your friends. If you don’t understand why someone would want to use their DS instead of a cell phone, you’re not nine years old. And with many major cities planning to offer free wireless soon, coverage ceases to be a problem (in certain areas, anyway). VOIP code could conceivably be integrated into every future DS game.
  • Using the DS’s standby / local network funcionality to play social networking games. Imagine a game that alerts you anytime someone matching your specifications comes within range. Play could automatically ensue if both people have the time and interest. (Hmm… dating potential for the lonely gamer?) An interesting game might even have global, persistent characteristics; i.e. get “touched” by a zombie player, and you turn into a zombie until you’re “cured”. The global gameplaying population would collectively fight the infection. There’d be more to it than just this, but you get the idea.
  • How about adding a GPS-centric twist to the previous ideas? OK… I know this one’s pie in the sky. But it would be such fun…

Btw, if you think Nintendo will never do this stuff, it might not have to. There appears to be an army of hackers working on the DS, including the wifi system, specifically.

November 22, 2005

Mario Kart DS Players Flock to Wifi

Category: Portables — David J Edery @ 8:25 pm

Joystiq reports that 110,000 copies of Mario Kart DS have been sold in the past week, and 45% of those copies have been played online. They note that Halo 2 only managed to entice 18% of users online after three weeks on sale.

It is unclear how many players are finding their way online via home wifi gateways, work wifi, public wifi, and/or special hotspots that Nintendo has established. I wonder how many of these online players are of the “casual” type? I wouldn’t be surprised by a significant percentage.

PS. In case you’re wondering why I haven’t written about the 360 launch — it’s because I haven’t read a single thing worth parroting.

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