The Zeebo Console

November 12, 2008

Today Tectoy is announcing a major breakthrough for the Brazilian game industry: the Zeebo game console. Zeebo is one of those rare systems released outside USA or Japan. This is exactly why it has a high chance of success.

Introduction to Zeebo

Zeebo Game ConsoleZeebo is a game console based on Qualcomm technologies for high-end mobile devices. It has a nominal processing power somewhat equivalent to a PSP, OpenGL|ES 1.0 hardware compatibility over a dedicated GPU and is capable of 3G mobile network connection (HSUPA), scaling back at 2.5G (EDGE) or 2G (GPRS) where necessary. It features BREW 4.0 as the operational system, three USB ports for joysticks and accessories, one SD card port, and composite video output along with stereo audio. There is no media - games are downloaded through ZeeboNet network, making Zeebo the first of the forthcoming download-centric generation of game consoles.

Clearly the specs of the system aren’t designed to match the technology of the current seventh-generation. But this is not the point. The goal is rather to implement viable solutions for two major problems of the console business on developing countries - price and distribution -, while presenting good value for players.

The Problem on Price

As I once wrote Brazilian game market suffers greatly from piracy. The first major reason is price.

Due to heavy taxes and high logistical costs, an official console game costs around US$ 110 and PC games around US$ 70. Considering the per capita income is US$ 9k against US’ US$ 47k, one could argue that buying official games is not only 2-3 times more expensive in absolute price, but also 19 times more expensive when income is factored in!

But Zeebo games are downloaded using 3G networks. As a mobile service instead of physical units, taxes are much lower and logistical / manufacturing costs are non-existent. Therefore, games can be priced from US$ 4.45 to US$13.10.

Digital Distribution Is The Key

The other major reason for widespread piracy is the distribution aspect itself. In a country where logistics are expensive due to infrastructural problems and illegal street vendors are commonplace, one just can’t compete on regular terms. Black-market reselers nowadays can get new releases way faster and way cheaper than any regular, tax-payer CD reseler will ever be able to.

But a solid digital distribution model is a viable way to fight back for two reasons. First, new game offerings will be instantly available from ZeeboNet to all players of the country, which is faster than even the fastest black-market reseler. Second, the library available online will eventually feature much more game variety than a street vendor can carry on backpacks. (Also enabling a Long Tail-based strategy.)

Think Global, Act Local

Brazilians do like video-games and play a lot. Despite the fact PS2 never had any official representation in the country, Brazil alone accounts for 2% of all PS2 units in the world. Microsoft estimates over 500 k units of various game consoles are imported every year, and over 300k 3D video cards for PCs are sold every month. But strategies and models of traditional cardboard-and-plastic distribution of global actors have proved again and again to be completely inadequate for the country’s peculiarities.

The game industry needs products and strategies that adapt to local behaviors instead of ignoring them. It needs strategies that treat pirates as the competitors they truly are today and offer sound advantages for buyers of official products.

I firmly believe the Zeebo proposal is a viable business model option that can finally start to monetize and legalize a game market that already exists but is dominated by mafias. No doubt this is a brave move in a country Edge Online once defined as a member of The Lost Continent.

I’ve been working on Zeebo games production for 5 months now and it’s pretty exciting to be a part of this innovation.


Speaking of Super Granny!

January 11, 2008

I’ve posted about Super Granny 4 and keyboard controlling for casual games some days ago, and today I found at GameZebo the game’s creator Daniel Bernstein discussing the game’s success and the keyboard dynamics. The article is truly inspiring for casual games developers!

http://www.gamezebo.com/features/run_granny_run.html 


Speaking of cloning…

January 4, 2008

I was just reading a great GameZebo’s article about the year of 2007 for the casual industry, and I’d like to echo Joel Brodie statement of “2007 can be defined as the year in casual games where innovation took a back seat to sequels and uninspired me-too products” with the following:

I present you the best-seller Burger Rush, released on middle-2007, which I love!

Burger Rush Screenshot

And then here goes Pizza Chef, released a few days ago:

Pizza Chef Screenshot

Take your own conclusions. As for me, I’m sure the industry can do better.


PC OS for 2008 and beyond

January 2, 2008

For the casual game developers, I think it is insightful to have a look on these articles:

Why choosing XP over Vista? and 2008: Linux’s year on desktop 

They state two trends on the PC OS market for 2008 and beyond:

  1. The faster spreading Vista distribution is Home Premium Edition, not Ultimate nor Home Basic. For game developers, the main difference between Basic and Premium editions I believe to be the Aero interface and the XBOX integration on Windows Media Center;
  2. Linux computers are coming for good with the spreading of cheap laptops. The main impact will be on 2009, but we should think on preparing our games to have Linux versions (and use Linux-friendly frameworks);

Would Lode Runner clones mean arrow keys are now “in”?

December 30, 2007

I juts posted about cloning, and I received two interesting links do download two games: Snowy Treasure Hunter 3 and Super Granny 4. They are both clones of the classic Lode Runner games. Very well made games, apparently focused on casual/kids market.

What pitches me about those is the arrow keys control for the user. We know the PopCap maximum: where if the game doesn’t have a simple enough mechanics to be played entirely with the mouse and its left button, so the game design is not simple enough. But, like those two games, people taking chances on different control schema.

I agree with PopCap, but I don’t see it as a dogma - I believe that arrow keys could be used on casual games, as well as SPACE key. Even considering the average casual player demographics are not core computer users, people are not stupid - they can get used to simple controls on keyboard. However, to do use keyboard control on casual titles, you must:

  1. Be sure game needs arrows - Make the game worthy of the extra time players not used to keyboard control will have to spend until getting it. Have absolutely sure the keyboard control really adds up to the game overall experience, and the same could not be accomplished with any mouse control workaround
  2. Teach players - Explains it right in the first game screen - casual players are all too used to use mouse, so you must make it clear it won’t be used.
  3. Beware the down arrow - Try to focus on the left and right arrow, with some function for the up arrow. Know that the down arrow is the most difficult to use when your middle finger is naturally resting near the up key when using left and right arrow keys. Just ask someone you know that doesn’t use computer too much to play with all arrow keys and watch closely.

To clone or not to clone?

December 29, 2007

Jake from Grey Alien Games arouse a subject on their blog, regarding the differences on cloners vs. idealists on casual game design. To clone or not to clone, that’s the question! I think it worths to make a post on this subject.

I think the Cloners vs. Idealists subject for casual game market can be evaluated from another perspective: cloning is less risky. Of course you will have a smaller piece of the pie, since there are so many clones like your game, and the game will sell well for just a couple of months. But cloning IS less risky also, after all you are selling something that is already proven successful. For no other reason EA releases the same games every year.

The risks

Innovation is way more risky, and much more costly - it will take more time to get to a both innovative and salable gameplay. Maybe years: consider Bookworm Adventures and The Sims. Producers will have to throw away many prototypes, and can’t be sure when exactly will have that design that will nail when implemented on a final form.

Since casual games focus on gameplay experimentations can really postpone milestones and delivery dates, and that means more months maintaining infrastructure and salaries - the final cost may skyrocket from first predictions. Even more risky, the public might not like it at all! Consumers do like more of the same, and tend towards concepts they already know and are familiar with.

The benefits

However, the final game, for its uniqueness, can outsell any ultra-polished clone and have a trully extended lifespan. Consider Peggle, Chuzzle and Diner Dash - titles that have been selling (and will sell) for many years. Hell, Bejeweled is five years old and still sells so much!

Even better, it might create new consumers who aren’t used to play much games, but for some reason got atracted by a new concept. Juan Gril exposes here how innovation on gameplay can create genres/markets by turning non-game-consumers into new players.

The important decision

Deciding on cloning or innovating could end on a clear economical choice:

- Will I take the safer path and sell a fair number of units for one or two months, but with a somewhat already built fan base?

- Or will I invest time and money on a more innovative and potentially more profitable project, but risking on ending up with something not fun enough (poor sales) or that will demand more money and time than predicted?