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    by Published on March 28th, 2012 23:22
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    Echoing the thoughts an arguments that have many times been the centre of near-furious debate at the Intent Media office, Silicon Knights boss Denis Dyack has argued that pre-owned is damaging the games industry.
    “I would argue that used games actually increase the cost of games," he told GamesIndustry. "There used to be something in games for 20 years called a tail, where say you have a game called Warcraft that would sell for 10 years. Because there are no used games, you could actually sell a game for a long time, and get recurring revenue for quite a while.
    "Now there is no tail. Literally, you will get most of your sales within three months of launch, which has created this really unhealthy extreme where you have to sell it really fast and then you have to do anything else to get money.
    “Used games are cannibalizing the industry. If developers and publishers don't see revenue from that, it's not a matter of hey 'we're trying to increase the price of games to consumers, and we want more', we're just trying to survive as an industry.
    “So I think that's inflated the price of games, and I think that prices would have come down if there was a longer tail, but there isn't."
    It’s a scene we’ve seen many times in the office. Team MCV argue that without the cost-cutting benefits of trading in your games, many consumers couldn’t afford to buy as many new games.
    The counter argument, fronted by fellow office dwellers Develop, says that every sale of a pre-owned game damages developers, robbing the industry of investment and, ultimately, creativity.

    http://www.mcvuk.com/news/read/pre-o...f-games/093498
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    by Published on March 28th, 2012 23:19
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    Akira Yamaoka, composer of music for the Silent Hill series and sound director on XBLA shooter Sine Mora, admits that the Japanese videogame industry is "struggling" to create games that appeal to gamers worldwide.
    Released last week, Sine Mora is a collaboration between Japanese studio Grasshopper Manufacture and Hungarian developer Digital Reality. Though the game was first devised in Budapest, it's a ringing endorsement of the potential of cross-border collaboration, with the European studio ensuring wider appeal for that most niche of genres, the scrolling shoot-em-up. In an interview, Yamaoka admits Japanese studios are struggling to make their games appeal to markets and cultures they don't understand.
    "I think it's true that the Japanese industry is struggling a bit," he says. "Maybe we reached the maximum that we could achieve, and we have to admit it. I think that those Japanese people who do not understand cultures overseas will not be able to create entertainment for the global market.
    "Creating videogames is a service. If you can't, or don't want, to see and meet users around the world, I don't think it's possible to provide the entertainment they want."
    Theodore Reiker, creative director at Digital Reality, agrees, adding that a key factor in Japan's struggles is that its studios can rarely compete with the development and marketing budgets of their western peers.
    "The Japanese videogame ruled the world for many years, but times are changing," he says. "The middle-class of game development is struggling everywhere.
    "Japanese creators are still making fantastic and fresh games… but just like Europe lost cinema after the first few decades to Hollywood, so Japan has lost videogames to the blockbusters and social networks. It'll be interesting to see how they adapt."
    The above are extracts from an interview with Yamaoka and Reiker, in which they discuss how the project came about, the games that inspired it, and why now is the right time for a bullet-hell shooter on consoles despite Cave's and Taito's moves to smartphones. The full interview will be published on Friday; our Sine Mora review, meanwhile, will be online tomorrow.

    http://www.edge-online.com/news/yama...try-struggling
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    by Published on March 28th, 2012 23:18
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    Kid Icarus: Uprising is the new Japanese all-formats number one, Masahiro Sakurai's 3DS debut selling 132,526 copies in its first week on shelves.
    In second place is Yakuza Black Panther 2, Sega's PSP game selling just under 105,000. There are three further new entries in the top ten: Capcom's Devil May Cry HD Collection at number four, ahead of Ninja Gaiden 3 at number five and PS3 RPG Attouteki Yuugi: Mugen Souls in sixth.
    Nintendo's 3DS was, once again, the week's best-selling hardware, with Kid Icarus' release seeing sales of the handheld rise by almost 47 per cent to 94,011 units, according to Media Create data translated on NeoGaf.
    01. Kid Icarus: Uprising (Nintendo, 3DS)
    02. Yakuza: Black Panther 2 (Sega, PSP)
    03. Pokemon + Nobunga's Ambition (Pokemon Co, DS)
    04. Devil May Cry HD Collection (Capcom, PS3)
    05. Ninja Gaiden 3 (Tecmo Koei, PS3)
    06. Attouteki Yuugi: Mugen Souls (Compile Heart, PS3)
    07. Monster Hunter Tri G (Capcom, 3DS)
    08. Mario Kart 7 (Nintendo, 3DS)
    09. Super Mario 3D Land (Nintendo, 3DS)
    10. Shining Blade (Sega, PSP)

    http://www.edge-online.com/news/kid-...japanese-chart
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    by Published on March 28th, 2012 22:38
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    A 35 per cent year-on-year increase.
    Research firm Newzoo says US mobile gameplay has passed 100 million users. This breaks down into 69 million for smartphones, 21 million for tablets, 19 million for feature phones and 18 million for iPod Touch.
    Meanwhile, gameplay rates in Europe grew 15 per cent, with 70 million gamers across the UK, Germany, France, the Netherlands and Belgium going mobile.
    Just like the US, smartphones lead as the most popular device at 48 million, though feature phones comes in second with 18 million.
    Additionally, men are the most likely to play mobile games in both regions, with 52 per cent and 55 per cent in the US and Europe, respectively.
    Newzoo says factors that have helped mobile gaming hit profits of $5.8 billion include in-game purchases, specific tablet and smartphone games, and 'mid-core games', a platform targeting players that are in between casual and hardcore gamers.

    http://www.mobile-ent.biz/news/read/...e-games/017560
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    by Published on March 28th, 2012 22:26
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    Team Rollercoaster shares top spot with Team Blue Butterfly's ‘Tap-to-wi-fi’ app.
    O2's Isobar Create London event at the weekend promised cash and marketing support to developers with cool contactless ideas.
    The UK operator teamed up with digital communications agency Isobar to launch the UK competition.
    Team Rollercoaster won funding from BlueVia for an app that uses NFC to help theme park visitors pay for and secure their place in a queue for a ride, as well as offering other features to enjoy while they move along the line.
    Team Blue Butterfly bagged the £10k fund from Proxama for an app that uses NFC to allow people to tap for wi-fi in bars, cafes, hotels, airports etc.
    Another award went to London BBDG, whose supermarket-shopping app scans products from the supermarket shelf for easy check-out and more. The team won an all-expenses-paid trip to BlackBerry Jam 10 conference in Orlando.

    http://www.mobile-ent.biz/news/read/...p-award/017572
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    by Published on March 28th, 2012 22:23
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    China, Spain and France highlighted as the highest overseas adopters.
    Samsung has now shipped five million units of the 5.3 inch Galaxy Note 'phablet' in five months. It hit one million after two months on the market.
    The Korean firm says that China, Spain and France contribute the largest share of purchases in its overseas markets, while sales were on the rise in Germany, Hong Kong and Taiwan.
    Korea was responsible for the majority of the device's success however, accounting for 67 per cent of worldwide shipments.
    Last month, Samsung's flagship Galaxy S II phonereached sales of 20 million in ten months so it seems the Note has some catching up to do based on that figure.

    http://www.mobile-ent.biz/news/read/...-months/017575
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    by Published on March 28th, 2012 00:59
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    Article Preview

    Good news for our friends on the other side of the pond waiting to get their fingers on the Kindle Touch'se-ink display: nearly half a year after hitting the States, the e-reader is getting ready for its official European debut. The reading device will be hitting the UK, Germany, France, Spain and Italy on April 27th, though you can plunk down your cash for one right now. The UK version of the reader will run you £109 for WiFi-only and £169 when you tack on 3G functionality.
    http://www.amazon.co.uk/
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    by Published on March 28th, 2012 00:57
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    Article Preview

    Sony has kicked off a spring sale promotion offering plenty of downloadable titles at discount prices.
    The promotion will run from March 28 for two weeks ending April 11. The firm said on the PS Blog that there'll be "a small content refresh" halfway through the sale, so keep your eye out for new arrivals on April 4. Here's the lot:Dragon Age 2
    Standard Price - EUR 29.99 / £23.99
    Promotional Price - EUR 21.99 / £18.69
    Bulletstorm
    Standard Price - EUR 29.99 / £23.99
    Promotional Price - EUR 19.99 / £15.99
    Crysis 2
    Standard Price - EUR 39.99 / £31.99
    Promotional Price - EUR 24.99 / £19.99
    Dante's Inferno
    Standard Price - EUR 19.99 / £15.99
    Promotional Price - EUR 9.99 / £7.99
    Top Spin 4
    Standard Price - EUR 29.99 / £23.99
    Promotional Price - EUR 20.99 / £17.69
    Duke Nukem Forever
    Standard Price - EUR 19.99 / £15.99
    Promotional Price - EUR 14.99 / £11.99
    Call of Duty: Black Ops
    Standard Price - EUR 59.99 / £48.99
    Promotional Price - EUR 39.99 / £31.99
    Darksiders
    Standard Price - EUR 14.99 / £11.99
    Promotional Price - EUR 7.99 / £6.49
    Carnival Island
    Standard Price - EUR 29.99 / £23.99
    Promotional Price - EUR 14.99 / £11.99
    Medieval Moves
    Standard Price - EUR 29.99 / £23.99
    Promotional Price - EUR 14.99 / £11.99
    Ape Escape
    Standard Price - EUR 24.99 / £19.99
    Promotional Price - EUR 12.99 / £9.99
    Moon Diver
    Standard Price - EUR 12.99 / £9.99
    Promotional Price - EUR 6.49 / £5.19
    Mini Ninjas
    Standard Price - EUR 19.99 / £15.99
    Promotional Price - EUR 9.99 / £7.99
    Cuboid
    Standard Price - EUR 9.99 / £7.99
    Promotional Price - EUR 3.99 / £3.19
    Hamsterball
    Standard Price - EUR 9.99 / £7.99
    Promotional Price - EUR 3.99 / £3.19
    Magic Orbz
    Standard Price - EUR 9.99 / £7.99
    Promotional Price - EUR 3.99 / £3.19
    Mahjong Tales
    Standard Price - EUR 9.99 / £7.99
    Promotional Price - EUR 3.99 / £3.19
    Sky Fighter
    Standard Price - EUR 9.99 / £7.99
    Promotional Price - EUR 3.99 / £3.19
    James Cameron's Avatar The Game
    Standard Price - EUR 19.99 / £15.99
    Promotional Price - EUR 14.99 / £11.99
    Just Dance 3
    Standard Price - EUR 39.99 / £31.99
    Promotional Price - EUR 29.99 / £23.99
    Who Wants To Be A Millionaire? Special Editions
    Standard Price - EUR 9.99 / £7.99
    Promotional Price - EUR 5.99 / £4.79

    http://www.computerandvideogames.com...sale-launches/
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    by Published on March 28th, 2012 00:45
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    2. DCEmu

    Hot on the heels of news that GAME has entered administration, closed 277 stores and laid-off 2000 staff, supermarket chain Sainsbury's has announced increased stock of new games and significant price cuts.Shoppers can pick up the following discounts, among others, from tomorrow:
    • PlayStation 3 console: £164.99 (was £199.99)
    • 3DS console: £124.99 (was £149.99)
    • FIFA 12: £26.99 (was £44.99)
    • Mario and Sonic at the London Olympics Wii: £20.99 (£34.99)
    • Assassin's Creed: Revelations: £17.99 (was £29.99)
    • Final Fantasy 13-2: £14.99 (was £24.99)
    • Just Dance 3: £14.99 (was £24.99)
    • Mario Kart 7: £27.99 (was £34.99)
    • Super Mario 3DS Land: £27.99 (was £34.99)
    • Mario and Sonic at the London Olympics 3DS: £27.99 (was £34.99)
    • Black Eyed Peas Experience: £12.99 (was £17.99)
    "Gaming is a key part of our entertainment offering so we are excited to be reducing prices by as much as 40% for this exclusive sale," said games manager Gurdeep Hunjan."Our breadth of offer is now bigger than ever before and customers can be assured that they can get the most popular games and consoles from us at outstanding value, whilst doing their weekly shop."

    http://www.eurogamer.net/articles/20...-launches-sale
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    by Published on March 27th, 2012 22:31
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    2. DCEmu

    Retail naysayers would have you believe the good ship ‘boxed product’ is sinking, and salvation lies in the new world of digital games.
    But this strange land has perils of its own. It is a realm of different rules and unfamiliar seasons, where developers become publishers and publishers become retailers.
    Companies can take solace in the knowledge that – whether releasing their titles on console, PC or smartphones – not everything about the digital space is foreign.
    “We try to treat our download titles in just the same manner as a retail boxed copy,” says Team 17’s communications manager Nick Clarkson. “Then we factor in the fast-paced and dynamic nature of digital publishing. The result is a long campaign followed by an extended tail through DLC and promotions.”
    Long-tail marketing plans are essential if firms want to harness digital’s unique sales trends.
    While retail sales plummet after a week or two, downloads can peak and trough at any time and slow-burn successes are commonplace.
    The iPad chart, for example, is often populated by apps that have seen second or third-week surges in popularity, usually driven by word of mouth.
    A new IP like current iPhone hit Draw Something is as much a testament to this as a long-running brand like Team 17’s own properties.
    “Worms games traditionally have an exceptionally long tail,” says Clarkson. “Week one sales usually account for around 10 per cent of lifetime revenue for a digital Worms game. And carefully planned marketing can extend its lifecycle.”
    THE FIRST BYTE
    However, as with any retail product, early adopters are vital to kickstarting sales momentum and publishers must support the initial launch.
    “We focus on a game’s release but we need also some campaigns for all post-launch promotion or additional content,” says Thomas Paincon, Ubisoft’s digital publishing manager for EMEA.
    “Day one, first week and first month sales are crucial. The long tail effect is only valid if you raise first week and month sales to the highest level.”
    It’s a strategy that works. Ubi’s XBLA, PSN and PC?god sim From Dust has sold more than 500,000 units since July, and the publisher reports recent XBLA?release I Am Alive is on course to match this.
    Choosing the right time to release a game is also important. While the digital marketplace is less affected by the seasonal patterns that steer retail, High Street sales trends still have an affect on ambitious download blockbusters – particularly on console.
    “January to September are the best months to release downloadable games because the triple-A titles released over the Christmas period prevent us from being visible in players’ mind,” explains Paincon.
    “That is not the right period for consumers to try original games. They want to focus on triple-A games – whereas during quieter periods, it is easier to convince players to test and buy new titles.”
    Clarkson concurs: “Weekly sales remain pretty level and consistent throughout the year regardless of seasonal variation. Spikes in sales can be directly traced to promotional activity, either actioned directly by ourselves or as part of an online store’s strategy.”
    As with any product release, aggressive and clever marketing is crucial. Competition in the download space is increasing all the time – especially on the already packed PC scene – making it even harder to stand out in online marketplaces than it is on shelves.
    Even established players must go the extra mile to maintain their success. Rovio is treating the launch of Angry Birds Space like a Hollywood blockbuster, even teaming up with NASA to promote the game.
    GETTING NOTICED
    Many digital publishers say that websites and social networks are more efficient at targeting their audience than the highly sought ad space available in print and on TV.
    Paincon observes that consumer attitudes to new releases are also different, requiring new approaches to advertising: “Downloadable games are seen more as impulse buying – like candies near the cashier store.
    “So advertising at the point of sale [Xbox Live Marketplace, PlayStation Store, Steam] is just compulsory. The goal of the advertising is mostly to drive players to know about the brand and the availability of your titles but also to push them to try the demo.”
    Clarkson adds that developers need to “adopt a publisher’s mentality” in order to promote their game effectively – and that means targeting the most relevant medium.
    “While there is an argument that print media is the bastion of core gamers, I believe online is by far the most effective vehicle for reaching consumers, especially when you consider its global nature,” he says.
    “The agility and ability to respond to stories and communications in such a fast manner makes both online and social media ideal channels for Team 17.”
    Paincon agrees: “Online campaigns enable us also to monitor performance metrics and be more efficient in terms of ROI.
    “We also favour cross-promotion tools such ...
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