The $1.1 billion total was achieved as customers frantically purchased all they could afford from the massive digital games sales towards the end of 2014. Easy-access gaming platforms such as Steam only aided in the prosperity of the US digital games market as the platform laid out the industry's best games for the lowest costs you could find, all in one convenient location.
Online games can demand a lot from the developer in order to keep them growing and part of this challenge comes from understanding "the meta."
"Meta" refers to how your player base is playing your title and is a vital concept for developers trying to build successful online games and thriving communities.
A common marketing tactic used by game developers for the last two decades includes giving consumers the opportunity to upgrade their copy of a game to a "collector's edition:" Featuring more content at a higher price.
While the practice is still around today, it has declined in popularity thanks to the rise of digital content. For today's post we're going to look at where collector's editions are now and how developers can leverage their use for additional sales.
Double fine’s announcement of being unable to finish Space Base DF-9 has caused an increased in people's distrust of Early Access. And while we've talked about Early Access recently in another piece, there is more here to look at from Double fine.
In a post explaining the situation, Double fine owner Tim Schafer said that they were using an "open ended production" to create the game or in other words, working on the game for as long as there was money coming in. This type of development model may be popular in the days of crowd-funding and Early Access, but is not the best for creating a video game.
Continuing from the previous post on peer to peer online infrastructures, we turn to client/server.
"I only regret that I have but one life to lose for my country." - Nathan Hale (The American Revolution)
Imagine commanding an army of your own which does only what they’re told and fights for one uniform cause. In Pocketwatch Games' new game, LEADtoFIRE, this is the precise position you are placed in. LEADtoFIRE is described to be an “arcade-style RTS set in the world of the animal revolution.” Xsolla was able to speak with Pocketwatch Games’ very own Developer and Designer, Andy Schatz and Andy Nguyen, at the most recent PAX Prime event to gain some insight into their new game in production.
The attack made it almost impossible to play any games from Blizzard and adds them to the growing list of game designers being affected by DDOS attacks. For today's post we're going to examine what are DDOS attacks and why attacks on the Game Industry are escalating.
In a world where media has, arguably, the greatest influence on today’s young society, it is no surprise to see the recent explosion in popularity of video game broadcasting.
Everyone knows about the sheer size and influence Japan and China have on the Asian gaming commerce market but an often overlooked underdog is South Korea.
The gaming industry is a tumultuous, evolving entity in which the average targeted player-base is constantly shifting. Up until recently, the main focus of most publishers and gaming companies were to cater to the casual gaming masses with games such as Candy Crush Saga and Clash of Clans.