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Xsolla had the great opportunity to have an insightful chat with Rolf Jansson, CEO of Code Club AB, to learn about Wurm Online's inspiration, development and direction. Let's jump straight into the interview.
In our last post, we spoke about the issues of piracy and the types of people who pirate games. For today we're going to talk about some of the options developers have when it comes to dealing with it.
Over the years there have been several options made available each with their own pros and cons to keep in mind. And there is also the matter of what to do about pirates that has led to an interesting debate.
In light of the recent news of the police raid on The Pirate Bay, the infamous torrenting site for music, video games and movies, it gives us the opportunity to talk about pirating and what game developers need to know to respond properly.
Piracy has been a part of the industry for years now and despite continued efforts from developers and law enforcement, is not going away anytime soon. It is extremely important for new developers to understand its impact and reach.
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.
Steam has been one of Valve's greatest successes and paramount for game developers to utilize. In the past we've talked about Steam sales as an important element of the store along with the curator and workshop features.
For today's post, we're going to give you a one stop source for the additional features that you can leverage to help build awareness for your game and that developers should know about if they're going to be on Steam.
When it comes to the Video Game market, digital transition has been one of the most far reaching changes in the Game Industry; affecting how games are played, designed, bought and sold for all areas of the industry.
And while there are still some areas that have to be figured out, the digital market has been a boon to the Game Industry.
For our next subject on how the video game market has changed over the years, we turn to a common practice seen in any physical goods market -- trading. The trading in of video games is what transformed GameStop into the juggernaut of the retail market despite the wishes of the Game Industry.
Even though trading games have been a part of the industry for so long, it is similar to the rental market in how it's declining due to the rise of digital.
Continuing our look at how the video game market has changed over the years, we turn to the game rental market.
Renting games was once one of the most popular ways of playing video games but has since declined for both market and game design reasons.
Wrapping up our look at some of the new sales strategies that developers have is an unusual category.
Marketing events are unique situations where a store or a developer tries something new to capture the attention and sales of the consumers. And while there haven't been too many of these, the ones that have happened are interesting enough to discuss.