Reality is a Game

Game thinking from Adam Clare

Tag: Nintendo(Page 1 of 2)

Runbow is Available Now!

Runbow is now available for download on the Wii U and you should go get it!

The game has been made by graduates from the game design program I teach in at George Brown College. It’s been wonderful seeing this group of (former) students go from wandering into the classroom in 2013 to a game released on Nintendo’s Wii U in 2015.

It’s amazing to see Runbow grow from a nugget of an idea to win Level Up in 2014 and now seeing it released on a console.

You can get the game on the eShop and can be yours for the great price of $14.99!

Runbow on Nintendo’s site and the official Runbow site.

How Old Game Controllers Work

Pulse Sensor with game controller

Video game controllers have evolved quite a bit over the years from simple buttons to really technically complex controllers like the new one from Steam (which has sold out). They all operate using the same basic concept that the player presses a button and that button tells the game to do something.

Over time the number and arrangements of buttons has changed but the core concept has remained. Game controllers translate your physical input into something that makes sense within the game.

Many companies played with how a game controller ought to function and the ergonomics around them. From the simple Commodore 64 joystick to the button filled Atari Jaguar controller.

You can go to this website for a visual history of game controllers.

Dave Nunez has put up the innards of old game artifacts and they are surprisingly fascinating videos. He goes into the materials used (and why) then moves into how the actual game controller operates. These videos provide some context into why controllers are the way they are. One nifty part of his video is that he breaks down how the wiring works.

The first video he focuses on the Atari 2600 Joystick.

The second video is all about the classic Nintendo NES game controller.

And for fun, here’s Dave’s look at early video game cartridges.

If you don’t want to slice open your old game controller than you can always find some other use for them.

The Last 35 Years of Console Prices

Nintendo recently announced the realease date and the price of their new console the Wii U (Nov. 18, $300) which puts them as the first release in the next generation of console. Still no word from Sony and Microsoft.

Gamasutra ran an article that examined the price point of the new console to see how it stacked up to previous console releases. Remember the Wii sold for $250 when it came out in 2006. From that article comes this great graph:

The Business of Mobile Gaming Summer 2012

Mobile games are growing both in popularity and in marketshare (yes those two things are separate) and it looks like that shows no signs of slowing down anytime soon.

The mobile gaming world is growing at such a quick rate that it’s killing Sony and Nintendo’s handheld market.

Richard Firminger, managing director of EMEA territories at metrics firm Flurry Analytics, told a GDC Europe audience today that revenue that is coming from the iOS and Android is killing off the handheld video game market, where dedicated portable game systems like Nintendo’s 3DS and Sony’s PlayStation Vita currently compete.

However, it’s worth noting that marketing is more important than ever in the new moblie gaming space, also from the article linked above:

Given the circumstances, an understanding of the target demographic is vital. Firminger explained issues like male and female spending habits (“Women are thrifty. Men binge.”) and how “generation X pays while generation Y plays.” According to Firminger, these are elements that should be taken into consideration when pursuing a new project.

This growth isn’t new or shocking, back in the spring it was found that free to play business models make sense:

  • Mobile gaming will represent a $7.5 billion worldwide market by 2015E, tripling from $2.7 billion today.
  • Asia currently the largest market for mobile gaming, with revenues forecasted to total $3.2 billion by 2015E.
  • Freemium accounts for 55% of all mobile game revenues, compared to 6% ad revenue.
  • Between 3.5% and 10% of a mobile Free-to-Play game audience will convert to paying users.
  • Most users spend between $8 and $15 per month.

here’s the complete report:

Similarly, here’s an infographic (when will these lose popularity?) on the mobile gaming business:

Click it to read it.

Click to enlarge

Click to enlarge

Infographic found here.

For me, the key fact is that 64% of mobile users play games daily – a higher percentage than social media, news and music.

To help gain a rudimentary understanding on what games are doing well and those that aren’t quite so successful I’ve found that App Annie is a good starting place. The site tracks both Android and iOS apps.

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