Soma Games was in Las Vegas this last week to attend CES whereIntel announced the beta launch of their new app store aimed at netbooks. (Check it out here)
For Soma Games, this was a singular opportunity but I’m seeing a lot of ink out there this week by folks who don’t get it. The refrain I’ve heard from the party poopers is the laconic ‘another app store?’ whine as if the paradigm shift represented by app stores is somehow old news. These folks totally miss what the app store model represents and they will be eating their words as their myopia is exposed in the coming months, particularly in what the Intel store represents.
In the broad sense, the app store model is a huge opportunity for everybody in the software chain. Developers like Soma Games can get our product out to our tribe for minimal cost, fans benefit from the long tail and…blah, blah, blah. You’ve already heard all that about Apple’s raging success. But don’t think of the iTunes store as a product where it’s critical to be first and unique. Instead it’s a new way of doing business, and that’s a much bigger thing. In fact, the Apple store is getting pretty fat and bloated these days, some genuine competition will be good for it. Another app store is a good thing in the same way a competitive shoe store is a good thing.
As for the specific punch of Intel’s store, you need to remember the three rules of retail?
- Location
- Location
- Location
The App Up store is likely to get off to a fairly slow start because it isn’t really a new idea, people have seen these things before, and so the gee whiz factor is gone. But Intel is working with OEMs like Dell and Acer to get this thing pre-installed on netbooks that ship out all over the world. Pretty soon there will be a gigantic installed base that grows more of less by osmosis. The netbook users who are all about minimal fuss will be drown to its ease of use and one-stop-shop featueres and before you know it the app store will be the first (and often only) place they will look any time they think they need a new utility of time sink.
In other words, before long, being in that store will be like placing your business at the corner of 1st and Main where everybody goes to browse…because it’s right on their way to everywhere else.
Posted 1 month, 3 weeks ago at 5:20 pm. 1 comment
There is no way that any video game or series of video games can possibly tell the stories we want to tell at Soma Games.
Neither could a graphic novel,
…or a book,
…or a movie.
If ‘the medium is the message’ then we will only have told our stories properly when they are told across multiple media, each used in its proper place to express the proper part of a manifold expression of creativity that ought to transcend any single medium. Continue Reading…
Posted 4 months, 1 week ago at 1:13 am. 9 comments
Christian game developers have toiled in obscurity for all these years largely because we’re broke and making a video game is an expensive proposition. With little access to capital games have struggled with older technology that doesn’t compete with current expectations and anemic (…or totally absent…) marketing budgets. The two factors make the whole enterprise of building a Christian game a daunting task. The Catch-22 of course is that investors want to see some proven indication that a title has a reasonable chance of making a profit but it’s been next to impossible to prove the point when nobody can make a realistically funded effort. (Left Behind notwithstanding…ahem)
But two recent releases have me smiling about things to come. The first is Heaven The Game (which we reviewed here) and the other is Adam’s Venture. Neither game is what you would really call a AAA title and neither plays on a console which is where most of the gaming market is right now, but neither title could have been cheap to make, and that means somebody is starting invest some serious dollars into this niche I’ve been talking about for years. Continue Reading…
Posted 4 months, 1 week ago at 12:43 am. 6 comments
When Soma was first looking at the video game business about four years ago the biggest barrier to entry was cost and distribution. That may look like a subject-verb-mismatch but the two things are so intricately related that they might as well be seen as a single issue. Indie games cost less to make but had no realistic way to get to the public; to get out there you needed a big distribution channel, to get distributed you needed a publisher and to interest a publisher you needed to spend $500k or more.
But as I was coming to grips with this problem something new was just appearing on the scene – digital distribution. Continue Reading…
Posted 4 months, 2 weeks ago at 12:23 am. 3 comments