Video Game Industry Barometer

Total Page:16

File Type:pdf, Size:1020Kb

Video Game Industry Barometer FRANCE’S ANNUAL VIDEO GAME INDUSTRY BAROMETER 2018 EDITION AN COLLABORATION 2e de couv rappel méthodo + logos sommaire SNJV at a glance Created in 2008 as a follow-up to the actions led by France’s Association of Multimedia Producers, the French Video Game Trade Association (SNJV) represents the French video game companies and professionals' workers. It campaigns for the industry promotion, growth and competitiveness, and for territory attractiveness. SNJV’s goal is to allow video game development companies operating in France to accelerate their development and become more competitive in a strong international competing context. About IDATE Digiworld FRANCE'S ANNUAL The Institute for Audiovisual media and Telecommunications in Europe (www.idate.org) is a research and consulting firm that specialises in telecoms, media and the Internet. This Institute accumulates 40 years of experience: - Its assignments include international industry and market watch solutions, market reports, industrial strategy coaching, technical-economic feasibility studies, forward-planning and innovation assessment. VIDEO GAME - Its video game division has been helping more than 50 of the sector’s top companies for over 19 years. IDATE publishes a complete catalogue of market reports: INDUSTRY BAROMETER - A catalogue of 40 new publications every year, including at least one devoted to gaming. - More than 50 reports on video games since the year 2000. CONTENTS IDATE hosts B2B conferences: - The DigiWorld Summit is an international event celebrating its 40th anniversary in 2018 now held in Paris (www.digiworldsummit.com). - IDATE DigiWorld has been hosting events devoted to the video game and creative industries since 2001. Methodology overview Key findings 4 The IDATE DigiWorld/SNJV collaboration delivers a representative snapshot of the sector; The nature Part 1 France’s video game industry: economic 7 and the volume of the business, its economic and financial health, and its outlook of the future. fabric and production The survey was conducted between the 5th and 8th of August 2018, through an online self-administered Part 2 Video game industry jobs in France 19 questionnaire (CAWI - Computer Assisted Web Interviewing). This questionnaire was sent to the chief executives Part 3 French video game companies’ economic and 23 of the French Video Game Trade Association (SNJV) member companies, as well as video game industry firms that are not adherent of the SNJV. financial situation Outlook 27 In this report the term “companies” refers to all respondents (development studios, publishers, service providers, etc.). An IDATE Digiworld - SNJV production| Report: IDATE Digiworld | Design & layout: SNJV The Noun Project icon credits: lastspark, asianson.design, Mike Rowe, Massupa Kaewgahya, Randomhero, Dinosoft L, Lemon Liu, Gabriele Malaspina, Alina Oleynik, Shashank singh, LAFS, jafar, Carpe Diem, Julien Meysmans, supalerk laipawat, Maxim Kulikov | Guadeloupe by freevectormaps enseignements clés enseignements clés Key findings for 2018 Key findings for 2018 games are in 9,5 jobs 86% 14% 1200 development in 2018 on average in France of salaried of development studio 17% in studios with jobs are staff are women of studios of which are <100 employees permanent 2/3 generate revenue new intellectual in excess of contracts properties And 50% of these €1M products will be released by the end of between 1200 between 650 this year. The sector is hiring and 1500 and 850 new jobs expected new jobs 40% in companies expected in studios of the production of studios' 12% budget is spent on revenue have promoting games been earned on the international 93% stage in 2018 of studios consider 56% of studios themselves are less than independent and 70% create indie games 5 years old 77% 61% of studios focus on PC games of studios 60% develop games for provide services smartphones and tablets Of those, 71% sell 45% develop for home programming services consoles 1 out of 4 studios 1 out of 5 studios are developing say they plan on investing in eSports by virtual, augmented or mixed 2018 reality games On this double page, the word “job” refers to a full-time 4 equivalent (FTE) position 5 titre partie 1 titre partie 1 ADHÉRENTS ET NON-ADHÉRENTS ART 1 France’s video game industry: CRF ASSURANCES VOUS DONNE economic fabric ACCÈS À DES GARANTIES 100% DÉDIÉES AU JEU VIDÉO : • Une RC Professionnelle pour couvrir and production les dommages causés aux tiers POUR UNE ÉTUDE dans le cadre de votre activité PERSONNALISÉE SOUS 48H 01 55 46 80 60 • Une Assurance Chômage pour les [email protected] Dirigeants Mandataires, en cas de défaillance www.crfassurances.com de votre entreprise ou perte de mandat Ainsi que toute une gamme de produits Depuis 2009, CRF Assurances est partenaire du SNJV • et a conçu pour vous ce programme d’assurances. d’assurance adaptée à vos besoins Le jeu vidéo en France carte + régions Le jeu vidéo en France carte + régions FRANCE’S VIDEO GAME INDUSTRY: ECONOMIC FABRIC AND PRODUCTION FRANCE’S VIDEO GAME INDUSTRY: ECONOMIC FABRIC AND PRODUCTION The Video game Number of video game companies by region** industry in France ÎLE-DE-FRANCE NOUVELLE-AQUITAINE AUVERGNE-RHÔNE-ALPES OCCITANIA REGIONAL DISTRIBUTION OF 342 117 104 99 COMPANIES IN THE VIDEO COMPANIES IN TOTAL, OF WHICH COMPANIES IN TOTAL, OF WHICH COMPANIES IN TOTAL, OF WHICH COMPANIES IN TOTAL, OF WHICH GAME SECTOR* 39 49 39 56 66 27 64 34 56 1 2 6 2 04 3 361 34 10 2 38 PACA PAYS-DE-LA-LOIRE HAUTS-DE-FRANCE BRITTANY 65 05 65 58 50 34 03 COMPANIES IN TOTAL, OF WHICH COMPANIES IN TOTAL, OF WHICH COMPANIES IN TOTAL, OF WHICH COMPANIES IN TOTAL, OF WHICH 54 52 42 76 21 29 43 52 3 114 13 5 12 2 3 6 117 7 GRAND EST BOURGOGNE-FRANCHE-COMTÉ NORMANDY 27 COMPANIES IN TOTAL, OF WHICH 1 1 3 1 DEVELOPER SERVICE DEVELOPERS SERVICE 74 22 PROVIDER PROVIDER 4 ILE DE LA RÉUNION GUADELOUPE CENTRE VAL-DE-LOIRE 03 3 1 5 DEVELOPERS DEVELOPER DEVELOPERS Are counted: publishers, developers, distributors Are counted: publishers, developers, DEVELOPERS SERVICE PUBLISHERS DISTRIBUTORS and service providers, local associations, training PROVIDER distributors and service providers LÉENDE REFAIRE organisations, freelancers. Are not included: local associations, training organisations, freelancers COULEURS REVOIR 8 page 10 page 11 page 10 page 11 FRANCE’S VIDEO GAME INDUSTRY: ECONOMIC FABRIC AND PRODUCTION FRANCE’S VIDEO GAME INDUSTRY: ECONOMIC FABRIC AND PRODUCTION Production activities gaining ground, year over year Renowned entrepreneurial excellence 56% POLLED COMPANIES’ MAIN ACTIVITY 50% 56 58 of development 50 31 20% studios are less of all companies are 8 58 than 5 years old less than 5 years 2 of the companies’ are old 1 DEVELOERS 20 are more than 10 years old Developers Service providers Publishers Distributors Accessory manufacturers 61 of development studios ROVIDE SERVICES Development: one of DEVELOPMENT STUDIO BREAKDOWN BY YEARS France’s greatest OF OPERATION strengths 24 Less than 2 years It is the result of a strong cultural legacy in artistic creation, and the existence of many schools and 32 2 to 5 years universities across the country that train talents for this industry, 24 5 to 10 years combined with a real entrepreneurial spirit. 20 More than 10 years 10 11 page 12 page 13 page 12 page 13 FRANCE’S VIDEO GAME INDUSTRY: ECONOMIC FABRIC AND PRODUCTION FRANCE’S VIDEO GAME INDUSTRY: ECONOMIC FABRIC AND PRODUCTION An industry mostly independent Massive rise in game production 93 70 of studios consider of studios say games i.e a themselves they create 1200 in independent indie games PRODUCTION 43 French studios continue to This fact has been true since 2014, have a strong attachment to followed by casual and serious in 2018 increase indie games. games. TYPES OF Indie 70 Of which 23 are GAMES THAT Casual 28 STUDIOS ARE new intellectual properties DEVELOPING Serious Game 19 Social 10 AAA 9 and 600 tt 8 Other* will be released in 2018 * Educational, children’s games, connected object apps, AA …and focused on computer games Publisher/distributors’ favourite platform Studios’ favourite platform 93 of studios developing games this year are developing at least 1 new IP* 5% 3% 87% 77% 74% 64% 65% 64% 48% 42% 26% 12% 13% 13% 9% 8% Home Handheld Connected Other PC Smartphones Tablettes Smart TV * intellectual property consoles consoles objects platforms 12 13 page 14 page 15 page 14 page 15 FRANCE’S VIDEO GAME INDUSTRY: ECONOMIC FABRIC AND PRODUCTION FRANCE’S VIDEO GAME INDUSTRY: ECONOMIC FABRIC AND PRODUCTION Publishers’ role is increasing year over year Digital distribution GAME DISTRIBUTION METHODS IN 2018 vs 39 C 83% Steam Relying on a 51% GOG, Gamesplanet, IN 2018 Gamersgate, Humble Bundle... publisher Steam still 26% Itch.io dominant 26% Studio's website 61 18% Browser games(1) 15% Physical copy (incl. cartridges) 75 of the studios were 11% Downloadable client software Of the studios were 11% Google Store retailing themselves retailing themselves 7% Other(2) their products their products 4% Facebook CONSOLES 74% Playstation Network Playstation 72% Xbox Marketplace Network is #1 71% Nintendo eShop 38% Physical copies The Publishing Business 12% Other(3) is changing with the rise of digitisation, especially in the areas of game distribution, marketing TABLETS MOBILES 98% Apple Store and communication. The Apple-Google 94% Google Play Store All of these areas of work have been duopoly being affected by gamers’ changing their challenged by Amazon 25% Amazon App Store buying habits, which are increasingly MOBILE ET TABLETTES 13% Other(4) concentrated on digital media. L oo Publishers have come to grips with aoo these changes and have designed a new can range of services capable of attracting (1) Flash game/streamed in the browser (Kongregate, BigFish Games, Miniclip…) (2) Cloud gaming, stores VR, diffusion B2B, Windows Store big and small developers.
Recommended publications
  • Steam-Alustan Kannattavuus Pienien Kehittäjien Näkökulmasta
    Saku Syngelmä Steam-alustan kannattavuus pienien kehittäjien näkökulmasta Tradenomi Tietojenkäsittelyn koulutus Kevät 2020 Tiivistelmä Tekijä(t): Saku Syngelmä Työn nimi: Steam-alustan kannattavuus pienien kehittäjien näkökulmasta Tutkintonimike: Tradenomi Asiasanat: Kannattavuus, indie-kehittäjä, julkaisualusta, peliala, kilpailija-analyysi Tämän opinnäytetyön aiheena on pelien digitaalisen jakelu- ja julkaisualusta Steamin kannattavuus tänä päivänä pienien pelinkehittäjien näkökulmasta. Työssä syvennytään Steamin historiaan ja kehitysvaiheisiin sekä erityisesti sen nykyiseen asemaan markki- noiden suurimpana PC-pelaamisen alustana. Sen lisäksi perehdytään myös sen suurimpiin kilpailijoihin ja niiden heikkouksiin ja vahvuuksiin Steamiin verrattuna. Näihin kilpailijoihin kuuluu muun muassa Epic Game Store, Origin, Good Old Games, Uplay sekä Itch.io. Joitain vähemmän merkittäviä kilpailijoita on myös otettu huomioon tässä tutkielmassa, mutta aiempiin verrattuna vähemmän yksityiskohtaisesti. Tulokset paljastavat, että Steamilla ei ole enää nykypäivänä vastaavanlaista monopolia, joka sillä on aika- naan ollut. Steam oli vuosia selkeästi paras vaihtoehto pienille kehittäjille, mutta ajan myötä tämä tilanne on alkanut muuttumaan. Pelien määrän valtava kasvu Steam Directin myötä ja sen aiheuttamat näkyvyys- ongelmat ovat vaikuttaneet alustan kannattavuuteen monien kehittäjien silmissä. Kilpailu on myös aggres- siivisempaa kuin koskaan ennen, ja suurimpana vaikuttajana tähän on ollut Epic Game Store, joka on on- nistunut lyhyessä ajassa muuttamaan
    [Show full text]
  • Epic Games Store Invoice Id
    Epic Games Store Invoice Id Peltate Matthiew sting, his surpluses activating liquidised crustily. Resolute Garcia disaffirm some abutments and plaster his reinsurances so titularly! Barney never disfigure any aroid scrutinizes gaudily, is Hallam flourishing and historiated enough? Office of weapons also sprinkling in to the paypal billing address but epic games store and even many other party cookies on a retail website Jamie Smith, the senior director of business development at Evernym, a company focused on using the blockchain as a basis for verifying identities, told Protocol. This joke of tax company needs reform. You can follow what is stored credit score matter to thematically stage funding and refusing to? Apple and Google boot Fortnite from app stores 0143. You need to learn about the app from subscriber data just enter the play billing account was hacked also known registrations can epic id will show lazy loaded. Galyonkin also noted that the Epic Games store yet now supports 30 different. Access to shape content must steer the Google Play In-app Billing. Even on the Play as, there are games that clearly intend to masquerade as Fortnite through similar names and app icons. That brings us back usually the allegations in the lawsuits. Another stellar day passed, without any reply. The allegations in the blue eyes have provided below or building your fortnite on the bill online stores no ability to login areas. You out to gizmodo delivered to apple id number of invoice number when either class could actually illegal self reference. Roblox is ushering in silence next space of entertainment.
    [Show full text]
  • Game Developer Index 2012 Swedish Games Industry’S Reports 2013 Table of Contents
    GAME DEVELOPER INDEX 2012 SWEDISH GAMES INDUSTRY’S REPORTS 2013 TABLE OF CONTENTS EXECUTIVE SUMMARY 2 WORDLIST 3 PREFACE 4 TURNOVER AND PROFIT 5 NUMBER OF COMPANIES 7 NUMBER OF EMPLOYEES 7 GENDER DISTRIBUTION 7 TURNOVER PER COMPANY 7 EMPLOYEES PER COMPANY 8 BIGGEST PLAYERS 8 DISTRIBUTION PLATFORMS 8 OUTSOURCING/CONSULTING 9 SPECIALISED SUBCONTRACTORS 9 DLC 10 GAME DEVELOPER MAP 11 LOCATION OF COMPANIES 12 YEAR OF REGISTRY 12 GAME SALES 13 AVERAGE REVIEW SCORES 14 REVENUES OF FREE-TO-PLAY 15 EXAMPLE 15 CPM 16 eCPM 16 NEW SERVICES, NEW PIRACY TARGETS 16 VALUE CHAIN 17 DIGITAL MIDDLEMEN 18 OUTLOOK 18 SWEDISH AAA IN TOP SHAPE 19 CONSOLES 20 PUBISHERS 20 GLOBAL 20 CONCLUSION 22 METHODOLOGY 22 Cover: Mad Max (in development), Avalanche Studios 1 | Game Developer Index 2012 EXECUTIVE SUMMARY The Game Developer Index maps, reports and analyzes the Swedish game devel- opers’ annual operations and international trends by consolidating their respective annual company accounts. Swedish game development is an export industry and operates in a highly globalized market. In just a few decades the Swedish gaming industry has grown from a hobby for enthusiasts into a global industry with cultural and economic importance. The Game Developer Index 2012 compiles Swedish company accounts for the most recently reported fiscal year. The report highlights: • Swedish game developers’ turnover grew by 60 percent to 414 million euro in 2012. A 215% increase from 2010 to 2012. • Most game developer companies (~60 percent) are profitable and the industry reported a combined profit for the fourth consecutive year. • Job creation and employment is up by 30 percent.
    [Show full text]
  • Defendant Apple Inc.'S Proposed Findings of Fact and Conclusions Of
    Case 4:20-cv-05640-YGR Document 410 Filed 04/08/21 Page 1 of 325 1 THEODORE J. BOUTROUS JR., SBN 132099 MARK A. PERRY, SBN 212532 [email protected] [email protected] 2 RICHARD J. DOREN, SBN 124666 CYNTHIA E. RICHMAN (D.C. Bar No. [email protected] 492089; pro hac vice) 3 DANIEL G. SWANSON, SBN 116556 [email protected] [email protected] GIBSON, DUNN & CRUTCHER LLP 4 JAY P. SRINIVASAN, SBN 181471 1050 Connecticut Avenue, N.W. [email protected] Washington, DC 20036 5 GIBSON, DUNN & CRUTCHER LLP Telephone: 202.955.8500 333 South Grand Avenue Facsimile: 202.467.0539 6 Los Angeles, CA 90071 Telephone: 213.229.7000 ETHAN DETTMER, SBN 196046 7 Facsimile: 213.229.7520 [email protected] ELI M. LAZARUS, SBN 284082 8 VERONICA S. MOYÉ (Texas Bar No. [email protected] 24000092; pro hac vice) GIBSON, DUNN & CRUTCHER LLP 9 [email protected] 555 Mission Street GIBSON, DUNN & CRUTCHER LLP San Francisco, CA 94105 10 2100 McKinney Avenue, Suite 1100 Telephone: 415.393.8200 Dallas, TX 75201 Facsimile: 415.393.8306 11 Telephone: 214.698.3100 Facsimile: 214.571.2900 Attorneys for Defendant APPLE INC. 12 13 14 15 UNITED STATES DISTRICT COURT 16 FOR THE NORTHERN DISTRICT OF CALIFORNIA 17 OAKLAND DIVISION 18 19 EPIC GAMES, INC., Case No. 4:20-cv-05640-YGR 20 Plaintiff, Counter- DEFENDANT APPLE INC.’S PROPOSED defendant FINDINGS OF FACT AND CONCLUSIONS 21 OF LAW v. 22 APPLE INC., The Honorable Yvonne Gonzalez Rogers 23 Defendant, 24 Counterclaimant. Trial: May 3, 2021 25 26 27 28 Gibson, Dunn & Crutcher LLP DEFENDANT APPLE INC.’S PROPOSED FINDINGS OF FACT AND CONCLUSIONS OF LAW, 4:20-cv-05640- YGR Case 4:20-cv-05640-YGR Document 410 Filed 04/08/21 Page 2 of 325 1 Apple Inc.
    [Show full text]
  • Game Developer Index 2010 Foreword
    SWEDISH GAME INDUSTRY’S REPORTS 2011 Game Developer Index 2010 Foreword It’s hard to imagine an industry where change is so rapid as in the games industry. Just a few years ago massive online games like World of Warcraft dominated, then came the breakthrough for party games like Singstar and Guitar Hero. Three years ago, Nintendo turned the gaming world upside-down with the Wii and motion controls, and shortly thereafter came the Facebook games and Farmville which garnered over 100 million users. Today, apps for both the iPhone and Android dominate the evolution. Technology, business models, game design and marketing changing almost every year, and above all the public seem to quickly embrace and follow all these trends. Where will tomorrow’s earnings come from? How can one make even better games for the new platforms? How will the relationship between creator and audience change? These and many other issues are discussed intensively at conferences, forums and in specialist press. Swedish success isn’t lacking in the new channels, with Minecraft’s unprecedented success or Battlefield Heroes to name two examples. Independent Games Festival in San Francisco has had Swedish winners for four consecutive years and most recently we won eight out of 22 prizes. It has been touted for two decades that digital distribution would outsell traditional box sales and it looks like that shift is finally happening. Although approximately 85% of sales still goes through physical channels, there is now a decline for the first time since one began tracking data. The transformation of games as a product to games as a service seems to be here.
    [Show full text]
  • Cd Projekt Capital Group Activities Between 1 January and 30 June 2018 2
    MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP ACTIVITIES BETWEEN 1 JANUARY AND 30 JUNE 2018 2 Disclaimers This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employ- ees decline all responsibility in this regard. Management Board report on CD PROJEKT Capital Group activities for the period between 1 January and 30 June 2018 (all figures quoted in PLN thousands unless stated otherwise) 3 Table of contents 9 Brief description of the CD PROJEKT Capital Group 10 Activity profile 20 Growth prospects of the CD PROJEKT Capital Group 22 CD PROJEKT S.A. on the capital market 24 CD PROJEKT Capital Group activity profile 25 Organizational structure of the CD PROJEKT Capital Group 27 Disclosure of business segments, products, services, outlets, suppliers and customers 37 Description of external and internal factors affecting the CD PROJEKT Capital Group 39 Disclosure of significant agreements 40 Risk management at the Capital Group 41 Financial results of the CD PROJEKT Group 42 Overview of key economic and financial indicators disclosed in the consolidated and separate financial statement 60 Corporate governance 61 Entity contracted to audit financial statements 61 Shareholders controlling at least 5% of the vote at the General Meeting 62 Agreements which may result in changes in the proportions of shares held by shareholders and bondholders 62 Information regarding the purchase of own shares 63 Company shares held by members of the Management Board and the Supervisory Board 64 Composition of the Management Board of CD PROJEKT S.A.
    [Show full text]
  • Markets and Distribution Channels
    SeGaBu project 1 (7) SERIOUS GAMES AND BUSINESS Markets and distribution channels Markets and distribution channels are very closely connected to the business model and monetization of the game itself. In this document business model and monetization is not dealt with. Introduction to serious games market Serious games application areas are many. In the book Serious Games - Foundations, Concept and Practice the following application areas were presented (Dörner, Dörner, Göbel, Effelsberg . & Wiemeyer, 2016, p. 320) Defence & Civil Forces Culture & Management & Tourism Business Pervasive Games Training Prevention & Rehabilitation Education Health Social Awareness Fig. 1. Serious games application areas Serious games for training and simulation Training and simulation games may represent the biggest and economically most relevant application area for serious games. The examples for this group are military training and simulation, civil relief organizations (police forces), training environments for service staff in various service sectors (bus/car drivers, pilots/flight attendants, etc.). The games can be either in-house training or public game markets. (Dörner et al., 2016, 321.) Digital educational games Edugames aim to teach users information in an enjoyable way (Alvarez, 2008, 19). Digital educational games are quite close to serious games for training and simulation. The main difference is the target user groups of children, students, trainees, families and elderly players. Many educational games exist, which can be used either at school or as supplementary learning material. Some digital educational games originate from research projects. (Dörner et al., 2016, 322.) SeGaBu project 2 (7) SERIOUS GAMES AND BUSINESS Health games The third big application field of serious games represents games for health, covering prevention, rehabilitation, physical exercises, dance or nutrition aiming to support health in general and to enforce a behavior change towards better, more active and heathier lifestyle.
    [Show full text]
  • Super Fish Quest: a Video Game
    Western Oregon University Digital Commons@WOU Honors Senior Theses/Projects Student Scholarship 6-2-2012 Super Fish Quest: A Video Game Melissa Wiener Western Oregon University Follow this and additional works at: https://digitalcommons.wou.edu/honors_theses Part of the Software Engineering Commons Recommended Citation Wiener, Melissa, "Super Fish Quest: A Video Game" (2012). Honors Senior Theses/Projects. 87. https://digitalcommons.wou.edu/honors_theses/87 This Undergraduate Honors Thesis/Project is brought to you for free and open access by the Student Scholarship at Digital Commons@WOU. It has been accepted for inclusion in Honors Senior Theses/Projects by an authorized administrator of Digital Commons@WOU. For more information, please contact [email protected], [email protected], [email protected]. Super Fish Quest: A Video Game By Melissa Ann Wiener An Honors Thesis Submitted in Partial Fulfillment of the Requirements for Graduation from the Western Oregon University Honors Program Dr. Scot Morse, Thesis Advisor Dr. Gavin Keulks, Honors Program Director Western Oregon University June 2012 Super Fish Quest 2 of 47 Abstract Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer.
    [Show full text]
  • A History of Linux Gaming
    FEATURE A HISTORY OF LINUX GAMING A HISTORY OF LINUX GAMING Liam Dawe peeks into the belly of an unstoppable beast. n the first ever issue of Linux Voice we briefly developer possible, to having major publishers on touched down on the colourful history of Linux board. Let that just sink in for a moment, as two years Igaming. Now we’re here again to give you a better ago we didn’t have anything looking as bright as it is picture of how we went from being an operating now. That’s an insanely short amount of time for such system that was mostly ignored by every major a big turnaround. The dark ages We start our look in the early 90s, before most popular Linux distro even existed. ack in the 90s, people would most likely laugh at you for telling them Byou used Linux on the desktop. It was around this time that Id Software was creating the game Doom, which actually helped push Windows as a gaming platform. Ironically it was Id that threw us our first bone. A man named Dave Taylor ported Doom to Linux the year after the original release, and he only did it because he loved Linux. In the README.Linux file Dave gave his reasons for the port: “I did this ‘cause Linux gives me a woody. It doesn’t generate revenue. Please don’t call or write us with bug reports. They cost us money, and I get sorta ragged on for wasting One of the first big name games to ever grace our platform, Doom has left quite a legacy.
    [Show full text]
  • GOG Galaxy Integrations API Release 0.68
    GOG Galaxy Integrations API Release 0.68 Galaxy team Apr 20, 2021 CONTENTS 1 GOG Galaxy Integrations Python API1 1.1 Features..................................................1 1.2 Platform Id’s...............................................1 1.3 Basic usage................................................1 1.4 Deployment...............................................2 1.5 Legal Notice...............................................4 2 galaxy.api 5 2.1 plugin...................................................5 2.2 types................................................... 14 2.3 consts................................................... 18 2.4 errors................................................... 22 3 galaxy.http 25 4 PLATFORM ID LIST 27 5 Index 31 Python Module Index 33 Index 35 i ii CHAPTER ONE GOG GALAXY INTEGRATIONS PYTHON API This Python library allows developers to easily build community integrations for various gaming platforms with GOG Galaxy 2.0. 1.1 Features Each integration in GOG Galaxy 2.0 comes as a separate Python script and is launched as a separate process that needs to communicate with the main instance of GOG Galaxy 2.0. The provided features are: • multistep authorization using a browser built into GOG Galaxy 2.0 • support for GOG Galaxy 2.0 features: – importing owned and detecting installed games – installing and launching games – importing achievements and game time – importing friends lists and statuses – importing friends recommendations list – receiving and sending chat messages • cache storage 1.2 Platform Id’s Each integration can implement only one platform. Each integration must declare which platform it’s integrating. PLATFORM ID LIST 1.3 Basic usage Each integration should inherit from the Plugin class. Supported methods like get_owned_games() should be overwritten - they are called from the GOG Galaxy client at the appropriate times. Each of those methods can raise exceptions inherited from the ApplicationError.
    [Show full text]
  • A Practical Guide to Marketing Your Indie Game
    GET READY GET NOTICED GET BIG A Practical Guide to Marketing Your Indie Game Patrick DeFreitas and Garret Romaine CONTENTS Preface viii Chapter 1: Overview of Indie Game Marketing 1 Why Marketing Matters 4 The Right Time is Now 6 How to Start Getting Noticed 6 Where to Start: Irresistible Promotional Materials 9 Trailer Video 9 Screenshots 10 Press Releases 11 Fact Sheets 11 Landing Page 11 Start a Developer’s Blog 12 Reach Out to the Press 13 Following Up 14 Convert Visitors into Active Fans 14 Maintain Your Marketing Momentum 15 Common Mistakes and Pitfalls to Avoid 16 What Makes You Unique? 17 Demographics 18 Personas: Mythical Prototypes 21 Competitive Analysis 23 Strategy and Goals 25 Marketing Goals 27 Lead Generation 28 Creating a Brand 30 Working Without Deep Pockets 31 ii | A Practical Guide to Marketing Your Indie Game Cost-Benefit Analysis 32 Metrics: In Data We Trust 33 Analytics 35 Marketing Channels 37 Shows and Events 37 Jams and Meet-ups 38 Closed Alpha Exposure 39 Contests 39 Don’t Tweet That 40 Pricing and Monetization Strategies 40 PR and Self-Promotion 42 Get Ready 44 Chapter 2: The Four Ps of Marketing for Indie Game Developers 45 The Four Ps Marketing Framework 46 Using the Four Ps 47 Mutually Dependent Variables 48 Yes, Your Game is a Product 48 Price 51 Setting the Right Price 53 Discounting Dos and Don’ts 54 Free to Play 55 Promotion 55 Assets 56 Ongoing Activities 57 Events 57 What About Advertising 58 Relationship-Based Promotion 58 Partner with Established Brands 59 Public Relations (PR)—Should You Hire a Pro,
    [Show full text]
  • Microsoft Store Request a Refund
    Microsoft Store Request A Refund mollifiesHazel often supinely fullback when molecularly Toby is preachiest. when veloce Is JessLevi paleaceouscarpetbagging when fearfully Shepperd and silverisednaturalizes her hourly? dandy. Urethral Niccolo hoeing availingly or The code you bought the next to do this feature is not so would also purchased the game was not refundable due to address is a store Do is not order number for refunds based in microsoft store refund request a chance, cd projekt many friends. Store, please update your claim with that number and we will be happy to help. You have already filled out this survey, generate a virtual credit card and proceed without worries. Gaming Reviews, meaning you could get a different outcome the next time. In order the last email address is entirely editorially independent journalism and microsoft store request a refund should show lazy loaded earlier today to verify the refund? Developer CD Projekt Red is also promising refunds of digital and physical copies purchased at retail stores, update your profile and manage your listing. Please enter a question. When I try to access other computers on my network it asks for a password, so we can always go back on our steps and get the money back. Good luck getting it sorted and let us know if you do, BBB does not endorse any product, once a day! Later that week the two packages arrive at my home. Field must be in the past. Former Mandalorian star hits back after being dropped from Star Wars series over controversial post. Separate names with a comma.
    [Show full text]