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Design Business Art Technology JEDE AUSGABE MIT FIRMENREGISTER 03/2013 € 6,90 OFFIZIELLER PARTNER VON DESIGN BUSINESS ART TECHNOLOGY 03 4 197050406909 FÜNF CHARTSTÜRMER PACKEN AUS: METRIKEN, MARKETINGKNIFFE, LÄNDER– VERGLEICHE, CONTENT- & PREISSTRATEGIEN, (MISS-)ERFOLGSGEHEIMNISSE FORSCHUNG BEST PRACTICE CASE STUDY DAS LEBEN VON ANNE FRANK ALS WAS MAN ÜBER TEXTURFORMATE USER GENERATED CONTENT IM SERIOUS GAME – DARF MAN DAS? FÜR MOBILE GAMES WISSEN SOLLTE ONLINE-RPG NEVERWINTER Want to be a KEYPLAYER? 8 gute Gründe für einen Eintrag in Key Players 2013 1 12.500 Exemplare – das weltweit auflagenstärkste Verzeichnis der Games-Industrie 2 das einzige Branchenverzeichnis, das offizieller Medien- partner der E3, der GDC und der GDC Europe ist und dort kostenlos an Branchenentscheider verteilt wird 3 kostenloser Versand an alle Making Games Abonnenten, dadurch optimale Branchenabdeckung im deutsch- sprachigen Raum 4 weltweiter Vertrieb als kostenlose iPad-App und als ePaper 5 beste Aufmerksamkeit für Ihr Firmenprofil dank höchster Produktqualität und durchdachter Leserführung 6 kompetente Beratung bei der Eintragserstellung durch das erfahrene Redaktionsteam von Making Games 7 nachweislich hohe Relevanz für Presse, Politik und Geschäftspartner: über 100 Unternehmen aus allen Bereichen im ausführlichen Portrait 8 fair und transparent: egal ob Start-up oder Weltmarktführer – jeder zahlt das Gleiche, jeder bekommt das Gleiche Schon über 70 Unternehmen sind dabei! Buchungsschluss: 31.5.2013 • Unternehmensprofil (2 Seiten) .......1.290 Euro • Freelancer-Profil (0,25 Seiten) ........245 Euro iPad App, ePaper & Buchungsformular keyplayers.de Kundenbetreuung Projektleitung Beratung Nicole Klinge (Freelancer) Heiko Klinge und weitere Telefon: +49 (0)89 / 360 86-680 Telefon: +49 (0)89 / 360 86-665 Informationen E-Mail: [email protected] E-Mail: [email protected] Editorial Making Games Magazin 03/2013 MOBILE PLANLOSIGKEIT Heiko Klinge ist Chefredakteur vom leine Anekdote aus den Näh- Making Games auf den Bahamas Making Games Magazin. kästchen: Unser Medienhaus Wir haben ebenfalls ein paar Mobile-Erfah- IDG Entertainment gehörte 2010 rungswerte für Sie: Die Kiosk-App für unsere zu den ersten in der deutschen frisch geschlüpfte Tablet-Ausgabe von Making Presselandschaft, die sich intensiv Games wurde seit Launch über 3.000 Mal mit dem Thema Mobile beschäf- heruntergeladen und schaffte es bis auf Platz tigten. Als wir jedoch unseren 6 der Kiosk-Charts bei iTunes. Besonders KDirector Mobile Markus Schwerdtel im letzten überraschend für uns: Rund 25 Prozent der »Kein anderes Jahr fragten, was denn die wichtigste Erkennt- Downloads kommen aus dem Ausland. Making Segment der nis seines ersten Mobile World Congress gewe- Games wird dank der Tablet-App nun auch in sen sei, antwortete er: »Dass die alle genauso den USA, Kanada, China, Brasilien und sogar Games-Industrie wenig einen Plan haben wie wir!« auf den Bahamas gelesen. lässt sich so schwer Damit wollte er natürlich weder uns, noch Für ein so kleines Magazin wie Making einschätzen.« allen anderen Playern im mobilen Markt die Games sind das ziemlich sensationelle Werte. Kompetenz absprechen. Aber es ist schlichtweg Und wir werden natürlich weiter daran ar- Fakt, dass kein anderes Segment der Games- beiten, unsere Tablet-Ausgabe noch besser zu Industrie so schwierig einzuschätzen (=plan- machen. Falls Sie uns also gerade auf dem Bild- bar) ist und vor allem so schnell seine Regeln schirm lesen: Schauen Sie sich unbedingt den ändert. Das mussten wir sogar bei unserem Artikel »Montagetheorien in Computerspielen Titelthema erfahren. In seiner Case Study zu an« (S. 67)! Dank der Online-Funktion unserer »Geo Drop« (S. 18) beschreibt Stefan Kögler App können Sie nämlich direkt aus dem unter anderem, wie ein AppGratis-Feature Text per YouTube-Link zu den beschriebenen quasi sein Spiel gerettet hat. Ein Spitzentipp, Spielszenen springen. Falls Sie uns auf Papier hätte nicht Apple kurz vor Redaktionsschluss lesen: Unter makinggames.de/app können Sie AppGratis aus dem App Store geworfen! Also bequem ein Tablet-Abo dazu bestellen, für ge- musste Stefan noch ein paar Zeilen ergänzen. rade mal 15 Euro Aufpreis pro Jahr. Wenigstens Auch unsere anderen Titelstory-Artikel von hier ist Mobile noch planbar! Fishlabs (S. 12), ClockStone (S. 26), metricsmonk (S. 30), flaregames (S. 34) sowie King (S. 39) wer- Viel Spaß mit der aktuellen Ausgabe, egal ob den das Geschäft mit Mobile Games für Sie si- auf Tablet oder auf Papier! cher nicht planbarer machen. Aber sie verraten zahlreiche spannende Fakten, Erfahrungswerte das Team von Making Games und ausprobierenswerte Tipps. 3 INHALT 03/2013 80 03 Editorial Ein Tag bei... 80 Ein Tag bei... Playa Games 82 Vorschau 82 Impressum 55 Branche / Köpfe 06 Bemerkenswertes aus der Branche Eventkalender 07 Wichtige Branchenveranstaltungen Passiert auf makinggames.de 08 Interessantes aus dem World Wide Web Making Games Tools 10 Die Meinung der Profis 50 zu aktueller Soft- und Hardware Wenn ihr wüsstet ... 11 ... wie egal mir ein Flop ist! von Horst Gassner 4 67 TITEL THEMA Geheimnisse des App Stores Case Study 12 Die Content-Strategie von Galaxy on Fire 2 von Michael Schade Case Study 18 GeoDrop – Fall und Aufstieg im App Store von Stefan Kögler Case Study 26 Post Mortem Bridge Constructor von Michael Schiestl und Matthias Hilke Analyse 30 5 Mythen des App Stores von Sebastian Sujka Best Practice 34 Marketing für den App Store von Georg Broxtermann und Gunnar Lott Interview 39 Der Mobile Switch von King von Heiko Klinge Case Study 42 User Generated Content in Neverwinter 42 von Rob Overmeyer Best Practice 50 PVR und PVRTC Hardware-Texturformate für Mobile Games von Philipp Hellmann QA Best Practice 55 Gamification in Software Testing and QA von Robert Hoischen Forschung 60 Das Leben von Anne Frank als Serious Game von Prof. Dr. Michael Bhatty und Kira Resari Campus Analyse 67 Montage im Computerspiel von Daniel Zimmermann Firmenregister 72 Die Branche im Überblick Marktforschung Dataflow 78 GameStar-/GamePro-Leserdaten und metricsmonk-Statistiken 60 von Yassin Chakhchoukh 5 Branche | Köpfe Making Games Magazin 03/2013 GDC 2013 DIE RUHE VOR DEM STURM? chon erstaunlich: Die GDC War es deshalb eine schlechtere Konferenz Unreal, Crytek oder Unity überschlugen sich meldet mit 23.000 Spieleent­ als in den vergangenen Jahren? Im Gegen­ geradezu mit Lösungen und Angeboten für wicklern einen neuen Besucher­ teil, denn wo keine Produktankündigungen, die »Kleinen«. Autodesk bietet nun etwa rekord, und wir hatten das da auch keine als Fachvortrag getarnten Mobile­Scaleform­Lizenzen für 295 Dollar (pro Ge fühl, das deutlich weniger PR­Veranstaltungen. Es wurde in erster Linie Sitzplatz) an, Havok präsentierte erstmals eine los war als in den vergangenen über abgeschlossene Projekte gesprochen, neue Mobile­Engine samt kompletter Physik­ Jahren. Möglicherweise liegt es nicht über gerade erst angekündigte – mit Integration, und Epic demonstrierte die Unreal daran,S dass die GDC 2013 eher eine Konferenz entsprechendem Mehrwert für die Zuhörer. Engine 3 ohne Plugins im Browser. Fast schon der leisen Töne war. Keine explizit definierten Ein weiterer Gewinner der GDC 2013 waren folgerichtig dominierte auch ein Indie Develo­ Keynotes, außer Battlefield 4 kaum relevante die Indie Developer. Die meist diskutierten per die Game Developers Choice Awards. Jour­ Produktankündigungen, verhältnismäßig Themen auf den Konferenzfluren setzten ney von ThatGameCompany gewann gleich wenig prominente Sprecher. Es war deutlich in diesem Jahr (gezwungenermaßen) nicht fünf Preise, darunter auch den »Game of the zu spüren: Zumindest die großen amerika­ Microsoft, Sony, Nintendo, EA oder Activision Year«­Award. Die Ideen und das Engagement nischen AAA­Entwicklerstudios setzen gerade Blizzard, sondern NimbleBit (Nimble Quest), der Indie­Szene haben der GDC in diesem Jahr zum Sprung auf die nächste Konsolengen­ Klei Entertainment (Mark of the Ninja) und sichtlich gut getan – und es wäre schade, wenn ration an und mussten/wollten sich auf der vor allem ThatGameCompany (Journey). dies im Sturm der neuen Plattformen 2014 diesjährigen GDC entsprechend zurückhalten. Middleware Anbieter wie Autodesk, Havok, wieder verloren ginge. Heiko Klinge www.makinggames.de aktuelle News und Gerüchte AUS RELATED DESIGNS WIRD UBISOFT BLUE BYTE Odile Limpach, Managing Director von Ubisoft duktionen und AAA­Strategiespiele – anders Blue Byte, hat gegenüber Making Games bestä­ als etwa das Düsseldorfer Studio Ubisoft Blue tigt, dass Related Designs nach der vollstän­ Byte, das sich nach der Fertigstellung von digen Übernahme seinen Namen aufgeben Die Siedler 7 vor allem mit Free2Play­Spielen und zum Mainzer Standort von Ubisoft Blue einen Namen gemacht hat. Das vollständige Byte werden wird. Seit 2007 war Ubisoft mit Interview mit Odile Limpach finden Sie unter knapp 30 Prozent am Studio beteiligt, im April makinggames.de/related-designs. Darin geht hat der französische Publisher nun auch die es um die strategischen Überlegungen hinter restlichen 70 Prozent erworben. Das Marken­ der Übernahme, wie sich die beiden deutschen zeichen von Related Designs ist die ANNO­Rei­ Ubisoft­Studios in Zukunft positionieren wer­ he, trotz des aktuellen Browsergame­Projekts den und was die vollständige Integration von »Might & Magic Heroes Online« steht das Related Designs in die Ubisoft­Familie für die Mainzer Studio also für klassische Boxed­Pro­ Mitarbeiter am Standort Mainz bedeutet. 6 Thorsten Unger ist Geschäftsführer Politik des G.A.M.E.- Bundesverbands. G.A.M.E. BERUFT Drei
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