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	<title>Comments on: Online game design: which of the three business models will work for you?</title>
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	<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/</link>
	<description>The Business of Games</description>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-4640</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Wed, 09 Dec 2009 21:58:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-4640</guid>
		<description>Not sure I agree with you about originality.&lt;br&gt;Biggest launch of 2009: Modern Warfare 2, the latest sequel in a franchise&lt;br&gt;Biggest launch of 2008: GTA IV, the latest sequel in a franchise&lt;br&gt;Biggest game right now: Farmville, the fourth entrant to a competitive &quot;farming on Facebook&quot; genre&lt;br&gt;&lt;br&gt;I think that there is much more than originality, and in fact, originality can sometimes work against you: see Okami, Ico, etc</description>
		<content:encoded><![CDATA[<p>Not sure I agree with you about originality.<br />Biggest launch of 2009: Modern Warfare 2, the latest sequel in a franchise<br />Biggest launch of 2008: GTA IV, the latest sequel in a franchise<br />Biggest game right now: Farmville, the fourth entrant to a competitive &#8220;farming on Facebook&#8221; genre</p>
<p>I think that there is much more than originality, and in fact, originality can sometimes work against you: see Okami, Ico, etc</p>
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		<title>By: lilianhutan</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-4639</link>
		<dc:creator>lilianhutan</dc:creator>
		<pubDate>Wed, 09 Dec 2009 21:48:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-4639</guid>
		<description>It all comes down to creativity and hard-work, especially in this business, where originality is such a key factor. I for one would promote my product by making a whole week of &lt;a rel=&quot;http://www.km603.com/free-game-downloads&quot; rel=&quot;nofollow&quot;&gt;free game downloads&lt;/a&gt; to get people&#039;s attention at first. But what matters most is the idea in the very beginning, and after that how much you can work for developing it.</description>
		<content:encoded><![CDATA[<p>It all comes down to creativity and hard-work, especially in this business, where originality is such a key factor. I for one would promote my product by making a whole week of <a rel="http://www.km603.com/free-game-downloads" rel="nofollow">free game downloads</a> to get people&#39;s attention at first. But what matters most is the idea in the very beginning, and after that how much you can work for developing it.</p>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-4395</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Thu, 17 Sep 2009 02:43:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-4395</guid>
		<description>I agree at one level Alan, it makes sense over time to track all of those things. &lt;br&gt;&lt;br&gt;But at a more basic level, the three different ideas should permeate your entire business. Ebay was not viral (although it may have thought it was), nor was it the best monetiser. But once it drew people in, they stayed, and ebay grew *the largest network of buyers and sellers on the web*. And that was its focus.&lt;br&gt;&lt;br&gt;Wherease Skype was focused on persuading each user to invite *their* friends. Size/stickiness were important, but the core tools and functionality that were added were focused on virality.&lt;br&gt;&lt;br&gt;And similarly, if you are in a landgrab battle and monetize well, you can outspend the competition. So you must spend, and sacrifice margin, to secure the end game.&lt;br&gt;&lt;br&gt;All three matter, yes. But when you identify which of the three is *most* important to your ultimate success, it will inform all of your tactical decisions. And make you succeed faster.</description>
		<content:encoded><![CDATA[<p>I agree at one level Alan, it makes sense over time to track all of those things. </p>
<p>But at a more basic level, the three different ideas should permeate your entire business. Ebay was not viral (although it may have thought it was), nor was it the best monetiser. But once it drew people in, they stayed, and ebay grew *the largest network of buyers and sellers on the web*. And that was its focus.</p>
<p>Wherease Skype was focused on persuading each user to invite *their* friends. Size/stickiness were important, but the core tools and functionality that were added were focused on virality.</p>
<p>And similarly, if you are in a landgrab battle and monetize well, you can outspend the competition. So you must spend, and sacrifice margin, to secure the end game.</p>
<p>All three matter, yes. But when you identify which of the three is *most* important to your ultimate success, it will inform all of your tactical decisions. And make you succeed faster.</p>
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		<title>By: alanodea</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-4394</link>
		<dc:creator>alanodea</dc:creator>
		<pubDate>Wed, 16 Sep 2009 20:03:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-4394</guid>
		<description>My problem with these drivers is that two are marketing/funnel optimisation functions i.e virality and stickyness and one is the core fucntion of  a business model that results from getting customers through your marketing funnel and making them stick. To my mind the comparatative dimensions should really be more direct, viral and word of mouth which is to me much more useful side by side comparision to work off. Monitisation would simimilarly have sub groups like subscription, digital goods, trail version so you can stack up and compare like for like.  In the world of online games all companies have to focus on virailty, stickyness and monitisations so I agree with Diane compnaies have to focus on all three if you don&#039;t your not a business. Good post and discussion guys. If were going to core competencies then its much more relevant to be focusing on the type of monitisation the types of marketing you use.</description>
		<content:encoded><![CDATA[<p>My problem with these drivers is that two are marketing/funnel optimisation functions i.e virality and stickyness and one is the core fucntion of  a business model that results from getting customers through your marketing funnel and making them stick. To my mind the comparatative dimensions should really be more direct, viral and word of mouth which is to me much more useful side by side comparision to work off. Monitisation would simimilarly have sub groups like subscription, digital goods, trail version so you can stack up and compare like for like.  In the world of online games all companies have to focus on virailty, stickyness and monitisations so I agree with Diane compnaies have to focus on all three if you don&#39;t your not a business. Good post and discussion guys. If were going to core competencies then its much more relevant to be focusing on the type of monitisation the types of marketing you use.</p>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-4393</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Wed, 16 Sep 2009 19:14:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-4393</guid>
		<description>I agree entirely Diane, but very few companies can execute on all three simultaneously. I think that the best strategy is to know how you are going to achieve each one, but identify early on which of the 3 will be your core competence, and focus the lion&#039;s share of your attention and resources on that one.</description>
		<content:encoded><![CDATA[<p>I agree entirely Diane, but very few companies can execute on all three simultaneously. I think that the best strategy is to know how you are going to achieve each one, but identify early on which of the 3 will be your core competence, and focus the lion&#39;s share of your attention and resources on that one.</p>
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		<title>By: DianeLagrange</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-4392</link>
		<dc:creator>DianeLagrange</dc:creator>
		<pubDate>Wed, 16 Sep 2009 19:10:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-4392</guid>
		<description>Cool article. I am suspicious on the need to pick one : in the end, you can&#039;t have sustained virality without stickiness, and if you want to monetize, it&#039;s generally better to think of it early enough to integrate it in your game design.</description>
		<content:encoded><![CDATA[<p>Cool article. I am suspicious on the need to pick one : in the end, you can&#39;t have sustained virality without stickiness, and if you want to monetize, it&#39;s generally better to think of it early enough to integrate it in your game design.</p>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-3614</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Wed, 16 Sep 2009 18:43:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-3614</guid>
		<description>I agree at one level Alan, it makes sense over time to track all of those things. &lt;br&gt;&lt;br&gt;But at a more basic level, the three different ideas should permeate your entire business. Ebay was not viral (although it may have thought it was), nor was it the best monetiser. But once it drew people in, they stayed, and ebay grew *the largest network of buyers and sellers on the web*. And that was its focus.&lt;br&gt;&lt;br&gt;Wherease Skype was focused on persuading each user to invite *their* friends. Size/stickiness were important, but the core tools and functionality that were added were focused on virality.&lt;br&gt;&lt;br&gt;And similarly, if you are in a landgrab battle and monetize well, you can outspend the competition. So you must spend, and sacrifice margin, to secure the end game.&lt;br&gt;&lt;br&gt;All three matter, yes. But when you identify which of the three is *most* important to your ultimate success, it will inform all of your tactical decisions. And make you succeed faster.</description>
		<content:encoded><![CDATA[<p>I agree at one level Alan, it makes sense over time to track all of those things. </p>
<p>But at a more basic level, the three different ideas should permeate your entire business. Ebay was not viral (although it may have thought it was), nor was it the best monetiser. But once it drew people in, they stayed, and ebay grew *the largest network of buyers and sellers on the web*. And that was its focus.</p>
<p>Wherease Skype was focused on persuading each user to invite *their* friends. Size/stickiness were important, but the core tools and functionality that were added were focused on virality.</p>
<p>And similarly, if you are in a landgrab battle and monetize well, you can outspend the competition. So you must spend, and sacrifice margin, to secure the end game.</p>
<p>All three matter, yes. But when you identify which of the three is *most* important to your ultimate success, it will inform all of your tactical decisions. And make you succeed faster.</p>
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		<title>By: alanodea</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-3611</link>
		<dc:creator>alanodea</dc:creator>
		<pubDate>Wed, 16 Sep 2009 12:03:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-3611</guid>
		<description>My problem with these drivers is that two are marketing/funnel optimisation functions i.e virality and stickyness and one is the core fucntion of  a business model that results from getting customers through your marketing funnel and making them stick. To my mind the comparatative dimensions should really be more direct, viral and word of mouth which is to me much more useful side by side comparision to work off. Monitisation would simimilarly have sub groups like subscription, digital goods, trail version so you can stack up and compare like for like.  In the world of online games all companies have to focus on virailty, stickyness and monitisations so I agree with Diane compnaies have to focus on all three if you don&#039;t your not a business. Good post and discussion guys. If were going to core competencies then its much more relevant to be focusing on the type of monitisation the types of marketing you use.</description>
		<content:encoded><![CDATA[<p>My problem with these drivers is that two are marketing/funnel optimisation functions i.e virality and stickyness and one is the core fucntion of  a business model that results from getting customers through your marketing funnel and making them stick. To my mind the comparatative dimensions should really be more direct, viral and word of mouth which is to me much more useful side by side comparision to work off. Monitisation would simimilarly have sub groups like subscription, digital goods, trail version so you can stack up and compare like for like.  In the world of online games all companies have to focus on virailty, stickyness and monitisations so I agree with Diane compnaies have to focus on all three if you don&#39;t your not a business. Good post and discussion guys. If were going to core competencies then its much more relevant to be focusing on the type of monitisation the types of marketing you use.</p>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-3610</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Wed, 16 Sep 2009 11:14:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-3610</guid>
		<description>I agree entirely Diane, but very few companies can execute on all three simultaneously. I think that the best strategy is to know how you are going to achieve each one, but identify early on which of the 3 will be your core competence, and focus the lion&#039;s share of your attention and resources on that one.</description>
		<content:encoded><![CDATA[<p>I agree entirely Diane, but very few companies can execute on all three simultaneously. I think that the best strategy is to know how you are going to achieve each one, but identify early on which of the 3 will be your core competence, and focus the lion&#39;s share of your attention and resources on that one.</p>
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		<title>By: DianeLagrange</title>
		<link>http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/comment-page-1/#comment-3609</link>
		<dc:creator>DianeLagrange</dc:creator>
		<pubDate>Wed, 16 Sep 2009 11:10:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/09/online-game-design-which-of-the-three-business-models-will-work-for-you/#comment-3609</guid>
		<description>Cool article. I am suspicious on the need to pick one : in the end, you can&#039;t have sustained virality without stickiness, and if you want to monetize, it&#039;s generally better to think of it early enough to integrate it in your game design.</description>
		<content:encoded><![CDATA[<p>Cool article. I am suspicious on the need to pick one : in the end, you can&#39;t have sustained virality without stickiness, and if you want to monetize, it&#39;s generally better to think of it early enough to integrate it in your game design.</p>
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