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Help needed: Blurb for GAMESbrief Unplugged Volume 2

By on June 1, 2011
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It’s nearly that time. I’ve been reviewing Volume 2 of GAMESbrief Unplugged (with help from Dan Griliopoulos), and it’s very nearly finished.

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So again, I’m asking you for a blurb. The book contains all my writings on publishers, development (although that mainly consists of guest posts from Tom Jubert), retailers and the transition to free. Oh, and it includes the inside story of the demise of RealTime Worlds, some detailed analysis of Electronic Arts and a narrative of how traditional companies are handling the transition to free.

Here’s my current thoughts on what the back cover should say. What do you think?

GAMESbrief Unplugged – Volume 2

Traditional games, transition and the power of free

Nicholas Lovell helps companies make money from games. He guides them through the tough transition away from boxed products and into the murky waters of free-to-play, freemium, browser-based and online games.

In Volume 2, he shows you:

  • The inside story of how hubris destroyed one of Scotland’s largest developers
  • Why the console will die within the next ten years
  • How to make money when you charge £0.00 for your game
  • Why Steam will destroy the PC games industry.

With incisive analysis and real-world examples, he shows you how to weather the transition to free, and how to profit from it.

This is Volume 2 of GAMESbrief Unplugged: an edited, curated collection of the best of GAMESbrief, covering traditional publishing and development, retail, the role of traditional media and the emergence of free as a winning price point.

About Nicholas Lovell

Nicholas is the founder of Gamesbrief, a blog dedicated to the business of games. It aims to be informative, authoritative and above all helpful to developers grappling with business strategy. He is the author of a growing list of books about making money in the games industry and other digital media, including How to Publish a Game and Design Rules for Free-to-Play Games, and Penguin-published title The Curve: thecurveonline.com
  • I agree with Sunil that it all sounds a bit miserable. OF 4 BULLET POINTS, 3 OF THEM TALK ABOUT DESTRUCTION OR DEATH. Other words you use: tough, murky, and weather as a verb.

    Seth Godin did something similar to this and you can’t go far wrong copying him. Check out his book description here: http://www.amazon.com/Small-New-Big-Remarkable-Business/dp/product-description/1591841267/ref=dp_proddesc_0?ie=UTF8&n=283155&s=books

    I like a few things about what he does:

    – Provocative is a good word. Pioneering. Challenging the status quo. These are things you do too. It sounds much feistier when you use words like that.
    – Social proof. How many people tuned in to hear you speak on national radio today? 😉
    – The bullet list part consists of specific blog titles that he knows work (your bullet list could certainly be longer than it is)

    This is FBIndie here, by the way. Good luck!

  • He drawing the links of a virtual goods purchases and real world behavior, and how to knit this into a game that makes money from the emerging freemium model.

    Applying the principles of Acquisition, Retention, Monetisation into game development for free mmo, social and mobile games is not easy for developers to justify, let alone succeed at. Nicholas’ research and analysis helps direct a developer to achieve this.

    Give away a product and make money from it? There is a reason tradition box sales and subscriptions are dying in this age of social, MMO and mobile games. Freemium with virtual goods is the new model that can be highly successful. Nicholas explains how and why.

    —–
    Got more but need to get back to trying to achieve this 🙂

    Thanks Nicholas

  • That’s really helpful Sunil. I htink that negativity sells blogposts but positivity sells books.

    I’ll think about those changes. Anyone else got more suggestions?

  • I am looking forward to your new book. Here are a few thoughts on your blurb, Nicholas.

    “He guides them through the tough transition away from boxed products and into the murky waters of free-to-play, freemium, browser-based and online games.” 
    The second sentence above from the blurb makes the book sound like it is aimed solely at traditional developer/publishers who are transitioning to new models. If this is the target audience for your book than it is fine, however, if you want may want to broaden it to new entrants as well as traditional players.

    “He helps them understand emerging platforms (Apple’s iOS, Google Android, browser-based, online) and navigate new business models including free-to-play, freemium, subscriptions that are changing the face of gaming.   

    The examples of that you provide also seem UK centric (£ 0.00 and Scotland developers). I suggest from a marketing perspective you keep it neutral and also build on the brands you will talk about. I would also try to add a little more positive spin it to the dark sensational stories of tough transitions, murky waters, hubris and destruction as readers tend to prefer a Hollywood ending. 😉 So e.g.

    How Zynga gave away free games to consumers and created the most valuable games company in the world.

    Why new platforms will replace consoles and where and how to make money in the future?