Video Game Industry isn’t Recession Proof

February 10th, 2010 Comments

Seeing the impending doom and gloom of the economy in 2008, many players in the video game industry parroted the phrase “the video game (and alcohol) industry is recession proof!”. The theory was that video games are cheap entertainment, and that when people have nothing better to do, like work, they would play games instead and shift their spending dollars.

Perhaps the industry itself is recession proof. None of the major players have had AIG or GM style downfalls. Blizzard is still the king of MMORPGs with World of Warcraft and the big companies keep getting bigger.

Yet, this doesn’t feel like the roaring 20′s for the industry either. Show me all the charts that you want to about major title releases selling more and more, but that doesn’t mean that it is any easier to release a title, raise Venture Capital funding, meet sales goals or hold a job in the industry. Nothing is going so well that people are about to call it a bubble.

Raising VC funds right now is damn hard. I’ve seen some great ideas and companies fall apart due to the inability to raise money for creating video game related products and companies. This isn’t 1999, or even 2007 and no longer can a 6th-grader raise 6M+ in an A-round of funding. This isn’t because there aren’t good ideas out there, or even lack of raw venture money being out there. It is largely due to the relatively small number of exits available in the market today. IPOs are nearly non-existant, and major acquisitions seem to have slowed down as well. Sure Google, Apple and friends still snap up stuff for absurd amounts occasionally, but things are getting more ‘realistic’ which VCs don’t really benefit as much from.

Even companies that are well past their funding stages and have major products released and selling well are having budget issues. You’d think that a company that started one of the biggest shifts in gaming in 10 years and had just released one of the best selling games of 2009 would have no problem budget-wise. Yet Harmonix (now owned by MTV) had to slash nearly 40 positions in December. Not all of those were QA positions as initially reported in the media and the damage done to the company internally was massive. Harmonix itself may have been recession-proof, but MTV with its heavily reliance on advertising as their primary income source wasn’t. The cross-collateralized risk meant that a hit to MTV was a hit to Harmonix.

EA, one of the largest gaming companies out there laid off over 1,500 employees in October and canceled around 15 games. At the beginning of 2009 they cut 1,100 employees. Crispy Gamer slashed their editorial staff and their CEO resigned in protest last month. Only months prior, they had acquired/merged with gamerDNA, prompting yet more layoffs. GamerDNA themselves had to cut staff earlier in 2009 (which I was a part of) due to funding difficulties. None of these decisions were made lightly for sure, but all of them have built up to effect the industry overall.

The stories of such happening are seemingly endless. To call an industry recession proof is to say that a recession won’t effect it, or would even have a positive effect. This clearly isn’t what is happening and those who thought it might be recession proof were either underestimating the effects that the recession would have, overconfident, or wanting to sell this story to their investors.

However there is good news! While I’ve only been in the industry for a short time, I feel that I’m seeing a nice resurgence of indie games and innovation. Delivery platforms like Steam, Direct2Drive and the iTunes Store for the iPhone/touch/pad, combined with tools that allow for rapid development like Unity are allowing more people than ever to get into the field and create rich and amazing titles that actually have the chance of reaching large audiences with minimal upfront cost. There will always be the need for blockbuster titles however and I don’t foresee this canabalizing the main studios in the way that the ‘home studio’ has killed much of the music recording industry.

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imVOX Drop Pricing to Compete with Ventrilo

November 19th, 2009 Comments

Upfront disclosure: I work for imVOX.

Over at imVOX we’ve made some interesting and somewhat drastic changes to our pricing structure in order to penetrate the market more quickly.

We’ve done away with having 10 different pricing tiers, monthly and yearly pricing, a 14-day trial and a free version. This all sounded very good on paper and our prices were competitive, but when going up against an 800lb gorilla that is Ventrilo and their little brother TeamSpeak you need to be aggressive, not just competitive.

Now its simple- for free you can have an account that lets you create a server that up to 30 people can connect to. For a mear $24.99/year you can create up to 10 servers with up to 250 people connected to them in total (or just have one massive voice server).

Right now its Windows only, but we’re working hard on a Mac version that we hope to see the light of day rather soon.

To get started, just go to imVOX.com and click the “download” button. Go through our quick installer and you’re ready to go.

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Why is console emulation so hard?

September 15th, 2007 Comments

Why in the world is video game console emulation so hard?

For whatever reason to me, it seems that it would be easier to emulate an XBox than an NES because an Xbox is an Intel x86 processor with a nearly stock Nvidia video card. It’s basically a little PC.

A Playstation 2 is a 300mhz processor. How is it that hard to get a 2.2ghz C2D SR computer to emulate something that’s running at that speed?

Maybe I need to go take a, “Why it’s hard to make emulators-101″ class, but the fact that the PS2 is HOW old? and there’s no OS X emulator for it?

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