— Marketing (&) Mischief

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N-Gage RIPIt’s been nice to follow the recent success and hype around Finnish Game Developers.

Rovio is rockin’ the globe with Angry Birds and RedLynx is making some serious waves as well. Supercell scored 12M$ in funding from Accel Partners to develop their ground-braking browser-based MMORPG Gunshine.net. Not to mention Remedy and Housemarque. Finnish gaming is booming and I for one am loving it. Well done guys & gals!

This got me thinking. Why is this happening now? How come there is so much game development talent in Finland especially in mobile gaming?

Could it be that we owe a big thank you to the most ridiculed gaming venture that’s ever come out of Finland: The Nokia N-Gage? The ill-fated platform whose life-support Nokia quietly unplugged a few months back.

It is an undeniable fact that Nokias’ trip to gaming was a huge psychedelic failure from the start. Anyone and your neighbors kid could have told the Nokia management (if they would have listened) that the sidetalkin’ take the battery out to switch games joke of a gaming phone would never fly. And I should know. I worked as the guy with the world’s most daunting task – run digital marketing for N-Gage globally. It was like climbing Everest naked. Well maybe not quite but tricky still.

That said I do think that while failing to get us gaming on those weird phones Nokia did an enormous favor to the Finnish and Global Mobile Gaming industry. During the N-Gage years Nokia published some amazing ground-braking mobile games that paved way for a lot of the innovation and gameplay we now see on iOS, Android and other mobile platforms: Pathway to Glory (first ever mobile multiplayer over GPRS-networks – by Red Lynx), High Seize (by RedLynx), Bounce (the grandfather of Angry Birds by Rovio), Asphalt (born on the N-Gage – still racing on iOS and Android by Gameloft), ONE (by Digital Legends) and Pocket Kingdom (One of the first Online MMORPG games on a mobile phone – by Nokia) just to name a few.

Have it not been for N-Gage (and essentially Nokias’ big bucks) these amazing games would not have seen the light of day and as a result Finnish game developers would not be where they are today.

So raise a glass and give thanks to where thanks are due. Rest in peace N-Gage and thanks for all the good times. I for one am a much better climber though nowadays I do tend to equip myself with the proper gear and choose my quests a bit more carefully.

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I worked (and still do) with the guys at Supercell helping them integrate their amazing browser-based MMO RPG, Gunshine.net, to social media. Main aim being to help gamers sign up and find their friends easily = have more fun…and to drive word-of-mouth about this cool ground-braking game in the process :)

I also worked on the site concept & visuals for both the game site and their corporate site. And a bit on the trailer you can see below. And on setting up their community management processes. Quite a lot actually now that I think about it. But that happens when you are having fun :)

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EA just openly stated that making movie tie-in games is bad business. They list a few reasons:

1. The IP owners take too big a cut from the profits.

2. That leads to a smaller budget = worse game.

3. Timelines are also usually too tight = bad game.

= No sales. No point in making movie-based games.

To me it just seems weird that they are giving up instead of taking a step back and re-inventing the whole model. After all no one can deny that movies loved by millions do make a great base for a game.

I think it’s just how you approach the whole thing.

The classic model (that fails according to EA) is to take a movie and try to repeat the storyline and the experience in a game. To me that is mistake #1. I believe that what moviegoers want is to experience more – not the same. I’ve seen the movie – now give me a new adventure in that same “universe” that I’ve fallen in love with. Let me explore that world and make it my own.

There are a few great examples in which this different approach has been applied and it has worked. Remember the excellent Chronicles of Riddick -games that explored subplots in the movie and actually explained the past of the main character. Unfortunately these examples are too few and too far between. Instead the EA’s of the world churn out mediocre game-fluff like the pathetic Harry Potter games. I mean that is just sad. How can you not make a great game based on the Potter Universe?? I would give my left arm for a Harry Potter sandbox/RPG-game. Think GTA + Red Dead Redemption + Mass Effect in the world of the world’s favorite wizard. And no – I don’t even necessarily need to play as Harry. I just want more adventures in his world.

I’m not saying EA and the gaming industry are solely to blame for this. It’s apparent that the studios and IP owners don’t understand gaming and the opportunity games represent as a platform to elevate their IP’s to a new level in the minds of the fans. I’m sure more often than not the bad decisions come from the Studios. They see games as a part of marketing and capitalizing on the movie and not as a longer term investment into engaging with their audience and in the best case building a new revenue model that might even surpass the profits made from one or two movies.

To his credit (even though I’ll never forgive him for ruining the prequels with Jar Jar and…well the list is tooo long) George Lucas and LucasArts have applied this model for a while now. They have not always succeeded but they have also produced some classic games…X-Wing anyone? And obviously the fantastic Knights of the Old Republic -games. At least they get it and want to use this amazing new medium to offer their fans new experiences in a their beloved galaxy far far away.

So I would not give up on the movie games Mr. Gibeau. Just take the advice of a very very old and wise green man: “Unlearn what you have learned”. And then start again.

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This one is priceless. In 1993 iD Software created Doom and changed the game industry forever. I remember staying up ’til early in the morning on school nights just to tackle the next level and then finding it impossible to sleep…Doom truly got into your head. It was pure videogaming bliss (my mum used another word: addiction).

Check out the video below for a rare glimpse into the making of a revolution. If this kinda things is your bag you should also check out a great book on the same topic: Masters of Doom by David Kushner.

A Visit to id Software on Vimeo

Thanks to John Romero for posting this classic.

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I feel very nostalgic. I worked with Nokia’s N-Gage the first time around and have obviously followed the progress of Nokia’s ill-fated gaming venture ever since.

A year back Nokia relaunched the revamped N-Gage. As a service, not a gaming phone. Smart move I thought. And it seems that I was right and so was Nokia. The service has now hit one million subscribers and is growing pretty rapidly thanks to the pre-installed N-Gage applications in most new Nokia smart phones.

Ok Nokia. Here’s the plan: Keep the faith even though the times are tough. Get more quality games out, keep on developing the service and trust your staff that have believed and worked hard to make this happen. You NEED to be in mobile gaming and now it seems like you might finally have a fighting chance.

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OnLive is a new service / game console hybrid launched at this years Games Developer Conference that aims to run all gaming PC manufacturers out of business. The promise is simple: Let our service do the heavy lifting for your high-end games while you only need a Wii-priced box that’s connected to your LCD or Plasma and of you go to gaming paradise. Cloud computing, anyone?

Sounds really really cool, innovative and promising but somehow I’m just not convinced. I hope it’ll happen since I’ve long ago switched to the dark side. But let’s see what the impressive cast of characters (featuring former bigwigs from Atari, Apple and Eidos) can actually deliver.

Head to Kotaku for the full scoop…

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