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	<title>Ralph Barbagallo&#039;s Self Indulgent Blog</title>
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		<title>The Biggest Gameplay Innovations Come From Outside The Industry</title>
		<link>http://ralphbarbagallo.com/2012/02/17/the-biggest-gameplay-innovations-come-from-outside-the-industry/</link>
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		<pubDate>Sat, 18 Feb 2012 05:59:08 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
				<category><![CDATA[blather]]></category>
		<category><![CDATA[business]]></category>

		<guid isPermaLink="false">http://ralphbarbagallo.com/?p=600</guid>
		<description><![CDATA[The rise of the indie developer has coincided with the advent of digital downloads and gateless ecosystems. However, it’s always been true that independent and non-professional development has driven major gameplay shifts over at least the past decade. Here’s a brief list of major innovation brought on by efforts from outside the realm of professional [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=600&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The rise of the indie developer has coincided with the advent of digital downloads and <A href="http://ralphbarbagallo.com/2010/11/30/kill-the-gatekeepers/">gateless</a> ecosystems.  However, it’s always been true that independent and non-professional development has driven major gameplay shifts over at least the past decade.  Here’s a brief list of major innovation brought on by efforts from outside the realm of professional game development:</p>
<p><b><a href="http://store.steampowered.com/app/240/">Counter-Strike</a> (1999)</b></p>
<p>Although the first Rainbow Six game predates Counter-Strike by at least a year, it was this hobbyist mod for Half-Life that sparked the tactical FPS revolution.  Counter-Strike started out as a Half-Life mod created by Minh Le and Jess Cliffe while both were attending university in 1999.  By 2000, Counter-Strike became so wildly popular that Valve acquired the game and hired its two creators.  Minh Le left Valve to work on his <a href="http://ti.ogplanet.com/en/intro.og">own game</a> while Jess still works there.</p>
<p>Since the creation of Counter-Strike, countless games have borrowed its competitive tactical FPS gameplay.  One of the weirder cases being Microsoft’s <A href="http://en.wikipedia.org/wiki/Shadowrun_(2007_video_game)">Shadowrun</a>&#8211;turning FASA’s beloved RPG into a cyberpunk Counter-Strike clone.  Valve has made a few <A href="http://en.wikipedia.org/wiki/Counter-Strike:_Condition_Zero">middling attempts</a> to turn Counter-Strike into a full blown retail product, but has redoubled its efforts with the <A href="http://store.steampowered.com/news/6059/">official sequel</a>.</p>
<p>Not that I have details&#8211;but considering how influential Counter-Strike is, it seems like Minh and Jess got a raw deal.</p>
<p><b><a href="http://www.playdota.com/">Defense of the Ancients</a> (2003)</b></p>
<p>Defense of the Ancients started out in 2003 as a free fan-created mod for Warcraft 3.  Although the mod changed hands several times, in the end the reclusive <a href="http://icefrogtruth.blogspot.com/">“IceFrog”</a> became the game’s star creator/maintainer.  Once again, Valve attempted to capitalize on an indie mod sensation by <a href="http://www.playdota.com/forums/blog.php?b=264">hiring IceFrog</a> in 2009.</p>
<p>DotA isn’t just a game, it’s an industry.  DotA even spawned a new acronym&#8211;Multiplayer Online Battle Arena or <a href="http://www.urbandictionary.com/define.php?term=MOBA">MOBA</a> for short.  The genre seems to print money.  Riot Games’ f2p DotA inspired RTS, League of Legends, grew so successful that Chinese gaming giant Tencent <A href="http://venturebeat.com/2011/02/04/chinas-tencent-acquires-majority-stake-in-online-game-firm-riot-games-for-more-than-350m/">acquired a majority</a> stake in the company for over $350 million in 2011.</p>
<p>The MOBA wars are just beginning.  Valve and Blizzard are <a href="http://myona.com/2012/02/11/blizzard-files-official-complain-valves-dota-trademark/">fighting</a> over their own “Defense of the Ancients” titled online games.  Not to mention many attempts to create MOBAs as digital, mobile, social, and console titles.</p>
<p><b><a href="http://www.kongregate.com/games/preecep/desktop-tower-defense">Tower Defense</a> (2007)</b></p>
<p>There have been games stretching as far back as the early ‘80s that used what has come to be called Tower Defense gameplay.  Korean mobile games publisher Com2us even <A href="http://forums.toucharcade.com/showthread.php?t=42234">trademarked</a> the title “Tower Defense” in 2007.  Still, it was Paul Preece’s IGF award-winning Flash game, <a href="http://www.kongregate.com/games/preecep/desktop-tower-defense">Desktop Tower Defense</a>, that took the gameplay style mainstream that same year.  Since the game’s success, Tower Defense games have flooded the <A href="http://fieldrunners.com/">App Store</a>, <a href="https://apps.facebook.com/backyardmonsters/">social networks</a>, and <a />console digital storefronts</a>.</p>
<p><b><a href="http://www.minecraft.net/">Minecraft</a> (2009)</b></p>
<p>By now you must be sick of hearing the Minecraft story.  Swedish game programmer “Notch” quits his day job working on MMOs at King.com and starts building his own <A href="http://thesiteformerlyknownas.zachtronicsindustries.com/?p=713">Infiniminer</a>-inspired shareware game involving carving out and building structures in an expansive world of randomly generated cubes wrapped in simple 8-bit textures.</p>
<p>Without any fancy f2p economies or elaborate web portals, Minecraft became a <A href="http://www.youtube.com/results?search_query=minecraft&amp;oq=minecraft&amp;aq=f&amp;aqi=g10&amp;aql=&amp;gs_sm=3&amp;gs_upl=758l1468l0l1596l9l7l0l4l4l0l136l283l2.1l3l0">viral</a> hit&#8211;so far grossing over $40 million for the developer. Minecraft’s success has created an entire genre of block mining games.  Including Terraria&#8211;a 2D take on the Minecraft style <a href="http://www.terrariaonline.com/threads/terraria-hits-200-000-sales-mark.12105/">selling over 200,000 copies</a> via Steam during its release week alone.  The Minecraft aesthetic is even leaking into other genres with the <A href="http://www.ace-spades.com/">Ace of Spades</a> FPS on PC and <a href="http://pocketfullofapps.com/2012/02/15/brick-force-beta-announcement-attracts-100000-players.html">Brick Force</a> on mobile. </p>
<p>Minecraft is often described as being like Legos. In fact, Lego released their own branded MMO during the timeframe of Minecraft’s release.  The game was <A href="http://massively.joystiq.com/2012/01/30/pack-up-your-toys-lego-universe-shutting-down-at-midnight/">shut down</a> and Lego recently began selling <a href="http://ingame.msnbc.msn.com/_news/2012/02/17/10436916-minecraft-legos-finally-for-sale">Minecraft licensed toy bricks</a>.  Total victory.</p>
<p>I could go on&#8230;Portal&#8230;even Canabalt if you want to stretch it. There&#8217;s probably more I&#8217;m missing.</p>
<p><b>Indies Created It, Publishers Decorated It</b></p>
<p>Large publishers and AAA titles seem to advance technical features that nudge gameplay along.  GTA’s streaming open worlds, World of Warcraft’s massive persistent online universe, Splinter Cell’s dynamic shadow stealth, and Assassin’s Creed’s fluid climbing and crowd dynamics were all outstanding technical developments that created new twists on existing genres which have become commonplace.  (Ok, GTA was more than a nudge)  Most of the dramatic indie innovations are purely in gameplay&#8211;usually built on top of modest technical foundations.</p>
<p>Companies such as Valve have acquired and successfully worked with the developers of these innovative games.  What about a company that can be as influential and disruptive as these independent efforts to start with?  Is it even possible?</p>
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		<title>Essential Unity3D Asset Store Goodies</title>
		<link>http://ralphbarbagallo.com/2012/02/13/essential-unity3d-asset-store-goodies/</link>
		<comments>http://ralphbarbagallo.com/2012/02/13/essential-unity3d-asset-store-goodies/#comments</comments>
		<pubDate>Mon, 13 Feb 2012 08:01:51 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
				<category><![CDATA[Unity3D]]></category>

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		<description><![CDATA[The Unity Asset Store launched in late 2010 as a marketplace for free and premium extensions to Unity3D. Offerings in the Asset Store range from simple content packs of models, textures, and shaders to elaborate middleware solutions for GUI, AI, and other common game functions. It’s like a candy store for game developers. Here’s a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=580&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The <A href="http://unity3d.com/unity/asset-store/">Unity Asset Store</a> launched in late 2010 as a marketplace for free and premium extensions to Unity3D.  Offerings in the Asset Store range from simple content packs of models, textures, and shaders to elaborate middleware solutions for GUI, AI, and other common game functions.  It’s like a candy store for game developers.  Here’s a list of some of my favorite treats.</p>
<p><strong><a href="http://u3d.as/content/tasharen-entertainment/ngui-next-gen-ui/2vh">NGUI</a></strong></p>
<p>Unity3D’s GUI system is <a href="http://ralphbarbagallo.com/2011/09/06/unity3d-pet-peeves/">absolutely atrocious</a>.  The fact that it continues to go unaddressed in 3.5 is a <A href="http://forum.unity3d.com/threads/106581-Unity-3.5-no-new-GUI-system-(POLL)">source of embarrassment</a>.  Unity gave a quick flash of the new GUI system at Unite’11, but it seemingly has been pushed off until the next major point release.  Because this is such a universal problem, some of the most popular offerings in the Asset Store are GUI solutions.  </p>
<p>When looking for a GUI package for my current project, NGUI was recommended to me by a colleague.  I never really liked the impenetrable video tutorials of <A href="http://www.anbsoft.com/middleware/ezgui/">EZGUI</a>.  Plus, <a href="http://www.tasharen.com/?page_id=140">NGUI</a> was really cheap, so I took the plunge.  Overall, I’m very impressed.</p>
<p>Like most other 3rd party GUI solutions for Unity, NGUI builds a GUI out of flat geometry and a texture atlas.  If all the controls use the same material, you can render your entire GUI in a single draw call.  Building GUIs out of 3D objects is a somewhat fiddly process compared to the buttery slickness of Interface Builder. However, NGUI has the added bonus of being able to display the interface as actual 3D objects, kind of like how Dead Space does it.</p>
<p>NGUI is solid.  It has a wide array of interface types and widgets:  scrollviews, tableviews, buttons, drop-down boxes, etc.  <a href="http://www.tasharen.com/">Tasharen Entertainment</a> is constantly offering updates with new features and bug fixes&#8211;Usually in response to comments in the <A href="http://forum.unity3d.com/threads/114833-NGUI-(Next-Gen-UI)-demo-amp-final-feedback-request">support thread</a>.  NGUI is frequently the top-selling paid extension in the Asset Store&#8211;absolutely deserved.</p>
<p><strong><a href="http://u3d.as/content/m2h/localization-package/1Ya">Localization Package</a></strong></p>
<p>Localization is not one of those sexy game development tasks, so I never thought to look for a solution in the Asset Store before I wrote my own.  Now I wish I had.  Localization Package from <A href="http://u3d.as/publisher/m2h/1Gv">M2H</a> provides an elegant solution for localizing both text and assets such as textures and models. </p>
<p>In the case of text, Localization Package hooks into Google Docs to pull down spreadsheets containing text strings.  It also features an automatic translation option, using Google to translate the strings in your spreadsheet.  This may be a decent stopgap until you pony up the dough for a real localization.  An absolutely brilliant package.</p>
<p><strong><A href="http://www.prime31.com/unity/">MoPub</a></strong></p>
<p><a href="http://prime31.com/">Prime31</a> are the kings of plug-ins.  I should list the entire Prime31 site as my favorite plug-ins, but I’ll illustrate a few I’m using right now.  Keep mind, most of Prime31’s plug-ins are <A href="http://u3d.as/publisher/prime31/1HV">not available</a> in the Asset Store and have to be purchased from Prime31’s own website.</p>
<p>Not every ad network has an ad to display every time your app asks for one.  To solve this inventory problem you have to use multiple ad networks.  <a href="http://www.mopub.com/">MoPub</a> consolidates all of the ad networks you are using into a single widget.  Because MoPub pipes other ads through their widget using each ad network’s respective APIs, you get your ad revenue from the individual networks.  This is superior to systems like <a href="http://mobclix.com/">MobClix</a> which collect the money from various ad networks on your behalf which can lead to delays in payments. (Prime31 also makes a MobClix plugin)</p>
<p>MoPub’s control panel allows you to set the rules for when it shows ads from a particular network.  It can optimize which ads are shown based on how valuable they are.  So, for instance, it will always show an iAd if available and eventually drop down to AdMob as a last resort.</p>
<p>Prime31’s MoPub plug-in can’t be easier to use.  You simply import it into your project, then drag any additional APIs you need into its folder in the Project window.  I’ve found a few bugs in it.  However, Prime31 and MoPub have been very responsive to my support requests.</p>
<p><strong><a href="http://www.prime31.com/unity/">StoreKit (In-App Purchasing)</a></strong></p>
<p>Prime31 to the rescue again.  Supposedly, Unity is coming up with a cross-platform In-App-Purchase solution, much like they did for achievements with ISocial in 3.5.  Until then, it is necessary to use native plug-ins to support IAP for iOS and Android.  For my iOS build, I dropped Prime31’s IAP plug-in into my project and got transactions working in 20 minutes or so.  As with the MoPub extension, there’s also an Android equivalent of this plug-in.</p>
<p><strong>What I’d Like To See</strong></p>
<p>There are a lot of <a href="http://u3d.as/content/bruno-rime/hard-surface-shaders-pro/1Rv">fancy shader packages</a> that target desktop GPUs, but they are usually too heavyweight for iOS or Android.  I’d really like to see someone put up a pack of mobile optimized shaders.</p>
<p>Overall, the Asset Store just keeps getting better and better.  To whip up a quick prototype you can find models, animations, textures, effects, and code plug-ins to get something up and running in a day.  The Asset Store is becoming a decent business too&#8211;supposedly there are at least a few people making a living entirely off of what they sell in the Asset Store.  Browsing the Asset Store has become a near daily routine for me.</p>
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		<title>My Podcast Debut</title>
		<link>http://ralphbarbagallo.com/2012/01/13/my-podcast-debut/</link>
		<comments>http://ralphbarbagallo.com/2012/01/13/my-podcast-debut/#comments</comments>
		<pubDate>Fri, 13 Jan 2012 19:57:11 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
				<category><![CDATA[blather]]></category>

		<guid isPermaLink="false">http://flarb.wordpress.com/?p=569</guid>
		<description><![CDATA[Just a quick note, My friend Peter Katz had me as a guest on his Hollywood 2.0 podcast today. You can listen to the episode here. On this episode, I&#8217;m rambling for a about a half hour about games, development strategies, the realities of the business, and a bunch of other stuff. Hey, I talk [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=569&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Just a quick note, My friend <A href="http://www.peterkatz.net/">Peter Katz</a> had me as a guest on his <a href="http://itunes.apple.com/us/podcast/hollywood-2.0/id429739025">Hollywood 2.0 podcast</a> today.  You can listen to the episode <a href="http://hollywood20.podomatic.com/entry/2012-01-13T11_08_57-08_00">here</a>.</p>
<p>On this episode, I&#8217;m rambling for a about a half hour about games, development strategies, the realities of the business, and a bunch of other stuff.  Hey, I talk fast so it&#8217;s over quick.</p>
<p>By the way, I used the <a href="http://www.samsontech.com/samson/products/microphones/usb-microphones/meteormic/">Samson Meteor Mic</a> with Skype to record this.  What a great sounding mic&#8211;and super cheap!  If anyone else has a podcast they are desperate to get guests for, my Meteor Mic and I are ready.</p>
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		<title>Amazon Mechanical Turk Survey Strategies</title>
		<link>http://ralphbarbagallo.com/2012/01/09/amazon-mechanical-turk-survey-strategies/</link>
		<comments>http://ralphbarbagallo.com/2012/01/09/amazon-mechanical-turk-survey-strategies/#comments</comments>
		<pubDate>Mon, 09 Jan 2012 18:50:33 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
				<category><![CDATA[blather]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[amazon mechanical turk]]></category>
		<category><![CDATA[creating a survey]]></category>
		<category><![CDATA[surveymonkey]]></category>

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		<description><![CDATA[I recently crafted a survey to collect data on the consumption habits of gamers. I wanted to identify different types of gamers and drill down further with future surveys targeted at specific categories of game players. To do this, I used a combination of SurveyMonkey and Amazon Mechanical Turk. Making the Survey The first step [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=519&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I recently crafted a survey to collect data on the consumption habits of gamers.  I wanted to identify different types of gamers and drill down further with future surveys targeted at specific categories of game players.  To do this, I used a combination of <a href="http://surveymonkey.com">SurveyMonkey</a> and <A href="https://www.mturk.com/mturk/welcome">Amazon Mechanical Turk</a>.</p>
<p><strong>Making the Survey</strong></p>
<p>The first step was creating the survey.  For this, I paid for an account at <A href="http://surveymonkey.com">SurveyMonkey</a>.  I find SurveyMonkey not only has the easiest survey creation tools but great features for analyzing the data.  Alternatively, you can create <a href="http://www.labnol.org/software/google-docs-forms-for-surveys/10056/">surveys in Google Docs</a> for free or inside Mechanical Turk itself using HTML.</p>
<p>There’s a science to creating a survey.  I never took a class in demography, so I relied on <A href="http://www.amazon.com/How-Lie-Statistics-Darrell-Huff/dp/0393310728">some books</a> discussing proper survey technique.  </p>
<p>A few quick tips:</p>
<p>
<li><strong>Always ask about what the person has done, not what they will do.</strong>  For instance, instead of asking how much money they would spend on a car, ask what they spent on their last car.  You will get a more accurate answer.</li>
</p>
<p>
<li><strong>Make sure they are paying attention.</strong>  Especially if your survey is long, you may be vulnerable to users clicking randomly just to get through it.  This <a href="http://blogs.scientificamerican.com/guilty-planet/2011/07/07/the-pros-cons-of-amazon-mechanical-turk-for-scientific-surveys/">Scientific American article</a> has a neat technique for checking if the user is taking an online survey seriously.  Just ask ridiculous questions at random points.  If the user answers something like “Have you ever eaten a dinosaur?” positively, throw his data out.  He’s obviously not giving you valid answers.</li>
</p>
<p><strong>Amazon Mechanical Turk  </strong></p>
<p><A href="https://www.mturk.com/mturk/welcome">Mechanical Turk</a> is Amazon’s micro task site they launched in 2006.  You can create tasks (called HITs) of any sort and pay workers to complete them.  For instance, give someone a nickel to tell you whether a username is profane or not.  In my case, I paid users 25 cents to fill out my survey.</p>
<p>I used <A href="http://brynnevans.com/blog/2010/02/11/user-testing-on-mechanical-turk-how-to/">this blog</a> as a guide on how to do it.  Except instead of making the survey as a web form inside the HIT’s HTML code, I embedded my SurveyMonkey survey.</p>
<p>Some tips:</p>
<p>
<li><strong>Don’t be cheap.</strong> At first, I was trying to get away with paying 10 cents per survey.  At that rate, I only got 5 or so filled out a day.  When I upped the price to 25 cents, I got 30-50 a day.  If you look at this <a href="http://www.raosoft.com/samplesize.html">confidence interval calculator</a>, you can see it takes about 400 responses to have a decent degree of accuracy.  So at 25 cents you can probably get yourself 400 responses in a week.  Up your payment to a dollar and you’ll get 400 in a day.</li>
</p>
<p>
<li><strong>Don’t get excited by your first day numbers.</strong>  For workers, HITs are primarily sorted by when they were created.  On the first day you create your HIT it will be at the top of the list.  You’ll see a significant drop off in activity after the first day.  Instead of collecting results all week it might pay off to break it up into 2 day HITs.  (SurveyMonkey tracks IPs to prevent users from filling your survey out twice)</li>
</p>
<p>
<li><strong>Give workers enough time.</strong>  When designing a HIT you specify a duration.  Even if your survey takes 5 minutes to complete, make the HIT last at least 30 minutes.  When I shortened the window to 10 minutes I started getting complaints about it expiring before workers could complete it.  Yes, you will get emails from dissatisfied workers&#8211;even over a 10 cent task.</p>
<p>
<li><strong>Amazon’s demographics are surprisingly close for the US.</strong>  I had almost an even ratio of male to female responders.  Racial demographics were a little off, but not enough for me to correct them.  This <a href="http://www.behind-the-enemy-lines.com/2010/03/new-demographics-of-mechanical-turk.html">article</a> provides some good insight on who is using Mechanical Turk.</li>
</p>
<p>Sign up as a Mechanical Turk worker yourself to <A href="http://www.thesimpledollar.com/2009/07/05/can-you-actually-earn-reasonable-money-from-mechanical-turk/">see how it’s being used</a>.  You’ll see a lot of surveys as well as tasks like transcribing audio clips or even calling customer service phone lines and rating the operator’s performance.  </p>
<p>You can use MTurk surveys to collect all sorts of important data on your product or service before you even start writing code.  See if you are solving a real problem for paying customers with your start-up.  I’ve even heard of people surveying to test how likely users are to click on different app icon designs.  The possibilities are endless and the information invaluable.</p>
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		<title>2011 WordPress stats</title>
		<link>http://ralphbarbagallo.com/2011/12/31/2011-wordpress-stats/</link>
		<comments>http://ralphbarbagallo.com/2011/12/31/2011-wordpress-stats/#comments</comments>
		<pubDate>Sun, 01 Jan 2012 01:04:32 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
				<category><![CDATA[blather]]></category>

		<guid isPermaLink="false">http://ralphbarbagallo.com/?p=514</guid>
		<description><![CDATA[The WordPress.com stats helper monkeys prepared a 2011 annual report for this blog. Here&#8217;s an excerpt: A New York City subway train holds 1,200 people. This blog was viewed about 7,600 times in 2011. If it were a NYC subway train, it would take about 6 trips to carry that many people. Click here to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=514&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The WordPress.com stats helper monkeys prepared a 2011 annual report for this blog.</p>
<div style="background:url('/wp-content/mu-plugins/annual-reports/img/emailteaser.jpg') no-repeat center center;height:300px;"></div>
<p>Here&#8217;s an excerpt:</p>
</p>
<blockquote><p>A New York City subway train holds 1,200 people.  This blog was viewed about <strong>7,600</strong> times in 2011.  If it were a NYC subway train, it would take about 6 trips to carry that many people.</p></blockquote>
<p><a href="/2011/annual-report/">Click here to see the complete report.</a></p>
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		<title>2011 Year in Review</title>
		<link>http://ralphbarbagallo.com/2011/12/27/2011-year-in-review/</link>
		<comments>http://ralphbarbagallo.com/2011/12/27/2011-year-in-review/#comments</comments>
		<pubDate>Wed, 28 Dec 2011 02:19:49 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
				<category><![CDATA[blather]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[mark pincus]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://flarb.wordpress.com/?p=453</guid>
		<description><![CDATA[Location isn’t dead. It’s just everywhere. When Facebook announced they were killing Places, it was kind of a shock. Several months later it makes total sense. Location isn’t a feature people use apps for. Location is now part of the social web&#8217;s fabric. Instead of a separate Facebook feature, you can now tag a location [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=453&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>Location isn’t dead.  It’s just everywhere.</strong></p>
<p>When Facebook announced they were <a href="http://techcrunch.com/2011/08/23/facebook-location-tagging/">killing Places</a>, it was <a href="http://ralphbarbagallo.com/2011/08/23/is-location-dying/">kind of a shock</a>.  Several months later it makes total sense.  Location isn’t a feature people use apps for.  Location is now part of the social web&#8217;s fabric.</p>
<p>Instead of a separate Facebook feature, you can now tag a location on to anything: posts, photos, and (yes!) check-ins.  It seems like location apps such as <a href="http://venturebeat.com/2011/06/22/loopt-lets-local-business-customers-request-daily-deals/">Loopt</a>, <a href="http://techcrunch.com/2011/12/20/brightkite-winds-down-says-it-will-come-back-with-something-better-again/">Brightkite</a>, and <A href="http://gigaom.com/2011/03/10/scvngr-launches-levelup-to-compete-with-groupon/">SCVNGR</a> have faded as they all &#8216;pivot&#8217; to Groupon clones or whatever.  </p>
<p>Now location is merely an expected feature.  I&#8217;m willing to bet most people don&#8217;t use Instagram primarily because of location.  Still, tagging locations on photos is popular.  Instagram is <a href="http://liesdamnedliesstatistics.com/2011/12/the-success-story-of-2011-instagram-growing-2x-as-fast-as-foursquare.html">outpacing Foursquare</a> for growth.  Probably because it&#8217;s actually useful beyond announcing &#8220;I&#8217;m here!&#8221; to complete strangers.</p>
<p><strong>Peak Soccer Mom. </strong></p>
<p>Zynga is a monster of a company and congrats on their IPO.  I remember seeing Mark Pincus at Cassie Phillips’ very first social gaming conference 5 or so years ago as a relative nobody.  This was back when SGN had more funding.  </p>
<p>Today, SGN is nothing but a memory.  Zynga managed to upend the entire game industry, plunging the old guard into panic and chaos while blazing a trail to a 7 billion dollar valuation.  Bravo!</p>
<p>A lot of analysts are <a href="http://www.cnbc.com/id/45698978/Why_Zynga_s_IPO_Fell_Flat">disappointed</a> with the IPO.  And yeah, Zynga <a href="http://ralphbarbagallo.com/2011/09/23/vcs-welcome-to-the-game-industry/">desperately needs new customers</a>.  For this reason the company seems like it’s not a growth stock.  </p>
<p>Is it a risky investment?  Perhaps not.  Zynga is the first public company whose performance you can watch in real-time.  Instead of looking at guidance and waiting for quarterly reports, just go to AppData and watch <a href="http://www.appdata.com/apps/facebook/291549705119-cityville">their DAUs</a>.  If only there was a way to automatically sell a stock once their user retention dropped across the board&#8230;</p>
<p><strong>Unity 3.5</strong></p>
<p>The Unity 3.5 beta is now <a href="http://unity3d.com/unity/preview/">public</a>.  The GUI is nowhere to be found&#8211;<a href="http://ralphbarbagallo.com/2011/09/06/unity3d-pet-peeves/">my #1 problem</a> with Unity.  Still, it has file locking for SVN and P4V support, multi-select, and a bunch of other small fixes that I’m happy with.  Oh, and the Flash exporter really works.  Plus, there are some promising new <a href="http://u3d.as/content/tasharen-entertainment/ngui-next-gen-ui/2vh">GUI add-ons</a> in the Asset Store.</p>
<p><strong>Console Disruption</strong></p>
<p>The 3DS has been able to pull itself back from the brink with <a href="http://ds.ign.com/objects/077/077805.html">quality software</a> this holiday season.  This effort may prove futile as tablets and mobile devices are still <a href="http://blog.flurry.com/bid/77424/Is-it-Game-Over-for-Nintendo-DS-and-Sony-PSP">pounding the handheld market into submission</a>.</p>
<p>I’m big on the Sony Vita.  I even paid extra to reserve the <a href="http://blog.us.playstation.com/2011/10/27/get-your-hands-on-ps-vita-early-with-the-first-edition-bundle/">First Edition</a> bundle early.  I am fully aboard this kamikaze mission to stuff every conceivable feature in a massively powerful device directly aimed at a market that wants nothing to do with it.  A glorious death on the battlefield!  I want to see how this turns out&#8211;even though a brutal, bloody loss for the axis is seemingly inevitable.  Operation DOWNFALL.</p>
<p>Folks I know that got a Japanese Vita say it&#8217;s a glorious piece of gaming hardware.  However, the <a href="http://www.gamesradar.com/3ds-outsells-ps-vita-during-japanese-launch-week-thanks-partly-monster-hunter/">3DS outsold the Vita during launch week</a> in Japan. Not a good sign.</p>
<p><strong>Action Bronson Has The Best Album of the Year</strong></p>
<p>Action Bronson’s <a href="http://www.amazon.com/Well-Done/dp/B005W3FXH0">Well Done</a> is the best album of the year.  The first rapper to rhyme about how to properly cook and serve puffin.  Real talk.</p>
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		<title>Mackerel Management</title>
		<link>http://ralphbarbagallo.com/2011/12/09/mackerel-management/</link>
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		<pubDate>Fri, 09 Dec 2011 22:55:00 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
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		<guid isPermaLink="false">http://ralphbarbagallo.com/?p=442</guid>
		<description><![CDATA[The only time I’ve ever been fishing is one trip in my early teens to fish for mackerel. Apparently this is the perfect beginner fishing trip because mackerel are really easy to catch. I remember staring in amazement as dangling a shiny lure above the water caused hordes of fish to leap into the boat. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=442&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The only time I’ve ever been fishing is one trip in my early teens to fish for mackerel.  Apparently this is the perfect beginner fishing trip because mackerel are really easy to catch.  I remember staring in amazement as <a href="http://www.torbayfishing.com/how-to-catch/how-to-catch-mackerel.htm">dangling a shiny lure</a> above the water caused hordes of fish to leap into the boat.  You didn’t need to hook them!  I went from a total novice to catching 20 pounds of fish in one afternoon.  Unfortunately, that meant eating mackerel out of my mom’s freezer for two months that Summer.</p>
<p>In the software world, it&#8217;s not uncommon to be dealing with management that behaves much like mackerel.  Let’s say you’ve been charged with coming up with some grand plan for a new product or changes to an existing one.  (Yes, I know this is very anti lean startup, but mackerel haven’t caught up with that yet)  You might come up with a ‘road map’ having all sorts of features to be deployed upon some imaginary timeline.</p>
<p>The thing is, if you are working for mackerel, you have to understand that each option or feature is a shiny lure.  When presented with a number of options, mackerel will jump on every single one.  They are all sparkling, attractive, and worth risking a slow, gasping death aboard the deck of a fishing vessel for.</p>
<p>The good thing is, mackerel are easily distracted.  When managing mackerel, your job is to keep them hopping on lures and thinking they are making real decisions while you enable the people who actually do stuff to build and launch the product the right way.  I’ve seen products ship using this technique.  Producers convince the project leader he is in charge, but secretly direct the team to do otherwise.  Once the project ships, nobody can really complain.  It’s the whole “ask forgiveness later than permission before” thing.</p>
<p>Mackerel management requires two things.  The first one is not caring about your employment status.  After all, you are directly defying the mackerel and might get canned for such brazen action.  Mackerel travel in schools and don’t like to think as individuals.  Also, you need the rest of the people on the project to have such disregard for mackerel that they’ll agree to silently ignore management’s requests.  If you have this perfect storm of “I don’t give a shit” philosophy you may be able to upwardly manage mackerel.</p>
<p>Of course, if you find yourself in this situation, you might reconsider even trying this and either start up your own thing or get a better job where such absurdity is not necessary.  Still, it can be a fun sociological experiment&#8211;especially if you don’t care about getting fired.</p>
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		<title>VCs, Welcome to the Game Industry</title>
		<link>http://ralphbarbagallo.com/2011/09/23/vcs-welcome-to-the-game-industry/</link>
		<comments>http://ralphbarbagallo.com/2011/09/23/vcs-welcome-to-the-game-industry/#comments</comments>
		<pubDate>Sat, 24 Sep 2011 04:46:16 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
				<category><![CDATA[blather]]></category>
		<category><![CDATA[business]]></category>
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		<guid isPermaLink="false">http://ralphbarbagallo.com/?p=415</guid>
		<description><![CDATA[After my post about how Zynga seemed to have hit peak soccer mom, news broke that their profit took a nosedive by %95 this quarter. Some may say this is the bubble bursting on social, but it’s probably not. It’s just the maturing of the social game industry. Zynga’s active users are down by about [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=415&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>After my <a href="http://ralphbarbagallo.com/2011/09/15/the-war-for-the-core-gamer/">post</a> about how Zynga seemed to have hit peak soccer mom, <a href="http://www.neowin.net/news/zynga-profits-down-95-percent-in-last-quarter">news broke</a> that their profit took a nosedive by %95 this quarter.  Some may say this is the bubble bursting on social, but it’s probably not.  It’s just the maturing of the social game industry.</p>
<p>Zynga’s active users are down by about 3 million.  <a href="http://news.yahoo.com/flat-growth-booming-revenue-11-facts-zynga-ipo-155737443.html">Growth is flat</a>, this is true.  However, Zynga has attributed their falling revenues to the lack of major releases generating new revenue.  I’m likely to believe it.  </p>
<p>This is a familiar pattern to anyone who follows the dinopubs&#8211;companies such as Take 2 have <a href="http://www.google.com//finance?chdnp=1&amp;chdd=1&amp;chds=1&amp;chdv=1&amp;chvs=maximized&amp;chdeh=0&amp;chfdeh=0&amp;chdet=1316837856115&amp;chddm=991576&amp;chls=IntervalBasedLine&amp;q=NASDAQ:TTWO&amp;ntsp=0">wildly gyrating</a> stock prices due to the release patterns of tent pole games like Grand Theft Auto.  With AAA console titles taking 3-5 years to develop, you can go many costly quarters without any decent revenue coming in.  This is especially scary when you are spending <a href="http://ralphbarbagallo.com/2010/12/14/how-will-console-game-development-survive-in-2015/">$50 million to develop a title and $100 million to market it</a>.</p>
<p>Remember the early days of social games?  Think back to 2008 when <a href="http://www.willw.net/jetman-game-on-facebook/">Jetman</a> was hot.  It was a crude Flash action title that was probably whipped together in a weekend.  <a href="http://techcrunch.com/2008/02/19/sgn-starts-to-look-like-a-real-company-adds-jetman-to-its-gaming-platform-about-to-raise-10-million/">SGN bought it</a> as one of the first acquisitions in the space.  Contrast that with <a href="http://mashable.com/2011/09/01/adventure-world-game/">Adventure World</a>&#8211;a lush, rich adventure in&#8230;uh&#8230;clicking on lots of stuff to generate spam.  Ok, not my cup of tea&#8211;but the amount of work put into this generation of social games is deceptively large.  </p>
<p>Zynga has been spending a lot of money <a href="http://mashable.com/2011/05/18/zynga-dna-games/">acquiring companies</a> and massive amounts of staff.  I’m sure their 2,000 or so employees aren’t sitting around filling out Netflix trial subscriptions for free FarmVille Bucks.  There’s a lot of development going on.  Social games are taking longer to make and fickle audiences are saturated with compelling content.  Naturally, if you don’t have anything new out there your usage and revenue will drop off.</p>
<p>The thing is, this hit-driven pattern was part of what made games totally off-limits to investors until the social revolution.  No longer can you throw a heap of money at a bunch of pizza-eating Stanford CS grads in a SOMA loft to crank out code and buy millions of users until you supernova into an acquisition by the greater fool.  VCs wanted to invest in so-called <a href="http://venturebeat.com/2009/03/24/vcs-view-of-games-an-infinitely-fragmented-market/">&#8216;game factories&#8217;</a> but now you actually have to produce quality games and work hard for your users.  Scary stuff.</p>
<p>I’m not quite sure the crop of VCs that heavily invested in social gaming are ready for slow growth and a revenue chart that looks more like a string of al dente spaghetti than a hockey stick.  Will social gaming become as unattractive to VCs as the traditional dinopub industry is?  Zynga better not <a href="http://www.nypost.com/p/news/business/zynga_loses_zing_IddRen9FeEBmOlKS3oVThL">delay</a> their IPO much longer&#8211;or time it to coincide with the release of a <a href="http://mashable.com/2011/09/20/mafia-wars-2-video/">major title</a>.</p>
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		<title>The War for the Core Gamer</title>
		<link>http://ralphbarbagallo.com/2011/09/15/the-war-for-the-core-gamer/</link>
		<comments>http://ralphbarbagallo.com/2011/09/15/the-war-for-the-core-gamer/#comments</comments>
		<pubDate>Fri, 16 Sep 2011 02:46:27 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
				<category><![CDATA[business]]></category>

		<guid isPermaLink="false">http://ralphbarbagallo.com/?p=398</guid>
		<description><![CDATA[Analysis of Zynga’s IPO seems to reveal that they’ve completely saturated the casual gamer market. User growth is flat but revenue is up. Luckily, they’ve been able to squeeze more money out of the their audience of the easily amused to make up for stalling player growth. These stats aren’t unique to Zynga. A recent [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=398&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://mashable.com/2011/07/01/zynga-ipo-stats/">Analysis of Zynga’s IPO</a> seems to reveal that they’ve completely saturated the casual gamer market.  User growth is flat but revenue is up.  Luckily, they’ve been able to squeeze more money out of the their audience of the easily amused to make up for stalling player growth.</p>
<p>These stats aren’t unique to Zynga.  <a href="http://www.slideshare.net/kontagent/top-7-social-metrics-gdc-europe-2011">A recent presentation from Kontagent</a> validates this.  Across the board user retention is down along with virality.  However, game session lengths, user lifetime, and ARPUs are all up.  You’re getting fewer users staying to play but the ones left are spending more time and money in the games they like.  Unfortunately, the cost to acquire these users is rising as everyone is fighting over the same market of bored middle-aged soccer moms.</p>
<p>That’s why many social game developers are moving the war to a new front:  the core gamer.</p>
<p>Companies making so-called ‘hardcore’ Facebook games such as Kabam have shown <a href="http://venturebeat.com/2011/05/02/how-kabam-is-cracking-the-code-for-hardcore-games-like-glory-of-rome-on-facebook/">you can extract more money out of a smaller audience of fanatical players</a>.  However, the f2p PC RTS League of Legends from Riot Games is a better example of social game economies <a href="http://www.pcmag.com/article2/0,2817,2379503,00.asp">successfully</a> applied to the core gamer space.  After all, League of Legends is a game that requires you to actually play it.  Whereas many of Kabam’s offerings appear to be deeper, more complex spam hamster wheels that we’ve already seen before on Facebook. (Interestingly, Kabam has recently entered the <a href="http://blog.games.com/2011/09/14/kabam-edgeworld-release-interview/">social RTS</a> space)</p>
<p>This is where dinopubs such as Activision may have an edge if they can effectively apply their expertise in marketing and developing for the core market to the mobile and social space.  Retail game sales have <a href="http://markets.retail-business-review.com/news/us-retail-game-sales-fell-23-in-august-090911">taken a dive</a>, consoles have <a href="http://venturebeat.com/2011/07/28/disruption-arrives-for-nintendo-as-stock-falls-20-percent/">clearly been disrupted</a>, and a new generation of gamers are emerging in the <a href="http://ralphbarbagallo.com/2011/04/11/tablets-the-next-generation-console-has-already-arrived/">era of the tablet</a>.  Meanwhile, scores of Modern Warfare players are under served by throngs of Silicon Valley game developers cranking out isometric bakery simulators on a weekly basis.</p>
<p>The opportunity is real.  Which is why big players from outside the traditional game industry are gearing up for an attack <a href="http://i.imgur.com/T4ESb.png">directly on the core gamer segment</a>.  There’s a chance that the collective efforts of social game developers addressing the core space may make a serious dent in Activision or THQ’s growth by the time the next generation of consoles stumble out of the gate.  Instead of sticking their head in the sand, dinopubs need to scramble to meet this challenge and create new revenue streams from the next generation of core gamers.</p>
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		<title>Your Invention Assignment Clause Is Killing Your Company</title>
		<link>http://ralphbarbagallo.com/2011/09/12/your-invention-assignment-clause-is-killing-your-company/</link>
		<comments>http://ralphbarbagallo.com/2011/09/12/your-invention-assignment-clause-is-killing-your-company/#comments</comments>
		<pubDate>Tue, 13 Sep 2011 04:43:47 +0000</pubDate>
		<dc:creator>Ralph Barbagallo</dc:creator>
				<category><![CDATA[business]]></category>

		<guid isPermaLink="false">http://ralphbarbagallo.com/?p=324</guid>
		<description><![CDATA[With unemployment at near apocalyptic levels tech companies still have troubles hiring programmers. In Silicon Valley the war for talent is intense. Word on the street is that Zynga is acquiring companies not for strategic value, but because they don’t want competitors to have the engineers. Salaries in the deep six figures, fat signing bonuses, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ralphbarbagallo.com&amp;blog=15806418&amp;post=324&amp;subd=flarb&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>With unemployment at near <a href="http://www.guardian.co.uk/business/2011/sep/02/us-unemployment-no-job-growth">apocalyptic levels</a> tech companies still have troubles hiring programmers.  In Silicon Valley the war for talent is intense.  Word on the street is that Zynga is acquiring companies not for strategic value, but because they don’t want competitors to have the engineers.</p>
<p>Salaries in the deep six figures, fat signing bonuses, and generous referral fees for those who have leads on a high a value target are put out there as <a href="http://www.forbes.com/sites/nicoleperlroth/2011/06/07/winners-and-losers-in-silicon-valleys-war-for-talent/">incentives for skilled people</a> to join the crew.  Stakes are high.</p>
<p>Part of the reason for this is that the talented, passionate, and driven simply don’t need a job.  There are lots of ways to make lifestyle money in the tens of thousands a month publishing apps.  Or you can raise $100k in seed capital for your nascent startup during a <a href="http://baydin.com/blog/2010/10/the-100k-taxi-ride/">short cab ride</a>.  Why get a job?</p>
<p>One of the new gimmicks is companies claiming they have an entrepreneurial environment in an attempt to bring reluctant candidates in from the cold.  There’s one way to know this isn’t true, the “Invention Assignment” clause in most employment contracts.</p>
<p>I’ve seen all kinds.  Some are quite <a href="http://i.imgur.com/T4ESb.png">lenient and agreeable</a>.  Most want to own the contents of your brain from the day you start working until you leave.  Even then, they may claim ownership of the few lingering pulses coursing through your neurons fired off during the final minutes of your employment.  (Luckily, in some states these <a href="http://www.foley.com/publications/pub_detail.aspx?pubid=6053">aren&#8217;t enforceable</a>).</p>
<p>If companies want to hire creative entrepreneurs they have to offer upside&#8211;risk, even.  Let people take ownership of their ideas and responsibility for their success (or failure).  The fact is the smartest and most creative employees won’t offer up a single decent idea if they know it’s company property whether or not it’s used.  </p>
<p>This requires forming an organization to incubate ideas instead of just bringing on new talent to your existing corporate morass.  Create a <a href="http://www.churnlabs.com/about/">place where talented individuals can thrive</a>, instead of slowly morphing from a motivated entrepreneur to a veal in a pen fattened up on 3 hour meetings and regular paychecks.</p>
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