Next week is Develop in Brighton, the UK’s premiere games industry conference, and I’m going to representing Schulze & Webb in two sessions there.
The first session is part of “Evolve“, a single day before the conference proper combining their old online and mobile tracks into something more focused on the edges of the games industry – so now including social and casual gaming as well.
With a panel of industry experts, I’ll be asking the question “What Do Social Networking Sites Have To Offer The Games Industry“:
Facebook and Myspace each have over 100m unique users. The users of these sites are not only coordinating their leisure time through them, but spending their leisure time on them, and even playing games on them. What does that mean for the games industry? How can traditional games and game companies engage with the social networks – their users, their platforms, and the core gamers already using them? Are Facebookers casual-gamers-in-waiting? This panel invites representatives from top social networks to explain what gaming means for their products, and how they can support your efforts as games developers.
Hopefully, given the panel’s strengths and expertise, we can come up with some wide-ranging – and interesting – answers.
In addition to that, as part of the conference proper, I’m going to be talking about Games As A Service: what service design is, what it means for games and products of the future, and how some of the territory Schulze & Webb has been exploring when it comes to unproduct might apply to games. It’s called Beyond The Box: Games As A Service:
The effort and finances needed to build full retail games is growing unsustainable. But what if you weren’t making a product? What would Games As A Service look like? Services encourage loyalty; they turn products into platforms; they empower users; they play well with others and connect to existing services; and at the large scale, they wrap other products and become super-products. Using examples from inside and outside the games industry – from tiny, open-source Davids to console-licensed Goliaths – Tom Armitage examines already successful notions of service design and explores what it will mean for your games, big or small.
If you’re in Brighton for the conference, do say hello; alternatively, if you stumble across this after the talks, do drop us a line – it’d be great to hear from you.