from the sagacious sagacity dept.
Paul Hyman over at UBM TechWeb recently interviewed Gavin Longhurst, BigWorld’s VP of Business Development.
They discuss the new production considerations for casual games. as well as game development in China, and BigWorld’s place in all of that.
Ultimately, getting people into your game, engaged, and paying for the experience is what it’s all about. The key to adoption is a mitigation of entry barriers like copious clicks, security/system mods, reboots, and huge downloads. Many players download a game but abort the download costing the publisher bandwidth money. Some users will finish a download, but won’t install the game. This might be attributed to install complexity, security, or “onerous” registration requirements. The onus is on the developer to lessen entry barriers; the success of their game depends on it.