> The game is however slowly rising up the charts (e.g. top 100 apps in Japan)
I wonder if any of these can be due to a buzz generated by people playing game for free?
I modern harsh world you have to give away a lot to actually sell anything. You can't sell a newspaper without DVD. You can't sell DLC without giving free client to anyone who wants it. You can't sell a game without giving cash to advertisers or free pleasure to pirates. You choose what you prefer but pirates will get what they want anyway. Because they can.
Pirates will not get what they want, and neither will many legitimate customers, once publishers figure out the lesson of piracy: pirating the client is easy, pirating the server is hard, divide value accordingly and retool your business model to suit.
I just opened my Kindle today and am having a "Wow, I'm living in the future" experience, so let's roll with what living in the future looks like for gamers:
1) The bestselling American PC game (dominating the industry, with 4 of the top 20 slots) will be a $60 paperweight without a $15 pay-per-month account, verified server-side.
2) There will be an explosion of what is euphemistically called free-to-play games, which are actually free-to-trial and then turn on aggressive monetization within minutes of starting. All content is locked down on the servers. Anything you buy can vanish at a whim. There is generally no maximum price for the game -- they are designed to extract more and more money from you the more you value the game.
1) I suggest that actually the largest-grossing games will be things that run inside of some sort of trusted computing-y system. Right now, the 360 and PS3 fill that role, especially the 360, with its really-pretty-good internal verification systems. I suppose Steam could turn into a setup like that as well. I note MS also pushes the server-side hard, like you suggest, and I agree this has added significant value to their games,making offline play less appealing.
2) Agreed completely, this is happening now, a-la D&D Online. As companies figure out how to forecast revenues from such things, we'll be seeing a lot of this. And, frankly, I think a lot of us won't mind. I kind of like pay-as-you go, personally. It lets me choose how much to spend on the game.
I wonder if any of these can be due to a buzz generated by people playing game for free?
I modern harsh world you have to give away a lot to actually sell anything. You can't sell a newspaper without DVD. You can't sell DLC without giving free client to anyone who wants it. You can't sell a game without giving cash to advertisers or free pleasure to pirates. You choose what you prefer but pirates will get what they want anyway. Because they can.