Showing posts with label Atari. Show all posts
Showing posts with label Atari. Show all posts

Wednesday, January 30, 2013

Bill Lucey: Super Bowl 47: Feats, Facts and Historic Firsts

The opening kickoff of the Super Bowl is so near, I can almost hear ESPN's Chris Berman ("The Swami'') in my ear, saying: `"Tick... tick... tick tick tick... '' On Sunday, February 3, the Baltimore Ravens and the San Francisco 49ers, this year's home team, take to the field in Super Bowl XLVII at the Mercedes-Benz Superdome in New Orleans. Not that this annual clash needs any added buildup, but Super Bowl 47 will feature a historic family feud in that it marks the first time in Super Bowl history that brothers (Baltimore's John and San Francisco's Jim Harbaugh ) lock horns as opposing head coaches. CBS officially kicks off its coverage at 6:30 p.m., EST live on the CBS Television Network. Super Bowl XLVII, will be the network's 18th Super Bowl broadcast overall. Jim Nantz and Phil Simms will call the action, and will be joined by analysts Steve Tasker and Solomon Wilcots, serving as sideline reporters. Both NFL.com and SuperBowl.com will link to Super Bowl on CBSSports.com, CBS Sports' live stream of Super Bowl XLVII, which will include a host of unique and interactive online and social features. Of particular note is that during the 4th quarter of Super Bowl XLVII, fans will be able to vote for the Super Bowl XLVII MVP on NFL.com, either online or on web-enabled mobile devices. The fan vote counts as 20 percent of the overall vote, with the remaining 80 percent determined by the media. In addition to the Super Bowl coverage and analysis on CBS and at NFL.com, ESPN [See complete Super Bowl coverage ] will offer more than 120 hours of TV and radio programming throughout Super Bowl with more than 35 ESPN commentators (hosts, analysts, reporters and contributors) in New Orleans -- as well as a star-studded analyst team of former players and coaches with a combined 18 Super Bowl rings in 28 appearances, including Hall of Famer Steve Young, SB XXIX) and Ravens (Trent Dilfer, SB XXXV) as well as Hall of Famer and former Chicago Bears head coach Mike Ditka, winner of Super Bowl XX in New Orleans and a former coach of the 49ers' Jim Harbaugh. So before the Ravens and 49ers exchange blows on Sunday evening before millions of energized and anxious fans worldwide, this might be the perfect time to review some feats, facts and historic firsts about Super Bowl Sunday. • To date, 3,581,385 have attended Super Bowl games. The largest crowd was 103,985, at Super Bowl XIV (Jan. 1980), which was played at the Rose Bowl in Pasadena, California. • Player shares in 2013 include: $88,000 to each member of the winning team; $44,000 to each member of the losing team. • The Vince Lombardi trophy stands 20.75 inches tall, weighs 107.3 ounces, and is valued in excess of $25,000. The words Vince Lombardi and Super Bowl XLVII are engraved on the base along with the NFL shield. • For this year's Super Bowl, American singer, songwriter, dancer and actress Beyoncé will perform at halftime. In Super Bowl I, the halftime entertainment consisted of the Universities of Arizona and Michigan Bands. • The Bridgestone Super Bowl XLVI halftime show last year featuring Madonna was watched by an average of 112.6 million viewers, making it the most-watched Super Bowl halftime ever, surpassing Michael Jackson's halftime performance in 1993. • Head coach Don Shula has won 6 Super Bowls, an NFL record: 1 with Baltimore and 5 with Miami. • Tom Brady's 127 pass completions over five Super Bowl games is an NFL record. • Joe Montana threw the most touchdown passes (4 games) in Super Bowl history with 11 perfect strikes. • Pittsburgh's Franco Harris rushed for a league record 354 yards over 4 Super Bowl games. • Minnesota, Denver, Buffalo and New England have all lost 4 Super Bowls. • San Francisco scored 8 touchdowns in Super Bowl XXIV (Jan. 1990) over Denver, the most by any team in Super Bowl history. • Buffalo turned the ball over 9 times in Super Bowl XXVII (Jan. 1993) against Dallas, the most in Super Bowl history. • 23 NFL head coaches have won Super Bowls with more than one team. • 18 individuals have won Super Bowls both as a player and as a coach. • 14 fathers and sons have reached the Super Bowl. • 22 sets of brothers have reached the Super Bowl. • 6 NFL head coaches led their team to the Super Bowl in their first season, the last being Jim Caldwell of the Indianapolis Colts in 2009. • Based on Nielsen record figures, Super Bowl XLV (Feb. 2011) was watched by 162,900,000 viewers on FOX, the most in Super Bowl history. • The oldest winning coach in Super Bowl history was Tom Coughlin, 65, in Super Bowl XLVI (Feb, 2012); while the youngest was Mike Tomlin, 36, in Super Bowl XLIII (Feb. 2009) • The ticket prices for Super Bowl I (Jan. 1967) in Los Angeles were $6, $10 and $12. • The ticket prices for XLVI (Feb. 2012) in Indianapolis were $600, $800, $900 and $1,200. • On average, 10,000 tweets were sent per second during the final three minutes of the New York Giants' 21-17 defeat of the New England Patriots last year in Super Bowl XLVI, according to a Twitter spokesperson. • More than 2.1 million people turned on the live Internet stream of Super Bowl XLVI on Sunday, February 5, 2012, according to an NBC spokesperson. • Super Bowl XLVII will be the 10th Super Bowl held in New Orleans since 1970, putting the city into a tie with South Florida for the most by any single location. • There were 338 credentials issued to media at Super Bowl I in Los Angeles; last year in Super Bowl XLVI, there were 5,156 accredited members of the media, the most in the history of the game. • The use of Roman numerals to designate Super Bowls began with game V (Jan. 1971), won by the Baltimore Colts over the Dallas Cowboys, 16-13. • The price of a 30-second commercial for Super Bowl I in 1967 was $42,000. This year, by comparison, for Super Bowl XVII, a 30-second commercial will run $3,800,000. • According to a new survey by the Retail Advertising and Marketing Association, a division of the National Retail Federation, conducted by BIGinsight, more than 179.1 million people will watch the game Sunday, February 3, the most in the survey's nine-year history and up from an estimated 172.5 million last year. • The NRF survey additionally found nearly three-quarters (74.0 percent) of those watching the game will buy wings, pizza, chips, soda. Additionally, 3.9 million households will buy new furniture items, such as entertainment centers, chairs and couches, while 7.5 million will buy decorations. • Americans will consume 1.23 billion chicken wings during the Super Bowl this year, a 1 percent decline from last year, according to the National Chicken Council. • Mexico will be the largest supplier of avocados for the Super Bowl, according to the Henry Avocado Corp. • According to the Nevada Gaming Control Board, $93.90 million was wagered on the Super Bowl last year in the state of Nevada. • There are approximately 22,000 hotel rooms in downtown New Orleans and another 37,000 in the metropolitan area; and all are but officially sold out, according to the NFL. • According to the New Orleans Convention and Visitor's Bureau, approximately 150,000 tourists will have stormed New Orleans for Super Bowl 47 this year. • According to an economic study conducted by the University of New Orleans, Super Bowl 47 will have a $432 million impact on the city. Source: NFL

Monday, January 28, 2013

YOUR HEART IS FREE, HAVE THE COURAGE TO FOLLOW IT

A BROWSER MANIFESTO – PART 15

I’ve made the argument that game developers should build tools that allow them to support all platforms and screens from the same R&D thrust.  Among these platforms the open browser is the most critical because it is the one that is not controlled by a giant corporation with a profit motive.

It is always tempting to align with the titans because they are big, powerful, influential and know how to market themselves and their business propositions.  But historically, closed platforms don’t work any better for game developers than the Berlin Wall.  Prior to Nintendo there were many open media platforms including print, painting, photography, film, video, music.  While Philips invented the CD player they widely licensed their patents and charged a mere 6 cents per disc, and allowed complete freedom of operations and expression.  More recently, the World Wide Web was a gift to the public and we’ve seen again how a free, open, competitive platform can flourish.  But Nintendo ushered in a new generation of closed platforms with unappealing license terms for third-parties.  It has always been great for Nintendo, but there isn’t a single great game software company today that was built on the back of Nintendo.  In general, these licenses in the console industry drove up costs, crippled innovation and despite industry growth more than 90% of publishers that bore these costs were wiped out.

Rather than operating like the web or CD, Nintendo has been the reference point for many new closed platforms.  Digital licenses have gotten even worse because the licensors all reserve the right to constantly make unilateral changes, thereby creating a slippery slope for third-party game developers who are at the end of the whip.  Hot new digital platforms with high growth have been as alluring as the Pied Piper, promising developers liberation from publishers and retailers and a chance to be first-movers.  Thousands of developers followed because it seemed reasonable at the time.  Apple, for example seemed generous initially to be raking only 30% of the pot, because Western mobile carriers had been taking 50-75%.  But not enough science or even study of history went into the choice of 30% that has become a de facto standard.  The mobile carriers had failed, so that was not a good reference point.  DoCoMo succeeded by charging only 9%.  Other huge platform successes like the CD and the web were essentially free.  Where is the analysis or evidence that a 30% fee is viable for a third-party industry?  There isn’t any.  Instead we have many examples to the contrary.

Consider that for games, it will cost up to 30% of revenue for the cost of acquisition (also known as advertising, even after averaging this cost down to eCPA as a result of other free traffic sources).  Sales or VAT tax can be another 10% or more.  Server overhead to operate free client-server games can also be 10% or more.  If there is a 30% platform fee a game developer is now looking at variable costs eating up 80% or more of revenue, and they still have to cover product development and overhead costs.  From what I can tell from published industry stats, on many platforms these other costs are 50% or more of revenue so now we’re at 130% for a median performing app.  Given a bell curve distribution and 200,000 apps you’ll still have outliers like Angry Birds and Millionaire City but overall this is not a healthy economic picture for game developers.

Many other companies have simply copied the 30% rate from Apple, justifying it on the simple argument that Apple had set the standard.  Well, I guarantee you that Steve Jobs did not envision the cost structure and business model of today’s games and arrive at the 30% number based on a clear understanding of a win-win scenario that would create a healthy value system for game developers.  Steve Jobs may have been a genius but he never liked the game industry and he never understood it, nor did he care about the needs of game developers.  While we’re currently stuck with the number he made up, there are signs of increasing platform competition as Windows 8 will charge a reduced rate of 20% and Google+ launched at only a 5% fee.  But history has shown that as developers invest and help platform owners become strong, the rates go up.

Game developers need to wake up now and realize that they have too often been willing serfs in feudal kingdoms where they don’t own the soil that they till.  The open browser is the next big game platform.  But even if it wasn’t, it is the one, only and best place for a developer to plant their flag and invest in their future.  Because it is open and free!  Being strong in the browser will create even more synergy if you are also extending your reach with Facebook, Apple, Android and other platforms that you can branch to from the browser.  We can even tolerate their 30% tariffs if our technology leverages product investments to reach all screens and to provide more sources of free traffic.  But freedom for game developers must come first.  If we are free, we can consider a flanking move on a closed platform from a position of strength and we can negotiate with some bargaining power, perhaps even with a collective viewpoint.

There have been other freedom fights in game industry history and we’ve had our William Wallaces.  Activision’s founders were sued by their former bosses at Atari but their bid for independence survived.  Tengen challenged Nintendo but suffered a fatal loss.  I founded Electronic Arts to create a better business model for game developers.  The most important single thing I did at EA was to push my team to reverse-engineer the Sega Genesis so that EA could be liberated from the draconian license agreements that were offered in those days.  I founded 3DO as a bold attempt to help developers and improve the value chain, but 3DO was outflanked by Sony’s deeper pockets.  3DO reduced industry standard console license fees by 70% but Sony put them right back where they had been.  More than 900 companies signed 3DO licenses but they fled to Sony when Sony proved willing to take big losses to build their hardware installed base.  Sony executives did tell me later that they copied many business practices and licensing philosophies from 3DO, which made things better for developers.  With Steampowered.com, Valve pioneered digital distribution at a time when none of the PC game publishers would touch it.  Bigpoint and GameForge pioneered browser games when the mainstream didn’t care.  In every one of these cases, game developers took risks and ventured into unknown territory for the betterment of game developers and the public.  The courage of a few did help grow an industry that can now support a vastly larger number of global game developers.  Today, the open browser gives all game developers a chance to be courageous and help the industry reach for a new age that could be truly golden for game developers, not just for Apple, Facebook and Zynga.

The browser is worth fighting for.  We need to be free.  We are all William Wallaces.  Let’s follow our hearts.