Tag Archives: Digital Distribution

The Nintendo Wii 10 Years On: What Was And Could Have Been

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The original Nintendo Wii turned 10 over the weekend, I haven’t seen many retrospective articles about it but I haven’t really been looking. Maybe they’ll be up this week. In any case I don’t think I’ve ever shared my thoughts here on what the Wii accomplished and why it failed to follow that up. Continue reading

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Are PC Game Discs In North America Really Dead?

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I’ve made a couple posts in the past year or so complaining about the state of physical PC games in North America. Most people seem assume it completely died out years ago, or are on the opposite end of the spectrum and get surprised by recent revelations like Titanfall 2 on PC no longer being shipped on a physical disc. I think I can at least clarify most of the current status of North American physical PC game distribution for anyone still trying to shop for PC games at a store. I’ve been paying fairly close attention to it for the last several years. Continue reading

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How Often Are Games Actually Lost To DRM?

Since the last time I talked about DRM here we’ve had more time to see the effects of Denuvo. Instead of going through all the usual DRM talking points like sales or quality of services for paying customers versus pirates, I’m gonna focus on one thing: the perceived affect of DRM on the future preservation of games. The whole thing begs the question: do important games actually often become “lost to time” because of DRM making them inaccessible? Continue reading

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Was Bundling The Best Way To Distribute Demos?

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In the past few weeks a couple of high-profile demos have appeared for DOOM and the remake of System Shock. This is understandably getting some people nostalgic about game demos and contemplating their almost total disappearance from the big publisher scene.

I believe I’ve gone over the business reasons why demos are a lot less common these days. If I haven’t, just watch this video basically explaining that there are few situations where a demo is actually a net positive for sales. I still don’t 100 percent agree with that but it makes a good excuse for publishers.

Kotaku’s Patrick Klepek recently put up an article decrying how rare demos have become these days and in response someone tweeted a June 16th article about what’s happening to demos. The one from a couple weeks ago brings up a point I’d like to talk about: demo discs, or the old way of distributing demos, which when you think about it may have been more effective at advertising some games. Continue reading

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Digital Distribution And PR Lessons From Metal Gear On Steam

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After all that hype for Metal Gear Solid V: The Phantom Pain I talked about, actually getting the game has been an informational and emotional whirlwind for those who chose to pre-order it on PC. Whatever happens, or did happen, let this stand as an example of what publishers and public relations shouldn’t do for highly anticipated digital releases. Continue reading

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Indie Game Radar: Blue Revolver

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I am not a major shoot-em-up player. I would even go as far as to admit I dislike bullet hell games. Too often I come upon a game that has a really cool box art, only to find it’s a shmup with almost no full-blown representation of the florid art on its cover. I mostly look past the sea of these games that have become a bit more prominent in the indie scene these days (shmups have probably always been a staple of indie PC games). But I gotta say, a handful have caught my attention despite all this. One such game that’s on the way is Blue Revolver. Continue reading

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Further Observations on AAA Game Download Sizes

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If you haven’t seen it, my new feature article finally went up on PC Gamer. I’ve talked about rising file sizes once here before, but this article seems to have gone up at a good time with some new games coming out to raise the issue again. Continue reading

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The Meaning Of DLC

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CDProjekt’s announcement of what is essentially a season pass for The Witcher 3 has sparked feelings of betrayal from some customers who didn’t pay attention to what it’s been saying. More importantly though, it re-opens a debate about what the idea of additional content means for video games these days. Continue reading

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Valve Continually Ahead Of The Curve

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A bit of news today has been that of Steam hitting a record nine million concurrent users. Data on concurrent Xbox Live and PlayStation Network users is tough to find (I only know that XBL hit 2 million in 2009), but nine million is not an insignificant market, neither is 76 million active accounts.

What I’m interested in right now though is the event that actually pushed Steam to its new record. It’s something basically no other game platform is doing, and I wonder if Valve is charting the future again. Continue reading

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Why Steam’s Shovelware Probably Deserves To Be There

Untitled-1 I imagine most people don’t, but ever since Steam opened its floodgates and later added the discoverability update, I’ve continued to sift through the que of games it presents me daily (sometimes twice daily). This means I have to trek through all the shovelware people have complained about on Steam lately. Honestly, I really don’t mind that it’s there.

I’ve heard talk of some developers going so far as to abandon Steam because their game might get buried under that shovelware, just as it may have on other digital platforms in the past. It’s like they’re all trying to find a final escape from the shovelware, one that might not exist. Continue reading

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