TRIPLEPOINTS OF INTEREST – WEEK OF FEB. 27

With the madness of GDC dying down, we here at TriplePoint thought we could sigh in relief. Little did we know…This week’s TPoI features PSVR’s success, Twitch announcing that it will sell games directly, and of course, the launch of the Nintendo Switch! What a week!

How Impressive Are Sony’s ‘Surprise’ PlayStation VR Sales, Really?

In the four short months that PlayStation VR has been available, it has already sold over 915,000 units – beating even Sony’s own projections. The New York Times reports that even the head of Sony Interactive Entertainment, Andrew House, had doubts regarding the PSVR and advised a slow approach towards production. Despite this, the PSVR managed to outsell both the Oculus Rift and the HTC Vive which moved a total of 663,000 units combined. TechCrunch provides insight into PSVR’s strong market performance, pointing out that the PSVR is cheaper than its competitors and an accessory to the already successful PlayStation 4 with over 50 million units sold. In addition, Forbes highlights that the PSVR’s purchase rate is less than 2% when considered alongside the total number of PS4s sold. Beneath all these numbers, however, is the fact that PSVR’s success is a boon to the VR industry and will help it develop faster. In an interview with UploadVR, HTC Vive China expressed this exact sentiment while congratulating their competitor on its success.

Twitch partnering with game devs, studios to sell games on site

Love to donate to your favorite streamer on Twitch? Now you might be able to get a game with that money! According to Polygon, Twitch is edging into the online marketplace for video games, but with a twist. Instead of a simple click-and-buy market, Twitch will allow its users to purchase video games right from their favorite streamer’s page. To sweeten the deal, Twitch will contribute 5% of the sale to the streamer and give the purchaser a digital Twitch Crate, which will contain a randomized item such as a chat badge or game-specific emoji that you can use on the platform. The Verge reports that Twitch’s move into the marketplace will help streamline the purchase process as many gamers watch streams before making the decision to buy or pass up a game. By allowing its users to purchase from the site and contributing a portion of the sale to the streamer, Twitch hopes to be one step closer to being the ultimate hub for gaming on the web.

Nintendo Switch Sells Out All Over The World

Finally! It’s the day that everyone has been waiting for – Nintendo Switch launch day! All the anticipation ends today as every major retailer has stocked their shelves with the new portable gaming system from Nintendo. Or does it? Chances are, if you don’t already have a Nintendo Switch in your hands, you’re going to have to wait a little bit longer. Forbes is reporting that the Nintendo Switch is sold out around the world and to expect a trickle of inventory as Switches will continue to fly off the shelves in the upcoming months. According to USA Today, some gamers lined up for more than 12 hours in order to get their hands on the highly coveted device. It’s no surprise as the Nintendo Switch launches with Breath of the Wild, which received a perfect 10 rating from GameSpot. So if you don’t have the Switch yet, keep your fingers crossed and your eyes peeled for restocks from retailers, and if you did manage to get your hands on one, happy gaming!

TriplePoints of Interest – Week of July 25

Three weeks later, Pokémon GO continues to generate massive headlines! This week we’ve highlighted notable coverage about Pokémon GO’s San Diego Comic-Con takeover, Mark Zuckerberg’s love for Pokémon GO, and an recent report on Pokémon GO app downloads. Also worth a look: Twitter is streaming esports, Dota 2 adds VR spectator mode, and Doom: The Board Game is coming to a tabletop near you.

Continue reading TriplePoints of Interest – Week of July 25

New Marketing for the Socially Digital Age – TiE CON East 2013

Can a room full of experienced VC’s learn some new tricks about digital marketing, from the perspective of video game PR? That was my hope today as I represented TriplePoint during the 7th annual TiE CON in Boston.

It’s a conference that brings together both established and startup entrepreneurs in Technology, Life Sciences, Education, and Cleantech. I lead a boot camp with help from two other marketers, on the topic of New Marketing for the Socially Digital Age. The panel touched upon everything from Facebook and YouTube to email blasts, lead-generation, and timing for advertising campaigns.

Continue reading New Marketing for the Socially Digital Age – TiE CON East 2013

Social Media Circus: Harnessing Social Influence for Games

Which social ploys do you employ in trying to generate discovery for your game? Here are a few of the usual suspects:

The Persistent Pesky Pop-Up
“Hey, you just set a high score! Want to share it? Oh, you’ve leveled up, that’s awesome; you ought to post about that! Did you know this game is more fun with friends? You might think about mentioning that to some friends you can have fun with! Oh, no way, you just harvested your 37th crop, hey you know what would be great is if you posted about that!!

The Bald-faced Bribe & Blackmail
“Say, you’ve gathered enough experience to reach level two! Now all you need to do is get five friends to click on this for you. You do want to get to level two, don’t you? Oh, and look at how nicely you’ve set up your mafia empire – it would be a shame if it were to burn to the ground while you’re offline. Maybe some friends of yours will keep an eye on it for you by clicking on this post you’re definitely about to make, eh?”

The Gut-punch Guilt-trip
“Thanks for playing this game of ours. This free game we provided to you, for no cost, out of the kindness of our hearts, which you’ve been playing for 5 hours now for free. We know you care about indie development and small studios – like us! – and you want to do your part to keep us afloat. Surely you can take a moment to write us a 5-star App Store review, and ‘Like’ us on Facebook, can’t you? After all, we live or die by your support alone, and if you like this game, and don’t want its creators to starve, alone, in the street, you could mention us to a friend… that’s not so much to ask…”

Nearly every social game is guilty of one or more of these “Please, please, share us with your friends” tactics, and it’s not restricted to Facebook. Show us an iOS game that doesn’t continually ask you for an App Store review, and we’ll show you a development team that forgot something. While you’re at it, ask us if it’s coincidental that every Steam Holiday Sale includes “write a recommendation” as one of its prize-worthy achievements.

Don’t think too poorly of the developers and publishers, though, for trying their hardest to leverage your social network. The personal recommendation still carries more weight than the advertisement for most of us, and as discovery becomes an ever-harder proposition in the crowded marketplace, it’s not just enough to get a few of your friends to talk to you; publishers need all of your friends to talk to you.

As social media continues to supplant traditional media in our attention spans, so too must our mass-media strategies adapt and evolve. In a world where the Internet has given a voice and platform to every single person you know, friends and family have now become analogous to the different channels on your television. Your daily Facebook crawl has taken the place of grabbing the remote and surfing to see what’s on. Furthermore, while we’d never admit this to our friends’ faces, let’s face it… there are channels we like and trust, and channels we almost always just flip past.

Much in the same way that we favor the opinions of certain news outlets, we categorize our friends and their “channels” for trustworthiness and taste. The decisions we apply to television (Bah, those hacks on channel 51 are so biased, and the guys on channel 28 just show fluff pieces. Oh, an interview on channel 12? This I’ve got to see!) have now migrated to social media (Ugh, Jesse posts a message every time he clicks a cow; I’ve just begun to tune him out. Wow, Kate usually hates all social games and works as a developer; if she posts about a game it must be amazing!).

Better Learning through Social Games

This carpet-bombing of coercion is the new version of a broad ad campaign across several TV networks, in an effort to secure as much attention as possible. It’s no longer enough just to get the casual posters to share a link to a game; it’s important to get a wide cross-section of evangelists who can capture an equally wide audience with their recommendations. There are thousands upon thousands of games out there, all hoping to turn into the next FarmVille, and they can’t do it with an audience that isn’t growing.

Until there is a scientific way to codify who the key influencers are in your social sphere, via Klout or otherwise, developers have to assume that every one of us could be the most trusted name in gaming to our friends and relatives – the Leonard Maltins and Roger Eberts of our own private circles, whose opinions drive the purchasing/playing decisions of the world. You are a media empire unto yourself, so you’d better get used to being schmoozed.

The Gamification of Running

“Gamification” is everyone’s favorite buzzword these days. It’s so hot, that we still use quotes to write it out — “gamification.” Yes, it’s that fresh.

To put it simply, “gamification” is applying game-design thinking to non-game applications in order to make them more fun and engaging. Think Foursquare; you earn points for checking into locations, competing with your network of friends that also use the app for the most points earned through check-ins over a specific period of time.

Outside my role as media maven and gaming publicist, I’m a sweat enthusiast. Yoga, cycling, hiking, I do it all, but my true love is and will always be running. However, sticking to something like an 18-week marathon training program requires a lot of motivation. Enter the “gamification” of running.

I’m an avid Nike+ user. In fact, I’ve been using it for years, long before “gamification” became a part of our daily media consumption. Nike+ uses a sensor to track running distances. The information is then synced online and shared with the Nike+ community and through social media channels like Facebook and Twitter. Users can also set up personal goals for time, distance, or frequency of runs. Additionally, Nike+ has built-in achievement milestones to hit through the program based on total miles run. These levels are broken down by color, going from light to dark. I still get excited each time a legendary runner like Paula Radcliffe congratulates me on hitting a new level.

There are a multitude of similar applications and communities that now serve the same purpose — RunKeeper, MapMyRUN, and TriplePoint’s very own client, Fitocracy. They all help keep runners motivated by providing fun and entertaining ways to keep progressing, whether it’s by hitting achievements, earning points, or sharing completed runs through social networks.

The “gamification” of running. Did you hear that? That was the sound of my worlds colliding.

South By Super Sad True Love Story By Southwest

In Gary Shteyngart’s novel Super Sad True Love Story (Random House, 2010), the schlubby protagonist clings to his old-world ways, doing his best to resist the overabundance of technology and information that barrages him in a not-too-distant-future version of New York City. He is starkly contrasted by his love interest, a younger woman who has grown up with these perpetual streams of stimulus and embraces them without question. The book tells a cautionary tale of personal connections and human relationships gone awry, replaced almost entirely by digital communication and instant, unlimited access to data. While I’m tempted to shrug off this dystopian future, a startling amount of this tech exists already and is gaining popularity. In this way, Shteyngart’s novel feels uncomfortably akin to nonfiction.

Highlight & Glancee were recently deemed the kings of South By Southwest (SXSW 2012), while peripheral nods were given to their competitors like Banjo & Sonar. These apps show you information about those around you. More specifically, they display location-based Facebook interests and Facebook friends-of-friends of people who are physically near you, in the same bar or on the same street. The impetus to browse search results, judge potential connections and act upon them is up to each individual user, but these apps provide opportunity. For more information, Robert Scoble gives a stellar rundown on The Next Web.

Info and images, social networks and video chat, newsfeeds and live-streaming, and above all the shopping, Shopping, SHOPPING – all of this is beamed to äppärät users in real-time, a userbase that includes basically everyone on Earth, minus the destitute and the elderly. While specifics are never given, the äppärät is described as a futuristic iPhone where a haze of holograms replaces the touchscreen and display real-time information on and around the user. The latest äppärät is a small pebble-like device worn like a trendy necklace, a cell phone immune to the battery woes of today. Nothing in the book is so futuristic that I can’t imagine it becoming commonplace in the next year or two.

With these new apps, the data used for comparing and ranking your nearby peers is pretty mundane: movies and bands you like, your favorite cuisine, perhaps the schools you attended. These are things that any Facebook friend could learn about you, but when this info is automatically sent to strangers in text-message-like pings, it changes from passive to active data. You are broadcasting information about yourself to anyone who has downloaded a free app – I can wait while you go update your Facebook “likes.”

The data being sent around by apps like Highlight is rather innocuous – it’s strictly qualitative stuff. But Super Sad True Love Story takes data-sharing to the extreme, where anyone with an äppärät can see quantitative data like your credit rating, your cholesterol level and even your annual salary. In this novel, not only is privacy dead, it’s been long-forgotten.

Before apps like Highlight can gain widespread adoption, they’ll need a filter system (such as a minimum number of friends in common) to weed out the surge of false-positives. For instance, you’d be more inclined to chat up someone with 6 common Facebook friends than someone with only one third-degree connection. Similarly, you might not shy away from approaching a stranger if you had a very specific interest in common; millions of people like Radiohead, but as a New York City resident, I’d happily chat with another fan of Portland, Oregon’s DJ Copy.

In the not-too-distant-future, speaking to another person… out loud… face to face will be so uncommon that it gives rise to the term “verbal-ing.” In the novel, everyone is surrounded by three-dimensional clouds of information, images, advertisements and videos. Even today, it’s too easy to get sucked in by the distractions of a smartphone and miss the real world around you. But apps like Highlight are not as ominous as they may initially sound.  By encouraging people to socialize and meet new friends, these apps turn a few common interests into the potential for a friendship, as it was in the pre-smartphone era.

For more info, check out a video interview with Shteyngart on the äppärät via TechCrunch.

Google Plus: The Facebook Killer?

Google Plus recently got its ten millionth user—yes that’s million, with an ‘m’—which is pretty insane, considering it’s only been around for a couple of weeks.  Based on its astronomical growth, it would appear that it could really live up to its reputation as the Facebook Killer, becoming the dominant social network in just a few more weeks.  There’s a problem with this theory, though. I’ve noticed something strange about Google Plus users: they’re willing to fight and claw their way onto the network, but once they get there, they just sort of…stop.  Google Plus is currently the hip place to be (probably because of the air of exclusivity that Google constructed around it), but once there, nobody really does anything.  Users might update a profile picture and post a single smug status, reveling in their position as an early adopter, but after a day or two most will simply forget about it.  Everyone wants to have an account, but nobody particularly wants to use it.   Continue reading Google Plus: The Facebook Killer?

MIT BiG Recap, Part One: Social vs. Hardcore

Last week TriplePoint attended the 3rd annual MIT Business in Gaming conference in Boston. This series will break down some of the biggest and best ideas into tasty, digestible morsels.

Are you a hardcore gamer or a casual player? With each passing year, more and more people fall into at least one of these categories. To some extent, the console wars still rage on as players debate graphical prowess and the price of getting online. However, the fanboyism of the last two decades has fallen to the wayside as gamers take up arms in an even larger battle, one that pits Volvo-driving soccer moms against Mountain Dew-swilling video game fanatics. There’s been a great deal of discussion surrounding social vs. hardcore gaming, and this panel put forth some lofty ideas.

Gaming's a BiG deal.
Gaming's a BiG deal.
  • Social gaming is dead …or at least the term “social” is becoming increasingly irrelevant. As social elements such as matchmaking, leaderboards and the automatic “I just trumped your score” pings from Geometry Wars 2 work their way into more hardcore games, their presence will be less notable. Features like the Autolog competition-between-friends system in Need for Speed: Hot Pursuit is destined for all upcoming Criterion releases. These are both clever ways to make that million-player leaderboard relevant to you and your gamer buddies. So even when you’re alone, you’re still playing (asynchronous) multiplayer.
  • Play with your buddies, not just their scores. Synchronous gaming is on the rise; this occurs any time players are all participating at once, rather than just watering one another’s crops whenever it’s convenient. Gazillion’s Nik Davidson went so far as to say that synchronous gaming is “fetishized” by the industry, and that a hybrid of the two makes the most sense. Letting players take their character on the go means the game is always in mind and close at hand. More engaged = more likely to spend.
  • Whatever you call it, it’s growing fast. Casual games that make money hand over fist, like Ravenwood Fair, are popping up like weeds. IGDA NY President Wade Tinney points out, “With each passing month comes a new MMO or casual title that changes all the rules.” This ongoing evolution is drastically outpacing all other entertainment markets.

The boys and girls of the NES Generation are now becoming parents, and the game industry’s growth will continue to accelerate. As more and more of the populous understands game mechanics and is willing to invest in gaming entertainment, this social/hardcore/whatever industry has quite a sunny future.


Speakers included:

  • Nik Davidson – Gazillion/The Amazing Society
  • Nabeel Hyatt – Zynga Boston
  • Daniel Witenberg – Lego Universe
  • Wade Tinney – Large Animal Games & President IGDA NY

NY Videogame Critics Invade NY Gaming Meetup, GotY Still at Large

Last night, over one hundred video game players, journalists and scholars braved freezing temperatures to convene in downtown Manhattan and discuss their hobby of choice. December’s NY Gaming Meetup hosted the NY Videogame Critics Circle, a group of journalists committed to establishing an East Coast presence on the global gaming map. Moderated by industry veteran (and group leader) Harold Goldberg, the critics waxed philosophical on the highs, lows, and gooey centers of the 2010 year in gaming. Rising above the ranks of petty fanboyism, the critics touched on a wide range of topics:

  • While 2010 was a good year for gaming, it may not have qualified as a “great” one. With an abundance of sequels, many developers played it safe. Blame the struggling economy for the dearth of new IP’s.
  • The battle between indies and majors rages on. AAA titles like Call of Duty are reliable earners, but rarely grab the attention of this particular crowd, who often favor smaller games with shoestring budgets, games that have not been “developed by a focus group.” One glowing exception was Mass Effect 2, a blockbuster which is sure to get a lot of attention in the annual Game of the Year debates.
  • Some independent games like Super Meat Boy and TriplePoint client LIMBO got love from the critics, illustrating the fact that the burden of proof differs greatly between indie games and titles from major studios. This also scraped the surface of the “rigidity in video game pricing” debate, a complex topic that deserves its own post.
  • Red Dead Redemption was a great game, no contest. It was also responsible for Alan Wake’s disappointing sales. Chock this up to a marketing failure; for future reference, literally no other games should be pitted against a release from Rockstar Games.
  • Red Dead was also a sterling example of the ways that DLC can not only bolster a game’s staying power, but also explore an entirely unique timeline or reality. Undead Nightmare was far more than just a bandwagon-inspired cash-in. Mass Effect 2 was similarly praised for giving players a complete disk-based experience, with DLC that provided a unique spin on familiar characters and settings. If nothing else, 2010 was the year that cemented downloadable content as an unavoidable part of a game’s development and marketing lifecycle.
  • Borrowing the microtransaction model wasn’t the only way that 2010’s console releases were inspired by their social brethren. Players are becoming just as accustomed to in-game payments as they are to maintaining and upgrading virtual real estate. Assassin’s Creed: Brotherhood offered gamers a chance to rebuild Rome, just as they’d expand an online farm or browser-based pet shop. Expect to see even more cross-promotional games like Gunslingers, the free (hype-generating) Facebook game that lead up to Red Dead’s proper release.
  • Minecraft was considered the year’s Cinderella story. The baffling title came out of left field to build a userbase over 2 million strong. More importantly, over a quarter of those gamers actually paid $13 to play a game that’s still in its alpha stage infancy.

That was the year in games, summed up (and hotly debated) in 90 minutes. Let’s hope that 2011 delivers even more unique gaming experiences and spreads them out across the entire twelve month calendar.

To keep up with the motley crew of Gaming Critics, follow them on Twitter.

Harold Goldberg –  Russ FrushtickEvan NarcisseTracey JohnAndrew Yoon – Not pictured: Stu Horvath Host: Brad Hargreaves

Fantasy University Opens – Schools Facebook Gaming

Too late for back-to-school news?  We don’t think so.

Facebook – meet Fantasy University, the latest project from veteran development team Simutronics.  Since 1987, Simutronics has been entertaining millions with games such as GemStone IV, the longest-running commercial MUD in the world.  If CEO David Whatley and company could turn text-based games into entertainment enjoyed by millions, imagine what they could do with Facebook.  Ladies and gentlemen, welcome to Fantasy University.

Fantasy University combines snarky humor, endless pop culture references, and the FUBAR (the game’s form of virtual currency) with solid, RPG gameplay.   Facebook, a platform that has been subject to mounting criticism by gaming journalists (and sometimes ignored altogether), is now host to emomancers,  slackninjas, mathemagicians, cheermongers, and dodgebrawlers.

There’s plenty to say about F.U., but sometimes game art speaks louder than words.

We’ll be playing right along with you – don’t be late for school!

(“Facebook Credit” – get it?)

The Story of Facebook: “It’s Complicated”

Last night TriplePoint New York attended a sneak preview of The Social Network, aka That Movie About Facebook. The Mashable-sponsored event drew a full house despite torrential rains, giving the media industry a chance to watch the “movie based on a book about a website.” Despite some speculation about premature nostalgia (“too soon!”), every aspect of the film was polished and precise, from casting to editing to the ominous score, helmed by Trent Reznor. Indie favorite Jesse Eisenberg (Zombieland, Adventureland) does an excellent job in the complex role of Facebook founder Mark Zuckerberg, making him relatable, driven and ultimately more sympathetic than the film’s source material.  “The Accidental Billionaires,” Ben Mezrich’s book about the murky origins of Facebook, casts Zuckerberg in a harsh light, while the film portrays him as flawed but ultimately well-intentioned. Justin Timberlake adds to the drama in his impressive portrayal of Napster founder and dot-com veteran Sean Parker.

While it’s nearly impossible to give an unbiased account of Facebook’s creation, David Fincher’s film is an exceptionally entertaining look at the birth, development and mainstream-ing of one very good idea.

If you haven’t already, check out the trailer here. While Peter Travers’ claim that it “brilliantly defines a decade” may be difficult to swallow, the film earns its rave reviews. After all, you don’t have to be a tech savvy twenty-something to “Like” a good story.

The Social Network opens everywhere October 1st.

Social Game Soapbox: Pop-Ups and News Feed Noise

“How many pop-ups is too many pop-ups?” asks the Frisky Mongoose. Shouldn’t there be a more reasonable cap on pop-up notifications, so players can get busy playing (and spending money, for that matter)? Log-in interruptions are particularly bothersome in my opinion, but some games are offering smoother entry these days, so I’ll just assume that’s been noted and move along…

Beyond logging in, when you finally do get to tend to your social game goings-on, it seems like there’s a pop-up every 3-4 clicks. I have hundreds of trees on my farm, and if I want to harvest them all one-by-one, I should be able to without having an annoying pop-up in my face after every 4 trees!

No – I don’t want to send free gifts to my neighbors right now. If I did, I’d click on that enormous Gifts tab staring me in the upper eye. No – I don’t want to check out the new virtual items. If I do, I’ll go to the store.

For games with such simple play mechanics, it just seems downright unreasonable to interrupt the only real “gameplay” you offer. It’s almost like you’re playing a FPS (think Halo or Call of Duty), and the developers randomly throw a pop-up notification during an important battle sequence. Sure, social game pop-ups aren’t going to leave any casualties, but they still disrupt my gameplay experience all the same.

My humble suggestion? Change the gameplay for more experienced players so they don’t have to deal with an entry-level info dump every session. We know already.

Even outside the game – I guess I mistakenly thought the Facebook Games tab reorganization would eliminate news feed notification noise. Nope. Time to revisit the news feed rant…

Have we crossed the line between social and spam yet? Facebook game notices in your news feed are like the new high-tech pocket protector – sure to repel friends at every sighting. I like playing, but not so much that I’m willing to alienate my friends who don’t care that I found free fuel on the farm today. Some people create dummy Facebook accounts to conduct their social gaming (and not to annoy friends), but that’s not even technically allowed in the site’s TOS.

What’s a rule-abiding user to do? I don’t know the answer, but I do hope social game developers can overcome this tightrope before players give up the balancing act and jump off for good. Being a geek is one thing, but being a social network spammer is totally uncool.

This article was originally published on Frisky Mongoose.