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	<title>Comments on: Nicolas Nova: Lessons on Innovation from the Video Game Industry</title>
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		<title>By: Alex Osterwalder</title>
		<link>http://www.businessmodelalchemist.com/2007/01/nicolas-nova-lessons-on-innovation-from.html/comment-page-1#comment-777</link>
		<dc:creator>Alex Osterwalder</dc:creator>
		<pubDate>Sun, 04 Feb 2007 21:56:00 +0000</pubDate>
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		<description>Thanks Tiago, at arvetica we recently bought a number of books on the topic - one of them was Bartle&#039;s book on designing virtual worlds...</description>
		<content:encoded><![CDATA[<p>Thanks Tiago, at arvetica we recently bought a number of books on the topic &#8211; one of them was Bartle&#8217;s book on designing virtual worlds&#8230;</p>
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		<title>By: TRAlves</title>
		<link>http://www.businessmodelalchemist.com/2007/01/nicolas-nova-lessons-on-innovation-from.html/comment-page-1#comment-776</link>
		<dc:creator>TRAlves</dc:creator>
		<pubDate>Wed, 31 Jan 2007 03:27:00 +0000</pubDate>
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		<description>Greetings!&lt;br /&gt;&lt;br /&gt;It was a very interesting video, and i cant resist commenting  it:&lt;br /&gt;&lt;br /&gt;Firstly, i don&#039;t think that the game industry is being very innovative. There are, of course, exceptions like the ones mentioned by Nicolas: Nintendo and Second Life, but those are not the rule. If you look at the computer game shelves in the supermarket, you will see that most of the games will fit in a handful of well categorised genres (first person shooter, real-time strategy, MMORPG, etc.). The business model in those games follow  the traditional retail value chain. Even the software is developed in the traditional waterfall process. The reason for this is simple: the market is very risky. Most games cost more than $4M to develop and market, and it require about 700.000 sells to return the investment.&lt;br /&gt;&lt;br /&gt;Another interesting thing pointed by Nicolas is the crescent trend to bring the Web 2.0 concepts into the game industry. Currently, Second Life has the best approximation, but the ideas are out there. Raph Koster and Richard Bartle (2 of the biggest names in the game industry and design) created a company, &lt;a href=&quot;http://www.areae.net/&quot;&gt;Areae&lt;/a&gt;, that seems to be working around that concept. They are not alone in that idea- shhhhhhh! ;).&lt;br /&gt;&lt;br /&gt;Tiago A.</description>
		<content:encoded><![CDATA[<p>Greetings!</p>
<p>It was a very interesting video, and i cant resist commenting  it:</p>
<p>Firstly, i don&#8217;t think that the game industry is being very innovative. There are, of course, exceptions like the ones mentioned by Nicolas: Nintendo and Second Life, but those are not the rule. If you look at the computer game shelves in the supermarket, you will see that most of the games will fit in a handful of well categorised genres (first person shooter, real-time strategy, MMORPG, etc.). The business model in those games follow  the traditional retail value chain. Even the software is developed in the traditional waterfall process. The reason for this is simple: the market is very risky. Most games cost more than $4M to develop and market, and it require about 700.000 sells to return the investment.</p>
<p>Another interesting thing pointed by Nicolas is the crescent trend to bring the Web 2.0 concepts into the game industry. Currently, Second Life has the best approximation, but the ideas are out there. Raph Koster and Richard Bartle (2 of the biggest names in the game industry and design) created a company, <a href="http://www.areae.net/">Areae</a>, that seems to be working around that concept. They are not alone in that idea- shhhhhhh! <img src='http://www.businessmodelalchemist.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> .</p>
<p>Tiago A.</p>
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