Online Games SIG/Quarterly
International Game Developers Association
[edit] Editorial Calendar
Wherein topics are proposed and material is gathered for forthcoming editions of the IGDA Online Games SIG's Quarterly. Our hope is that by focusing the SIG's efforts on a regularly scheduled deliverable of manageable and scaleable size, we can best serve developers and, uh, get stuff done!
[edit] Planned Topics
- Fall 2005: Online Games SIG/Quarterly/Virtual Goods: An overview of the state of the market for virtual goods sales in online games, both the unauthorized secondary market and offical channels. Interviews with key players. Article on the Korean market.
[edit] Proposed Topics
- Customer Service: limiting costs, improving the player experience.
- User-created Content: viability, legal issues, proven success?
- Digital Distribution: the death of retail? Inc. discussion of delivery platforms.
- Billing Systems and payment mechanisms: dull, but really, really important.
- Budgets, team sizes, and project scopes: can persistent worlds be made cheaper? Should we be making Korean-style 'Casual Games'?
- Funding: publishers, angels, venture capital, client work, bootstrapping, ramen.
- InternationaKorea / China / Japan / Europe / Asia etc: each a topic to themselves. Perhaps we should just highlight one in each issue?
Please add some topics and thoughts.
thoughts:
Under billing systems perhaps alternatives to the monthly subscription models?
Advertising your game-- all about CPMs, CPVs, IOs , Alexa etc
Localizing games or Games for a global market and the challenges therein (perhaps in with International?)
