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	<title>Comments on: Game Business and its Crisis of Attention</title>
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	<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/</link>
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		<title>By: Arby</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171681</link>
		<dc:creator><![CDATA[Arby]]></dc:creator>
		<pubDate>Tue, 08 Jan 2008 04:06:04 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171681</guid>
		<description><![CDATA[&lt;p&gt;Your top 3 links don&#039;t work!&lt;/p&gt;

&lt;pre&gt;&lt;code&gt;* Milestones of an Industry On the Road to Irrelevance
* Inside an Insular Industry
* A Future Business of Games Without a Single Industry
&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;Please fix ASAP&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<p>Your top 3 links don&#8217;t work!</p>
<pre><code>* Milestones of an Industry On the Road to Irrelevance
* Inside an Insular Industry
* A Future Business of Games Without a Single Industry
</code></pre>
<p>Please fix ASAP</p>
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		<title>By: Todd Mowatt</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171680</link>
		<dc:creator><![CDATA[Todd Mowatt]]></dc:creator>
		<pubDate>Sat, 13 Oct 2007 14:13:10 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171680</guid>
		<description><![CDATA[&lt;p&gt;Well the writing in this articles is good, however I have never heard of this guy. I have been writing about the industry for over 20 years and every year someone talks about the gaming industry in peril.&lt;/p&gt;

&lt;p&gt;Then the next year Electronic Arts, Activision and other game companies sell more than the year before.&lt;/p&gt;

&lt;p&gt;The reason the industry seems so fragmented is that there are three consoles, and casual games are taking hold.&lt;/p&gt;

&lt;p&gt;The point this article is missing is that revenues have been going up each and every year overall and game sales have been surpassing box office movie receipts.&lt;/p&gt;

&lt;p&gt;Maybe this guy is plant for the movie industry trying to get inside the head of the analysts and the buyers.&lt;/p&gt;

&lt;p&gt;I think this article is rubbish and the game industry will continue to thrive and be more and more healthy, because it is attracting more users and thus more revenue.&lt;/p&gt;

&lt;p&gt;The reason the industry is so healthy is mainly due to Nintendo opening up the industry to more gamers with the Wii and the Nintendo DS.&lt;/p&gt;

&lt;p&gt;It takes more to cover this industry than a Harvard degree in english literature!&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<p>Well the writing in this articles is good, however I have never heard of this guy. I have been writing about the industry for over 20 years and every year someone talks about the gaming industry in peril.</p>
<p>Then the next year Electronic Arts, Activision and other game companies sell more than the year before.</p>
<p>The reason the industry seems so fragmented is that there are three consoles, and casual games are taking hold.</p>
<p>The point this article is missing is that revenues have been going up each and every year overall and game sales have been surpassing box office movie receipts.</p>
<p>Maybe this guy is plant for the movie industry trying to get inside the head of the analysts and the buyers.</p>
<p>I think this article is rubbish and the game industry will continue to thrive and be more and more healthy, because it is attracting more users and thus more revenue.</p>
<p>The reason the industry is so healthy is mainly due to Nintendo opening up the industry to more gamers with the Wii and the Nintendo DS.</p>
<p>It takes more to cover this industry than a Harvard degree in english literature!</p>
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		<title>By: LotusRoot</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171679</link>
		<dc:creator><![CDATA[LotusRoot]]></dc:creator>
		<pubDate>Wed, 13 Jun 2007 18:41:20 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171679</guid>
		<description><![CDATA[&lt;p&gt;So...uh...Nintendo&#039;s innovation with the Wii and the DS means they&#039;re somehow magically not part of the &quot;Lost Boy&quot; game industry?  Nintendo is the oldest game company of them all.  Just because they design and target their games differently than the Vivendis and Activisions doesn&#039;t mean that they&#039;re not part of the very same industry.  They just have a different strategy - one that it currently working well.  But, rewind back a few years and look at the N64.  Oh, and show me a company besides Nintendo that does as well on Nintendo hardware.  The top publisher on Nintendo is always Nintendo.  Wonder why nobody ran off to embrace the Wii...?&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<p>So&#8230;uh&#8230;Nintendo&#8217;s innovation with the Wii and the DS means they&#8217;re somehow magically not part of the &#8220;Lost Boy&#8221; game industry?  Nintendo is the oldest game company of them all.  Just because they design and target their games differently than the Vivendis and Activisions doesn&#8217;t mean that they&#8217;re not part of the very same industry.  They just have a different strategy &#8211; one that it currently working well.  But, rewind back a few years and look at the N64.  Oh, and show me a company besides Nintendo that does as well on Nintendo hardware.  The top publisher on Nintendo is always Nintendo.  Wonder why nobody ran off to embrace the Wii&#8230;?</p>
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		<title>By: Mike</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171678</link>
		<dc:creator><![CDATA[Mike]]></dc:creator>
		<pubDate>Wed, 13 Jun 2007 18:00:20 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171678</guid>
		<description><![CDATA[&lt;p&gt;Wow, I&#039;m utterly amazed at the failure of &quot;gaming industry defenders&quot; to fail to actually read what was said in this article.  Instead they continue to bolster a main point and claim that they are defeating the author&#039;s main argument.  Arguments in the thread &quot;Second Life (or other non-gaming MMO) isn&#039;t very important and doesn&#039;t do the business WOW does.&quot;  Ummm...hi...WOW got it&#039;s props and I note none of you offer any other titles to bolter your claims.  Did you fail to read where they author stated, &quot;World of Warcraft premieres in 2004 and three years later, retains an uncontested monopoly on the fantasy MMO.&quot; Wow, I guess that he must be wrong that WOW is an uncontested monopoly in the fantasy MMO genre since all of you are singing its praises.  Gosh, people, read first so you don&#039;t look stupid.  Read a second time if you have to.  I shall make a more important point:  Back in the day (late 80&#039;s early 90&#039;s) almost any family with a TV had some form of gaming console (especially if they had kids).  Be it an Atari, NES, Sega Genesis, if you didn&#039;t have it the first year it was out, you got it the second.  Why?  People could afford one.  The new generation of gaming consoles make it so that only the niche market of gamers is going to buy the console (with maybe the excpetion of rich or financially irresponsible parents spoiling their children or themselves.)  Honestly if I&#039;m going to spend half a grand on something, it&#039;s going to do more than just play games and movies.  I mean, heck, I paid a bunch for my flat screen tv, but it also duals as my computer monitor (hooray for hi-def).  If the console gaming industry is going to survive to another next-generation release they need to find a way of making their product affordable and appealing to an increasingly diverse audience, much in the ways their products were back in the days of the NES.&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<p>Wow, I&#8217;m utterly amazed at the failure of &#8220;gaming industry defenders&#8221; to fail to actually read what was said in this article.  Instead they continue to bolster a main point and claim that they are defeating the author&#8217;s main argument.  Arguments in the thread &#8220;Second Life (or other non-gaming MMO) isn&#8217;t very important and doesn&#8217;t do the business WOW does.&#8221;  Ummm&#8230;hi&#8230;WOW got it&#8217;s props and I note none of you offer any other titles to bolter your claims.  Did you fail to read where they author stated, &#8220;World of Warcraft premieres in 2004 and three years later, retains an uncontested monopoly on the fantasy MMO.&#8221; Wow, I guess that he must be wrong that WOW is an uncontested monopoly in the fantasy MMO genre since all of you are singing its praises.  Gosh, people, read first so you don&#8217;t look stupid.  Read a second time if you have to.  I shall make a more important point:  Back in the day (late 80&#8242;s early 90&#8242;s) almost any family with a TV had some form of gaming console (especially if they had kids).  Be it an Atari, NES, Sega Genesis, if you didn&#8217;t have it the first year it was out, you got it the second.  Why?  People could afford one.  The new generation of gaming consoles make it so that only the niche market of gamers is going to buy the console (with maybe the excpetion of rich or financially irresponsible parents spoiling their children or themselves.)  Honestly if I&#8217;m going to spend half a grand on something, it&#8217;s going to do more than just play games and movies.  I mean, heck, I paid a bunch for my flat screen tv, but it also duals as my computer monitor (hooray for hi-def).  If the console gaming industry is going to survive to another next-generation release they need to find a way of making their product affordable and appealing to an increasingly diverse audience, much in the ways their products were back in the days of the NES.</p>
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		<title>By: Jack Hart</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171677</link>
		<dc:creator><![CDATA[Jack Hart]]></dc:creator>
		<pubDate>Wed, 13 Jun 2007 14:31:42 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171677</guid>
		<description><![CDATA[&lt;p&gt;Hi Wagner,&lt;/p&gt;

&lt;p&gt;I enjoyed reading this post because I think in many ways you&#039;ve hit the nail on the head: non-traditional gamers are going to continue to exert more and more influence over the ways games are played. The industry has a lot of catching up to do, but I disagree that the rise of &#039;user created worlds&#039; inevitably will contribute to the industry&#039;s irrelevancy. As players demand an increasingly active role in the way games are created, independent developers are simultaneously seeking a more active role in the way their creations are developed, published and marketed. Indie developers and gamers are going to find more and more ways to directly connect, so that game creation and delivery is democratized without a loss of purity that hard-core gamers demand. The industry stands to gain, not lose, by inviting in players to create their own customized experience. (Full disclosure: I&#039;m the head of ECD Systems, a gaming technology company that is working on a new portal engine that will do just that.)&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<p>Hi Wagner,</p>
<p>I enjoyed reading this post because I think in many ways you&#8217;ve hit the nail on the head: non-traditional gamers are going to continue to exert more and more influence over the ways games are played. The industry has a lot of catching up to do, but I disagree that the rise of &#8216;user created worlds&#8217; inevitably will contribute to the industry&#8217;s irrelevancy. As players demand an increasingly active role in the way games are created, independent developers are simultaneously seeking a more active role in the way their creations are developed, published and marketed. Indie developers and gamers are going to find more and more ways to directly connect, so that game creation and delivery is democratized without a loss of purity that hard-core gamers demand. The industry stands to gain, not lose, by inviting in players to create their own customized experience. (Full disclosure: I&#8217;m the head of ECD Systems, a gaming technology company that is working on a new portal engine that will do just that.)</p>
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		<title>By: Templar</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171676</link>
		<dc:creator><![CDATA[Templar]]></dc:creator>
		<pubDate>Mon, 11 Jun 2007 13:49:14 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171676</guid>
		<description><![CDATA[&lt;p&gt;I have both a 360 and a Wii and I think that they are both great in there own way. Casual games are fun fo 10 minutes, my wife loves them would this make her pick up the 360 pad for a session on GOW? I think not!&lt;/p&gt;

&lt;p&gt;Casual games/gamers are just that and will stay that. Yes they offer a good revenew stream.&lt;/p&gt;

&lt;p&gt;To use your movie analogy, some flims are fun but you forget them the moment you leave the cinima others you&#039;ll watch again and again, the games market will settle to the same level. Casual games along side a more intense offering.&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<p>I have both a 360 and a Wii and I think that they are both great in there own way. Casual games are fun fo 10 minutes, my wife loves them would this make her pick up the 360 pad for a session on GOW? I think not!</p>
<p>Casual games/gamers are just that and will stay that. Yes they offer a good revenew stream.</p>
<p>To use your movie analogy, some flims are fun but you forget them the moment you leave the cinima others you&#8217;ll watch again and again, the games market will settle to the same level. Casual games along side a more intense offering.</p>
]]></content:encoded>
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	<item>
		<title>By: Kabby</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171675</link>
		<dc:creator><![CDATA[Kabby]]></dc:creator>
		<pubDate>Fri, 08 Jun 2007 20:04:30 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171675</guid>
		<description><![CDATA[&lt;p&gt;Ernest Adams? Pro. Makes great games. Oh wait.&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<p>Ernest Adams? Pro. Makes great games. Oh wait.</p>
]]></content:encoded>
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	<item>
		<title>By: LostBoy</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171674</link>
		<dc:creator><![CDATA[LostBoy]]></dc:creator>
		<pubDate>Fri, 08 Jun 2007 17:41:52 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171674</guid>
		<description><![CDATA[&lt;blockquote&gt;
  &lt;p&gt;I’d call a $20 million gross on a $200K product a monumental &gt;win.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Sure is.  And congrats to the guys at Gamelab.  However, you need to amortize that across their entire business over a multi-year period to get a real picture. Heck, if you just look at single franchise revenues EA looks fabulous - The Sims is a license to print money.  If you do this more comprehensive math on Gamelab however and then divide by number of employees and then compare that nubmer to any of the large publishers/developers, I think you&#039;ll see that downloadable casual games is still a small business with comparatively less money to be made per person than the traditional games biz.  It is growing and the model is now somewhat proven however, which is exactly why the bigger players are getting in.  Until now, it wasn&#039;t worth their while to experiment with it.  Complain as everyone will about sequel-itis, there is no denying that it sells for both games and movies. Big players in mature industries move incrementally and then buy whomever attempts to enter as a disruptor.&lt;/p&gt;

&lt;blockquote&gt;
  &lt;p&gt;If they were really interested in making money, why would they &gt;spend so much on epic games which only appeal to Lost Boys, &gt;and mostly ignore a far larger audience?&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Again, this is just math.  Look at who actually buys what and how much they spend.  &quot;Old gaming&quot;, and this includes the Wii, is simply much more lucrative right now.  Large audiences that don&#039;t pay are not interesting.  Getting a model in place to monetize a large audience makes it interesting though.  Let&#039;s use China as an example.  For over a decade, software piracy in China hovered between 95-100%.  So, game publishers left it pretty much alone.  Online gaming has changed that though. Shanda, Tencent, and The9 pull down millions per month in subscriptions and microtransactions on their server-based products.  And good for them!  They and their Korean counter-parts solved a tough problem.  Is it a failure of EA, Ubisoft, and Activision that they didn&#039;t do this first?  Hardly.  They had other fish to fry and any public company CEO that told the Street he was going to go off on a fishing lark in China back in 1996 would have had his head handed to him.&lt;/p&gt;

&lt;p&gt;Did EA misjudge the Wii?  Yes.  Did Ubi?  Less so.  Is EA also late to the online party?  Yes (despite being first waaay back when with Ultima Online).  But, they were late to mobile too and now pretty much own it thanks to their acquisition of Jamdat.  With investments in both Neowiz and The9, I&#039;d say their corrective action for online is in place.&lt;/p&gt;

&lt;p&gt;Sheesh. I&#039;ve written a book here.  Bottom line is that the game industry players adapt in direct proportion to the size of the opportunity...same as any other business.  If you don&#039;t believe this then I&#039;d say you haven&#039;t really run the numbers.&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<blockquote>
<p>I’d call a $20 million gross on a $200K product a monumental &gt;win.</p>
</blockquote>
<p>Sure is.  And congrats to the guys at Gamelab.  However, you need to amortize that across their entire business over a multi-year period to get a real picture. Heck, if you just look at single franchise revenues EA looks fabulous &#8211; The Sims is a license to print money.  If you do this more comprehensive math on Gamelab however and then divide by number of employees and then compare that nubmer to any of the large publishers/developers, I think you&#8217;ll see that downloadable casual games is still a small business with comparatively less money to be made per person than the traditional games biz.  It is growing and the model is now somewhat proven however, which is exactly why the bigger players are getting in.  Until now, it wasn&#8217;t worth their while to experiment with it.  Complain as everyone will about sequel-itis, there is no denying that it sells for both games and movies. Big players in mature industries move incrementally and then buy whomever attempts to enter as a disruptor.</p>
<blockquote>
<p>If they were really interested in making money, why would they &gt;spend so much on epic games which only appeal to Lost Boys, &gt;and mostly ignore a far larger audience?</p>
</blockquote>
<p>Again, this is just math.  Look at who actually buys what and how much they spend.  &#8220;Old gaming&#8221;, and this includes the Wii, is simply much more lucrative right now.  Large audiences that don&#8217;t pay are not interesting.  Getting a model in place to monetize a large audience makes it interesting though.  Let&#8217;s use China as an example.  For over a decade, software piracy in China hovered between 95-100%.  So, game publishers left it pretty much alone.  Online gaming has changed that though. Shanda, Tencent, and The9 pull down millions per month in subscriptions and microtransactions on their server-based products.  And good for them!  They and their Korean counter-parts solved a tough problem.  Is it a failure of EA, Ubisoft, and Activision that they didn&#8217;t do this first?  Hardly.  They had other fish to fry and any public company CEO that told the Street he was going to go off on a fishing lark in China back in 1996 would have had his head handed to him.</p>
<p>Did EA misjudge the Wii?  Yes.  Did Ubi?  Less so.  Is EA also late to the online party?  Yes (despite being first waaay back when with Ultima Online).  But, they were late to mobile too and now pretty much own it thanks to their acquisition of Jamdat.  With investments in both Neowiz and The9, I&#8217;d say their corrective action for online is in place.</p>
<p>Sheesh. I&#8217;ve written a book here.  Bottom line is that the game industry players adapt in direct proportion to the size of the opportunity&#8230;same as any other business.  If you don&#8217;t believe this then I&#8217;d say you haven&#8217;t really run the numbers.</p>
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		<title>By: Curt</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171673</link>
		<dc:creator><![CDATA[Curt]]></dc:creator>
		<pubDate>Fri, 08 Jun 2007 17:03:02 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171673</guid>
		<description><![CDATA[&lt;p&gt;I found your post very thought-provoking, if a bit...dramatic. Where I agree is in your pointing out that the same top-down model that left newspapers, television and the recording industry troubling deaf heaven with their bootless cries, is starting to become an issue within gaming. Whether it&#039;s as big an issue as your post makes it out to be remains to be seen. But my primary feeling surrounding this, as someone in the game industry, is this: Why on earth would anyone not acknowledge the power and attraction of &quot;user-generated content&quot; and social media in general?&lt;/p&gt;

&lt;p&gt;Long before technologies arose to allow such an easy expression of this, human beings valued  exchange, expression and contribution. Before social media, you saw it in call-in radio shows and the letters page of the newspaper. Prior to that you saw it on market day and in taverns. People love to talk, brag, make, profit and all the other things that social media makes implicit. Any game company that does not acknowledge that and start thinking about it in terms of gaming is going to be sorry.&lt;/p&gt;

&lt;p&gt;At my company, we launched a social network for gamers called the Great Games Experiment, which is getting increasing traction among both gamers and developers. The dialogue between these two groups is particularly gratifying. Developers can show off early-stage versions of their work and knowledgeable, excited gamers can give the same kind of feedback that the industries I previously mentioned ignored for so long. Gamers are hooking up to play together.&lt;/p&gt;

&lt;p&gt;Social media is not going to &quot;save&quot; the game industry (not sure it needs to be saved), but you ignore it at your peril.&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<p>I found your post very thought-provoking, if a bit&#8230;dramatic. Where I agree is in your pointing out that the same top-down model that left newspapers, television and the recording industry troubling deaf heaven with their bootless cries, is starting to become an issue within gaming. Whether it&#8217;s as big an issue as your post makes it out to be remains to be seen. But my primary feeling surrounding this, as someone in the game industry, is this: Why on earth would anyone not acknowledge the power and attraction of &#8220;user-generated content&#8221; and social media in general?</p>
<p>Long before technologies arose to allow such an easy expression of this, human beings valued  exchange, expression and contribution. Before social media, you saw it in call-in radio shows and the letters page of the newspaper. Prior to that you saw it on market day and in taverns. People love to talk, brag, make, profit and all the other things that social media makes implicit. Any game company that does not acknowledge that and start thinking about it in terms of gaming is going to be sorry.</p>
<p>At my company, we launched a social network for gamers called the Great Games Experiment, which is getting increasing traction among both gamers and developers. The dialogue between these two groups is particularly gratifying. Developers can show off early-stage versions of their work and knowledgeable, excited gamers can give the same kind of feedback that the industries I previously mentioned ignored for so long. Gamers are hooking up to play together.</p>
<p>Social media is not going to &#8220;save&#8221; the game industry (not sure it needs to be saved), but you ignore it at your peril.</p>
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		<title>By: spanker</title>
		<link>http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171672</link>
		<dc:creator><![CDATA[spanker]]></dc:creator>
		<pubDate>Fri, 08 Jun 2007 16:08:18 +0000</pubDate>
		<guid isPermaLink="false">http://gigaom.com/2007/06/04/game-business-its-crisis-of-attention/#comment-171672</guid>
		<description><![CDATA[&lt;p&gt;Looking solely at Diner Dash a model for downloadable casuals is the same as using Madden as the model for console games.  Plus the cost of creating downloadables is skyrocketing.  200K to get 20M is from several years ago when that market was undiscovered and small.  With even EA getting into casual with both feet now, expect the production values and costs to only go higher.&lt;/p&gt;]]></description>
		<content:encoded><![CDATA[<p>Looking solely at Diner Dash a model for downloadable casuals is the same as using Madden as the model for console games.  Plus the cost of creating downloadables is skyrocketing.  200K to get 20M is from several years ago when that market was undiscovered and small.  With even EA getting into casual with both feet now, expect the production values and costs to only go higher.</p>
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