Games-as-Services: How to Avoid the Single Biggest Mistake Game Developers Make When "Going Social" Audio & slides (46 MB)


Why is it that intelligent, experienced, accomplished managers in the game business walk into a "games-as-service" project with eyes wide open and research-in-hand, and STILL manage to radically underestimate the difficulty of running a live online service? Is it really that hard? The answer is "yes"! But there is hope - come find out how to avoid the horrors of embarrassingly overshot launch dates, catastrophic infrastructure failures, update paralysis, plummeting team morale, and disturbingly dissatisfied communities. Find out the real deal on running a "service" rather than launching a "product".



Delivered at Casual Connect Europe, February 2010


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John VECHEYJohn VECHEY (email)

In 2000 John Vechey teamed up with Jason Kapalka and Brian Fiete to create one of the first casual game companies: PopCap Games. John has done everything from Biz Dev, CEO, early quality assurance, and now is in charge of PopCap’s portal: PopCap.com.