Geoffrey Brooks
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Geoffrey Brooks
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Each week Jeff Engel and Geoff Brooks contribute Counting Rupees, a column on the business behind gaming:

One of the most prominent words in game journalism and discussion today is "innovation" – how can companies innovate successfully, and how come there isn't more of it in the industry? Implicit in this conversation are three assumptions that don't generally get examined with the same thoroughness: that "innovation" is per se important for gaming, that all innovation is essentially the same in content and value, and that companies promote profitability over innovation. I'd like to talk about these unspoken assumptions in light of the banner few years that we've had as gamers.
I think most people would concede that innovation is important, whether to gaming or to consumer packaged goods. But why? At least in gaming, it's largely because our interest tends to dissipate along with challenge; if you're not being shown something interesting, why pay attention to it? Familiarity may not breed contempt, but it definitely doesn't breed excitement (nor sales) either.
Each week Jeff Engel and Geoff Brooks contribute Counting Rupees, a column on the business behind gaming:

One of the issues I've been talking a lot about recently has been the concept of crisis management – how companies respond to problems that may impact their relationship with consumers. Crises don't need to be big to matter; even relatively minor issues can grow big enough to cause headaches. And so it was instructive to see the brouhaha over Spore's DRM, and how EA responded.
For those who don't remember the issue, the basic problem was that Spore limited the number of installations allowed per user as well as the number of user accounts per game copy. I'm not particularly interested in debating whether or not this was a good idea (I'm opposed), but am very interested in talking about how EA responded as concerns began to bubble up from the internet. So, how did EA do?



It's not unreasonable for a gamer to look at their console and wonder how it might help them professionally. Being financially rewarded for doing something we love has been the holy grail of gaming (and indeed, most hobbies) since well before talk of gaming leagues and Wizard-style competitions. But despite our best intentions, it's rare to find a cubicle-dweller whose carpal tunnel syndrome is caused by a controller rather than Microsoft Office. 

Each week Jeff Engel and Geoff Brooks contribute Counting Rupees, a column on the business behind gaming: 
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