Posts Tagged ‘Alex St John’

Is MySpace going Hi5?

Thursday, March 11th, 2010

When then-at-the-time social network Hi5 announced almost one year ago to date that they’d failed to secure another round of financing, and were forced to dramatically cut staff members, it looked as though the social networking site was on death’s door.

Less than one month later, Hi5 had more or less reinvented itself, titling the platform as a social entertainment site, Hi5 switched from social networking – to social gaming. They brought Bill Gossman on to steer the ship, and in just over 8 months, had reached a visibility level high enough to lure Alex St. John over to the Hi5 side.

Could MySpace now be on a similar trajectory?

Announced at yesterday’s GDC events, MySpace has completely revamped the Games section, allowing both developers and players much easier access to application and analytics tools, and discovery and sharing, respectively.

MySpace_GamesFrom a users’ point of view, the new format should allow them to stay up-to-date with personalized game notifications, as well as discover new games through a system tailored recommendation system – including data from popular games charts and friends’ games. Users’ rating input will also affect future search and recommendations results.

On the developer side of the table, new analytics tools, as well as a new API, will allow devs to review application specific analytics. These tools will allow for invitation conversion, active users, notification responses, and demographic data, as well as tracking of the source of app invites. MySpace is also now utilizing the Unity 3D engine (as is Bigpoint with their Battlestar Galactica MMO), which allows developers to crank out 3D browser based entertainment. MySpace has also implemented Scoreloop technology, which allows games to share leaderboard, achievement, challenge, and buddy lists across different platforms. Rounding out the shiny new toys for developers is GroovyCortex, a cloud-based service that is designed to provide a “low latency push [data] for multiplayer games.” And just for that added extra push – MySpace announced MySpace Neon, a slated iPhone app that will give users mobile access to their MySpace games. While no mention of mobile play is to be heard, MySpace says that users will be able to interact with their games, share notifications, view their game related stream, and allows for remote installation of games.

So while the news that News Corp (MySpace’s parent company) is putting the push on focusing on MySpace as a gaming platform, this is the first solid ‘flag in the ground’ that we’ve seen come out of the games division at MySpace. But the question is…is it enough, and is it in time, to help the once King of the Hill regain it’s place back at the top?

 

Alex St. John joins hi5

Tuesday, December 1st, 2009

It seemed for a while that once-social-network, now online gaming destination hi5 was down for the count. At the end of March of this year it was announced that the company had failed to secure a round of funding, which was then followed by a round of layoffs. These layoffs essentially left hi5 with only it’s entertainment, gaming and microtransactions unit left in tact. By the end of the month, hi5 was already beginning it’s resurgence, when they announced that industry veteran Bill Gossman was taking over as CEO, shortly after announcing a deal with Mochi Media. And now, almost 9 months to date later, hi5 has scored another major player: Alex St. John. St. John will be now filling the President and Chief Technology Officer role at hi5.

St. John’s new role at hi5 will be to primarily focus on product development, technology, network operations and audience acquisition. In other words, St. John has been brought in to add his expertise to hi5’s currently operating business model – social gaming and entertainment.

“We are very excited to add a gaming visionary like Alex to the hi5 team as we continue our evolution into becoming a dominant, next-generation social entertainment platform,” said Bill Gossman, CEO, hi5. “Alex’s background is a perfect fit for moving the company forward. His extensive experience and leadership in gaming platforms, traffic optimization, and game monetization make him a vital addition to the hi5 team.”

Prior to joining hi5, St. John founded currently operational WildTangent, which he grew to the world’s largest privately held gaming destination, garnering some 30 million unique monthly visitors. And if microtransaction based revenue is what hi5 is banking on, St. John is worth his weight in gold. While with WildTangent, St. John was involved with several revenue generators, least of which was the implementation of WildCoins, as well as an advertising partnership with WPP, offering microcurrency to Fortune 500 brands.

St. John’s most notable previous position is his work with Microsoft. He was a leading player in developing the now practically standard DirectX media architecture. This suite of tools including 2D and 3D graphics, sound, video, multiplayer gaming and input control are essentially the basis for the current Mixrosoft Xbox gaming OS. However, it was his role as Group Manager for Windows Media Strategy and Marketing at Microsoft that firmly placed DirectX as THE architecture of choice for games developers.

“The next wave of innovation and differentiation in gaming is happening in social gaming and hi5 is at the forefront of this sea change,” said St. John. “I’ve long said that the current generation of game consoles will be the last and that the future of the game business will be online. I’m thrilled to be joining a company that has the team, technology and vision to lead that transition.”

 

Nokia does iTunes one better; could it be the future of gaming?

Monday, October 6th, 2008

A quick search of a few various Torrent trackers turns up a surprising number of pirated, readily available video games.  I shouldn’t really be surprised I guess, as piracy in gaming has been running rampant since computer owners were able to insert disc+cntl c+ctrl v+wait a few hours and insert new 5.25 floppy when the first disk is full.

Bruce Everiss from bruceongames.com recently posted an excellent article concerning what the Nokia 5310 phone/mp3 player is doing for the music industry and what it might mean for games.

One answer that the gaming industry has come up with to fight digital piracy is the (dreaded) DRM or Digital Rights Management.  The recent EA/Spore DRM fiasco has brought to light the incredible downside of DRM – pi$$ing off customers.  While the DRM covers the ‘sales’ side of games, there’s obviously a growing number of alternative revenue models in place including microtransactions, in-game advertising, and subscriptions.

Unfortunately (or fortunately, depending on how you look at it), DRM doesn’t really apply very well to the music industry, as regulating a DRM across the entire scope of the internet is relatively impossible.  Combine that with an mp3’s relatively small file size and ability to be shared across a variety of media, and any possible revenue generation is, quite literally, lost in the wind.

Bruce and I seem to agree that Apple’s solution to the problem could and should be seen as the flagship of the microtransaction industry: iTunes.  What Apple did with the introduction of iTunes is take it’s wildly successful mp3 player, the iPod, and provided users with an ultra-slick interface providing them with features and availability that they could get elsewhere for free: but didn’t.  Tack on the added usability and convenience of a mobile iTunes store, and you’ve got a winning combination.

Taking this winning philosophy a step further, Nokia has implemented the “Give it to ‘em for free for a while, get ‘em used to it, and THEN charge ‘em for it later down the road,” model.  They’ve created a music store with over 2M tracks that users can use for free.  Yes, you heard that right, users can download as much as they want, whenever they want.  For free.  The cost of said service is cleverly built into the perchase price of the Nokia 5310 XpressMusic phone (the world’s best selling mp3 phone).  Once your one year quasi pre-paid subscription runs out, then, and only then, must you fork over a fee.  And will users pay for the service?  Of course they will.  They’ve grown accustomed to it, and will want to continue their enjoyment with said service.  Please note, I’ve specifically NOT said music, but service.  This is the crux of the entire model; users are not paying for a product, but rather a service.

Know any other industries that specialize in digital content delivery with a growing interest in a microtransaction business model?  It’s quite easy to see how this formula could very easily be applied to the gaming industry.  As more and more publishers and operators shift towards a pure digital delivery method and ‘boxed game’ sales move more and more into the history books, perhaps a monthly/yearly subscription to one (or more than one even) games provider(s), that would allow users to download and play their game of choice.

Bruce points out that EA Chief John Riccitello has suggested this theory in the past.  Perhaps Battlefield Heroes is more than just a testing of the microtransaction waters, but also an experiement in free-to-play and just how and where EA can drive this vehicle.   Perhaps the Spore debacle could even be a driving force in EA’s further investigation into the model?

We already know that David Perry’s a big fan of free-to-play fighting piracy, Alex St John says only microtransaction based games have a future, and Riccitello has been floating the idea around; perhaps it takes a mobile phone service to actually throw a bit of ‘proof positive’ on the fire.

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Alex St John – PC games run by micro transactions are the new wave of the future

Friday, July 25th, 2008

Alex St John, the former head of DirectX at Microsoft and now CEO of Wild Tangent has recently stated that gaming consoles will be dead by 2020 and that micro transactions are where it’s at.

“I think you’re looking at the last generation of game consoles, and I think it’s easy to defend that position,” he said while speaking at the Wedbush Morgan Securities annual Management Access Conference.

St John has always had an eye on the future, and a finger on what’s the next ‘hot topic’.  He believes that games will eventually shake themselves out into two distinct communities: One that enjoys a certain type and format of a game, with others enjoying another.  Could he possibly be alluding to ‘First Person Shooters’ vs. ‘MMO fantasy’ games?

From this split St John takes it a step further.  “I think the business model in ten years … It’s going to be microtransaction based. Microcurrency-based economies are just the most efficient way to maximize revenue. They work really well.”

In game advertising is a second shakeout from this split.  “It’s a great alternative payment type for kids who don’t have access to online currency and are huge game players. So, if you don’t have any way to take money from kids, then the only way to get kids to play is by advertisers marketing to them.”

St John sites and targets data based on the current upswing in global laptop sales.  “Kids especially need laptops due to the evolving type of homework and in-classroom work being assigned at schools. Gaming devices are usually confiscated at school, but “no one’s going to take [the kid's] laptop away from him because they need that for their homework.”  This lends itself perfectly to a community driven, gaming society specifically targeting micro transaction and advertising models.

“Laptops are fabulous gaming devices with Wii-like graphics, instantly tied to community, 100 per cent online and a vast volume of free play for kids who don’t have credit cards.”

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