Nintendo profit per employee in 2008: $1.6 million

Financial Times has a pretty incredible story on their site, where they say they’re estimating Nintendo is going to be make a profit of $1.6 million per employee.

This makes for an interesting data point in the PS3 vs 360 vs Wii discussion. Sony is saying they’re making a loss of $1.16 billion on PS3 hardware this year and I doubt MS is making a ton on their sales either. So while Wii is certainly the least capable of the boxes (as Bruce is quite happy to point out for some reason), it’s the machine that’s making the profit.

I’m extremely interested in seeing what Nintendo does next. I think whatever they do, it’ll either be a spectacular success, or spectacular failure. Probably depends a lot on what the aging designer thinks they should do next.

(Via Daring Fireball).

Canon EOS 5D mark II

So, the Canon EOS 5D mark II is now out and official. It’s a freaking cool camera and I had to put it on pre-order immediately, meaning I’ll probably sell the old 40D and the Samsung video camera soon. Which I’m not looking forwards to – I hate selling used equipment, probably because I feel I have too much responsibility if the stuff breaks after the sale.

For those uninitiated in digital SLR photography, the big difference between 40D and 5D is the size of the imaging sensor. 40D uses a smaller APS-C film size sensor while 5D has a full 35mm film size sensor. This changes the behavior of lenses when changed between the bodies – the 40D captures a cropped image from the middle of the lens while 5D captures the whole picture.

This means that on 40D, the captured image shows up as if it was shot with a lens that has a focal length that’s 1.6 times longer than what the lens really is, meaning wide angle shots require very, very wide lenses to produce. This also means the smaller sensor utilizes the center of the lens which probably has less optical problems with the projection.

Hence, migrating to the full frame sensor camera means every piece of glass I have a home changes quite radically, probably to the point where I’ll need to respec the lens arsenal to some extent as well… Bloody hell this is going to be expensive in the long run! :D

Another interesting new Canon product is the Powershot G10 compact camera. I have the G9 and it’s a very good compact, to the extent that you can call digital point and shoot’s good cameras. G10 looks like a serious improvement over the G9, so I’m tempted to do a switch there, too. If you’re looking at getting a compact, I recommend checking that one.

Drobo – home storage on steroids

I’ve been worrying over my home storage for some time and I think I’ve maybe found an answer. Drobo manufactures a cool looking drive enclosure that completely automates RAID 5 -style storage, but makes it better. The product allows putting in one to four disks of any size and it’ll store data on the disks in a redundant manner even if the disks are of different size. And of course you can hot swap the disks.

The reason I’m interested in this is simply due to the fact that I have some 50,000 or so digital photographs and slowly but surely accumulating set of HD video files from my videocap. I thought I’d never say it but I’m finding I have more than one and a half terabytes of data on my drives, and it’s driving me insane. Backing up this amount of data is a royal pain, and I’ve learned adding yet another external drive to my collection of external drives becomes more and more painful every time. A starter three or four drive setup plus the box would cost something like 600 euros, but I think it’d be worth it, especially since I could maybe salvage a couple hundred euros from the old drives.

The combination of cool looks and “no worries, it’ll manage itself” zero configuration support is very, very tempting.

Warhammer Europe Beta is going… not well

So… Everyone is blogging about Warhammer open beta being an epic failure in Europe. Given that GOA doesn’t have a very good reputation and that they seem to be screwing around with the Warhammer launch, it’s not looking good. What’s particularly worrisome to me is the explanation of scaling server capacity up only as needed. From a customer perspective, I expect that’ll mean I’ll have to queue to play, and I can guarantee if that happens more then three times without giving me free move to a less burdened server, someone is in for a credit card chargeback.

The server issues coupled with Mythic not being sure if my laptop can actually run the game (GeForce 8600M GT with 512 MB VRAM, runs WoW at 60 fps or so), it starting to feel like Warhammer the game is going to be great, but the technical implementation of the client and server will prevent me from enjoying it. Which is very frustrating, since I really want to play the game, to the point where I’m willing to boot to XP to do it. And that’s saying a lot.

On the hardware requirements side, I have to confess I’m surprised at the minimum spec Mythic has chosen. The current wisdom seems to state one of the reasons WoW succeeded in the first place was the low barrier to entry with the hardware requirements. I don’t know the people in my guild that well, but I’m assuming most of them aren’t the kind of people who upgrade computers to run a game. In fact, very few of the people I ever talked to who play WoW are “hard core” enough to purchase gaming PC’s. People have been hopeful of WAR being the first significant WoW contender but given the game might not run well on many of the WoW player’s machines, this might be a big bump on WAR’s road.

Another interesting aspect that will also affect how well War market adoption is the lack of a Mac client. My personal impression is that Mac owners are more likely to be early adopters than PC owners, and definitely are more likely to recommend products they like to everyone they know. This in turn means that Mac users are more valuable for word of mouth marketing than PC users. This combined with the fact that WoW has lots of Mac players (statistic, anyone, please?) who either can’t play War at all (if no Windows is installed) or need to boot to XP meaning you can’t casually log in (which is totally counter to the Mythic claim of the game being casual-friendly) means WAR will lose a lot of potential early adopter marketing goodwill. And given people form their opinions rather quickly meaning you only get one chance to launch your game, losing the launch game is likely to result in mediocre market performance.

Of course, again, I wish this doesn’t happen. I really want to see WAR succeed. Anyway, I think I’ll wait for a bit and see if I should cancel my pre-order and wait for the dust to settle. If GOA doesn’t get their act together, I can always hit the US servers.

Thoughts on in-game advertising

One of the hot new ways to make money with games and virtual worlds is advertising. Or at least that’s what a lot of companies want all game developers to believe. If visit website of any of the in-game ad network providers such as IGA Worldwide or Double Fusion, they have a bunch of press releases out on more and more games including ads, and what a wonderful world has become to the developers.

Nielsen and IGA also published a study in June where they found 82% of gamers didn’t mind contextual ads in games. Curiously Nielsen.com doesn’t have any more information about the study (contrary to the press release) so I don’t know what games and methodologies were used to get the result. I would assume if this was on a racing game, the game would probably feel more real with real ads, so getting such a good result would be quite natural. Had this been about slapping a Coke board on a building in Thunder Bluff, I doubt the score would have been in this league.

Now, it seems the current message being broadcasted to game developers is that putting ads into your game gives you free money. Unfortunately, it’s not that simple. Andrew Chen blogged an excellent piece about maximizing ad revenue a couple weeks back, which specifically deals with what websites can do to get more dough. If you’re doing bulk advertising (banners in any for, be it adwords or video streamed to a medium rectangle), bringing in serious money requires serious volumes, which, if you read Andrew’s posting, changes how you make the money on a given network.

Websites can tackle this by integrating multiple networks of choice, but I as far as I know (and I don’t know much), there aren’t enough of them for in-game advertising to allow for this to happen for games. With relatively little competition, the networks can require exclusive deals, and I’d be surprised if the CPM rates of the networks varied enough to call for this type of an optimization. Further, I’m not sure if too many game developers even think of this level of sophistication when integrating ads into a game, given that most websites don’t probably do this. Anyway, this probably means that the average developer who integrates into the current networks should not expect a fat check in the mail, no matter what anyone tells you.

Talking about economies of scale, part of the reason Google is so darn effective in the online advertising is that they can sell targeted advertising to anyone willing to spend any money at all in ads. Joe Bob’s Auto Garage from Oklahoma can decide to spend a hundred bucks on people searching for local auto dealers and it’s possible. With in-game ads, I doubt getting access to those dollars will come any time soon, which probably cuts off a very significant portion of businesses putting money into advertising. And if your ad dollars come from a small set of big companies, you won’t get a single ad in your game if they don’t happen to like the content. Modern online advertising has a long tail, and the way to cash that is by serving Google Adwords.

Coming to think of it, it might be worth starting a business that offered developers technology that offered compatibility with any in-game ad network and enabled the developers to change the integration on the fly, rather than relying on a single network. This could be the beginning of making smaller scale ad-funded games a lot more viable than today.

Now, even if advertising in games is it’s infancy, there’s movement ahead that might make in-game ads a lot more appealing and lucrative in the future. PlayNoEvil had an extremely interesting speculation about upcoming ad war between Google and Microsoft. Given that games can offer a lot deeper exposure than most websites, if there’ll be disturbances in the force on the web, advertisers might suddenly start to flock to media where ad-blockers and browser incompatibilities are nowhere to be seen. We live in interesting times!

More on Chrome performance and success metrics in general

Given that I found Chrome, Webkit Squirrelfish and Firefox 3.1 performance to be on par, I started to wonder why so many sources are claiming Chrome is the fastest engine out there.

The reason seems to be this benchmark. Instead of using Sunspider or some other existing benchmark, the V8 guys have created their own benchmark and tuned V8 to perform well with that particular benchmark in mind. And of course, all the excited bloggers are using these numbers.

This has paid off on that benchmark, of course. Webkit scores 391 points, Firefox 3.1 gets 162 points and V8 goes all the way to 1927.

So what’s wrong with this picture? The problem is, looking at the description of the benchmark, nothing in the V8 benchmark is meaningful for a web browser. I’m sure getting big numbers is a cool thing to present at work and gets you the Nerd Bonus, but that just means the team has forgotten the goal they should have had when implementing the engine – high quality web surfing experience. This is in stark contrast with the goals of Sunspider, which aims to benchmark real world use cases, so good score in Sunspider should translate to more comfort when actually using the browser.

In my opinion, the V8 team has defined their success metrics based on something they shouldn’t have. They should have aimed for best possible browsing experience and hence used benchmarks like Sunspider and Dromaeo to tune the engine.

Setting wrong goals seems to be quite general issue with any industry, given that setting the right metrics to measure success requires a deep understanding of the problem at hand and objective approach to solving the issues. At worst, you define the goals to please someone in your organization through numbers. Someone I know was working as a networking system developer and switched jobs after being forced to optimize for throughput benchmarks (to please the boss of his boss), rather than optimizing for real world use cases.

Coming up soon, what questions I iterate to understand the problem.