Showing posts with label software. Show all posts
Showing posts with label software. Show all posts

Friday, July 29, 2011

Team 17 Software Ltd Chief: ' EA was a good fit for us '

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PopCap Dave Roberts PopCap chief executive Dave Roberts says the past six months have been 'pretty damn crazy' for the company. Photograph: Lincoln Potter/Samaya LLC/Lincoln Potter

One of the biggest game industry stories this year has centred around the acquisition of one of casual gaming's leading lights, PopCap, by Electronic Arts for the hefty sum of $750m (£457m).

While the benefits of the sale from EA's perspective are easy to work out – it extends the company's reach on both social network and smartphone gaming platforms, and increases its talent-base significantly – PopCap's motives for the sale have been difficult to pin down.

We spoke to PopCap chief executive Dave Roberts to find out what motivated the deal and what effects it will have on the company.

How were the past six months?
It was certainly crazy. I don't know if it was the craziest six months of my life, but it was pretty damn crazy.

Can you talk me through the decision process that led to PopCap being acquired by Electronic Arts?
Well, we were working with some bankers on the deal. They were taking us through the whole thing – which wasn't a traditional banking process. At the same time we were spending a lot of energy and time looking at going the IPO route on this and doing a lot of work on that. So, on the one hand I was involved in that, and on the other, I was meeting with a lot of companies who could potentially acquire us, so, yeah, there was a lot on my plate during that time.

It was kind of like speed dating – although I've never done speed dating. For us, there were a lot of quick 'Hi, how are you' meetings. EA was a good fit for us, though. I think both companies remembered each other from a couple of years ago when we first took a good look at each other's inner workings – it was easy to think that everything was static, when in fact, the truth was both companies had changed a lot over that time.

A lot of it was about rediscovering, for us, that EA actually cared about games. That was an eye-opener for me; I mean I know John Riccitiello's been saying it for a long time, but I've heard that sort of thing before. Just because a CEO is saying it doesn't make it so. But then you walk through the halls of EA and see people who are genuinely excited about games.

Bejeweled Number 1 hit: Bejeweled, PopCap's first runaway success

They also like us from a product-personal perspective. They genuinely have affection our games; their interest in us wasn't because they saw as filling a market niche. With Riccitiello's vision for EA, games do come first and this multi-platform future for all games is kind of where we at PopCap were heading anyway. We share a common vision with them.

There's now a lot more we can do with our games – and I think we've just scratched the surface of what we're capable of.

What will the deal change at PopCap?
Well, PopCap's been changing every single year for the last 10 years, but hopefully, we'll keep the essence of what we do here. One of the things I like about EA – and I don't think this was true of them a few years ago – is that they care about games very passionately. I think they lost that for a while. The EA of four years ago was the EA that was arrogant and didn't really give a shit about games. At some point though, and I personally didn't even notice this about EA until around last year, but things had changed. EA was different; people were actually excited about their jobs again, and I don't think that had happened in a while.

Every indication is, that EA like us as we are. They've not really proven to be very good at making casual content, so there's no reason why they'd want to mess with what we have here.

We certainly look at it as an opportunity to take some of the things that we've tried to do better on a bigger scale – like massive porting efforts, for example – that we've never been quite as good as EA at doing. We could only do that sort of stuff on a PopCap scale. Teaming up with EA to do that stuff is going to make our lives so much easier; a lot of our game guys will have space and time to work on games and they won't have to spend vast amounts of time on porting efforts, say.

Peggle Peggle opened the door to PopCap's hardcore success through Steam

So was the main objective in the deal to allow PopCap to refocus its creative talent?
Well, that's one objective, sure. We're a relatively small company after all. I mean, for example, we've got a team in Dublin right now that's working on a social media game, but that's also the team we have that does ports to Android. Also, if we get a Sony Ericsson deal, we have to go off and buy 60 handsets to work on.

Look, no individual task is that hard, but you'd have a situation where we'd have designers, artists and engineers that could be working on a social game, and they're doing other things instead of that. Now, we can move that sort of work off to other parts of the EA organisation that do that stuff very well. The good news is that EA have set it all up so we get to choose which parts of our organisation and workload that we want to integrate. There's no big EA mandate that dictates that we have to do things their way.

Their attitude is more: 'Look, here's the stuff our organisation can do. Let us know what you want and we'll figure it all out.'

Well, that's how it's been so far. We haven't closed the deal yet, so ask me in six months! But we're pretty excited about it. We really see this as an opportunity to be a bigger company, hopefully without losing what's special about what we do here.

So was the other major objective to grow PopCap as a company?
Well, we've always been about creating this enduring legacy for our brands. We want our games to rank up there with games like Monopoly and Scrabble, regardless of the fact that they're video games. People have favourite games but a many of them aren't video games and we really want to change that. Now, with the consumer reach that EA's got, we're better positioned for that. We knew we could have probably done it on our own, but it would have taken a lot a longer. With EA, we can accelerate that process by quite a large number of years, because a relationship with them gives us access to a lot more resources.

Some of its things, like Playfish's publishing platform, which can accelerate our social media games development, or Origin, which is this huge client database which will help us reach more gamers.

So we've got more available. We don't have all the answers yet on what we're going to do with all of it, but we're excited that we have the opportunity to use it.

You sound like you're still figuring it out as you go…
Yeah, well, that's just it; the biggest challenge for a company our size is that there are so many things that we could do. The danger is that we don't make sure we know what the first things we should go after are. We're going to have to be a little bit careful; it's easy to try a thousand things at once and do none of them. We've got to be a bit judicious about things and take deliberation on it.

Look, there are a lot of questions we still have – we haven't closed the deal yet – and there's the potential for a lot of angst that people have when there's this much change, so we know we have a lot still to work through.

You've said that there's a lot that will change at PopCap – as has been happening over the last 10 years – but surely there are fundamentals here that won't be changed?
Well they shouldn't be. Unless, of course, we decided we wanted to change them. Look, five years ago we were a download gaming company. Now we're a social media games company and a smartphone games company. That's what we're know for now, and that's a pretty big change, right? It's the biggest change that I think we've had at PopCap – certainly in the time I've been here.

We've had to really think about games differently. With social games, I really have to credit Jason [Kapalka, founder and chief creative officer] and some of the other guys at the studio for dragging some of the old timers we've had here, kicking and screaming sometimes, towards that genre. Once they got it, though, they really realised that all social games were not evil and they were actually a really cool way to engage users in ways we never thought of before. Once that happened, the whole landscape here changed.

I think we're on this dawn of new social games. We haven't seen the best of what that platform has to offer yet – not just from PopCap but from anyone. We want to change the way people look at social gaming and I'm sure other folks are working on the same thing. Take the new Sims social stuff – I haven't seen it myself yet, but I've heard it's supposed to be amazing. I don't think you're going to be seeing much more, cloney, spam-your-friends games that we've seen on Facebook in the past. I think you're going to see a lot of innovation there and that's only a good thing.

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So do you think that we're going to see fewer games on social platforms that put a premium on monetisation?
Well, it depends on what you care about. You can go overboard with monetisation on any platform. You can take any of the free-to-play models too far and I think doing that too much can put a blemish on the industry. I think that this actually hurt social games very early on, even some of the ones like FarmVille, which I think was very spammy at first. But they've gotten huge; ask FarmVille players now if they like FarmVille, and they do. It's easy for us in the core gaming crowd to say that it's not even a game, but the truth is, FarmVille has tens of millions of people who play it and love it and you can't argue with that!

Do you think that the core market developers resist making social media games because they see how much money they make and they start getting worried that this is the sort of game that publishers and developers will start to focus more on making, because that's where the money is?
I think that's a part of it, sure. But then there's another part of it that it's because it's the unknown. Game designers are a fickle breed and they kind of like things to stay the way they are. It's hard for things to change sometimes – look, we've struggled with it. It's hard to make a game with the right balance; which is fun, and that you can monetise while having it still be engaging. Making a game which is a one-time fee is a much easier challenge than making any freemium game model work.

I've seen a lot of bad freemium models out there where they give you two levels and then expect you to pay for it – and the two levels aren't very good. There may be an interesting game in there, but you'll never know, because the makers tried to make you pay for it too fast!

So, I guess developers have always had game balance issues, and now we've got a new dimension for game balancing and I think that's daunting. It's a whole new skill set and evidenced by some of the stuff I've seen out there, a lot of people aren't very good at it.

I think we'll come around, though. People are learning how to make better social games. We take an approach here where we try to lead with the fun part and then dial up the monetization part. We've probably left money on the table somewhere, but ultimately we've kept our customers happy and we've preserved our reputation and, frankly, that's the most important thing for us. We're in for the long run. It's Facebook today, but it might Google+ in a year and it could be something completely different in three years.

Do you have any developers looking at making games for Google+?
I don't know if I'd be allowed to say so if we did!


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Thursday, July 28, 2011

Microsoft seeks to weaken the software patents rules by United States Supreme Court's

Software patents Microsoft cases where the accused was in order to cool down the infringing a patent on XML and forced to suspend the sale of the Word and Office when it US Supreme Court Monday afternoon UK time and could have a far-reaching impact on future litigation.

Microsoft has brought the matter to the Supreme Court, where it asks the Court to lower the standards of proof required for challenges to the validity of a duly issued patent. The company is seeking to overturn a patent have at the moment to be able to show "clear and convincing" evidence; Microsoft wants to move, for the benefit of tilts the complainant that an "overweight" of evidence.

If Microsoft WINS, it could weaken the use of software patents in a number of cases. Loudon Owen, Chairman of i4i, saying it is "patent law at a crossroads" and that "the consequences will affect every consumer in each establishment at each level".

Microsoft contends that it is too difficult to pass on the software patent granted in error by the US Patent Office. "Innovation is one of the major drivers, one of the bright spots in our economy," says Andy Culbert, Associate General Counsel for Microsoft. "If you have a really bad patent should not have been issued, what happens? It keeps innovation. "

i4i says that weaken the standard evidence to overturn the patents would deter companies and inventors from being innovative. Currently ends about half of patents with the patent litigation will be ruled invalid. If Microsoft (which itself owns a large number of patents, including software patents) prevails, that proportion will rise.

By i4i, Owen argues: "what it really means for consumers is there will be much less investment in medicines in biotechnology, in green tech … because without patents, there is no security, and system will not work."

Speech to the Seattle PI blog, Henry Sneath, Pittsburgh-based patents lawyer wondered why and when Microsoft had been so keen to "overweight" rather than "clear and convincing" standard of proof:

"I have never heard of any large cry to change the default, and I do not remember anything written about it," said Sneath, who spoke as an officer of DRI, the nation's largest organization of civil litigation lawyers. "So you have to wonder why it is suddenly a big deal. Now, Microsoft has made a stink about it? It is almost like the manufactured problem. "

Dispute between Microsoft i4i and is lengthy. i4i is a Canadian software company which told the guardian in 2010, the aim is to become "[database company] Oracle unstructured data", and rejected claims it was involved in "patent trolling vessels"-enforce patents that it happens to keep but the user does not otherwise-in suing Microsoft.

In March 2007 the defendant i4i Microsoft for intentional infringement of its patent on the use of XML (Extensible Markup Language superset of markup languages such as the Web's HTML) in Word to custom applications. This led to a ban on the sale in the us of the Word 2003 version of Microsoft program considered to be directly violates. (Later versions did not.)

The central element in i4i XML product is that it takes large amounts of unstructured data, and then wraps in XML to make it more usable and useful. Among its users the US Patent Office, US Air Force and the number of pharmaceutical companies, including Bayer and Novo Nordisk.

i4i accused Microsoft of "cool" violates the patent after the two companies had had conversations in 2000-2001 about XML and custom XML. "" We had extensive contacts with Microsoft in the course of several years on the ability to interact, "Owen told me in January 2010. Soon after Microsoft began talking about XML schemas in future versions of Word, which was then delivered in Word 2003-processing activity i4i's activity, the company said.

On 20 May 2009, a jury found i4i's patent has been violated and will Microsoft was ordered to pay damages to i4i. 11 August 2009, it was a final judgment against Microsoft issued, included a grant of more than $ 290 m damages for i4i (including enhanced damages, interest and record-verdict damage) and a permanent injunction, which entered into force on 11 January, 2010.

Microsoft unsuccessfully appealed to the Federal Circuit Court of appeals at the end of 2009, and also has unsuccessfully sought a treatment at the beginning of 2010. This was the largest patent infringement judgment ever be upheld by the Federal Circuit.

Chief Justice of the Supreme Court has withdrawn from the case, which will be heard only of eight judges, which means that Microsoft has to get 5 8 back his case, rather than 5 9.

24 Amicus briefs support position-in total submitted to i4i, including one of the u.s. Government.


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Sunday, February 27, 2011

Goldman Sachs invests in UK software company

Goldman Sachs has made a $ 70 m £ 43 m investment in British software and services firm AppSense.

Darron Antill, chief executive, said the company would use the funds to expand company geographic and grow business in advance of a possible initial public offering.

Appsenses clients include BT, ESPN, JP Morgan Chase and United Airlines and the Department for work and pensions (.DWP). It is specialized in "user virtualization" – tailor work software, so your employees can access their work and programs use the anywhere on any device.

Antill said the increasing use of mobile devices, Tablet computers, and portable computers meant the user virtualization is driving sales. The company now has offices in New York and London and Manchester, Germany and Australia. Income was just under $ 50 m last year and the company is on track for 60% growth this year.

Antill said the company had focused on North America in the last 12 months. He said the investment would allow AppSense to extend its reach at the same time develop Cloud-based, mobile and other services. "Users today would like to be able to manage their work independently of any particular platform or device," he said. "Goldmans investment is a step change in our business and a recognition that we are a leader in this space."

Pete Perrone, CEO of Goldman Sachs, joins the company's Board of Directors. "With the increasing mobility of the workforce and the need to be able to access information from any device Goldman Sachs sees a clear demand for user virtualization solutions that span multiple desktop delivery methods," said Perrone. "Appsenses strong customer traction, innovative solutions in desktop computing and record the growth it has experienced over the last two years, additional story solidified our decision to invest in the company."


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