2K is a global developer, marketer, distributor and publisher of interactive entertainment software games.[1] 2K Games is a subsidiary of Take-Two Interactive, which also owns Rockstar Games notable for the Grand Theft Auto series. It was created on January 25, 2005 after Take-Two acquired developer Visual Concepts and its wholly owned subsidiary Kush Games from Sega for US$24 million.
The name "2K Games" comes from Visual Concepts' sports game lineup typically referred to as the 2K series, which were originally published exclusively for the Dreamcast console. 2K Games is headquartered in Novato, California. The label publishes a wide variety of console and PC titles developed both internally and externally.
2K is a global developer, marketer, distributor and publisher of interactive entertainment software games.[1] 2K Games is a subsidiary of Take-Two Interactive, which also owns Rockstar Games notable for the Grand Theft Auto series. It was created on January 25, 2005 after Take-Two acquired developer Visual Concepts and its wholly owned subsidiary Kush Games from Sega for US$24 million.
The name "2K Games" comes from Visual Concepts' sports game lineup typically referred to as the 2K series, which were originally published exclusively for the Dreamcast console. 2K Games is headquartered in Novato, California. The label publishes a wide variety of console and PC titles developed both internally and externally.
2K GAMES CRM consists of:
* Helping an enterprise to enable its marketing departments to identify and target their best customers, manage marketing campaigns and generate quality leads for the sales team.
* Assisting the organization to improve telesales, account, and sales management by optimizing information shared by multiple employees, and streamlining existing processes (for example, taking orders using mobile devices)
* Allowing the formation of individualized relationships with customers, with the aim of improving customer satisfaction and maximizing profits; identifying the most profitable customers and providing them the highest level of service.
* Providing employees with the information and processes necessary to know their customers, understand and identify customer needs and effectively build relationships between the company, its customer base, and distribution partners.
2K GAMES CRM
Every day, your employees have conversations with customers and prospects about your company and products. Customer relationship management (2K GAMES CRM) is your set of business processes and underlying applications that helps manage all your customer information, activities, and conversations. With 2K GAMES CRM, your sales, marketing, and customer service teams can understand every customer and deliver the right message or answer. By analyzing this information, you can make better decisions to close more business, reduce the cost of service, and keep every customer satisfied.
2K GAMES CRM Cloud Applications
Today, 2K GAMES CRM is shifting toward cloud computing. Instead of buying and maintaining expensive servers and software to manage customer conversations and information, companies can use Web-based (“cloud”) applications to run their 2K GAMES CRM—and get a high return on their investment. Salesforce.com is a leader in cloud computing, offering a complete set of 2K GAMES CRM cloud applications, a cloud platform, and a cloud infrastructure.
Accounts & Contacts
For sales and marketing
For sales managers, 2K GAMES CRM cloud apps provide real-time visibility into their team’s activities so they can forecast sales with confidence. For sales reps, 2K GAMES CRM cloud apps make it easy to manage customer information so reps spend less time handling data and more time with customers.
For marketers, nothing is more important than tracking the sales that result from leads generated through marketing campaigns on your Web site, in email, or with Google AdWords. 2K GAMES CRM cloud apps let marketers track leads and sources, route leads to the right salespeople in real time, and provide the analytics to see what’s working and what can be improved. Learn more
Accounts & Contacts
For customer service
Your customers have questions about your products. Today, they might go to Google or Twitter to look for answers and only contact your call center if they can’t find what they need. To deliver stellar customer service, you need to connect all the conversations that happen on social networks with the internal knowledge your agents use every day. That way, your customers get answers fast and are happy. And it costs you less. Learn more
2K GAMES CRM Cloud Platform
2K GAMES CRM cloud apps need to be easy to use for sales, marketing, and service professionals in any industry. That’s why smart companies rely on a 2K GAMES CRM platform that gives them complete freedom to customize 2K GAMES CRM for their business. It’s the best way to boost adoption and make sure your 2K GAMES CRM apps are working the way you do.
2K GAMES CRM Cloud Infrastructure
Successful 2K GAMES CRM customers rely on a proven, trusted infrastructure—the servers and software in a data center—for running their 2K GAMES CRM applications. For 2K GAMES CRM to work effectively, it must have three characteristics:
* High reliability – uptime that exceeds 99.9%
* High performance – data access in less than 300 ms
* High security – industry certifications such as ISO27001 and SAS 70 Type II
An effective 2K GAMES CRM infrastructure is based on multitenancy: multiple customers sharing common technology and all running on the latest release, much like Amazon.com or Google. With multitenancy, you don’t have to worry about application or infrastructure upgrades—they happen automatically. In fact, multitenancy lets companies focus on managing 2K GAMES CRM, not managing technology.
Efficiency is a solution that only results from practice in a field. 3D engines and the games that are realized with them are immature compared to other engineering fields and so have not had the time yet to develop standards that allow for fast production times, better flexibility, and cheaper development costs. With mature tools you can begin production and put in place your content immediately and once a project was complete move directly onto the next projects content phase rather than rewriting the different aspects of the tools needed for different products. Flexible tools should be organized in such a way that the components are compartmentalized so you could write your game logic once and pair that exact same logic up with different render and resource management modules that are specific to other systems. Or even completely replace a specific module like the renderer to add features without requiring the modification of a module like the game logic. These two improvements taken together would lead to overall cheaper development costs as you are not constantly reinventing the wheel. Right now tools and systems are fragmented. Some cross-system, mature-tool solutions are beginning to emerge such as: Gamebryo by EGT or the more recent: XNA from Microsoft. Gamebryo is the more featured of the two and allows the targeting of seven systems. Right now XNA targets only three with all of them being Microsoft owned. Both of these tools are by no means complete but they do demonstrate that proprietary solutions which perform a specific task can be replaced with more general solutions that perform the same task well and in addition with minimal additional effort target many more market segments reducing redundent development efforts. Publishers as a class share a common interest in tool standardization. 3D engines right now are at the stage of television systems in their early days, many different standards and a specific type of camera paired with each and all of them competing for market share. Gamebryo and XNA are the beginnings of broadcast cable with content worldwide delivered to anyones receiving set. It would be difficult but in the interests of all developers to band together in a consortium with a mandate to create mature and robust common tools for the benefit of everyones content.
Value is the proposition that is more difficult to nail down. But by providing it you actually give reasons to your customers to purchase your content. Too many times developers lose sight that games are interactive entertainment and instead focus on a particular lighting effect or gameplay gimmick as the only selling point of a title. The original Half-Life is a demonstration of how actually providing entertainment should be the goal rather than providing technical features or gimmicks. In the early days of the film industry there were vast numbers of so-called "B" movies. Just throw-away if you even managed to sit through it the first time. When you hear low profitibility rates and to some extent high piracy rates then it is usually because it is a "B" game. A modern triple-A game needs the qualities that a successful modern film has just interactive to boot. Before Half-Life the consensus was that single-player games were definitely on the way out and that multi-player games were the only wave of the future mainly because a real person would provide a much better experience than the then very predictable computer opponents and limited level design and connectivity. Then Half-Life occured. It brought with it an interesting plot, varied environments, well produced voice dialog, logical connections between the locations of the game, and of course a bit better computer opponents. It rocked the industry. A game that had a cinematic feel to it was at the time unheard of and completely turned the industry on its head. Before Half-Life single player was dead, after it venture capitalists couldn't throw enough money towards single player. Around the same time as Half-Life another value increasing trend was developing and it was user-modifications, a precursor to what is usually called DLC today. With games such as Quake, and Doom before it, the value of the title was significantly increased simply because once you finished the developers content you went on and enjoyed extra content, some good, some horrid, but all of it extra nonetheless. Letting users create content continually increases over time the value of the original title without significantly increasing the development costs. The more "value" a title contains then the more likely customers are likely to purchase it even far into the future. I purchased Quake I again about 6 months ago and since that have added a different rendering engine, high-resolution textures, more detailed weapons models and armor, and ripped the audio from the cd into ogg files. This openness and allowing user content enhances and still provides residual sales of Quake today even though it lacks the other half of the value proposition which is the cohesive entertainment qualities that Half-Life brought to the stage later. A game with both user content and entertainment qualities is a force to be reckoned with. It provides an excellent and constantly growing value to the customer fueling sales far past what would normally be considered the obsolesence date.
Implementing user created content could also be managed as a marketplace. The provided editor has an option to publish the content to the developer who then lists it on their website and with credentials sends it to other users at an appropriate cost. The profit is split with and in favor of the creator of the content. I would happily pay $5 for a level the quality of "Fort Frolic" and I'm sure the user who created it would love to get $4 from 2K every time someone downloaded it.
Edit:
I'd like to examine the rationale behind a marketplace in more detail. First of all, check out: Stardock's WinCustomize site. It's a companion site for their program WindowBlinds. There is a mixture of free and paid-for themes available and this model is probably what would provide to greatest overall value for all parties. A marketplace for user content is a win-win-win situation. The customer wins because more content is available and this increases the value of the product to them. The publisher wins because it increases the value of the base product with requiring credentials to access this content and therefore spurs increased sales and extends it's shelf life as well. The user who created the content wins because if their content is accepted they stand to share in the profit and therefore have an incentive to create high-quality content. The publisher does deserve their share of the profit in this scenario because they provided the initial game platform, the marketplace, and assets the user combines anew to create new content. The publisher would be the final arbiter when it comes to deciding which content was accepted and which content cost money but details like these are issues you work out once you've accepted the idea itself. With such a positive outcome for all parties involved it would be difficult to argue against
The name "2K Games" comes from Visual Concepts' sports game lineup typically referred to as the 2K series, which were originally published exclusively for the Dreamcast console. 2K Games is headquartered in Novato, California. The label publishes a wide variety of console and PC titles developed both internally and externally.
2K is a global developer, marketer, distributor and publisher of interactive entertainment software games.[1] 2K Games is a subsidiary of Take-Two Interactive, which also owns Rockstar Games notable for the Grand Theft Auto series. It was created on January 25, 2005 after Take-Two acquired developer Visual Concepts and its wholly owned subsidiary Kush Games from Sega for US$24 million.
The name "2K Games" comes from Visual Concepts' sports game lineup typically referred to as the 2K series, which were originally published exclusively for the Dreamcast console. 2K Games is headquartered in Novato, California. The label publishes a wide variety of console and PC titles developed both internally and externally.
2K GAMES CRM consists of:
* Helping an enterprise to enable its marketing departments to identify and target their best customers, manage marketing campaigns and generate quality leads for the sales team.
* Assisting the organization to improve telesales, account, and sales management by optimizing information shared by multiple employees, and streamlining existing processes (for example, taking orders using mobile devices)
* Allowing the formation of individualized relationships with customers, with the aim of improving customer satisfaction and maximizing profits; identifying the most profitable customers and providing them the highest level of service.
* Providing employees with the information and processes necessary to know their customers, understand and identify customer needs and effectively build relationships between the company, its customer base, and distribution partners.
2K GAMES CRM
Every day, your employees have conversations with customers and prospects about your company and products. Customer relationship management (2K GAMES CRM) is your set of business processes and underlying applications that helps manage all your customer information, activities, and conversations. With 2K GAMES CRM, your sales, marketing, and customer service teams can understand every customer and deliver the right message or answer. By analyzing this information, you can make better decisions to close more business, reduce the cost of service, and keep every customer satisfied.
2K GAMES CRM Cloud Applications
Today, 2K GAMES CRM is shifting toward cloud computing. Instead of buying and maintaining expensive servers and software to manage customer conversations and information, companies can use Web-based (“cloud”) applications to run their 2K GAMES CRM—and get a high return on their investment. Salesforce.com is a leader in cloud computing, offering a complete set of 2K GAMES CRM cloud applications, a cloud platform, and a cloud infrastructure.
Accounts & Contacts
For sales and marketing
For sales managers, 2K GAMES CRM cloud apps provide real-time visibility into their team’s activities so they can forecast sales with confidence. For sales reps, 2K GAMES CRM cloud apps make it easy to manage customer information so reps spend less time handling data and more time with customers.
For marketers, nothing is more important than tracking the sales that result from leads generated through marketing campaigns on your Web site, in email, or with Google AdWords. 2K GAMES CRM cloud apps let marketers track leads and sources, route leads to the right salespeople in real time, and provide the analytics to see what’s working and what can be improved. Learn more
Accounts & Contacts
For customer service
Your customers have questions about your products. Today, they might go to Google or Twitter to look for answers and only contact your call center if they can’t find what they need. To deliver stellar customer service, you need to connect all the conversations that happen on social networks with the internal knowledge your agents use every day. That way, your customers get answers fast and are happy. And it costs you less. Learn more
2K GAMES CRM Cloud Platform
2K GAMES CRM cloud apps need to be easy to use for sales, marketing, and service professionals in any industry. That’s why smart companies rely on a 2K GAMES CRM platform that gives them complete freedom to customize 2K GAMES CRM for their business. It’s the best way to boost adoption and make sure your 2K GAMES CRM apps are working the way you do.
2K GAMES CRM Cloud Infrastructure
Successful 2K GAMES CRM customers rely on a proven, trusted infrastructure—the servers and software in a data center—for running their 2K GAMES CRM applications. For 2K GAMES CRM to work effectively, it must have three characteristics:
* High reliability – uptime that exceeds 99.9%
* High performance – data access in less than 300 ms
* High security – industry certifications such as ISO27001 and SAS 70 Type II
An effective 2K GAMES CRM infrastructure is based on multitenancy: multiple customers sharing common technology and all running on the latest release, much like Amazon.com or Google. With multitenancy, you don’t have to worry about application or infrastructure upgrades—they happen automatically. In fact, multitenancy lets companies focus on managing 2K GAMES CRM, not managing technology.
Efficiency is a solution that only results from practice in a field. 3D engines and the games that are realized with them are immature compared to other engineering fields and so have not had the time yet to develop standards that allow for fast production times, better flexibility, and cheaper development costs. With mature tools you can begin production and put in place your content immediately and once a project was complete move directly onto the next projects content phase rather than rewriting the different aspects of the tools needed for different products. Flexible tools should be organized in such a way that the components are compartmentalized so you could write your game logic once and pair that exact same logic up with different render and resource management modules that are specific to other systems. Or even completely replace a specific module like the renderer to add features without requiring the modification of a module like the game logic. These two improvements taken together would lead to overall cheaper development costs as you are not constantly reinventing the wheel. Right now tools and systems are fragmented. Some cross-system, mature-tool solutions are beginning to emerge such as: Gamebryo by EGT or the more recent: XNA from Microsoft. Gamebryo is the more featured of the two and allows the targeting of seven systems. Right now XNA targets only three with all of them being Microsoft owned. Both of these tools are by no means complete but they do demonstrate that proprietary solutions which perform a specific task can be replaced with more general solutions that perform the same task well and in addition with minimal additional effort target many more market segments reducing redundent development efforts. Publishers as a class share a common interest in tool standardization. 3D engines right now are at the stage of television systems in their early days, many different standards and a specific type of camera paired with each and all of them competing for market share. Gamebryo and XNA are the beginnings of broadcast cable with content worldwide delivered to anyones receiving set. It would be difficult but in the interests of all developers to band together in a consortium with a mandate to create mature and robust common tools for the benefit of everyones content.
Value is the proposition that is more difficult to nail down. But by providing it you actually give reasons to your customers to purchase your content. Too many times developers lose sight that games are interactive entertainment and instead focus on a particular lighting effect or gameplay gimmick as the only selling point of a title. The original Half-Life is a demonstration of how actually providing entertainment should be the goal rather than providing technical features or gimmicks. In the early days of the film industry there were vast numbers of so-called "B" movies. Just throw-away if you even managed to sit through it the first time. When you hear low profitibility rates and to some extent high piracy rates then it is usually because it is a "B" game. A modern triple-A game needs the qualities that a successful modern film has just interactive to boot. Before Half-Life the consensus was that single-player games were definitely on the way out and that multi-player games were the only wave of the future mainly because a real person would provide a much better experience than the then very predictable computer opponents and limited level design and connectivity. Then Half-Life occured. It brought with it an interesting plot, varied environments, well produced voice dialog, logical connections between the locations of the game, and of course a bit better computer opponents. It rocked the industry. A game that had a cinematic feel to it was at the time unheard of and completely turned the industry on its head. Before Half-Life single player was dead, after it venture capitalists couldn't throw enough money towards single player. Around the same time as Half-Life another value increasing trend was developing and it was user-modifications, a precursor to what is usually called DLC today. With games such as Quake, and Doom before it, the value of the title was significantly increased simply because once you finished the developers content you went on and enjoyed extra content, some good, some horrid, but all of it extra nonetheless. Letting users create content continually increases over time the value of the original title without significantly increasing the development costs. The more "value" a title contains then the more likely customers are likely to purchase it even far into the future. I purchased Quake I again about 6 months ago and since that have added a different rendering engine, high-resolution textures, more detailed weapons models and armor, and ripped the audio from the cd into ogg files. This openness and allowing user content enhances and still provides residual sales of Quake today even though it lacks the other half of the value proposition which is the cohesive entertainment qualities that Half-Life brought to the stage later. A game with both user content and entertainment qualities is a force to be reckoned with. It provides an excellent and constantly growing value to the customer fueling sales far past what would normally be considered the obsolesence date.
Implementing user created content could also be managed as a marketplace. The provided editor has an option to publish the content to the developer who then lists it on their website and with credentials sends it to other users at an appropriate cost. The profit is split with and in favor of the creator of the content. I would happily pay $5 for a level the quality of "Fort Frolic" and I'm sure the user who created it would love to get $4 from 2K every time someone downloaded it.
Edit:
I'd like to examine the rationale behind a marketplace in more detail. First of all, check out: Stardock's WinCustomize site. It's a companion site for their program WindowBlinds. There is a mixture of free and paid-for themes available and this model is probably what would provide to greatest overall value for all parties. A marketplace for user content is a win-win-win situation. The customer wins because more content is available and this increases the value of the product to them. The publisher wins because it increases the value of the base product with requiring credentials to access this content and therefore spurs increased sales and extends it's shelf life as well. The user who created the content wins because if their content is accepted they stand to share in the profit and therefore have an incentive to create high-quality content. The publisher does deserve their share of the profit in this scenario because they provided the initial game platform, the marketplace, and assets the user combines anew to create new content. The publisher would be the final arbiter when it comes to deciding which content was accepted and which content cost money but details like these are issues you work out once you've accepted the idea itself. With such a positive outcome for all parties involved it would be difficult to argue against
Last edited by a moderator: