- I previously mentioned Klei Entertainment's new Jamie Cheng-helmed blog, and in the second instalment, the opinionated but always readable Eets creator talks about the 'Top 3 reasons Klei doesn’t do Casual Portals', as follows.

Firstly, he notes that 'developers take all the risk': "In this market, most developers create the game entirely on their own budget, and then ship it off to the distributors to sell. The distributors then put the game up on their site, and if it doesn’t hit certain metrics within a short time span, the game gets pulled off the front page, buried underneath hundreds of other games. You can bet the long tail is hard at work after this point, but selling a few copies here and there over a long period of time doesn’t benefit the developer — it benefits the distributor because of the volume of games. Hence, it’s in the distributor's best interest to grab as many games as possible to build their library up and fatten the long tail."

He also comments, probably most notably: "Even disregarding everything above, I believe the market goes against the greatest strength of the internet. It can be encompassed with one word: Service. The future of games, especially ones delivered over the internet, is providing not just a finished product, but a continued service."

In other words, casual games delivered over portals don't get you involved in after-sales service, your game's community, or suchlike. Cheng also admits that the Klei employees just aren't into the kind of games that are popular on portals - but is that alone the issue here, or does he have a bigger points about how casual portals work? Should more developers be trying to break out of that portal paradigm?