Showing posts with label LittleBigPlanet. Show all posts
Showing posts with label LittleBigPlanet. Show all posts

Wednesday, February 4, 2009

Zero Punctuation on User Generated Content

Zero Punctuation gives a very succinct, accurate, and TOTALLY NSFW view of the issues around user generated content in his review of Little Big Planet.


Tuesday, January 27, 2009

Random reads from around the Intertubes

A few posts that caught my eye:

  • Game retailers stocking fewer games, fewer copies of those they do buy. Further proof we're not recession-proof, recession-resistant, etc. (It will be interesting whether this compounds what we're already seeing with pubishers; cancelling risky projects, non-sequels, etc).
  • Pachter would disagree, as he maintains that we are recession-proof. He blames bad planning and over-investment in R&D on new IP and the like, rather than bread'n'butter sequels. (EA did spend over $1.1B on R&D last fiscal year, which is pretty high even for them. Expect that to drop next year).
  • Ubisoft is using this time to grow and invest. Smart if you have the cash on hand to carry you through. I think the "next gen consoles coming in 2011-12" is likely a bit off the mark though.
  • Q4 VC investments down to lowest level since Q1'05. Also not surprising. (As an aside, I've been letting VGVC.NET attrophy for a while, but it might be a good time to do some editorial around this).
  • Continuing the bad news, here's a post commenting on the downturn, layoffs, etc. An interesting snippet I disagree with: "a lot of firms, games industry or not, are using the credit crunch as an excuse to trim their more optimistic hires away". I think the difference with the games business in particular is that so many studios are running on a pretty thin bank balance, living hand-to-mouth between milestone payments. When credit dries up, cash is king, and if you don't have any, making payroll might get tricky.
  • Good, but lengthy editorial on the whole "are games art?" thing and on games place in our culture. The money quote:"
There is no other medium that produces so pure a cultural segregation as video games, so clean-cut a division between the audience and the non-audience. Books, films, TV, dance, theatre, music, painting, photography, sculpture, all have publics which either are or aren’t interested in them, but at least know that these forms exist, that things happen in them in which people who are interested in them are interested. They are all part of our current cultural discourse. Video games aren’t.
  • Its the sincerest form of flattery: EA, and other companies, asking for their IP to be whitelisted in Little Big Planet (Sony's been removing anything that even smells of IP infringement, not waiting for DMCA takedown notices.
  • Good interview with Jon Blow about Braid, his next project, and other stuff. Jon's smart. Go read!

Wednesday, October 29, 2008

Another big game, another set of reviews questioned

Games journos are calling attention to themselves again and questioning the value of game reviews that are rushed to print in order to scoop the competition.


We saw a rash of this conversation around the GTA4 release. As part of that, it was implied that the game's publisher further egged it on by incenting higher review scores by restricting allocation of pre-release copies of the game, etc.

This time around, it's reviews of Little Big Planet. The games servers were down for a while, so arguably the reviewers were reviewing the game without looking at some of it's most important features.

Kotaku discusses the topic here, once again showing that the Brians are capable of seeing the big picture & implications.

[Kotaku's serious side aside, am I the only one that thinks that their renaming Epic's Cliffy B to "Dude Huge" is one of the funniest things on the intertubes?]

Sunday, September 28, 2008

Technological advances in genital simulatation continue...

Hot on the heels of the Spore penis creatures, comes a penis machine in little big planet.



If only all that creative talent could be used for good.

Thursday, September 25, 2008

Putting my theory to the test

Well, it's as if someone read my last post about IP infringement in User Generated Content centered games.





Wednesday, September 24, 2008

The coming tsunami of IP infringement

The "User Generated Content" or specifically "User Generated GAME" space seems to be red-hot these days.


Lots of web-based examples (Metaplace, GameBrix, Silverlight, Atmosphir, etc), and now console games are going to be a hotbed as well, with Little Big Planet being the case example getting the most mindshare.

David Edery had a post up doing his own post-mortem on Scrabulous, in which I commented on it's successor, Wordscraper. In it, I said:

Wordscraper... supports user-definable boards and tile weightings. Which means you can do, as I have done, a board and tile set that exactly match those of Scrabble, and VOILA! IP circumvention via User Generated Content!!!

If they were to publish something like a board-sharing service, the developer (or FB?) would be subject to DMCA takedown notices, but now Hasbro/Mattel has a harder job: Vigilantly watch the forums, send repeated DMCA takedown notices, etc. Also, I don’t know if other countries have similar laws.

There are some holders of game IP that have tried to enforce their hold over game rules, mechanics, etc. Obvious examples are Tetris Corp, who recently were in the news for getting a clone pulled from iTunes, as well as the Hasbro/Mattel Scrabble example. Other cases exist where it seems to have flown under radar (e.g. Webkinz's games are almost ALL rip-offs of classics, but with name changes and theme changes. Sometimes game design changes too)

Quite frankly, I just don't see how the IP holders are going to keep up with it all in this new world.

I suppose you could serve takedown notices to - like Scrabulous - only the most successful examples. But then what does that say for all those would-be infringers out there: Go ahead and clone games and be successful with them... but not TOO successful.

Tuesday, July 22, 2008

Player Created Content: Industry Created Glut

Man, things sure seem to be shaping up for a mighty crowded playfield on the user-generated-content (or the better 'player created content' name) landscape.

The basic premise of '99% of everything is crap, but in a long-tail world, there's enough content for some cream to float to the top' seems sound. However, creating content takes time, and one has to wonder what the intersection of sets looks like between gamers and would-be-creators, and then how big that pool is, vis a vis it's dilution across so many venues for content creation & sharing.

An incomplete inventory off the top of my head:

Games centered around UGC
- Spore
- Little Big Planet*
- others

Games with UGC as non-core feature
- Many many first person shooters (e.g. Unreal)
- Race games allowing for custom cars/tracks (e.g. Forza)
- etc

Virtual worlds with UGC-element
- Second Life
- Google's Lively
- Habbo and a thousand would-be Habbo's
- Sony Home

Game creation middleware/systems
- MS's XNA
- Torque

Hosted game creation services
- Playcrafter
- Raph's Metaplace (my personal fave)

The good news is that there's plenty of variety, and they run the gammut from writing cod to drag-n-drop.

I do worry, however, that many will fall by the wayside for lack of sufficient user-base to generate the content.

And yes, I realize I *totally* sound like one of those "there'll never be more than a million MMO players!" cronies of 7-8 year ago. I was one of them! :-)

* BTW, this may point to it being a smart idea Sony's hinted at, allowing users to sell their content, to provide additional incentive beyond the rest of the fray. I beleive Raph's system is going to allow such things as well.

Thursday, June 26, 2008

In-game PPT: Raising the bar on presentations

Just back from Paris GDC, and while there was a number of cool things there, my favorite was the keynote given by the guys at Media Molecule, makers of Little Big Planet.

You can find plenty of summaries of their talk online. No need to rehash here.

What I did want to note though, is that they seriously raised the bar for those of us looking to given good, unique, presentations.

Rather than using Powerpoint, their entire presentation was done as an in-game level, which they "played through" as they gave their talk. Different videos and pix were brought up by leaping onto trigger switches, levers and buttons were used to trigger animated actions supporting the talk, etc.

It was just beautiful.

Maybe I'll give my next talk in Line Rider!

Sunday, February 17, 2008

UI: The next frontier in game innovation?

Holy Hell! How did I miss Crayon Physics until now?!



This looks just awesome. As a fan of The Incredible Machine, Bridge Builder, and other physics puzzle type games, I can't wait to play it. Love the aesthetic too.

More importantly though, I wonder whether games like Crayon Physics, Little Big Planet, and applications like SketchUp are pointers to a whole new area of innovation for games: UI.

The challenge with any games aiming to support "user generated content", or for that matter, just letting people manipulate the world in less constrained ways - is that controlling stuff, let alone creating stuff, especially in 3D, is HARD.

So how do you make it easy? These apps are pointing the way. I think a great opportunity and challenge in front of developers today is in letting users accomplish unlimited, complicated, beautiful things, and doing so quickly and easily. Easier said than done!