Showing posts with label UserGeneratedContent. Show all posts
Showing posts with label UserGeneratedContent. Show all posts

Friday, July 17, 2009

Rock Band Network: Marketing Tool or Moneymaker?

This...

Attention Bands, Studios, and Labels:
Create. Play. Get Paid.
The Rock Band Network is Coming.

Coming Soon - Use our tools to author playable tracks. Upload and submit your tracks for review by the Rock Band Creators community. Approved tracks become available in the Rock Band Store and on the Xbox LIVE Marketplace*, and you get a cut of every purchase


Is just awesome.

It's interesting that they took the route of offering a cut of track purchases, when they could just as easily have claimed that tracks serve as a promotional tool for sales of the tracks on iTunes, etc, which they are.

Either way, its cool to see. It will be interesting to see how this evolves. In addition to laying out tracks, if music artists could add new character choreography, awards, avatar costumes, maybe involve fans in doing different RB track layouts and picking the best ones, etc.

It'll also be interesting if one of the 'doing RB tracks as money makers' and 'doing RB tracks as marketing tools for the music' intents becomes dominant.

Wednesday, April 15, 2009

PC Version of Braid gets a level editor


that popping sound you hear is aspiring developers brains the world round exploding in rapid succession.

Oh, and it got a trailer too:


Braid trailer from David Hellman on Vimeo.

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.


Wednesday, October 1, 2008

Another entrant in the UGC games race

Mashable has an interview up with the folks from Gendai Games who are the developers of Game Salad, another entrant to the drag'n'drop user created games space (e.g. like gamebrix and others).


The main thing that makes this unique compared to other offerings is that it's primarily targeted at Mac and iphone, (including multi-touch & accelerometer support). Mac-only for now, which sounds niche, but is a nice niche to go after, vs the crowded PC space.

On the negative side, from what little text is on the page, it sounds like it's mainly dragging your pix and such onto game templates, vs editing game rules and the like. I could be wrong though.

As an aside, someone needs to define a bunch of terminology for this space. There's a very wide spectrum from GameSalad to GameBrix to Metaplace to XNA. There are a bunch of differences including how much the seatbelts come off for the developer, the business model(s), open-vs-closedness, etc.

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.

Wednesday, July 9, 2008

Here comes Google...

Google pulls the covers back on Lively!



Looks like cartoony 3D space social network, with limited user creation tools (I'm going off other's posts - will give it a go when I get some time).

no content creation tools at the level that Metaplace is doing (i.e. not sure you can actually MAKE GAMES with it), but I might worry if I was someone like Habbo, etc.

As one of the commenters on Alice's blog points out, it's a vehicle for advertising, so that may turn off some users and limit how much people can do with it (because most people don't want their banner ads popping up on the sides of flying penii.

As Casey once put it, 'now the dancing turns German'.

(via Wonderland)

Friday, October 26, 2007

Playable instruments in Lord of the Rings MMO

Alice pointed out that Lord of the Rings Online has playable instruments, and that as a result, people are doing awesome ingame music (original, covers, multi-player jam sessions, etc).

Wow. Cool. Way to go Turbine.

Searching youtube for 'LOTRO music' yields plenty of good examples. Here's one.

Wednesday, August 15, 2007

Microsoft: Go ahead, party on our game IP

OK, that's a bit of an overstatement, but our esteemed legal eagle and blogger DonkeyXote points us to Microsoft's recently released game content usage rules that are cool because (a) they let the gamer community use game assets for things like fan art, machinema, etc, and (b) because they are written in English, not legalese.

Snip:

We know that people like you love our games and sometimes want to use things like gameplay footage, screenshots, music, and other elements of our games (“Game Content”) to make things like machinima, videos, and and other cool things (your “Item” or “Items”). We’d like to make that easier for you. So long as you can respect these rules, you can use our Game Content to make your Items.

Yes, there are rules, but this is still pretty progressive for a large company. Pretty cool.

Saturday, March 17, 2007

GDC 2007: Post-mortem on my sessions

I sat on two panels, and also gave a sponsored session. Here's my thoughts on each and the results thereof.

Console/PC Distribution Gatekeepers

I sat on this panel moderated by Simon Carless. Other panelists included people from Sony,
Manifesto games, and Gametap. There was supposed to be someone from Nintendo but he backed out. The panel got covered here, here, and here, and if interested, you can buy an audio transcript here.

I think I did OK, though I gave pretty middle-of-the-road answers. Panels are more entertaining when provocative, and several people afterward picked up on the fact that I failed to bite on some obvious opportunities to stir things up a bit (e.g. I've griped about GameTap before). This was a case where I felt I was more "the Microsoft guy" on the panel, rather than just "kim pallister", and so had to take the high (less-risky-but-less-entertaining) road. Oh well.

I do think I acheived the goal of letting the indie games track attendees better understand how to get their titles on Xbox Live Arcade and MSN Games, which was the main reason I was there. We had a few hundred people in the room and I was swamped by about 20 people afterward with questions about just that.

I give myself a B+.

Casual Games and Windows Vista: The Real Story on What It Means For Casual Games

This was a sponsored session braindump on Vista, Games explorer, GDF files, etc, etc, from the perspective of casual games. Very much along the lines of what my Q&A with the IGDA Casual Games SIG Quarterly covered.

The session got covered at Josh Bancroft's blog (Intel bloggers? WTF? when did that happen. bully for them).

This type of session is a brain dump and while you can try to convey the information in an engaging manner, it's never quite as fun to give as a more creative presentation (see my post about my MIGS06 presentation for more on this).

While I think I helped some attendees, and had some positive feedback after the talk, I still give myself a B- on this one.

Sharing Control

This panel was moderated by David Edery, a co-worker of mine. However, he wasn't a coworker at the time he set up the panel and invited me. I certainly had less business being on the panel than the others up there (Raph Koster, Ray Muzyka, Matt Brown...), but pinged David about it when he was putting together the panel because at the time we were working on the details around hosting Cranium's Pop5 game - a web-based casual game featuring user-created content.

So, I was about to contribute and I think I got some positive reaction out of the audience and brought a different perspective to the table. I was happy with it overall. I give myself an A-.

The highlight for me was that I used my MIGS05 UGC anecdote, and the guy that gave the Mona Lisa comment at the MIGS session was in the audience for this panel and came up afterward to point out that he was the guy. Cool!

The session got covered here.