Thursday, October 11, 2007

More on the games as platform thing

...so, I picked on Dave, now Dave's rebutting. It's all in good fun, but let's see if we can sum up.

Dave says:

Flight Simulator may possibly be the least well-monetized of all Microsoft entertainment properties, in that it sells to a cult following that goes on to spend hundreds of hours and hundreds of dollars on after-market products not created by or associated with Microsoft. While commercial and volunteer after-market support is absolutely a good thing, there’s no law that says you can’t play a part in it! The entertainment industry has so much to learn about tapping niche markets…

Which I as Dave implying that (a) FS team (and yeah, we all work for MS, I get the irony here) did so out of ignorance (the "has so much to learn" bit) and/or bad decision making ( "no law that says you can't play a part").

I argued:

This third party development didn't happen unbeknownst to MS. Quite the opposite. Taking a page out of the MS playbook, the FS team deliberately opened the product to extension/enhancement by developing an SDK and making it publicly available. In doing so, they turned a game into a platform.

And Dave retorts:

I hardly need reminding that 3rd party extensions, especially of the user-generated type, can be very good for business, (snip snip snip) You just need to be smart about it.

To which I'll reply: My point exactly. And I beleive that the Flight Sim team, with 10 years in the business and the lions share of the market for flight sims, has been extremely smart about it. I would hazard a guess that they looked long and hard at this and decided for good reasons to play it out they way they did, enabling a third-party market and allowing it to thrive.

To his point about co-opting innovation, they already do that (some of the features added one version to the next were ones that used to require an add-on). To the point about helping them advertise, they already do that as well. So Dave's only idea that isn't already being implemented by the team is a digital distribution channel. A good idea perhaps, but not feasible until recent history, and certain rife with it's own set of challenges.

Dave wraps by upping my dart of 'ignorant' with a retort of 'intellectually lazy'.

I'll wrap with a "ignorant, yet again dude!". He states "I’m not content to ignore an opportunity" (implying that the FS team was and did?), when I'd assert that they didn't ignore the opportunity at all but rather made a decision about how to approach it sensibly. He then throws out three ideas about how they could capitalize on it, two of which they already do. I suppose he could have found that out on the web but perhaps was too "intellectually lazy" to do so...

Disclaimer: David and I are good friends and have a great deal of respect for one another. We have these debates via our blogs to encourage healthy discussion and to shamelessly boost our traffic. Also, neither of us have discussed any of this with the Flight Sim team, who would deem us both ignorant, lazy and probably call us other words I can't put here, for even having the debate in the first place.

Wednesday, October 10, 2007

When games are platforms

I've been meaning to post about this great Penny Arcade column about SquawkBox, a plug-in for MS Flight Sim letting virtual pilots connect to virtual air traffic controllers. It's a good read, though not as thorough as the article on virtual air networks & MS Flight Sim that was (IIRC) in Wired a couple years back. Can't find a link to it online, unfortunately.

Fact is, there are multiple virtual airlines and virtual simulations of air traffic control and the like, all built on top of Flight Sim & the Web. Their significance should not be overlooked. These are essentially community created MMO's, built on top of open platforms, and have been going on for years. Squawkbox was built in 97. ProController (air traffic radar sim program) was built shortly thereafter. People strapped these together and on top of the Internet built Satco, VATSIM and IVAO. Ten years later, every day thousands of pilots jump into their deskchairs and shuttle passenger jets from Paris to NY, if thats their asigned route that day.

David Edery, a friend & co-worker, posted this (sorry Dave) ignorant post on the subject, arguing that FS is under-monetized because we allow third parties to develop aftermarket content and products rather than doing it ourselves. Furthermore, it's phrased as though the FS team does this out of ignorance, citing it as a lost opportunity and stating that 'the entertainment industry has so much to learn about tapping niche markets'.

I'll argue quite the opposite. I think the FS team understands this very well, and has for a long time. This third party development didn't happen unbeknownst to MS. Quite the opposite. Taking a page out of the MS playbook, the FS team deliberately opened the product to extension/enhancement by developing an SDK and making it publicly available. In doing so, they turned a game into a platform. It can also be argued that this was a key part of them capturing such a large part of the flight sim market (a genre that was fairly saturated with competitors when I first got into this business).

Flight Sim has been extended with products that do weather simulation, air traffic control, communications, ground scenery, weather simulation, vegetation, even baggage cart simulation. You can get detailed versions of most airports in the world, most commercial aircraft both current day and historical (including everything from a space shuttle sim to a hot air balloon sim). even ones that modify flight physics dynamics.

Like with other closed vertical markets - not only would MS not have been able to develop this range of product extensions had they chosen to do it themselves, they most likely could not even have conceived of them all.

This is not unlike the position some have taken on FPS games, saying "why release an editor and the ability to make mods? That's stuff you could make yourself and charge for". The case has been made time and time again that this is a core part of what has made Id, Epic and Valve as successful as they've been.

At it's heart, MS is very much a platform company. We do a lot of other things, and we have our 'closed vertical' areas as well, but the company's DNA was forged with DOS and tempered with Windows, and both of those were successful as platforms first and foremost. Fligth Sim is very much of the same bloodline.

By the way, I probably should have included FlightSim as part of that forging, as it's MS's longest running product franchise, as it predates Windows itself by three years.

For giggles, comparative screenshots:

(1) from FS 1.0 (I shudder to think how many hours I spent in this virtual cockpit - taxiing across the brooklyn bridge so I could drive right up to the Empire State's doorstep)





(2) from FS 2004, from the Imagine add-on with offering an accurate version of LaGuardia Airport in NY.




Tuesday, October 9, 2007

Quote of the day

Yahoo Music's Ian Rogers to music industry execs, clearly stating what the industry as a whole has been feeling, and stating that he's not licensing any more DRM-protected music, period.

I'm here to tell you today that I for one am no longer going to fall into this trap. If the licensing labels offer their content to Yahoo! put more barriers in front of the users, I'm not interested. Do what you feel you need to do for your business, I'll be polite, say thank you, and decline to sign. I won't let Yahoo! invest any more money in consumer inconvenience. I will tell Yahoo! to give the money they were going to give me to build awesome media applications to Yahoo! Mail or Answers or some other deserving endeavor. I personally don't have any more time to give and can't bear to see any more money spent on pathetic attempts for control instead of building consumer value. Life's too short. I want to delight consumers, not bum them out.

If, on the other hand, you've seen the light too, there's a very fun road ahead for us all. Lets get beyond talking about how you get the music and into building context: reasons and ways to experience the music. The opportunity is in the chasm between the way we experience the content and the incredible user-created context of the Web.

By way of illustration (and via exaggeration), in a manner of speaking iTunes is a spreadsheet that plays music. It's context-free. You just paid $10 for that album -- who plays drums? I dunno, WHY DON'T YOU GO TO THE WEB TO FIND OUT, BECAUSE THAT'S WHERE THE CONTEXT IS.

Beautiful!

link. (Gracias, BoingBoing)

Don't know much about History...

In researching some stuff for work, I ended up out in the weeds a bit and came across two fascinating (and unrelated) bits of history that I highly recommend reading.

If they share anything in common, it's an element of 'strange factors and events in history have had ramifications on the way things work today'.

First up:

This Q&A with the author of a book on the history of counterfeiting, which goes quite a bit into the history of currency and banking in this country. Really interesting.

And secondly:

This overview of the Berlin Airlift, a pivotal point early in the cold war, and a logistics effort that would spawn techniques and devices still used in modern manufacturing and shipping today. I can't beleive this was never made into a movie!

Sunday, October 7, 2007

Better Chinese Brandnames

Related to my earlier post about Chinese knockoff cars, here's a link to knockoffs of two cars, the Smartcar and the Hummer.

The knockoff of the Hummer is called, and I kid you not, the Dongfeng Crazy Soldier.

Let me be the first to suggest that Hummer's course of action should not be to sue but to license the name.

I've never wanted to own a hummer, but damn if I wouldn't be a target customer for it if it was called the Dongfeng Crazy Soldier!

Riding 'Co'-tales

Yesterday I saw a container truck on the highway and was struck by the company name: Haulmark.

I can't help but think that the brand's name was designed to be a homophone of Hallmark.

If so, was this a good idea?

On the pro side, it certainly works. I'm writing this post, am I not? The name is memorable for this reason.

On the con side, this brand may have been picked at the expense of a better, less clever one. Haulmark doesn't convey what they do, stand for, etc. Also, it's got to be confusing when explaining over the phone ("ok, you can find us on the web at haulmark.com. No, no, H-A-U..."

Knock-offs best of both worlds?

BoingBoing has this post about "MFC" a chinese fast-food chain that is a rip-off and mash-up of both McDonalds and KFC, combining look, feel and menus of both American chains.

It reminded me of this post about the Chinese car manufacturer making a mashup/knockoff of both a Mercedes, and a Chrysler (with a BMW-inspired logo to boot).

It struck me that people discussing these things,and I include myself here, are either struck by the scale of these things ("sure, knock off a Rolex, but a Mercedes?!"), or suprised by the mashup model being applied to something other than media or online businesses.

But why should either of these surprise us?

The scale of the operation to do a Mercedes knockoff should not surprise us when coming from the same folks that built the Three Gorges dam and capped off the Yangtze.

And with regard to the mashup model, well, why should that suprise us either? It's not exactly new here either.I'm sure at some point, someone said "How about we apply Ford's assembly line to Acme's widget manufacturing!".

So I guess what we are finding surprising is the combination of these, the blatant disregard for IP, the unabashed lack of originality, and the speed of progress. Either way it's fun to watch

Thursday, October 4, 2007

Author offers free Excel e-book, experiments with biz model

To my post the other day about experimenting with business models, Bill Jelen is offering his e-book on using Excel 2007 for free at a good-enough-for-montor-but-not-for-print resolution. Why?

My goal is to get this version in the hands of 5 million people. You can help by downloading the book and passing it on to your co-workers, etc. Some percentage of people who get the book will buy a print copy or will buy a printable e-book, so I believe that the counter-intuitive strategy of giving the whole book away in one download will work fine.

Kudos. Seems like a cool idea. I hope it works out well.

Thought exercise: Again, what would the game equivalent be? This is different than a trial or demo. This is the full thing, but at low res. If you had a game with high replayability, would this just be the non-HD, low-fi-shaders version?

Monday, October 1, 2007

Friends, "friends", and friends of friends

Facebook announced (by announced, I mean that it popped up on the company blog as a feature in development and the internets pounced on it) this week that they are going to allow grouping of friends. This has been a much-requested feature from people experiencing a little-too-close-for-comfort malaise about the fact that their work and personal lives are intermingling a little too closely.

I have mixed feelings about this.

On the one hand, it's a good idea. I know of a few people that have told me they've stayed away from Facebook, or use it in a far more limited way, because of this issue. The short version being "I don't need some buddy from high school posting pix of me hurling up a keg of beer on the same page that my clients watch".

On the other hand, I see two major problems with this:

I wonder whether segregation of communities will place a damper on the viral nature of what has made FB such a great application platform. (In some eyes, this may be a good thing).

More significantly, I think they are missing the mark. I think that filtering what feeds go to which friends is sort of a hack for what people really are asking for - in a "that's what I asked for but it's not what I meant I wanted" kind of way...

I think what people really want is the ability to have multiple personas for their single facebook identity. The digital equivalent of "they way I behave at work is not the same as when I am with family nor the same as when I am out at the game with my buddies".

Until someone embraces the personas idea, the rest is just a hack.

When life hands you lemons...

The past few years have seen much boohooing by the music industry as a whole. Meanwhile, a few brave souls are trying their own experiments in the brave new world.

A while back, Barenaked Ladies announced they were selling their latest album at concerts on a USB thumbdrive, with all the tracks unprotected, and asking users to mash them up at will.

This week, Radiohead announced that their latest album would be available for download at whatever price the customer saw fit to pay.

They are brave souls. Sure, the fact that they are already somewhat successful makes the experiments a little less painful should they fail, but it also makes the downside of failure that much larger. Anyhow, I tip my hat to them.

It's interesting that in many ways this is comparable to some early shareware/donationware models for software, including games.

So can we in the games business learn from their lessons, or have we already learned something they aren't aware of?

Saturday, September 29, 2007

Long night...

Not one, not two, but all three kids have come down with some kind of bug. All three have been vomiting on and off for the past few hours. Have changed many sheets, have done much laundry, have not done much off my to-do list this evening.

*sigh*. Parenthood.

The most macabre thing I've heard this year...

We have a friend staying with us for a few days who is attending an orthopedic surgeon's conference. We were chatting last night about the layperson's knowledge of medical procedures and anatomy, and how it has improved due to things like the Internet, Wikipedia, etc. He agreed.

I cited the 'Bodies' exhibit as another example. Alisa and I went to see it a number of months back. He said he had ethical issues with the exhibit and I asked why.

"Well, did you notice anything that all the subjects had in common?"

I thought about it, but my wife beat me to the conclusion.

"They're all Chinese"

Oh my. So I checked wikipedia and of course there's a great deal of controversy about the questionable origin of the cadavers used in these exhibits. Here's the money shot right here:

The cadavers were donated for research by the Chinese government, because all the bodies at the time of death allegedly had no close next of kin or immediate families to claim the bodies.

And

Due to the fact that the cadavers featured in the exhibition are Chinese in origin, critics suspect that some or all of the bodies may be those of Chinese political prisoners or Falun Gong practitioners, who may have been subject to arrest and execution without due process, in order to be sold as cadavers

Makes me regret giving them my money, as well as being so ignorant about the issue in the first place.

Friday, September 28, 2007

Metaplace elevator pitch video

There's been a video posted of Raph doing this short version of the metaplace pitch. If you haven't heard about it yet, well, you will.

Thursday, September 27, 2007

Cutting through Music Biz BS

This recent Freakonomics Quorum on the Freakonomics blog is the best read I've had on the music business so far this year. Nothing like the lense of economics to dispell the bull that the RIAA and others spew out.

Five people from very different walks of life are asked their opinion on the subject, some of which aren't so good, but a couple are really quite thorough and insightful. Here's the money quote right here:

From Koleman Strumpf (a business economics prof who's written extensively on the subject):


(from a list of other factors contributing to the industry's decline): recorded music has had trouble competing against other products that vie for consumers’ entertainment spending. Consider home video products like the DVD. It does not seem implausible that a good chunk of the $11 billion rise in spending on home video products since 1999 represents foregone CD sales. (Music industry revenues only fell $2 billion over this period.) Entertainment spending was also likely channeled into cell phones and video games, both of which experienced large sales growth and have been particularly popular with the key teen demographic.


From Peter Rojas (founder of Engadget):

The emergence of Napster (the original one) was the wake-up call, but the record industry would be in trouble now even if no one had invented peer-to-peer file sharing.

The fact of the matter is that the majors thrived in an era of inefficiency, when there was value in physically producing and distributing music. There isn’t any value in that any more (or at least, it’s very quickly declining), and there’s no good way for labels to compete given that the cost structure of the business was designed around physical releases


Those being said, it's amazing to see how some of the other opinions come from heads firmly stuck in the sand. Amazing.


I'm extrememly curious to see how the industry fares with iTunes, Walmart and Amazon all offering DRM-free music downloads. If it has a positive effect on the market, maybe the games industry can learn a lesson or two from the music industry and rid ourselves of DRM, as it seems to be one of the factors that is hurting the PC platform in particular.

It's like they put the chocolate RIGHT IN the peanut butter!

When your favorite game reviewer reviews your favorite casual game!

The Escapist's Zero Punctuation reviews Popcap's Peggle:

Casual Science

I was lucky enough to have a visit from Annakaisa Kultima yesterday. She's a game researcher with the University of Tempere in Finland. We'd exchanged some email about her presentation at the Nordic Games conference, where I was surprised to find there were researchers looking specifically at the casual space.

Anyhow, she's got some great ideas, and I'd encourage folks to keep an eye on her work going forward.

Wednesday, September 26, 2007

Playing Columbine

Danny Ledonne, developer of Super Columbine Massacre RPG, about which there was some controversy last year, has released an extended trailer of his upcoming documentary film 'Playing Columbine'.

He's released it on the anniversary of the school shooting that took place last year at Dawson College in Montreal (where I went to school).

It's *really* good. Pretty good cast of interviewees as well (Jason Della Rocca, Ian Bogost, Greg Costikyan, etc).

Tuesday, September 25, 2007

Halo 3 Hulabaloo

Yesterday was the craziness around here, what with getting ready for the Halo3 launch around the country at midnight.

We had a launch party for all of the games division with prizes, green beer, cake (Master Chief loves his cake, I guess), army field rations (wtf?), and a free collectors edition of the game (woot!).

I have to admit, I have mixed feelings about the "biggest entertainment launch in history".

On the one hand, I'm all for the hype it brings the platform and the game. Casual gaming be damned, this is our flagship and so by all means, beat the drum. Also, I think the ad campaign with the 'historical' perspective is brilliant.

On the other hand, I just have a hard time beleiving that it's the optimal level of spend. I have to think that with the quality of game being put out, simply putting it on a store shelf quietly would sell two to three million units. A moderate level of marketing would probably get it to four or five. So does another (guessing) $100M justify another 2M units beyond that? I guess so, but its still a little hard to grok. Maybe because I work in a part of the business where teh numbers are usually a little smaller than that :-)

Anyhow, I got my free copy. I then came home and continued my game of Call of Duty 2 :-). Have to finish what I started before I move on to the new stuff!

Oh, and Guy Kawasaki has pix up of the Silicon Valley launch party.

Monday, September 24, 2007

Intolerant buffoons: Shanda bans cross-gender play

OK, this just takes the cake.

(via Kotaku), Shanda has announced that one of their MMOs, King of the World, has chose to disallow, and frozen accounts of men who chose to play female characters in-game. Emphasis below is mine:

Shanda (Nasdaq: SNDA) subsidiary Aurora Technology has frozen game accounts of male players who chose to play female in-game characters in its in-house developed MMORPG King of the World, reports 17173. Aurora stipulates that only female gamers can play female characters in the game, and it requires gamers who chose female characters to prove their biological sex with a webcam, according to the report.

Yeah, this isn't going to be a problem, right? Not to mention that meatspace cross-dressing in order to enable in-game cross-dressing is kind of funny too.
Crazy.

Sunday, September 23, 2007

First Amendment Rights... but *who's*?

As discussed over on GamePolitics, the ESA has recently been stepping up it's lobbying efforts, under the leadership of it's new head, Mike Gallagher.

 

Among the issues on which they are lobbying:

 

anti-piracy, Digital Millenium Copyright Act (DMCA), P2P file sharing, First sale, Technology Mandates, anti-circumvention (i.e., mod chips), media violence, First Amendment protection, entertainment industry ratings systems, parental control technology, content/video game sale regulation, retailer enforcement of ratings systems, Internet privacy, Internet gambling , a variety of trade issues, Virtual property taxation

 

The ESA like any other lobby group is representing the interests of those that supply their funding. In some cases this is in the interest of the customer (e.g. virtual property taxation), in other cases arguably not (DMCA, anti-piracy, etc).

 

I worry more about those that sound noble but are in fact self serving. Case in point being "First Amendment Protection". I'm guessing this translates far more to "don't ban our AO game from being sold", and not so much to "first amendment rights of users in virtual worlds", for example.

 

So if the ESA's looking out for the game industry, who's looking out for the game consumer? Hmm...

WOOT! Customer Service!

I agree with Marc Andreesen. This is the best customer service letter EVAR!

[Cut and pasted from the WOOT website]

I have received more than three emails from Zune buyers who are upset about Woot dropping the price of the Zune by $20 one month after it went on sale the first time. After reading every one of these emails, or at least scanning their subject lines, I have some observations and conclusions.

First, I need to make a better effort to hide my email address.

Second, I am sure that we are making the correct decision to lower the price of the 30GB Zune from $149.99 to $129.99. This confidence is based on more than the holy doctrine of corporate infallibility. The Zune is a breakthrough product, and we have the chance to “ride the lightning” and “shoot the curl” this holiday season, not to mention “kill the messenger” and “rock the vote”, further enabling us to “pay the rent” and “keep the lights on”. It benefits both Woot and every Zune user (but especially Woot) to drag as many new victims as possible into the Zune “dungeon”. We strongly believe that misery loves company this holiday season.

Third, being in technology for 1+ years, give or take a year, I can attest to the fact that the technology road is bumpy. There is always some idiot changing lanes without signaling, and the potholes never seem to get fixed. If you always wait for the next price cut or to buy the new improved model, you’ll never buy any technology product. I mean, why should you? Truth is, you don’t really need any of this junk. We’re afraid you’ll catch on to that fact and overpaid frauds like me will have to go back into fields like telemarketing and burrito construction. Fortunately, most of you continue to languish in a consumerist stupor, wallets spread wide for us to plunder as we please. The bad news for us is that if you buy products from companies that support them well, you will receive years of useful and satisfying service. But we’re hoping you’ll buy from Woot instead.

Third-and-a-half, even though we are making the right decision to lower the price of the Zune, and even though the technology road is, like, this total Deathrace 2000-type scene, we need to do a better job taking care of our early Zune customers, at least until we find a private security firm we can afford. For some reason, our early customers trusted us. We must live up to that trust with our actions in moments like these, lest you turn off the money spigot that maintains our decadent lifestyles. These peacock-egg omelets and mink-lined Jacuzzis don’t pay for themselves, you know.

Therefore, we have decided to offer every Woot customer who purchased a Zune from us on August 22, 2007... a $10 Woot credit towards any Woot order of $40 or more... We make this decision with every confidence that most of you will never want any of the crap we sell anyway.

We want to convincingly pretend to do the right thing for our valued Zune customers. We’d apologize for disappointing some of you, but we long ago lost the capacity for sincere remorse. We will continue to do our best to trick you into having high expectations of Woot.

Wednesday, September 19, 2007

Areae Opens the Kimono

Of course, after the cryptic note in my last post, sure enough Areae has spilled the beans.

That's the 'Level 3' gaming platform I alluded to. I've seen it in action and it is going to *significantly* shake up the landscape.

Congrats to Raph, John, and the rest of the gang there. Now get to beta!

Internet Software Platforms Explained

This lengthy but well thought out explanation of 'Internet Platforms' by Marc Andreesen is a must-read. I mean it. If you are only going to read one thing all week, well, stop reading this post and go read his. It does a great job of explaining the present and future of application development for the Internet, as well as explaining just what all the hullabaloo regarding the Facebook platform. The latter being what he calls 'The first level 2 platform' of the 3 levels he describes.

 

Really smart and thought provoking stuff. Profound.

 

Here's the short version as I summarize it (I still recommend reading it, this is partly a summarization exercise for my own benefit):

 

Level 1: Applications can call an API from a web service, get data and use it in their apps. (e.g. An app at 'mygeopixwidget.com' pulls map data from Google Maps and pix from flickr, mashes them up and serves them up on their web page). Got it? Data goes FROM the service TO the app.

 

Level 2: Applications can plug themselves INTO a platform. (e.g. an app at mygeopixwidget.com pulls the same data as above, but then the app is accessed and appears within the platform's UI, such as getting served up on someone's Facebook page). The data may likely go from the service to the app, as above, app does some operation on it, but then the result goes BACK INTO the service and gets served up there.

 

Limiting factor in level 2 is that the operation on that data occurs on compute cycles that the app developer runs. If they can't scale or their servers go down or whatever, then the app breaks, and the negative result looks like the fault of the platform provider. (Great example here being all the "oops we're choking"-esque messages I get on Scrabulous as of late).

 

Level 3: You've probably guessed level 3 by now, right? The compute occurs on the platforms cycles, and the app developer just uploads their code to their servers.

 

Level 3 is a huge undertaking for the platform provider (allowing for others to upload code that you haven't vetted to run on your mips and storage), but the result is that the dev cost for providers drops to near-zero. Just as Level 2 apps are an order of magnitude cheaper to write than level 1, Level 3 apps will be an order of magnitude cheaper than level 2.

 

Marc's post goes into a great deal of detail about examples of Level 3 platforms in the making. He names Second Life as an example, but I think he's mistaken. I don't beleive 3rd party apps can call into and retreive the data from their apps, can they? I don't know that much about the SL 'dev environment'). He misses one example I know of (but am under NDA and thus can't speak of)... and it's a game platform :-)

Will the casual games business get 'Coked out'?

Last year, I got some grief for comparing Casual Games to fruit flies.

 

Meanwhile, King Ludic compares the casual games industry to the cocaine industry.

 

It's not a bad analogy, actually. At least as far as his point about the developer, like the poor coca farmer, making a minority of the take as the bulk of money is divvied up amongst those that comprise the distribution chain that brings the product to the customer.

 

This line, as well, was particularly astute:

...the gold rush mentality of casual games will collapse as the market stops growing as fast as the influx of commodified games

 

Where he falls down however, is in his prediction about the market at some point getting 'coked out' and petering out as a result.

 

Last I checked, the cocaine industry was still clocking along.

 

I leave it to the reader to draw their own conclusions :-)

Monday, September 17, 2007

Zero Punctuation sets sights on Lara

The latest Zero Punctuation goes after Tomb Raider Anniversary. Funny stuff.

Friday, September 14, 2007

Braid for XBLA Announced - YAY!


I've had to keep tight-lipped about this for a while, but Braid got announced for XBLA.


The post about it on GameSetWatch has a good comment thread by Jon (the developer) and Simon (of GameDev mag and IGF) on some of the issues around indie games and the IGF.

I'm really excited to play the final version. Braid is one of the few games that I've played in a long time that has REALLY made my brain hurt!

Shame on me!

I was digitally spanked by many friends for my post on not attending Richard Garriot's charity benefit while at Austin GDC.

Having read Warren Spector's summary of the evening, I really regret it. Am now donning hair-shirt and smacking myself in the head Monty-Python-style.

Bad Kim! Bad!

Calling out the Copyright Alliance

I've linked to the Patry Copyright blog before, the blog of Google's chief copyright counsel. It's amazingly verbose and dense, but there is some fantastic insight to be found fairly regularly.

Anyhow, I *loved* this post entitled "Copyright is always government intervention", in which he cuts through the thick rhetoric of the Copyright Alliance, a lobbying organization funded by the RIAA, MPAA, and long list of others.

The whole post is a good read, but here's a couple choice pieces if you want the short version:

If one has been around long enough, one has seen a great many such groups as well as efforts to equate “respect” for copyright with a high level of rights. The copyright to which one asked to respect is of a special kind, though. It is limited to strong enforcement of content owners’ rights as well as agreement with content owners’ expansive interpretations of those provisions. And, it includes a promise to “prevent diminishment” of rights, as the Copyright Alliance put it. Respect for copyright is thus narrowly regarded and unidirectional: ever expanding rights and greater penalties.

and on a quote from the CA's head, Patrick Ross (in which Ross was lobbying AGAINST government intervention to allow consumer electronics devices to work well together, per a lobbying effort from the CEA):

Mr. Ross qualified his dislike of government intervention to “this case,” but it is hard to believe that even he believes what he said, namely that it is government intervention that is the source of the faults he sees. Content owners, after all have been the biggest advocates of government intervention against consumers: When the RIAA wanted government dictated standards for DAT tapes, it got them in the 1992 AHRA. When content owners en masse wanted them for the Internet, they got them big-time in the DMCA. When the RIAA wanted immunity for trashing your hard-drive in searching for P2P downloads, it didn’t hesitate to call in the feds. When MPAA wanted to give theater owners immunity from state law prosecution for hunting out and seizing camcorders from theater viewers, it got a federal law passed. The MPAA, as I recently noted, wants the federal government to pay for Customs Service dogs to sniff your luggage and car for DVD. If these are not acts of government intervention, I don’t know what is.

And finally:

Digital Freedom’s proposals, for example, are principally for amendment to the highly interventionist DMCA provisions: how can amendments to interventionist provisions be objected to as interventionist? Lets skip the flatulent rhetoric about government intervention and get down to the real issue: finding the policy that does the most good for the most people; and when we do we’ll be thankful to have the government intervene.

Amen!

Re-jiggin' your brain

Two unrelated, brain-related articles popped in my feed over the past couple days:

Andre points us to an article highlighting some research that says that Liberal and Conservative brains are wired differently. (Ok, hold that thought)

Meanwhile, I was pointed to this article about a gentleman by the name of Tony Gelf who recently broke the record for sleep deprivation by staying awake for 11 consecutive days and nights. He's a researcher on the subject and did it to promote his book about his theory that involves a meat-free diet and more interestingly, a technique of alternating between left- and right-brain-focused activities. He claims that when one side of the brain is engaged, the other can recharge itself, much as it does when sleeping.

Some thoughts that occurred to me after reading both:

  • Does this mean that Liberals and Conservatives would fare differently in sleep-deprived scenarios? I can't imagine that being president allows for a consistent eight hours per night. We should take this into account when voting!
  • While I've actually being trying to get MORE sleep (I consistently used to get less than 5 hrs, but have been trying to force myself to get more lately), could the whole alternate-between-left-and-right-brain-activities thing still be beneficial if true? Good way to recharge batteries maybe?

Monday, September 10, 2007

Metal Mouth

Oh yeah, I got braces today too.

I look something like this (only with lips):



How My Closet Metrosexual Killed My Inner Geek

I have a few things to blog about Austin GDC, but in the meantime, here's a short one.

The evening I arrived at AGDC, I got a call from a friend inviting me to the a charity benefit happening that evening.

She said that it was being held at Richard Garriot's house, which has some big geek appeal. She also said that others already at the event had reported that it was being held outdoors, and that because of recent rains, it was a mudpit.

Inner Geek: "OMG! Brittania Manor!

Closet Metrosexual: "I dunno. These leather shoes I'm wearing are new."

IG: "It's an immitation English castle!"

CM: "These are real Italian leather."

Anyhow, I didn't end up going, so I guess you can figure out who won.

Sunday, September 9, 2007

She swallowed the spider to catch the HDMI...

...or 'the latest on my consumer electronics binge'.

I'm a little behind on blogging as I was at Austin GDC all week, but right before leaving I had a little consumer electronics binge, which I fear may lead to more binging.

Last weekend, before leaving for AGDC, the fifteen(!) year old projector that came with my house, died. Woohoo! I'd been awaiting it's death to justify the upgrade to HD, but couldn't justify it when there was a working old school projector still in place.
Anyhow, it died, and the next day I was off to buy a replacement. I ended up buying the very affordable Optoma HD70. There are a ton of specs I could list off, but the most relevant vs the old projector is it's weight: 5.6 pounds, vs the 115 pounds of it's predecessor. Here they are for comparison:


Let me tell you, that was not easy to take down off the ceiling!

Anyhow, this has lead to a series of tasks, upgrades, and other projects:

  • Projector was $900
  • Spider Mount: $100
  • Solder, connectors, wire to build adapter for 12v relay to lower projectors screen: $15
  • $300 for the 22" LCD that Alisa saw at Circuit City and wanted for the bedroom

Still to do:

  • VGA, HDMI, S-Video cables from receiver to projector (right now it's component only, I want all the cables working).
  • Fish cables through walls & ceiling
  • putty & paint ceiling (projector had to mount a couple feet back from where the old one was)
  • Current receiver supports component out, but doesn't upscale. New receiver?

Sigh... what a tangled web we weave when we upgrade to HD...

On the positive side, My Xbox360 is finally looking it's best. Bunch of games that I considered unplayable at SD are now on the to-do list (Dead Rising, Wik, Oblivion...)

Saturday, September 1, 2007

Tidbits from around the blogosphere...

Pressed for time (long weekend or no!), here are a few things that caught my eye this week:

  • Google Earth has a flight sim easter egg. Like many, I thought "Steve.... what are you up to?", but he claims "nuffin!". (My first thought is that this is just like any other Christensen effect thing - Those that sell flight sims (like MS) just have to stay far enough ahead of free to justify the money.
  • This story of the boorish behavior of one exec director of the "video game expo" at PAX (VGE seems to want to compete with them and was attending to poach talent and gather intel) is very funny. Good luck with your event there buddy.
  • Ubisoft seems to be dipping their toe in the water with free, ad-supported full PC games. A few of the casual folks have been trying their hand at this, but this is the first I've seen it for full retail titles like Far Cry. Curious to see how it turns out (i.e. if you see more games showing up --> it went well!)
  • There's been some fallout about the ESRB changing the rating on Manhunt 2 (from AO to M) and their not wanting to disclose what changed in the game or the rating of it. Sounds like the ESRB is rapidly turning into the MPAA. Now more than ever, I want to see this film.
  • The 'shrimponomics' post on Freakonomics is required reading. First, read this one. Now answer the question, and only then (spoiler) read this one. The exercise, now that you've completed shrimponomics, is to think about how this applies to your company (i.e. in my case, game-o-nomics, console-o-nomics, and Redmond-o-nomics :-)
  • Maven and her friends: The state of AI on a host of classic games (connect-4, Scrabble...)

Sunday, August 26, 2007

Passed on Pax (again)

Another Pax goes by, and I didn't make it down again. Shame on me! It's in my back yard, too.

Anyhow, while I didn't make it, I sure am glad for the folks it brings to town. Drinks with folks a couple nights ago, and then today I got a note that Clint was in town to demo his game at Pax, so I hooked up with him and Chris Butcher for drinks and more interesting conversation.

Talking big-budget games certainly is a different conversation from the indie-related conversation of the other night. I can't really go into what was discussed, but it's just interesting how many different "spheres of perspective" there can be in this industry of ours.

Anyhow, on Pax, next year I'll attend! Promise!

Zero Punctuation reviews Psychonauts

Bravo! Even better than the last one, and it's bitter and profane WHILE being a *good* review!

Yeah, and for those of you that still haven't bought and played it, shame on you! Go do it now. You can get it cheap and the Xbox version is backward compatible on 360.

Link

Saturday, August 25, 2007

The Wii and The Unhandy Valley

With Pax in town, I went into the city last night and hooked up with Jane, Casey, Andre and some other folks for good ol' geeky conversation.

A particularly entertaining piece of the evening for me was watching (sometimes facilitating, sometimes instigating) an argument between Casey and a guy (forget his name) from Nintendo, about the Wii and more specifically about it's controller.

Casey was expressing a complaint about the Wii controller that he was having trouble articulating. His point was that while it may sense motion, and that may be useful, he was dissatisfied with it because it didn't do what it *promised*.

As of late, I've been finding myself often, in discussions with coworkers, developers, other industry folk, coming back to this point about what it is that you promise the customer. It's a kind of very high-standard, high-level litmus test that you can apply to any product offering you are working on and see if it passes a straight-face test.

Anyhoo.

Casey's point was that Nintendo was directly or indirectly promising something with the Wii controller that ultimately it didn't deliver. That users expect it to sense position AND motion, but because it's only the latter, then have to get 'trained' on the device. Wii tennis, while fun, has that moment for everyone where they say "oh, I get it, it's not really like a racquet".

Further underlining the point, I added that in Wii sports baseball, it expects motion, not position, and thus bunting isn't an option. I can't just hold up the bat in the right place and let the ball hit IT.

The Nintendo guy couldn't quite grok why this was an issue, which is when I made what I think is a clever analogy:

Similarly to how there is an "uncanny valley" that refers to how, as artificial representations of humans illicit an aversive response as the approach - but don't reach - realism; I beleive there is an "unhandy valley" that occurs as methods of input to a simulation approach their real-life equivalents - but don't quite reach it.

Anyone who's tried any of the VR simulations of the past decade can attest to this, only most of those are disconnected enough that they don't approach the valley. I think the Wii controller gets near enough (or to Casey's point, sets the expectation that it gets near enough) that people have this disconnect on their first try with it.

Now, don't get me wrong, the Wii and Wii sports is good ol' fun. But there is that training step, and within it, a little bit of disappointment that it wasn't really magic after all.

I do wonder, as these types of controllers improve (position + motion, lower latency, higher precision, etc, etc), will consumers grow more enthralled with them... or will we find that the valley runs deep and wide?

Monday, August 20, 2007

ZOMG! Best game review EVAR!

Thanks to Ozymandias for the link to the Escapist new video feature, Zero Punctuation. This episode's review is of the Heavenly Sword PS3 demo, and it is the funniest thing I've seen in ages. Must see.

Sunday, August 19, 2007

The Internets are on FIRE!

Man, there's a lot of stuff going on, and I don't have time to blog it all with the detail I'd like.



Here's a smattering of this week's interesting tidbits, and a quick thought or two on each. More when there's time... work's got me pretty busy right now.




  • EA gets caught with their hand in the cookie jar, or rather in the Wikipedia, for makin' a little revisionist history. Jeez guys, I get why some clueless government lackey does this, but a tech company? Don't know know you can't put the toothpaste back in the tube? Also, I just don't get why people think their company's wikipedia entry is what gives tehm their rep. Your company gets it's rep from it's behavior, and thus ya just screwed the pooch a little more, didn't ya?

  • Clint Hocking takes PC Gamer's Vederman opening salvo on Far Cry 2 ("will it be art? Will it have the power to affect you emotionally on anything other than a surface level? Probably not.") as a personal throwing down of the gauntlet. One thing about that Clint, he does love his wicked problems (see also here). Go Clint Go! We're rooting for ya!

  • Bioshock is getting crazy good reviews. While I'm glad for the developer and for what it's doing for our platforms, I more depressed about it overall, and have a lengthier post I'd like to write about "local maxima and the game industry", but that's for another day.

  • Not only is Facebook going to eat the social networking universe, it's also turning out to be a pretty compelling game platform as well - especially for play-by-mail type scenarios. No wonder people say it's a black hole.

  • Related to the above, I think it's only a matter of time before Scrabulous (I've been playing the facebook app version) gets sued and shut down. Oh well, enjoy while you can!

  • Parks Associates reports that gaming is the most popular activity on the web - more than blogging/reading/socialnetworking/youtubin', etc, etc. (And no, this doesn't contradit my previous post - the games will just move onto facebook - it's the platform, silly).

  • EA says user created content is the next big thing in games. I agree. This is another subject I need to do a longer post on, but I have come around 100% on the UGC thing. I will say a couple quick things: (1) I don't think it's going to happen in the way EA anticipates - or likes, (2) there's going to be a TON of interesting discussion on user and creator IP rights, ownership, copyright protection, etc, in the coming years (like I said at the conclusion of my MIGS talk last year - Customer Ownership is going to come by granting customers ownership. Also relevant is this 2004(!) Clay Shirky quote: "So forget about blogs and bloggers and blogging and focus on this -- the cost and difficulty of publishing absolutely anything, by anyone, into a global medium, just got a whole lot lower. And the effects of that increased pool of potential producers is going to be vast."

That's all for now. More once I catch my breath.

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.

Tuesday, August 14, 2007

Jon Blow interview

If you haven't read it, it's great.

I am so looking forward to Braid.

Monday, August 6, 2007

A fool and her yen...



Via the awesome TokyoMango, comes The Great Happiness Space: Tale of an Osaka Love Thief, a documentary about host-club workers, the hard drinkin', smokin' and hair-sprayin' young men that entertain women for money. The male equivalent of the hostess bar, a Japanese phenomema that Westerners already have a hard time understanding, it seems even more strange to many over here that women would pay for such companionship.

The documentary is great in how it peels the layers of the onion off the 'glamorous life' facade. And the twist that comes 30 or so minutes in was a complete and brilliant suprise. The closing shots of one worker drunkenly wobbling away on his bicycle in the early morning are a brilliant close to the film.

Watch documentary in full (~1hr) here.
[BTW, the movie is worth watching for the HAIR alone. This would make a list of 'top ten best hair movies', ranking alongside Saturday Night Fever, Gumball Rally, etc]

Wednesday, August 1, 2007

Mickey, Put on your Parka - Disney buys Club Penguin

To the earlier discussions about large media companies getting into the MMO space, today we here that Disney buys Club Penguin.

Things that are interesting about this:

  • $350M. That's a lot of kippers, kids.
  • Not sure how that compares to subscription revenue, but as I said earlier, I'm not sure it matters.
  • Club Penguin is based in Kelowna, which is very close to some kick-ass skiing. Why was I not told!? This is important!

Monday, July 30, 2007

GameBizToon_005

After a long hiatus, my new tablet and a 10 minute gap between meetings inspired me to do the following:


Note to self:

- definitely lower quality than the last few, but less time spent.
- my handwriting is awful, and on the tablet it's worse. Maybe back to using the Comic font (finally a good use for it)
- When I have time to do a decent job, it's usually on planes. Thus 3/5 of my first comics being about air travel.
- Given the name, I should at some point do one about the game business!

Thursday, July 26, 2007

What should World of Warcraft and David Copperfield both fear?

...someone giving away what they charge for, and tanking their business in the process.

Wha-wha-wha-what?!

I'll explain. But first a commercial interlude. Please watch this very short video. It's brief, and it's entertaining.



OK, so this is one of a series of clever little commercials (series of them can be seen here - thanks to boingboing for the link) for a company doing technical support. Very catchy. "See how simple it is when we explain how it's done?".

Now, if that series of commercials takes off, it could be a real thorn in the side of a busking street magician that makes his living doing these exact tricks. Of course, that's not going to bother Belgacom. After all, whats a couple street magicians compared to a successful ad campaign of a large corporation. Casualties of War. Can't make a cake without breaking a few eggs and all of that.

OK, so where am I going with this?

There've been few posts as of late (Techcrunch, Raph Koster, etc) about the new Barbie Virtual World. Some see it as a response to Webkinz, which in one way is true, but it's not the most interesting way to look at it.

Barbie and Webkinz are loss leaders. They are giving it away to sell dolls or plushies or whatever. MyCoke (FKA Cokeworld) is giving it away to build brand affinity only. You don't even need to buy a can of diet/vanilla/lemon/zero coke to play this version of Habbo, you just need to not mind hangin' with the red'n'white.

Developing games costs money. Developing virtual worlds/mmos costs even more money. Building the next Wow is going to be a 50-100M affair. Building a small high-quality 2.5d casual mmo is, what, maybe $1M-$2M (of course, some are hoping to lower that, but that's another story). Blowing a couple million on development of a game title means you are going to have to do a fair number of subs/item-sales to get into the black.

But if you are selling plastic dolls nationwide at Toys-R-Us, and trying to differentiate yourself in a crowded market, then 1-2M is an efficient spend on a differentiating feature.

And if you made $26B last year selling sugar water at a healthy profit, then a couple million bucks is, my guess, a blip on the screen of the marketing budget.

At Casual Connect this year, there was a lot of talk about the big media companies (e.g. MTV/Viacom) coming into the space. What I don't think people grokked though, is that not only will they come in and compete for the same customers, but they may completely upset the apple cart in an effort to get those gamers interested in their IP (and thus watching the shows, buying the dolls, eating up all the hollywood soup and washing it down with a sugary, fizzy dose of free-to-play branded mmo.

"Free" as a business model will certainly mix things up a bit.

Now, back to my analogy.

David Copperfield isn't worried about those videos. They aren't showing us how to make a buick disappear or anything like that. Same goes for WoW. No one's giving away THAT level of experience, so Blizzard doesn't have to worry.

Yet.

Thing is though, that this combination of Christensen effect ("not good enough" creeps up on you until you find that "good enough" is way cheaper than you and nipping at your heels) and big media money are going to make for a volatile and interesting mix in the MMO/VW space over the next couple years.

This is somewhat analogous to the America's Army game a few years back. Giving away a multi-million dollar FPS as a marketing tool, they didn't put Epic or Valve out of business, but there were a few less B-level FPS's sold as a result, I'd wager.

So the thought exercise for you (as I try to bring this in for a landing), is what do you do when your competitors business model suddenly is "free"?

Getting back on the wagon

I'm using a combination of a job change (made a change of role within the casual games group here, but that's another post...) and my laptop migration, to clean up my act and get back on the GTD wagon.

How timely, then, that Google had Merlin Man, of 43 folders fame, come in and talk about the empty inbox. Lucky for us they posted it:

OMFG! Excel kungfuporn!

via lifehacker, comes this SWEET little excel tip:

a clever little Excel trick that creates a bar graph inside cells using the repeat (REPT) function.

REPT looks like this:=REPT(text,number_of_times)For instance, REPT("X",10) gives you "XXXXXXXXXX". For in-cell bar charts, the trick is to repeat a single bar "". When formatted in 8 point Arial font, single bars look like bar graphs.

to get this:


In-excel music visualizer can't be far off!

Monday, July 23, 2007

Sprechen der Sexy?

New laptop. Very slick. Way overpriced, but since I'll be hauling it everywhere I go for the next couple years, I didn't feel to guilty about getting the company to splurge.
It's toshiba's new tablet, and I was calling it the "it wishes it was a mac" laptop, but someone at work called it the stormtrooper laptop, and I like that better.


Now if I only had the time to actually set it up, transfer files, install software...

Inside, you find Iron Cajones of +12 Machismo


In the stranger-than-fiction category, this post over at Gizmodo tells the tale of a gamer who was abducted and held at gunpoint for several hours.


The kidnappers were trying to get him to give up his password to his account on GunBound (a korean mmo), thinking they could sell it online for a few thousand bucks.


Of course, they didn't count on the guy having more balls than brains and refusing to give it up. They eventually let him go.

Friday, July 20, 2007

The Fonz in a Pastel Blouse

Well, that's it. The whole video-game-console-cake meme has OFFICIALLY jumped the shark.

(via Kotaku)

Behold....

It is Rock Band. And It is Good.

Thursday, July 19, 2007

Boneheaded


IMAGE_052, originally uploaded by Kim Pallister.

Today I tried to make four deposits to my Wamu ATM. After the third, upon trying the fourth, I received the above message.

Uh? Hello? You have a problem with people depositing money into your institution? You are a bank, no?

I'm sorry sir, our computerized system can't handle a massive influx of deposits. The system was written in COBOL and has only 2 bits to track deposit numbers. A fourth deposit would cause it to carry the one.

Guess I'll just store it under the mattress

Casual Connect Day 2: Google - Adsense for Games

Terse notes I took, very quick cleanup done last night [my comments in braces]

Bernie Stolar [Yes, THAT Bernie, of Sony, Sega fame], Greg Schaffer - Team lead

Bernie comes out, talks 25 years history in the industry, blah blah.

Why is Google in game business [a question everyone came to find out]

In-game advertising. That's it.

No "G-Box", No Google Live, No Game Search, No Portal.

In-game advertising only. that's it.

Some notes on Google: 13k employees [that's it? wow]. 65% of worldwide search results. 112 languages, 157 international domains

Current work in games: Currently working with over 100 game pubs [via adsense - does that mean they know one another? Is that just "do a search on how many of our adsense partners have 'game' in their domain name"?]

Game relevant searches are popular.

How many people are Adsense partners? (1/4 of room, maybe 40 people?) - points out that Popcap raised their hands.

We currently have Adsense for search, Adsense for feeds, Adsense for audio -- now we are adding Adsense for games.

Adsense is about: Efficient workflow. Flexible buying. Robust reporting. Targeted reach. Engineered optimization.

The world (heart) games. 200M people worldwide play casual games games. [this appears to be one of two slides that were added to an otherwise template adsense pitch deck, IMHO]

As games continue to grow and cost more, ads can help. (more on budgets, growth) [Does Bernie really grok casual? Seems not. Seems to be stuck in console big budget game mindset]

Please partner with us! [Great, but he hasn't said what they are doing?]

"How will it work?"

starts with a conversation. Here's our email address.

[awkward moment where the two presenters are not sure who's queuing off of whom and when. This is a very poorly prepared pitch]

[I believe this is mostly cut and pasted slides from someone else's pitch (non-games pitch)].

"we work with advertisers to better think about users and what it means in games" [but when asked for examples, they were strugglin'. Clear that they get that games are different advertising medium, but also pretty clear it's not one they've worked in and actually spent any time selling to advertisers]

7.2B paid out to Google partners since 2003.

End and Q&A. [We're less than 30 minutes into what's supposed to be 45 minute pitch]

[WTF? What are they doing, how are they doing it? How will they tailor their experience to games, etc, etc.]

 

Analysis:

Best summarized as: WTF!?

This from the company that only hires PHD's that know kung-fu and have x-ray vision? The fact that I work for MS isn't coloring my opinion here. I think this was an embarrassment to Google. Talk around the show seems to indicate that many share my opinion. The presentation was poor, the product was undefined and seems to be non-existant. Didn't help that one of the presenters sat down through the whole thing. "I'm really excited to be here" - yeah, right. How about standing up while you say that. 

The audience questions were mainly along the lines of trying to extract a little information about what exactly they might be doing. Answers were vague, and seemed to indicate that while they see an opportunity to take adsense to in-game ads, they've started to think about the sticky issues that come up when you try to do so, but haven't yet thought of answers to those questions. Oh, they did indicate web first (didn't say when), then download PC (didn't say when), then consoles (didn't say when but hinted that it's Sony that they are talking to).

Casual Connect Day 2 Keynote: Steve Youngwood, MTVn/Nickelodeon

Terse notes I took during the Day 2 keynote. [My thoughts/impressions in braces]

Aiming to be premiere provider of branded entertainment communities, and gaming is key part of that strategy

It's not just kids & boys playing games, we have gamers in every demo; kids, moms, boomers... [note the lingo, this guy definitely steeped in the TV biz]

Our goal is to be the preeminent kids and family brand of the 21st century

Check out this demo reel.

(Lots of footage of celebs, TV properties, etc, *very* little games stuff thrown in there. Seems to be falling flat with audience. Only online property in initial vid clip is Nick.com, only a minute into it, and features all the TV properties, lasted about 5 seconds. No shockwave game footage)

"Demo-targeted brands, engaging the whole family"

[more talk along these lines. Clear the games piece is just that... a piece. Part of a well-rounded marketing campaign. Not "games first"]

"this is what our audience is doing online"

casual games are to digital as video is to TV [wtf?]

biz is about:

  • Advertising
  • Revenue stream
  • Brand building

[so far, what he's said has seemed like brand-building is first, not 3rd)

on their kids sight, 4.5M kids registed in 6m - more than anyone in the space.

acquisitions - addicting games, shockwave, neopets...

  • Addicting games --> teen boy targeted. 9M uu's. 100 games intro'd /mo, 4000 games in the library [not sure what their search is like, but maybe it's time to prune that library?]
  • Neopets: 4.8 UU's - 172/min month per user average. launched item-based biz with nexon
  • 1 billion games played per month across shockwave/neopets/addictingames

"future of a fragmented web - people not going to portals" [I agree with him on this one]

Will distribute content too, on other people's portals. 

over next 2 years:

100M investment in casual gaming sites, titles and platforms (big font, this is the big announce of the keynote I guess]

Will be invested in:

  • myNoggin - preschoolers playing educational titles around brands like Dora, ... (Cox, Charter, Insight...) uses affiliate models ands ubscription model (ad free) [their answer to Club Penguin]
  • Multiplayer and coop games will be focus on Nick.com
  • Nicktropolis - Nick gaming club subscription offering - early 2008.
  • For teen girls "TheN + addicting games" - early 2008 - N-Games.com - first casual games site targeting only teen girls. activities like "avatar prom", "Avatar mall". (Demo - tv trailer for "the hookup". 'a game of charm treachery and deceipt'. "get your flirt on")
  • Addicting games - 'have just scratched the surface'. Increased emphasis on user-submitted game. intro'ing game making engine to make it easier. Expanded game offerings to intro casual mmos. "AddictingWorlds" Partnership with Habbo, Neopets, are indicative of direction. Will work with creators of all casual Mmo's.
  • Shockwave - 35+ women. [WTF? Really?] Focus on innovation [hmph], Jigsaw video demo [not that impressive - youtube-quality flash movie played on jigsaw pieces.] Also will be increasing publishing and distribution of downloadable games across other sites (example - carrie the caregiver [this downloadable casual title did pretty well on the portals, IIRC])
  • Neopets: Company now called Neostudios: continue momentum of neopets, build new mmo type experiences - a new virtual world ever other year. "Casual MMO's fasted growing segment in the industry"

Demo video 2. [There are games in this one. montage of existing game footage from the sites above, nothing new that lept out at me]

Thanks. $100M. etc etc.

 

Thoughts:

Overall, indicative of a growing interest in online/interactive from the major media companies. They certainly are serious when you look at the acquisitions & interest. However, some were viewing that $100M number is a kind of "right hand turn" on their part. One interesting take on this is to ask "what percentage of their total 'R&D' (probably the wrong term in this case) does this represent?". How does it compare to the total amount the spend sourcing and developing new IP for shows, etc? My guess is 3-5%. If that. 

If that's the case, then it's not a right-hand-turn, but more of a toe in the water.

Of course, to those in the casual games space, it appears to be a big, serious, gnarly King Kong toe in the water!

Don't get me wrong, I'm not dissing the 100M. That's real money and they appear to have a battle plan. Should be interesting to watch.

Tuesday, July 17, 2007

Hey! You got GoPets in my Messenger!

Pretty cool product launch we did today that I thought was worth pointing out here.

If you are running Windows Live Messenger, and you try adding lilypanda@gopetslive.com to your friends list, and then start a conversation with Lily and say "play", you will (after some plug-in install fun the first time around) get an activity window that looks something like this:

GoPets, is a 3D persistent virtual world (some would say 'casual mmo meets tamagochi') with an in-game item sales biz model. Windows Live Messenger is a communications app with an installed base of over a quarter billion people. I'd say that's got some potential, no? :-)
Congrats to the GoPets team and the folks on the Messenger team that made this all happen.

Casual Connect 2007: Initial Thoughts

Today was day one of the "Casual Connect" conference. Day 2, officially, I guess, since they held a kind of intro/primer track on Monday.

We also held our Microsoft Casual Games partner day on Monday, an invite-only event for developer partners, and that's one of the reasons I haven't been posting much, as I was working on a bunch of the presentations for that event, including one that I gave. They'll be posted publicly at some point in the near future, and I'll post a link at that time.

The energy at Casual Connect is pretty palpable. Interesting mix of perceptions. Existing player both enjoying the 'vindication' of having been there first, but also seeming a little put off by all these people coming to "our show" (sound familiar, GDC old timers?), and perhaps a little nervous tone to some of their voices about all the big players showing up?

And big players there were. Of course Microsoft is there, but so's Google, and Viacom, and lots of analysts and VCs. Suits! At a casual games conference! Did they not get the memo? :-)

I'm going to have to blog some lengthy posts about impressions of the show and some individual sessions later this week. In the meantime, I'll leave you with two points I think are interesting:

  • Among the people at the show, instead of the usual confusion about "what does 'casual' really mean?", there is a lot more agreement, but its falling into several very distinct camps: Casual in the web-or-downloadable-like-you'd-get-from-Popcap sense; Broad-appeal, mostly-retail console titles like Buzz or Big Brain Academy, and the casual-mmo-is-da-bomb-WoW-better-watchout crowd.
  • A lot of conversations about all the new casual divisions at big publishers like Ubi, EA, etc. Personally, I htink this is going to be one of the more entertaining spaces to watch. Not because I think the best games will come from there (they might, they might not), but because I think it's going to be *really* interesting to see whether companies used to the process-heavy, gauntlet-running processes used to prudently conceive/greenlight/produce/market/sell $20M games are going to be able to *internally* adapt to the nimble nature of the casual market. I think it's going to be a painful adaptation for many, I beleive.

Another observation: If you hear someone say they beleive the future is in "MySpace + Facebook + MapleStory + YouTube + HabboHotel", you have just heard someone that has no frikkin clue what they are looking for, apart from something that will magically be worth a billion dollars in two years. Just walk away. If they are a VC, feel free to take their money first, by all means :-)

Polygon Family: Episode 2

Because YouTube is the bestest thing EVAR!

Long lost from the Siggraph Electronic Theater a few years back.

Saturday, July 14, 2007

Game Trials, Rentals, Re-sales: Good or Bad?

The debate never ends. Some argue that all of these allow gamers to get 'free goods' without buying and thus negatively impact sales (the 'Why give away the cow?' crew). The proponents argue that these things ease people into purchases, attract more gamers to the fold, and let gamers spend more dollars because they feel their dollar go further (the "Spread the love" crew).

The argument comes up in discussion of rental or subscription to retail games as well as in discussion of free web-based casual games and other casual games distribution mechanisms.

I've blogged about this debate before, and how other industries might give us pointers.

On that note, two related pieces of research popped onto the radar today:

For the Nays: This piece of research on radio's effect on music sales, concluding that radio play does NOT boost sales of recorded music, and in fact may do the opposite. (As a side note, I am personally VERY skeptical of this peice of research. It seems to jump very quickly to support an argument for music licensors charging license fees to radio stations for airplay. I do wonder whether it has some bias behind it.)

And in the other corner: This post from Freakonomics on Libraries. While it doesn't argue that libraries are good for book sales, it does point out that books still sell despite them. It also asks out the provocative question "If libraries didn't exist, could you start one today?", concluding that the publishing industry would likely attempt to quash such an effort or at least shackle it with a license fee structure. I think most would agree that libraries are good for society and good for culture, and that they haven't yet killed the publishing industry. (Oh, and be sure to read the comment thread. There are some links to a number of cool things including some examples of people that ARE in fact starting libraries today, on the web)

Anyhow, there you have it. Arguments to back up whichever side of the debate you are on. Please ignore the other one.

Thursday, July 12, 2007

Line Rider Runner Ad

via Adventure in Digital Marketing comes this nifty advertising banner/overlay, which is an Adidas ad play on Line Rider. Unfortunately it falls a little flat due to the lack of physics, which is what made Line Rider the sensational toy that it is. If the runner had jumped, rolled, etc, this could have been as good. Still a nifty try Adidas!


Activision taking the low road with Guitar Hero III

Arg! It's not enough that Sony's peeing in the pool, but Activision has to add to the melange?

This from Joystiq (via Raph):

They fully updated the graphics, including doing motion capture for the avatars, and the NPCs in the background, like the go-go girls in the stage that’s set in a strip club. Neversoft has a full-sized motion capture studio at their facility in California, so why not make good use of it? Especially if you have to mocap some strippers. Tough work, this rock stuff. Based on what we saw, the dancers will be giving Soul Calibur a run for the money. Jiggle factor five, Mr. Sulu.

Thanks, Activision! At least I know have my decision made easier for me. Rock Band it is!

Wednesday, July 11, 2007

Social Networking for Dummies

This video *brilliantly* explains social networking in laymans terms, in an entertaining fashion, in under two minutes.



[update: The authors of that video at CommonCraft have a number of others - brilliant]

Duelling Guitar (games)

I just blogged some more Rock Band footage, this time out of the E3 MS press conference.

Among the various bits of news leading up to and coming from E3, are a bunch of factoids released about the 2 duelling guitar games: The Activision-acquired Guitar Hero sequel Guitar Hero 3 and the MTV/EA published Rock Band from the creators of GH, Harmonix.

I'm starting to worry a little about the escalating arms race of spend going into both these titles to pick up various music licenses, band/musician signups, etc.

Rock band has an advisory board.
Rock Band gets Metallica, plus has entire albums as DLC.
Slash to be the Boss in GHIII, plus do an original track for the game

etc, etc.

It's great for consumers, but I hope that (a) they remember that it's about the GAME, and (b) they both make money so we see more of the same.

To be clear, I'm sure they'll both see an assload of units, I'm just wondering whether the budget growth is outpacing the likely sales.

Facebook factoid

So I hooked up with some former Matrox co-workers last night in Toronto for dinner, and amongst other topics, the subject of Facebook came up. Some of that conversation became relevant to a thread over on Raph's blog, so I commented there and am reposting here.

I signed up for Facebook to check it out after several friends far more in-the-know about these things said that it was going to be dominant based on it’s prowess as an extensible platform (Marc Andreesen has a great blog post about this here).

Anyhow, I was surprised to see (a) how many people I knew were already on it, and (b) how they came out of the woodwork to find me, sans my searching for them. After perhaps 10 days of usage, it’s already my 3rd most useful SN service after linkedin and flickr. (I guess I have to add that Xbox Live is a SN service in many ways, and would come in #1 as most used, and perhaps #2 in most useful).

One trivial Facebook factoid that might skew the data: I’m a montrealer and have many friends in Toronto. Toronto has the largest population of facebook users of any city in the world, with over 700k users!

My own hypothesis on this is that it’s a combination of (a) higher BBand penetration in Canada than in US, (b) Facebook being relatively unknown in Europe/Asia (asserted by one of the dinner attendees, a Brit), and (c) Toronto being fairly affluent compared to the rest of Canada and certainly a bigger city than any other in Canada.

Note to Sony: Please quit peeing in the pool

Metaphorically speaking that is. They are really F***ing things up for the rest of us.


Thanks to N'gai Crole (via Alice) for the pointer to this ad for PS2 that Sony recently took out in India (rant to follow):


Here we have such a wonderful opportunity, with a growing, tech savvy, increasingly affluent, group of consumers in India, where gaming has been relatively small in the past, but is growing by leaps and bounds. Do we need to screw it up by importing our biased, misogynist, ass-backward marketing practices with us? We have enough trouble with our baggage of existing content, we don't need the marketing folks to push us further over the edge.
Thank you Sony! Thank goodness Indian women won't make the mistake of thinking they are welcome to purchase and play games. Good thing we'll make it clear from the get-go that games are for introverted pimply-faced boys. Wouldn't want anyone thinking otherwise.
Sheesh. As Alice asked, "Honestly. What kind of cavemen do they employ in Sony's marketing dept?"

Monday, July 9, 2007

E3 predictions

It's been a while since I've talked about the E3 Supernova and the resultant "Dwarf Star E3".

Since E3's kicking off this week while I rock the great white north, I guess now's the time to get predictions in. I think it's going to flop. Someone will claim victory by some standard of measure, but I think it's going to flop, and next years will either not exist, or be even smaller.

Perhaps rather than 'dwarf star', 'old yeller E3' would be a better name?

Sticks and stones...

..."and falling off the swings" perhaps should have been added to that kids rhyme. :-(

Friday, July 6, 2007

Healthy gaming

Dropping by the local mall here in Mississauga, I noticed the following sign


So I went in to check it out, and saw that it was a fitness club for kids all geared around interactive machines & games. PS2's hooked up to stationary bikes (stop pedalling and they switch off), DDR-style dance pad games, 3 motion sensing kung fu game, etc.

Here's a cell phone pick of the stations inside:

Very cool!

Ouch


IMAGE_046, originally uploaded by Kim Pallister.

Jenny falling asleep with an icepack on her shoulder after falling off the swings.

This was before we realized it was a broken clavicle! Poor thing!

The fun continues...

So first day of "semi-working semi-vacation", my laptop goes belly up and I spend the day trying to get MS canada to get me a replacement.

On day two, my 3-yr old daughter Jennifer took a flying leap off the swing set trying to save a carebear from certain death and busted her clavicle in the process. Poor little thing.

So half of day one spent in the MS Canada IT department, half of day two spent in the emergency room.

Fun.

Thursday, July 5, 2007

Does not compute...

...at least my laptop didn't after it went belly up hours after I landed in Toronto.

Arghh!

Was able to get someone at the MS office here replace it, but I lost a day and change of productivity in doing so.... >:-(

Tuesday, July 3, 2007

Video Clip of Harmonix's Rockband gameplay

Posted over on my other blog.

As the guys at Kotaku put it, it's like staring into the face of God.

Monday, July 2, 2007

The iPhone tipping point

OK, clearly my previous post was wrong and burning tablets have been popping out of bushes, as the hype behind the JesusPhone (aka the iPhone) seems to be justified. I have quite a number of friends that picked one up this weekend and the flurry of mail I've received is heavily laden with things like "sexy", "its like holding the future", "rules changing", "requiring pants-changing", etc.

I haven't looked too closely at the device (already seen a couple floating around the MS cafe this morning, before 8am even!) nor at the service & sign up. However, for all the stuff I read yesterday, one thing stood out:

Signup happens through Apple.

That is the single biggest thing about this entire launch. It fundamentally changes the rules of the game between device vendors and carriers - nay - between the tech industry (new guard) and the telco industry (old guard). Similarly to how iTunes, over time, changed the rules between the big music labels and the online services, only overnight, and more dramatically.

It took a pretty sexy device and a religious user base to get the telcos to sell their soul, but AT&T has done so. And after making a deal with the devil, I'm not sure there's any going back for them.

Obligatory (sparse) WiiWare commentary

If you heard something un-applish within this past week's din of prelaunch iPhone religious euphoria (seriously folks, it's not like burning tablets are scheduled to fly out of shrubs this week or something), that noise might have been Nintendo's beloved son, Reggie Fils Aime, announcing WiiWare, Nintendo's XBLA-like program for 3rd party downloadable games on the Wii.


Plenty of commentary so far (Dave and Ian both have good posts on the subject). Like both of them, I have a lot of questions and would go a step further to say that I think they either havent' thought things through entirely, or are being disingenuous in their promises.

I frankly do not beleive they can approach it in a way that titles are not vetted by Nintendo. They have stated that titles will need to be rated, and AO ratings would not fly, but I don't think that's enough.

Echoing and adding to the list of unanswered questions that David and Ian raised:

  • What of content that might get an M or T rating, but that some groups would find offensive (e.g. Nazis), or for that matter, that some corporate groups would find offensive (would The McDonald Game fly?)
  • If they aren't vetting concepts, then how are they prioritizing dev kits? From what I understand, there's a pent up demand for them, so how is this allocated if they have no idea what a dev is working on (or is this the real gating factor)
  • If they aren't vetting concepts, but have the right to refuse games based on the above factors or other reasons, then might developers sink a couple hundred thousand into a game only to be turned away when showing up to Wiiware wanting to hang out their shingle?

I guess details will become clearer as we near the first release of titles, but I am skeptical to say the least.