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).
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects." - Robert A. Heinlein
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).
Posted
8:54 AM
1 comments
Labels:
Areae,
GameBrix,
GameSalad,
iPhone,
UserGeneratedContent
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.
Posted
9:38 PM
0
comments
Labels:
LittleBigPlanet,
NSFW,
Spore,
UserGeneratedContent
Well, it's as if someone read my last post about IP infringement in User Generated Content centered games.
Posted
6:19 PM
2
comments
Labels:
IntellectualProperty,
LittleBigPlanet,
Tetris,
UserGeneratedContent
The "User Generated Content" or specifically "User Generated GAME" space seems to be red-hot these days.
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.
Posted
11:27 AM
3
comments
Labels:
GameBrix,
GameDesign,
Hasbro,
IntellectualProperty,
LittleBigPlanet,
Mattel,
Metaplace,
Silverlight,
UserGeneratedContent,
Webkinz
What is hype? We completely underestimated the marketing effort required for a successful XBLA title. One of the most attractive reasons for us to develop for XBLA was that we wouldn't need a publisher or major marketing, as the game would always be available online and would be able to garner enough sales for us to make up our investment.
This might have been true when we first started developing for XBLA, as there were then fewer than 10 titles available. We, on the other hand, were the 150th title on XBLA, and we were released alongside a very popular remake of a classic arcade game. Going into our release, we had next to no hype and much to our chagrin very little post-release hype.
Researching this more, we realized that this seems to be the bane of all indie developers. Although we found someone to help us with the PR work close to the release date, in retrospect it would have been prudent to show more of the game earlier so consumers would at least recognize the name when they see it on XBLA.
Posted
11:23 AM
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comments
Labels:
DigitalDistribution,
GoGoBreakSteady,
Marketing,
XBLA
There's a been a bunch of people griping about the SecureROM DRM in Spore. Some of those people have now created creatures within Spore to voice their opinions. Crafty, given that the game is built around the sharing of player-generated content.
A few people have pointed to an article that appeared this week on Forbes web site, speculating that Google might get into game publishing.
Posted
9:30 AM
1 comments
Labels:
AdSense,
BusinessModels,
google,
Publishing
GamesIndustry.biz has a post up about Frontier's David Braben making some comments about the second hand games industry. I've commented on this issue before (e.g. here), but thought it worth adding a couple things.
Posted
10:25 AM
0
comments
Labels:
BusinessModels,
GameCredits,
Marketing,
SecondHandGames
Jeff at Rad posted some video of one of the multi-core specialty dev machines Intel has them working with.
Posted
10:51 AM
1 comments
Labels:
Intel,
Loud,
PCs,
RadGameTools
Quick: How many consoles are there on the market?
Posted
10:30 PM
1 comments
Labels:
BusinessModels,
Consoles,
Leapfrog,
Leapster,
SMartCycle
I turned on the republican convention coverage for a bit this evening but really couldn't stomach it after a while. I get that McCain's military service arguably speaks to his character, but jeez. We're electing a president. Listening to the speeches, you'd think we were electing Rambo!
Posted
10:27 PM
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comments
Labels:
Politics
Not one, but two trips to Target in close succession. Ugh. Anyhow, another interesting observation.
Posted
11:01 PM
0
comments
Labels:
RaphKoster,
Retail,
VirtualWorld
Google launched their browser, which made some (surprisingly little) noise around the blogosphere yesterday. I installed it (this is my first post made from within Chrome) and thought I'd post some thoughts.

Posted
8:58 AM
4
comments
Labels:
Chrome,
google
The forces of the universe continue to conspire against me, and I'm not making it to Pax again.
Sounds like it's really exploding in size, and it looks that way too. Jason's posted some pix showing just that, plus goat spotting!
Friends Mark, Jane, Andre and Rob were all speaking on a cool panel I'd like to have chimed in on, about whether casual is 'killing' core games. Sorry I missed it.
Meanwhile, I've got to get back Mother of All Spreadsheets... [grumble]
Posted
11:26 PM
1 comments
Labels:
AndreVrignaud,
JanePinckard,
MarkDeloura,
Pax,
RobGruhl
Jon suffer's Yatzee's wrath:
Posted
1:44 PM
140
comments
Labels:
Braid,
ZeroPunctuation
Having not set foot in a retail game store for some time, I found myself at Target recently.
Holy balls! Look at the PC game shelf! Approx 1/3 traditional PC hardcore fare (not shown), 1/3 kids & adventure (e.g. Dora, Nancy Drew, etc - also not shown) and 1/3 $20 casual download titles.
Once the domain of Mumbo Jumbo and a couple others, now every downloadable title to have proven itself beyond a given threshold (not sure what that might be - 100k units? half that maybe?) graduates to physical retail.
I wonder whether this is a nice secondary market or whether it's "the big leagues". I'm guessing the former, but who knows!?
As an aside, it's interesting to see their box designs. Most of these games had to sell themselves on a name and a 60x60 thumbnail. The luxury of a big cardboard box lets them mix it up a bit.
Posted
10:15 PM
1 comments
The Internet is a conundrum of opposites!
Posted
10:34 PM
1 comments
Labels:
BrandonSheffield,
CliffHarris,
Crytek,
DRM,
Id,
Nokia,
Piracy,
RIAA,
ToddHollenshead
Awesome post up by Positech Games' Cliff Harris, in which he, when trying to figure out why people pirate his games, decided to ASK THEM, via his blog.
The comments back were detailed, thoughtful and enlightening. Cliff also outlines a plan to take action based on the feedback received. Put another check in the 'DRM does more harm than good' column:
1) No more DRMIt's a cool read for a bunch of reasons. Check it out.I only used DRM for one game (Democracy 2) and it's trivial. It's a one-time only internet code lookup for the full version. I've read enough otherwise honest people complain about DRM to see that its probably hurting more than it help's. I had planned on using the same system for Kudos 2, but I've changed my mind on that. I have also removed it from Democracy 2 today. I now use no DRM at all."
Posted
11:42 PM
0
comments
Labels:
Blogging,
CliffHarris,
CustomerFeedback,
DRM,
Piracy,
PositechGames
I was pointed to this article in adweek about how EA Sports is launching a new "Freestyle" brand aimed at delivering more casual sports fare, for the Wii as well as other platforms.
While it makes sense to target that as a market, does it make sense for a new brand? Couldn't EA Sports Freestyle titles compete equally well under the EA Casual heading?
Perhaps it does, but I'd wager that there was also some internal politicking at work, and that what we're seeing is the creation of a casual brand that doesn't have to reside in Kathy Vrabeck's EA Casual shop. If they are going to create answers to Wii Sports, etc, then will the expertise really come from the Madden team or the Casual team or from Blueprint?
Anyhow, I could be off base, but the announcement smelled a little of office politics to me.
Posted
1:07 PM
1 comments
Labels:
EA,
EA Casual,
EA Sports,
Freestyle,
KathyVrabeck,
PeterMoore,
Wii Sports
Funny button seen at Siggraph. Auteur will remain anonymouse :-)
If you get it, you get it. If you don't, well, keep surfin'. Nothing to see here.
Posted
12:14 PM
0
comments
Long-time readers of my blog may remember our trials and tribulations with moles destroying our lawn when I last lived in Portland.
We had sod put into the back yard of the new place and decided not to mess around. This is a pic of the 1/2-inch metal cloth mesh I laid down before having the sod put in.
Lets see the little buggers chew through that!
Posted
12:11 PM
0
comments
[OK. Last Braid post for a while, I promise.]
I checked out the Metacritic score as of this morning, and it's weighing in at 92, which makes it the top rated XBLA title, and the #10 ranked title of all time, just nudging ahead of Mass Effect, a multi-million dollar title from a large team. Braid cost under a quarter million.
[Update: A few people picked up on this post, and the WSJ one saying Jon invested $180k of his own money into Braid, as concrete evidence of the development cost of the game. I should clarify: Although I had some involvement with Jon, I have no idea what it cost to make the title. That's his business, and up to him whether to disclose. Secondly, my *estimate*, having given it some thought, are that its much higher in total. Likely more like $300k-$400k. Jon's $180, plus an unspecified amount borrowed, but let's assume it's a significant amount, plus the costs that MS covered as advances on royalties for localizations, ratings, etc. Jon talks about some of these here. Anyhow, if you look at it as a $400k dev cost, that's still about 40k unit break-even. More if you consider the tax issue that Jon mentions. And let's not forget that 'break even' isn't the goal, or at least it shouldn't be.]
Now Metacritic is useless in many ways (e.g. there are interweb thoughts on MC scores of Wii not being indicators of sales; or MC scores being too harsh on XBLA titles, etc), but it's still followed closely by console manufacturers and publishers as an indication of what does well and what to aim for.
Which means that people are going to be looking at Braid and trying to emulate it/follow it. This is not unlike how Geowars inspired a publisher/platform vendor thirst for small two-stick shooters (e.g. I courted Everyday Shooter for some time as a more 'arty'/indie title, but Sony wanted the title far more than I did. There are a ton of other examples, both good and bad).
I think there'll be a few misguided publisher/developer/console companies that look at Braid's success and say "we need painterly-rendered platformers with time mechanics!", but I think they'll be small in number. They'll also be wrong in pursuing those as root causes of Braid's success.
What I think is shining through, and what I think the majority of the industry *will* get, is that Braid's success comes from the delivery of a game containing an undiluted form of its creator's passion and vision. Which is, IMHO, what the overused "Indie" moniker is really all about. It's not about small teams, small budgets, or "wackiness". It's about artists taking the vision in their minds eye, and wringing it out in blood, sweat and code.
And if you think about what might happen if the companies in the industry actually take that to heart, well, that's interesting.
If it were to mean a willingness to fund, pubisher or otherwise support titles, while acknowledging that their success will come from completely relinquishing control to those with the original vision, well, that'd be good for 'indie' games now wouldn't it? It would mean 'escape velocity' for indie games, where the metaphor refers to the gravitational pull of the mainstream and the dollars that fund it.
Of course, at some point, those converations within those companies will start to include words like "risk aversion", "focus group", "market trends", etc, and then it'll be hard to stay hands-off, but one can always dream.
Posted
8:34 AM
3
comments
Labels:
Braid,
BusinessModels,
EverydayShooter,
IndieGames,
PSN,
XBLA
In addition to the glowing reviews of the game, WSJ has a nice write-up here with some background on the game's development.
Posted
8:08 AM
0
comments
Labels:
Braid,
IndieGames,
JonBlow,
WallStreetJournal
Braid has *finally* released on XBLA.
I only had a few minutes to play at 5am this morning before heading out, but was so happy to see the final product.
I believe it's one of the most beautiful things on xbox360, and I also believe it's THE most beautiful thing to happen TO xbox360. (Metacritic scores up so far seem to agree)
Congrats to Jon for seeing his vision through, and for keeping nose to the grindstone for SO long (I first talked to Jon about it at IGF 2006, so he started 2005?2004?). I stand in awe of his passion for the art.
Posted
7:55 AM
1 comments
Labels:
Braid,
IndieGames,
JonBlow,
XBLA
A Siggraph paper on the Larrabee architecture went live today, so there's press aplenty about the details we've given.
Still lots is hush hush, but those curious can read the paper here.
Posted
9:32 AM
1 comments
Labels:
Larrabee,
Siggraph
GamePolitics has a scan of the court docs up.
For those curious about the details, here's a summary:
Case is over trademark and copyright infrigement (not patent infringement as some have stated)
Trademark in that the Scrabulous name rides the coattails of the Scrabble name brand (trademarked several times since 1954, and in 2002 wrt video game versions).
Copyright in that, the rules were copyrighted in 1948, the board design was copyrighted in 1948, the OSPDictionary was copyrighted in 1978, and included things like. These copyrights include things like:
- The board is similar in size, color, multipliers (indeed, the doubles and triples in Scrabulous are color coded and the player assumes what they are worth)
- The tilecount (total and per-letter) is identical
- letter point values are similar.
There's an interesting element to this in that the docs seem to outline a strategy to take what I guess were tactics RJ Software used to obfuscate the copyright infringement, and then uses them as the lynch rope. For example, the fact that there are no rules published for Scrabulous, that the multipliers on the board don't reference the x2 or x3 values, etc. How do people know how to play? Well, it must be assumed they know how to play Scrabble.
Posted
3:40 PM
2
comments
Labels:
Copyright,
Hasbro,
Lawsuits,
RJ Software,
Scrabble,
Scrabulous,
Trademark
Well, they finally did it, Scrabulous is down. The following message gives a hint:
"Scrabulous is disabled for US and Canadian users until further notice. If you would like to stay informed about developments in this matter, please click here."
US & Canada is of course the territory covered by Hasbro's copyright on the Scrabble game. EA licensed that property and launched Scrabble for Facebook earlier this month. My guess is that someone had a "pull it down by end of July, please" notice and well, it's the end of the month.
LATimes has more detail here.
Mattel, who has Scrabble rights for rest of world, is suing the Scrabulous developers in India (where they hail from) and has launched their own game for folks in their territories.
They will of course win, and we'll be stuck with two versions of scrabble for different regions, and an inability to play with friends overseas.
Hasbro, Mattel and EA win. RJ Software loses. However, there are other casualties. The end user loses, and Facebook loses. However small a stain on their service this might be, it's still a loss: A social network app that bifurcates the members of the network. It's unfortunate there couldn't be a more win-for-all solution that came out of this.
Posted
11:03 AM
0
comments
Labels:
EA,
Facebook,
Hasbro,
Mattel,
RJ Software,
Scrabble,
Scrabulous,
SocialNetwork

Posted
7:26 AM
1 comments
Labels:
Braid,
CastleCrashers,
GalagaLegions,
GeoWars2,
GoGoBreakSteady,
IndieGames,
N,
PacmanCE,
XBLA,
Xbox360
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.
Posted
9:20 AM
4
comments
Labels:
Areae,
Forza,
Habbo,
LittleBigPlanet,
Platforms,
Playcrafter,
Spore,
Torque,
UserGeneratedContent,
XNA
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)
Posted
8:41 AM
1 comments
Labels:
google,
Lively,
SocialNetwork,
UserGeneratedContent,
VirtualWorld
Epic's Mark Rein is interviewed on GamesIndustry.biz this morning, and among the juicier quotes they latched onto is this one:
Q: Ubisoft has said that their going to be using 3D - or stereoscopic - technology in games...
Rein: That's dumb.
Q: So there's not going to be an Unreal Engine that supports it then?
Rein: It does already. I have a 3D Monitor sitting in my office and stereoscopic has worked on Unreal for a long time. [snip] So unreal works fine on stereoscopic, it's just that you've got to change out your screens to use it - that's a big accessory.
Posted
6:51 AM
1 comments
Labels:
EpicGames,
LCDs,
MarkRein,
ShutterGlasses,
Stereoscopic,
TV
Just back from Paris GDC, and while there was a number of cool things there, my favorite was the keynote given by the guys at Media Molecule, makers of Little Big Planet.
You can find plenty of summaries of their talk online. No need to rehash here.
What I did want to note though, is that they seriously raised the bar for those of us looking to given good, unique, presentations.
Rather than using Powerpoint, their entire presentation was done as an in-game level, which they "played through" as they gave their talk. Different videos and pix were brought up by leaping onto trigger switches, levers and buttons were used to trigger animated actions supporting the talk, etc.
It was just beautiful.
Maybe I'll give my next talk in Line Rider!
Posted
9:19 PM
4
comments
Labels:
GDC,
LittleBigPlanet,
ParisGDC,
Powerpoint,
Presentation
Seth Godin has an interesting post up about the Amazon's e-book device, the Kindle.
I must first fault his post for one thing. For all the pros and cons he discusses, there's not one mention of the device's use of DRM. While he's correct in citing some of it's limitations, he fails to note what is by far the most significant one. Surprising, given that he talks about his own affection for 'buying books to give to someone else', something you can't do with DRM'ed e-books.
This one complaint aside, he offers some intriguing ideas about how the Kindle could be improved, and many of which I beleive apply equally to games. Most of them fall under the umbrella of viewing the 'connected device' as a social platform, and not just a distribution platform.
Much of the talk about Kindle has centered around the convenience of having all your books on one device and purchasing them over the internet, and also around digital distribution, and what this *could* mean in terms of savings to consumers and/or increased royalties to authors. (In fact, much of complaint-camp posting has been about how this has not yet translated into such savings, but that may just be a matter of time as existing books are still paper - and thus publisher - dependant).
Seth instead talks about how the device falls short of it's opportunity to capitalize on it's connected nature. How books should ship with/connect to the readership's commentary. How I should be able to see what books my friends are reading and what htey thought of them. How I should be able to see (if desired) notes in margins, highlighted paragraphs, stickies, disputed facts, links to corroborating or conflicting points of view. How I should be able to link to any word in the text to get a dictionary definition, wikipedia entry, etc. All fantastic points.
I think there's a parallel here with digital distribution as it pertains to games.
Much of the discussion around digital distribution has been about how it might (or might not) translate to increased savings to consumers and/or increased revenue share to developers. Also discussed is how it's allowing for feasibility of certain formats/genres/etc that might not otherwise be feasible, as they wouldn't acheive the revenue needed to justify retail shelf space allocation.
While all of that's true, Seth's comments bring to mind some ideas about how the connectivity of game platforms could enhance the social aspect of games. We are seeing the beginnings of this with Wii's service allowing user rating of game titles, Xbox Live letting you see what your friends are playing, and Steam letting you see what your friends have purchased and commented on.
However, I beleive these things might only be the beginning.
Connecting user ratings & recommendations with a social network allows for networks of trust, as well as 'networks of taste' (not the 'people who liked this also liked' amazon thing, but letting you develop networks of people who've enjoyed games similarly). Connecting the online distribution with the social network potentially could allow for gifting of games, friend discounts, etc.
The idea of annotation is also intriguing. Note how the video I linked to in this post, uses Viddler and someone's commented on a particular point in the stream. We've also seen how games like Portal have shipped with 'Director Commentary' features in the game where they've annotated the game with facts about it's design and development. I find the idea of user-contributed commentary intriguing. Players could opt to play through with commentary on, and could do so with comments from a given person or group. This could be their friends, from a group like the reviewers at JayIsGames, or a favorite blogger/designer/luminary, etc.
In any case, there's a lot of room for innovation as these platforms connect. It will be interesting to see where it takes place. In general, the PC is the place that has the most rapid churn and innovation, but it's often a closed vertical model that allows for consistency of experience (e.g. annotation of games would need some kind of API to allow for linking to a particular object or event, and usage of that API would need to exist across all games on that platform). My bet is that we'll see the first instance of this on somehting like Raph's Metaplace system, though someone like Sony or Microsoft could chose to drive it across theirs (not likely, as Sony's been hands off with theirs, and Microsoft's been letting others catch up as of late, it seems). Other potentials could be Flash or Silverlight, or perhaps whatever secret-sauce gaming thing Google's working on.
Posted
5:16 PM
1 comments
Labels:
Amazon,
DRM,
GamesIndustry,
Kindle,
SethGodin,
SocialNetwork
From UK's Times Online article about a group targeting the Church of Scientology's tactics of targeting individuals that critique their religion. The group does so anonymously, wearing masks and borrowing heavily from web memes:
One of their placards reads: “We have cake, they have lies.”
Posted
5:12 PM
1 comments
Labels:
memes,
Portal,
Scientology
Everyone is going to link to this. It's just too awesome not to.
Wealthy guy in NY has his apartment remodeled, and wants to have puzzle elements built in, that his kids have to solve to get to the end prize, a poem he's written for them. The architect (game designer?) outdid himself, to say the least.
Snippet:
"In any case, the finale involved, in part, removing decorative door knockers from two hallway panels, which fit together to make a crank, which in turn opened hidden panels in a credenza in the dining room, which displayed multiple keys and keyholes, which, when the correct ones were used, yielded drawers containing acrylic letters and a table-size cloth imprinted with the beginnings of a crossword puzzle, the answers to which led to one of the rectangular panels lining the tiny den, which concealed a chamfered magnetic cube, which could be used to open the 24 remaining panels, revealing, in large type, the poem written by Mr. Klinsky."Be sure to look at the slideshow as well. The craftsmanship looks awesome.

Posted
8:17 AM
0
comments
Labels:
Architecture,
GameDesign,
Puzzles
The latest trailer for upcoming XBLA title Go Go Break Steady is looking awesome.
A peer of mine signed this title while I worked there, and it has been under development for a LONG time. I haven't seen many XBLA titles go through this much iteration (except maybe Braid, the game I'm most looking forward to), and change so much during that process. Last I played it, it was a beatmatch game with a kind of match-3 twist to it, and was cool then. I can only assume it's gotten even better. Really looking forward to it.
Almost makes up for stuff like Frogger 2, doesn't it? ;-)
Posted
8:32 AM
0
comments
Labels:
BeatMatch,
GoGoBreakSteady,
XBLA
Two recently heard portmanteau(x? - never sure how to pluralize), one good, one bad:
Posted
11:32 AM
2
comments
Labels:
cloudcomputing,
crowdsourcing,
portmanteau,
SethGodin
Like all parents, I want to ensure my kids get a proper education. I believe that starts with a solid foundation based on the classics.
Which is why we took a break the other day from the never-ending Lego Star Wars gaming to introduce Thomas and Jennifer, aged four and a half apiece, to the classic Pac Man franchise. This way I could show them what games were like when I was their age (actually about 3 times their age when Pac Man came out, but I digress).
We started with Ms Pac Man because it's more forgiving. Then we moved on to the original Pac Man, at which point my daughter corrected me.
"Daddy, it's not Pac Man. It's MISTER Pac Man."
Tom likes eating ghosts. Jenny is interested in the part (on 360) when she is presented with a tally of which fruit she has eaten, citing that fruit is very healthy and that both Ms and Mr Pac Man will avoid getting sick as a result.
...Clint casually mentions that Ubidays (Ubi's big press rollout of the year's coming catalog) is being held at the Louvre.
Rented venue or not, I think that says something, no?
Posted
10:02 AM
1 comments
Labels:
ClintHocking,
Louvre,
Ubisoft
Alice points us to this awesome lecture-turned-flash-movie by Daniel Floyd.
Well worth the few minutes to watch!
Posted
9:53 AM
2
comments
Labels:
Controversy,
GameDesign,
Sex,
SexInGames
I'd been meaning to post some thoughts on GTA4, but have been busy and have only played a couple hours into it. Since "anonymous" seemed to think my pointer to a flickr set of game screens was an endorsment, I guess I'd better do a short review/commentary now.
While I'm at it, I spent an hour or so playing the Penny Arcade Game, so let's throw that into the mix, shall we?
GTA4
Pros: It's like GTA3, but bigger, badder and better. The world is huge, the content is racy, they've added a ton of stuff to the proven formula.
Cons: It's like GTA3, but bigger, badder and better. The game, like many, is TOO BIG. Multiple hours before you even get to the moderately interesting stuff. Racy content is ok, but its gratuitous and they missed out on many opportunities to treat it more as gameplay rather than fluff. 'Better' as a con in that it's largely many incremental improvements over the proven formula of GTA3, but nothing revolutionary, and certainly not deserving of the over the top review scores.
Other thoughts:
Penny Arcade Adventures
I've only played an hour or so this evening, but I was privvy to a little of the background while I worked at MS. There was a lot of heated discussion about whether the more-family-friendly XBLA channel was a good place for a game with a character that copulates with produce, but I guess we can see how that worked out, and I'm glad that it did.
The game is best described as comic-book-point-n-click-adventure-meets-turn-based-RPG. Some thoughts on it:
Go try the demo, decide if it's for you, and buy it if it is. Its definitely worth downloading the demo.
Posted
10:05 PM
3
comments
Labels:
GameReviews,
GTAIV,
PennyArcade,
XBLA
Crap.
A while ago, I discovered Nau, a clothing store whose clothes I really liked and who's mission was pretty cool. Then the other day I discovered they were going out of business despite being less than a year old. Crappy crap.
The unique thing about their business seemed pretty well timed, "style with meaning" I guess you'd call it. Things like a portion of your purchase going to a non-profit group which you chose at time of purchase, clothes made from sustainable or reclaimed materials, low-impact biz practices, etc. See here for more detail.
The (somewhat bitter sounding) statement on their website claims investor reluctance, but I can't beleive that's the whole story. There's a ton of VC interest in other environment-related companies right now. Maybe it's the direction the economy is taking that has them reluctant about boutique clothing? I dunno.
Anyhow, rest of inventory is on sale on their website. I went and busted the bank, you should too. They'll be rareties soon enough!
Posted
2:07 PM
3
comments
Labels:
Clothes,
Environment,
Nau,
Shopping
Man, People are *shippin* stuff!
Dave's book is done. Congrats Dave. I remember finishing GPG5 and handing off the huge printed stack. Fun.
Robin (and a cast of others) shipped Boom Blox, and it's rockin' 85 on metacritic. I guess I'll finally have to buy that Wii.
Justin & Merci (who's game has been in beta for a while), shipped PMOG, the Passively Multiplayer Online Game.
Mary Jo shipped Iron Man. Congrats to her to, even though she's since left to do consulting. (BTW, the story's cuter coming from her S.O.)
Meanwhile, work on Industry's worst-kept secret will have me not shipping stuff for.... a while :-)
Posted
9:55 PM
0
comments
Labels:
DaveEdery,
JustinHall,
Larrabee,
MaryJo,
Merci,
RobinHunicke,
Shipping
Man... over 2 weeks without posting. Very unlike me. (VGVC is lagging even more. Really ought to do something about that...)
Things have been busy between work & settling into the new house. Work's also involved some travel. Did a few days in San Fran for work-related meetings, dinner with Chris, lunch with... well, no one talks about Fight Club.
Montreal last week for 3 days which was fun, but tightly packed. Work related meetings and dinners, tons of work to do in small gaps of time between, and then one afternoon of visits with mom, dad, friends. Flew back 6:00am Saturday to attend Adam & Stacey's wedding party.
Hopefully should catch up now that I am stationary (I think?) until GDC Paris.
OK, I just discovered TypeRacer.
Typershark meets Kung Fu Chess. Typing of the Damned meets Deathmatch.
Yes, it's multiplayer touchtyping deathmatch. If you wake up in the morning and notice the world's awesome is missing, well it's all collapsed into here. It is a singularity of awesome.
Posted
12:37 AM
2
comments
Labels:
Games,
Mutliplayer,
Typing
There's an interesting thread over on the Escapist Magazine forums in which someone is raising a bit of a fuss about game prices on Steam. Specifically, their complaint is that many of the games listed, including some of Valve's, can be found cheaper at physical retail locations.
Having higher prices for comparable product isn't normally perceived well, but it's additionally aggravating in this case because (a) so much has been said about the efficiency of digital distribution, and (b) there's a perception that the customer is 'buying direct', and therefore should be given a better deal.
Now, I'm not faulting Valve. I think they have a great service. The issue here, is in the difficulty of keeping up with the aggressive discounting and/or promotion that retailers will do as they manage their inventory and shelfspace.
To some extent, Valve is between a rock and a hard place. Just keeping up with the pricing and promotions that all the retailers have going on would be daunting (I'd argue impossible). Even if they did that, then matching one retailer's price drop would be seen by another retailer as undercutting their channel partners. Damned if you do, damned if you don't.
So what can we learn from this?
1) Be careful about message you send about the value of your service. I'm not sure that Valve has ever said that digital distribution would result in lower prices (I'm fairly certain they didn't). Still if the value was in the dynamic updates, or in the feel-good value of a larger share getting back to developers, or whatever, they should have made that the top talking points in all marketing efforts.
2) If people are comparing apples to oranges, make sure to point out that you are a pineapple. If customers ignore the above, and insist on making comparisions like the above, bring the discussions back to your product/service's value and to why the comparison is moot. In this case, it's not buying a product, it's entering into a service relationship with Valve, and that does more than get you the one game.
3) Prevent the upset from happening to begin with. This might seem a little schizophrenic at first, but I think that Valve should point people away from Steam. By this I mean they should clearly point out that some retailers might offer the game for cheaper, and that if all a customer wants is to buy the game, they are welcome to check prices at places A,B,C. They should then point out what the advantages are of buying through Steam. Customer doesn't feel they were duped, and you've reinforced your messages.
Long story short, I think this is a good lesson in how the customer doesn't always get your marketing pitch. Sometimes they write it for you. You have to plan for that and know how to address it.
Posted
8:05 AM
6
comments
Labels:
DigitalDistribution,
GamesIndustry,
Marketing,
Steam,
Valve
Spent a surprising amount of time this weekend getting my media room in order. Assembed new IKEA entertainment center (centers actually, I bought two to put side by side, and reversed the shelves/drawers on one of them which required some IKEA-hacking), routed cables (HDMI, audio, component, power, etc) through the wall. The latter was a pain because it's an outside wall so I had to route a bulk of cables in the narrow space between the wallboard and the vapor barrier.
I'm still trying to get wireless to work well throughout the house with HD video, etc. Was much easier in the old house where I'd routed CAT6 cable everywhere.
[oh, and the room isn't orange. iPhone camera did that for some reason)
Posted
9:38 AM
8
comments
I gave a talk yesterday at Centennial, a middle school out east of Portland, about careers in the games industry. I'd given a talk at the same school when I last lived here, and it was once again a blast.
The format changed some. Last time, they rotated 5 groups of 25-ish through for a 15 minute presentation each. This time, we got the whole group of 150 kids in one room, and did a 30 minute talk followed by 30 minutes of Q&A.
[BTW, if you are one of the kids I spoke to, you here's the list of resources I posted last time on 'game development for beginners'. It's a little out of date, and I'll be updating it later today, but if you are eager, that should get you started.]
Now for everyone else, here's some observations from the talk:
- Number of kids out of 150 that play games: 148. There were two outliers, both girls, for what that's worth.
- Number of teachers that play games: 3 of 6.
- Number of students that even *heard* of Space Invaders (I'd been asked what the first game I played was): ~1/3.
- Games about which I was asked the most questions: Grand Theft Auto (3,4), Halo. Remember, these are 12-13 year olds. ESRB, you still have work to do!
It's worth noting that the socio-economic split between the students is pretty big. Some are from newer development areas and are lower-middle class or slightly better off than that. On the other hand, 50% of the kids in the room are on free or subsidized lunches. The teacher I was working with pointed out that while many have computers at home, most are very old, and many are not connected to the Internet (as she put it, "many of them are used to having the phone cut off in the last week of the month").
As well, the school reflects this. "Non-essential" courses (e.g. computer science, *ahem*) have been cut from the curriculum. They have computers in the school, but they are almost exclusively used to administer standardized testing. Kids get very little time on PC's to actually explore/create/experiment. The school has one Smartboard which was paid for via a grant. Contrast this with the public school I saw in an affluent part of Redmond and blogged about here.
Despite this, I was getting some awesome questions. Some examples:
- How does the Wii do motion tracking?
- How do the chips in a game console differ from the ones in my computer?
- How does a game being connected to the Internet (cited Live as example) change the process of creating it?
- How do motion-capture rigs work? (was phrased as "those suits with the ping-pong balls on them")
Also lots of pragmatic questions about how much money will you make in job X or job Y.
A few questions were a little more basic. My fave was this three-part question from a young lady in the audience:
"How long have you been in this business?" (My answer: "15 years")
"How old were you when you started?" (My answer: "24")
"How old are you now?" (My answer: "You just wrote a math problem!")
Another kid then cried out "You're 40!?!".
*sigh* "Close."
Other favorite moment: A number of kids were asking for autographs afterward (why? I don't get it either). The last kid that came up as I was packing up asked for one as well and I asked why on earth he wanted it. His answer? "I've never met anybody OLD before... that plays games, and I want to prove to my parents that you exist!".
Anyhow, it was a blast and I'd highly recommend to others that they do similar things in their community.
Posted
8:20 AM
3
comments
Labels:
CentennialMiddleSchool,
Education,
GamesIndustry,
Kids,
Speaking
Can't wait for this to arrive from Amazon. Cool style, plus it's own trailer.
Johnny Bunko trailer from Daniel Pink on Vimeo.
Way to stand out!
Posted
4:30 PM
1 comments
Labels:
Books,
Comic,
Marketing
We decorated the kids' rooms in the new house.
The boys are sharing a room and we put up some stickers of WWII-era planes. As part of that, Tom and I went to the hobby shop to pick out some models to put together and hang from the ceiling. I told Tom to pick some out that were similar to those in the stickers we put up. He did a pretty good job as you can see from the bomber below.
He also is a pretty good history buff for a four year old. He was aware of the little-known secret weapon that garnered the Allies a real advantage over the Germans: The Millennium Falcon!
What was I going to do? Turn down a chance to work on the Millennium Falcon with my kid? C'mon!
Posted
8:15 AM
0
comments
Labels:
Family Personal,
House,
MillenniumFalcon,
StarWars
One of the nice perks at Intel that I was definitely glad to have coming back was the Intel chartered airline, aka the Nerd Bird.
Not nearly as lavish as it sounds, this is really a cost savings because the company sends so many people back and forth between OR, CA, AZ, etc.
What it means though, is that I can show up for a 6am flight at 5:50 and make it to an 8am meeting in Santa Clara on time. Sweet.
[Above, San Jose tarmac early morning]
Posted
8:13 AM
0
comments
Labels:
AirTravel,
Intel,
Perks
Viral marketing or new usage model?
Or just a stock-boy's sense of humor? Or Freudian slip?
Walking through the grocery store the other day, this M&M's "Get Wild!" endcap right next to the condoms.
Posted
7:54 AM
2
comments
Portal incited a lot of conversation about whether it would inspire shorter games with high-quality production.
I ask instead; will it inspire games with brilliant closing-sequence songs?
And as an answer, I give you "You Have To Burn The Rope".
Sheer Brilliance.
[Update: Am I the only one that finds this reminiscent of The The? (check Soul Mining, tracks 2, 3)]
Posted
8:32 AM
3
comments
Labels:
GameMusic,
Kongregate,
Music,
Portal,
TheThe,
YouHaveToBurnTheRope
There's been a huge amount of talk around the "$100 laptop" idea. One Laptop Per Child, has gotten the most press and there are similar efforts from Intel's Classmate (note: I work for Intel but have no affiliation with the Classmate product or team), Asus' Eee PC and others.
I'm quite surprised at how much press there is on the feasibility of the price point, and how little press there is about what business models could sustain such a price point.
As pointed out in this CNET piece, Gartner analyst Annette Jump beleive's that the $100 is still too high, and that it's also not feasible due to a bunch of other TCO type costs (Internet access, servicing, etc).
Whether $100 or a few hundred more, it seems some sort of subsidy is necesary. There's been a lot of talk about government subsidy, and some talk of 'charitable organizations' providing subsidy.
There's a precedent for the subsidy of providing educational equipment and other basic infrastructure to third world countries: Religious groups, via missionary work.
It's been long understood that basic quality of life improvement can be a powerful persuader, and religous groups* often provide such services out of charitable motivation, but not without association to their beleifs (e.g. lots of Christian mission groups helped out after the Tsunami in Asia a few years back, but I don't think any did so anonymosly.)
[*Political groups aren't unaware of this. My own grandmother lived in a very rural area of Quebec, and whenever anyone bad-mouthed the oft-bad-mouthed Maurice Duplessis, she countered with "C'est lui qui a apporte l'electricite" ("It was him who brought the electricity") and thus he could do no wrong in her eyes, despite his other doings.]
Anyhow, I'm surprised more religious groups haven't latched onto this opportunity. Seems a pretty powerful motivator.
"Why do I follow Jesus? He's the one that brought the Internet!"
[Note: Since some may question my motives in this post. I'm atheist, and am not advocating for or against the above, just pointing out what seems like an opportunity. Personally, I don't worry too much about education or technology with religious strings attached, since educated people are better equiped to question their faith anyway.]
Posted
7:50 AM
2
comments
Labels:
Charity,
ClassMate,
OneLaptopPerChild,
Poverty,
Religion
I've blogged plenty about the ongoing Scrabulous debacle (e.g. here, here, and here), but have to comment on the latest.
RealNetworks (who hold the PC rights to Scrabble for outside US & Canada) have released Scrabble for Facebook, but only for users outside US & Canada).
Let's ignore for a second that Scrabulous is still available on Facebook, and has the momentum of being the incumbent.
There's a really good example here of how the IP issue is going to poison the property's chance of success.
There have already been examples of online games where players were unhappy about being unable to play on the same overseas servers as friends. This however, is much worse. Here we are talking about a social network and applications that are looking to complement (and leverage) existing connections between people. Connections that previously haven't had to worry about distinctions like what country they may reside in.
If EA (the US rights-holder) ships Scrabble for US & Canada Facebook users, and Hasbro manages to shut down Scrabulous, users will be the loser here, having to figure out with whom they can play, out of their friends list.
Hasbro has the opportunity here to offer a superior offering (see my last post on the subject) to the incumbent, and possibly acquire their user-base in the process. Instead, they'll have partners offer two crippled versions because they did their licensing with an antiquated view of the world.
[Update: I was reminded that the rift goes beyond the digital world, as Hasbro has rights in the US, and Mattel in rest of world. Still the point still holds, their IP rights are going to restrict adoption and push users toward another game entirely.]
Ugh. Just seems so broken.
Posted
9:05 AM
1 comments
Labels:
BusinessModels,
EA,
Facebook,
GameHouse,
IntellectualProperty,
RealNetworks,
Scrabble,
Scrabulous,
SocialNetwork
I blogged a while back about the Ooma that I picked up (for free!) at an entrepreneurial event that I attended. Having moved into the new house, I finally got around to setting it all up, so here's the mini-review:
Ooma is a VOIP device that offers free long distance in the US (unlimited) along with call-waiting, voice-mail, and a bunch of other services, with no monthly service fee. The cost absorbed in buying the device. Long-distance outside the US is extra, but relatively cheap (to call Canada is a little over a penny a minute).
OK, so first, the good:
The bad (the only downside I can think of):
I've only used it for a few local calls and one long distance call so far (20 minutes to mom -> 29c!), but so far, so good!
Posted
10:54 PM
2
comments
Labels:
Ooma,
ProductReview,
VOIP
Here's an Indie MMO conference going on in Minnesota (?) and it looks like Richard Bartle's keynote was really good.
Gamasutra has a good synopsis, and Bartle has posted slides.
His keynote looks back 20 years, from the year 2028, and paints three alternate portraits of the future: One in which game designers and other creatives thrive (the good), one in which lawyers and accountants stifle development (the bad), and one in which business and academia drive VW's to practical usage - and thus make them mundane in the process (the ugly).
On the front of the second of those possible futures, Congress recently held hearings on Virtual Worlds.
Posted
9:36 AM
1 comments
Labels:
Government,
IndieGames,
MMO,
Politics,
RichardBartle,
VirtualWorld
...sucks me in that is.
I have to admit. Watching this TV spot has me ready to pony up money for my copy.
A couple thoughts while on the subject:
- GTA 3 did a good job of populating a large city with ambient characters/content. Crackdown & Saints Row took it further, but GTA 3 was quite a bit earlier. GTA4 looks from early footage that it does an event better job on this front.
- In terms of "realism", camera work/effects/automation seems a WAY bigger bang for the buck than things like animation or shader effects. Madden and Ace Combat 6 are great examples. Footage of the latter here: