Tuesday, April 21, 2009

Della Rocca hangs up his shingle

Jason's new consulting venture is open for business. I can think of any number of people that could benefit from his expertise, but for starters, if you are a regional government looking to design a program to attract game industry businesses, or if you are a studio looking for the most incentive-rich location in which to set up shop, you'd do well to invest a little money in getting some help from Perimeter Partners.

Wednesday, April 15, 2009

Book Review: Business Stripped Bare

I made an impulse buy a while back, picking up Richard Branson's latest, Business Stripped Bare. I'd really enjoyed his first book, Losing My Virginity, and so thought I'd give the latest a shot.


While I highly recommend Losing My Virginity, I have mixed feelings about his latest.

On the plus side:
  • The wide variety of Virgin's businesses lets this be a business book that is both 1st hand from the CEO, and yet also looks a wide variety of business case examples. Other than Jack Welch, I've not run into too many of these.
  • It's plain to see that Branson is just plain passionate about the businesses he goes after, and it's infectious as a result. It's a basic formula too: Look for businesses ripe for disruption, put customer first, have fun doing it.
  • It's quite current, and so it's interesting to peek into the mind of a business leader writing in the middle of the financial meltdown (at least as of late last year).
On the down side: 
  • Far less of the head tales of early startup days for Virgin than the first book had
  • Less romping adventures ballooning around the world and such, which really made the first book a fun read.
  • He does come off as being a little out of touch with the common man, at least when compared to the first book. (e.g. there's a part where he laments about how important it is to find time to take care of ones self and exercise, then complains about how on a recent busy travel jaunt, it was all he could do to squeeze in a couple hours for surfing off the coast of Bali. Jeez, I'm supposed to feel bad for you Richard? :-)
Anyhow, recommended if the above points don't throw you, but start with the first book first.

PC Version of Braid gets a level editor


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

Oh, and it got a trailer too:


Braid trailer from David Hellman on Vimeo.

Tuesday, April 14, 2009

Introversion giving a peek into the XLBA process

For those that haven't been pointed to this, and who might be considering doing an XLBA title, the folks at Introversion are really giving a decent peek inside the process, including the background on email threads from their initial contact with XBLA bizdev (back in 2006) through to the most recent bug reports and the like. The playtest & usability reports for example, are a really good insight into some of the services MS can provide when working with XBLA devs. Would be nice to see someone comment on whether Sony & Nintendo are comparable.


Sunday, April 12, 2009

Brains are high in cholesterol

Joining the ranks of the Portal song and You Have To Burn The Rope...


The video from Popcap's new game, Plants vs Zombies:


Bunch'o'Game mini-reviews

I've played a bunch of stuff recently that I haven't posted on. Here goes:

  • Mirror's Edge (360): I picked it up on a whim, and am liking it much more than I expected. If Portal is a 1st person puzzle game, then ME is the 1st person platformer. Recommended.
  • Guitar Hero: Aerosmith (360): It's Guitar Hero, so you know what to expect, and can check the song list online. I do think the mixing in of video interviews with the band kind of breaks the fiction of the game, but the fiction was always only a thin glaze over top of the game itself, so not a big deal. Recommended only for die-hard GH fans. I do like the latest GH: Metallica ad though!


  • Tomb Raider: Legend (360): It's tomb raider. You know what to expect. It's fairly well done as far as TR goes. C'est tout. I wouldn't recommend unless you are a die-hard TR fan or have never played any of the TR games, in which case you should play at least one.
  • Shawn White Snowboarding (360): Controls a little finicky, but I rather enjoyed it once I got the hang of it. Multiplayer is fun as well but a bit non-intuitive as to how you initiate events and the like. Only recommended for fans of finicky extreme sports titles like SSX or Tony Hawk, etc.
  • Sway (iPhone): A fun little physics-driven touch-interface platformer. I've spent a surprising amount of time playing it. Recommended.
  • Half Life 2 (360): I went back and played through the game since I'd never played Episodes 1,2. Amazing how ground breaking a title it was at the time of it's launch. Highly recommended.
  • Wii Sports (Wii): Fun for the kids. Recommended
  • Wii Play (Wii): Pretty crappy. Got it for the extra controller, but the mini-games in it are really aweful with only a couple exceptions. Not Recommended.

[update: Forgot to add two titles]

  • Peggle (360 arcade): Every bit the fun of the PC original with two plusses and one minus: Multiplayer modes and achievements are great adds, but the controller is a step backward for those that have played it with a mouse before, making that decathalon challenge pretty tricky. Recommended.
  • Biology Battle (360 Community games): I spent some time playing some of the community games at GDC and afterward. I have to do a lengthier post about community games in general, but for now I'll just recommend the trial of this game to decide if it's for you. It's a great little shooter along the lines of Geowars but with differences enough to make it distinctive. Recommended.

Putting the toothpaste back in the tube


GamePolitics has this post about how EA sent reviewers a press kit for The Godfather II. The press kit included a set of brass knuckles.
Kind of a nifty piece of schwag, but also an illegal one. As GP points, out brass knuckles are illegal in a number of states, and so EA's trying to put the toothpaste back in the tube but mailing out return mailers to get the contraband weapons back.
If there's a lesson here, its that EA's delicately worded efforts to get the items back are generating more news than if they were straight-up about it. The comments to the press are along the lines of:
"I hope you're enjoying our Godfather II press kit, including the
novelty brass knuckles. To help you take proper care to dispose of the item,
we're sending you a pre-paid shipping package"
And then replying "no comment" to any further questions about it.
'Proper care to dispose of the item'? Please.
What they really should have said was "oops, we fucked up. We thought this would be a good novelty item in keeping with the game's theme, but didn't realize these were illegal in some states. We're making best efforts to make sure we get these all back, and would really appreciate it if our friends in the press could help us out here. We'll send you an even more awesome, but completely legal, piece of schwag afterward for your efforts."

Braid finally ships on PC

Braid has finally shipped on PC. Jon's shipping on a number of distribution services, so you get your pick. It's up on Steam (Valve), Impulse (Stardock), GreenHouse (Penny Arcade dudes), and GamersGate.

Bob's game update

I posted a while back about Bob's Game, the one-man project from Bob Pelloni who was staging a sort of shut-in/coding-binge to try and force Nintendo's hand into looking at the title.

Kotaku posted a response from Nintendo where they politely but firmly said 'we looked at it, we don't like it.' or something to that effect.

Guess Bob should have had a plan B.

I'm old!

Sorry for the lack of posting recently. Busy week at work and I haven't had time.

In other news, I turned 40 yesterday. Ugh. I'm old.

My darling wife arranged for us to go hot air ballooning (have wanted to go for some time) but Oregon weather predictability being what it is, we couldn't go and had to take a raincheck. Oh well.

She also got me a Wii, so I'll be catching up on a bunch of games on the to-play list (Boom Blox, Galaxies, World of Goo, etc) over the coming weeks.

Thursday, April 2, 2009

GDC '09: Creating Value for Video Game Companies

Good presentation on valuation fundamentals & trends in the video game space, from Mitch Lasky at Benchmark Capital.

Tuesday, March 31, 2009

Casual Connect Content online

Jessica and the gang over at Casual Connect (the spry little casual games conference that's been growing in size and depth while also touring all of Europe's red light districts) has posted a TON of content from past conferences over at their website here.

Well worth perusing if you are interested in learning about trends in this part of the games industry.

Saturday, March 28, 2009

GDC09: My Favorite Things

I have a ton of stuff to blog about this year's GDC, but a couple quick ones while I have a few moments.


Every year, despite all the ranting about games and gdc getting too Korporate, too crowded, etc, there are always a couple things that make me giddy, and that give us all a smack in the face and remind us just how fun, awe-inspiring, and uplifting games can be. Here are a couple examples:

  • Top Secret Dance Off: An ARG/MMO/SocialNetwork/InsertBuzzWordHere where players replace the clicking-grind of most MMOs by instead upleveling through the accomplishment of Top Secret Dance Quests, usually involving dancing in disguise in a specific way and/or place. For example, let us look at top secret dance quest #3: Dancing in a Crosswalk, and then acknowledge that Jane's just added a little pinch of awesomesauce added to the universe.

 

  • Miegakure: An EGW entry by Marc Ten Bosh, this was a prototype of a game taking place in four dimensions, and it broke the brain of about half the audience members. Tricky to explain without a video, but here's my attempt: The Kuju PSP game Crush (video) is a game taking place in a 3D world, but where players can play the world as a 2D game along a choice of axis (e.g. XY, XZ, or YZ). Miegakure takes the concept a step further by taking place in a FOUR dimensional world, but allowing the player to at any time play along three of these axis (e.g. XYZ, XYW, XZW, YZW). Rotating between spaces would cause the 3D world to sort of fold in upon itself before displaying the other view, and at that point my brain snapped. As Marc pointed out, the math for programming this kind of thing is kind of trivial, but I'd imagine getting your level designers to grok it would be trickier. I should note that both Jon Blow and Chris Hecker appeared absolutely giddy when Marc was demoing his game. Schoolgirl giddy.
  • Musaic Box: An IGF entry that at first glance looks like well-polished but generic casual puzzle game. However, it involves matching patterns, colors, shapes AND MUSIC. That last element makes it unique, and shows that there's plenty of room for innovation in the spaces where established genres meet.
  • OnLive: Lots of talk about this subscription-based, cloud-computed console entry. There's a bunch of reasons why I'm skeptical of their chances. A lengthy post on this in the future. However, I'm listing it as one of my favorite things because it's great that a startup can come out of stealth mode and surprise everyone with a credible entry into the console space. A great example of how there is always room for disruptive tech to shakeup a market.
More GDC posts on these subjects and others when I get some time...

Monday, March 23, 2009

Larrabee at GDC

I'm off to GDC this morning. This is my 16th one. I feel old. Still, I'm excited!


I'll post some thoughts if I get a few minutes between meetings & sessions this week, but wanted to quickly give a pointer to a couple sessions in which we'll be revealing a little more detail on our tech:

Mike Abrash is giving a session Friday morning called Rasterization on Larrabee: A First Look at the Larrabee New Instructions in Action. 

Shortly thereafter, Tom Forsyth is giving a follow up session called SIMD Programming with Larrabee: A Second Look at the Larrabee New Instructions in Action.

Be sure to check them out if you are in town for the conference.

Wednesday, March 18, 2009

Akoha: Serious games and 'playing it forward'

Raph had a pointer to a pretty intriguing new game & company called Akoha.


Dubbed a 'social reality game', Akoha centers around the play of cards. On those cards are tasks, like "give someone a book" or "Send drinks to a couple in love". 

You register has having received the cards (by either typing in a code or snapping a pic of the 2D barcode with your phone cam) and then note when/where you accomplished the task in order earn 'karma points' and level up within their game system .

You can track the progress of individual cards as well, making this kind of a MMO meets serious games meets "where's george". This comic explains the whole game pretty well.

I immediately ordered a number of card packs but am worried that they won't arrive before GDC, as I think they'd be awesome to be using there.

As Raph points out, this is pretty close to Cory's Whuffie brought to life. (minus the viewable-by-anyone indicator in Down and Out. Maybe a FB feed? How about bad-ass hats, t-shirts, pins, etc for Level 10 bad-ass charity cleric?)

A very cool concept.

What's more, I looked up info on the company, only to find that their based in Montreal, right near Deluth. (If anyone at Akoha ends up reading this, how about a special edition card for "buy someone at Akoha a smoked meat at Schwartz's". I'll play it next time I'm in town!


Tuesday, March 17, 2009

Saturday, March 14, 2009

Awesome peek into the creative process

Several people pointed me to this awesome post about the recent release of a 125-page transcript of the original 1978 story conference between Spielberg, Lucas and Lawrence Kasdan, in which they brainstormed what would turn out to be Raiders of the Lost Ark.


Wow. I haven't gotten through the whole thing yet, but at the very least, do yourself a favor and read the blogger's excepts and analysis, in which he pens a top 10 lessons to take away from it. e.g:
8) Consider their approach to budget.

Keeping the film cheap was a way of testing the idea of Indiana Smith. Lucas said, “Part of it is the energy of making it reasonably low budget. It’s also a test of the idea. If it’s good, then we’ll be okay.”

I wonder how many game project discussions have tested this:

"It's our most awesomest idea ever! We need to go big!"

"If it's that great an idea it should work on a lower budget"

:-)

Sunday, March 8, 2009

Watchmen: Justice is Coming - iPhone MMO

A friend of mine had been working on a title that was all hush-hush until this past week's release. It's a Watchmen license, called Watchmen: Justice is Coming, and is an iPhone game. What's more, it's an MMO, and for the time being, is just 99 cents.


For starters, it's worth the 99 cents just to see the state of the art of 3D rasterization on the iPhone. The intro flythru with it's 8 bit alpha textures, shiny reflective wet streets and point sampling is very retro-early-90's-PC, but is nonetheless impressive. It's also quite a feat that they have a functional MMO, with realtime-ish interaction with other players (see them in the world, turn-based fighting, etc).


I'm not a fan of MMOs, and this certainly is one. There's a lot of walking, and a lot of collecting of stuff. However, I like this better than many, as its a sort of minimalist MMO. No WoW UI craziness here. Beat dudes, level up, get bitchin outfits, c'est tout.

Anyhow, be sure to check it out. It's certainly ground-breaking for an iphone title. I'm not sure what they had to go through to get an MMO working on the platform, but if iTunes were to allow in-game transactions and open the door to item-sales models, this could really be huge.

Saturday, March 7, 2009

Globetrotter XL

Globetrotter XL is a really compelling geography trivia game. Puts up a world map, displays one location name after another, you click where you think it is and are scored by how far off you are.

Easy enough when it displays San Antonio, USA, but when it's a city in Estonia? or China? Anyhow, real fun. I can't seem to get past level 4 (yet).

A new frothy bubbling of the used-game stew

[cross-posted from Gamasutra blog]

I missed the DICE conference this year, but like much of the blogosphere I got a second-hand accounting of the more interesting talks at sites such as Gamasutra & GamesIndustry.biz.

Among the talks getting some coverage was that of Paul Raines, Gamestop's CEO, in which he defended their controversial (within the industry anyway) practice of selling used games. Among those reacting to the talk was a good reaction from Dave Perry on VentureBeat.

This isn't a new debate, of course. (e.g. Here's a thread from back in 2005, when Epic's Mark Rein was on a tear about it). Two things seem to have changed about the debate this time around.

First, the industry seems to have decided that it's in bad taste (or just politics?) to argue against the consumer's right to re-sell their games. Thank goodness we're not the music industry :-). Perry and others are instead arguing against GameStop's practices of promoting the used title over new, while at the same time pulling all the usual retail practices of charging publishers at every turn to promote the very products they are steering consumers away from the new versions of.

The second thing that's changed in this debate, and is really the subject of this post, is that the field just got real crowded for Gamestop, as Best Buy, Toys R Us and *shudder* Amazon are all cannonballing into the used-game pool.

I think this is a good thing.

I share the same concerns that many do, in that I want as much money flowing back to developers & publishers as possible, and that means making the channel as efficient as possible.
If we assume that used game sales aren't going to go away (I don't beleive they should, and they very likely aren't) then it's a question of how we improve the situation for those creating the content.

One way of course, is to leave the retail business, and move to digital distribution, services businesses, etc. That's the subject of another post. For those intent on offering boxed product like today's, what do we do to improve the situation?

The answer, I beleive, is in competition.

Being essentially the only game in town for those looking to trade their games in for new (or used) ones has been part of what's made Gamestop the powerhouse that they are.
Adding competition to the situation will mean a few things:

  • Gamestop may lose market segment share to these other retailers. If that's the case, their negotiation position with the publishers won't be as one sided as it is today, and that may help do something about the promotion of new games. (e.g. maybe a window of time before used games are offered up?)
  • Consumers will get more for their used games. In fact this is already the case with Amazon. At the very least this means the perceived value of games vs other entertainment goes up, and this may translate into more gaming share-of-wallet.
  • Competition may mean that used games need to compete between retailers, not just with new, driving that price down. Versus today, where 1 week after release, a hit title often only has a 3-5% delta between new and used.

The net effect of the latter of the two points above is that if used titles sell for less and the retailer needs to pay the consumers more for them, they won't continue to be the high margin product that they are today - the very thing attracting all these retailers to the used game space!

At that point, retailers will need to compete, and not just on what they pay out to consumers for used titles, but compete for publisher business, allocation, etc. That may amount to a share of used game sales, windows of exclusivity for the new titles, better pricing... who knows.

At the end of the day, it will help if both consumers and suppliers have choice, which is just what competition brings to the table.