Monthly Archives: November 2005

Guitar Hero: Interview with Greg LoPiccolo (Harmonix)

I recently chatted with Greg LoPiccolo, VP of Product Development for Harmonix and one of the brains behind Guitar Hero, an innovative game with great reviews. The conversation:

Guitar Hero comes bundled with a mock guitar. What are the risks associated with creating a peripheral for a console game?

Well, there’s developmental risk. The peripheral gets made in China. Hardware changes happen slowly and over great distances, which can be a problem when you’re rapidly iterating through a game’s development. Most of our development is done in one-year cycles, which makes this especially challenging. You’re flying blind, developing game features for hardware that doesn’t exist yet. We specked the whammy bar on faith alone. Fortunately, things worked out great…

Read the rest of the interview!

Not a good week for Xbox in Japan. Yesterday, a bunch of different blogs reported that no new RPGs would be available in time for the Japan launch. RPGs are considered an essential enticement for the Japanese gamer. Today, Next … Continue reading

Shacknews.com has posted an interesting interview with Will Wright, in which he talks about the state of the industry (too homogeneous, too interested in creating glorified interactive movies, etc.) What caught my eye was that, when asked to name any … Continue reading

Microsoft announced that 400+ pieces of downloadable Xbox Live Marketplace content will be available to 360 users on November 22nd. Premium content will be purchased with Microsoft Points (1,600 Points = $20). Points are sold via Live! and via retail … Continue reading

Volvo to Distribute 100K Copies of Advergame

Volvo has commissioned the development of an Xbox game, “Volvo Drive for Life.” Initial run: 100,000 copies. It includes a tour of the Volvo Safety Center and film from actual crash tests. Dealers are being asked to set up Xbox systems in their showrooms and to distribute copies to customers.

This is not the first Xbox advergaming title, but it is the largest production run by far. PC advergames are more widely distributed; in fact, Jeep has a whole slew of them available online.

Cars are somewhat of a no-brainer for the advergaming industry … other products are harder to embed into gameplay. Unfortunately, many advergames (like this Absolut one) are simply glorified product placements couched in unrelated content. Come on, Absolut: when I take a shot, my virtual opponents should become more attractive. :)

Those curious about the “typical” advergame might want to check out Blackdot’s portfolio; they are the largest dedicated advergaming company that I know of.

Sega and EA Announce Digital Distribution Services

In the last couple of days, EA and Sega have both announced PC game digital distribution (DD) services. Content available for download appears to be extremely limited initially, but that should change.

When Valve took the DD plunge with Steam, many people called it suicide. Retail still accounts for the vast majority of games sold in the US (Walmart alone claims 25% of the market), and some predicted that retailers would punish Valve by permanently shunning its games.

Valve did take some lumps from its publisher, Vivendi, and lost some retail placement in the process, but the apocalypse never came. Now DD services are springing up everywhere, such as Turner’s GameTap and Verizon’s Game Network. The question is no longer “will retailers accept DD” but “what DD models will work best?” All-you-can-eat subscriptions to a library of games? One-time, one-game lump sum fees (as in the current retail model)? Episodic content?

Ultimately, game retail isn’t going away, just as Barnes and Noble didn’t go away. A huge percetage of games are purchased by parents who wander around stores like Walmart wanting to buy a gift for their kids. Those parents aren’t switching to digital distribution anytime soon. And people who want control over the content on their hard-drive may be turned off by anti-piracy systems in DD.

Chinese Online Game Stocks Take a Bath

Several Chinese online game operators reported disappointing results this week. Some (like Shanda) blamed it on competition, but The9, which saw concurrent usage for WoW drop 8% this quarter, had little excuse.

Hard to say what’s happening here. A government crackdown may be partly to blame. Market saturation may be another (yes, one billion people does not mean one billion potential customers.) One wonders if perhaps service problems are also an issue… anyone know if these companies are maintaining the quality and consistency of the service?

Reggie Fils-Aime, EVP of Sales and Marketing for Nintendo of America, hints that the Revolution may be introduced at a lower price than both the Xbox 360 and the PS3. How low will they go? It’s an interesting but risky … Continue reading

Doug Lowenstein: Taking Games to the Next Level

Doug Lowenstein

Doug Lowenstein, president of the Entertainment Software Association (ESA), spoke for us at MIT today. Some interesting quotes (paraphrased because I can’t type fast enough):

On gamer demographics: The average age of gamers today is 30. Even if you discount casual games like solitaire, the average age is still mid-to-late 20′s.

1/3 of all gamers are women, but most of them are casual gamers. There is content with cross gender appeal (like sims, mario, etc). But we really need something more profound and fundamental — a cultural shift that tells women that games are not just for men.

DJE: How about a marketing shift? More ads including women; fewer ads including blood, sweat, and/or shrieks of rage?

On content diversity: Say what you want about Passion of the Christ, but it’s the third biggest box office moneymaker of all time. ~37M people saw the film. It revealed that there’s this huge audience that was being ignored … those who want something with an openly religious theme. What is the game industry doing to explore this and other underserved markets?

We need games that move *beyond* today’s conventions; games that keep you up at night making you wonder if you made the right choice in the game.

DJE: Planescape Torment was like that. I agonized about my decisions, then I agonized about reloading the game to experience the alternatives. ;)

On the complexity of games: Too many buttons, too many things to figure out. No one likes to die over and over. We make games so complicated that there’s an entire book publishing industry built around addressing the problem!

DJE: More reason to be excited about the Nintendo Revolution — why use a million buttons when you can communicate so intuitively with your body?

On pricing: Next-gen AAA titles will be more expensive … approximately $60 at retail. What about a game sold for $9.99 for ten hours of play? It would be a lot cheaper to make. One part of the problem is that reviewers look down their nose at shorter games, calling them “limited” or “shallow” or “simple.” My point is that we need games that are limited and simple.

DJE: This would definitely broaden the market; some people want to buy the latest games but just can’t afford them. Giving them a choice is smart. It might even help fight piracy. Episodic content is another solution.

On cultural backlash: There aren’t hordes of 12 year olds buying Grand Theft Auto. Most of the time, little Johnny got it from mom and dad (and that’s taken from federal data, not industry-sponsored research.)

However, we ignore the legitimate concerns of moms and dads at our own peril. They buy, and increasingly, play our games. We’ve all seen games that contain controversial content which is constitutionally protected, but which raises the question: was it really necessary to realize the designer’s vision in this case?

See the semi-complete text for Doug’s speech, minus anything I missed because I type too slowly.

Entropia Virtual Property Sold for $100K

Virtual land in Project Entropia

A virtual in-game “space station resort,” auctioned off by the makers of Project Entropia, has been sold to real-life entrepreneur Jon Jacobs for $100K. Jacobs forecasts revenues of $20,000/month from admission fees, residential and commercial rental fees, advertising fees from the station’s billboard system, etc.

Apparently there is some speculation that Jon and the makers of Entropia are in cahoots, trying to generate buzz. Well, I’ll bite. *grin*

While I’m more interested in property being generated by end-users in games like Second-Life, it’s interesting to see how differing levels of creative and/or entrepreneurial need can be addressed by game developers. Perhaps these games will become so popular that developers can offer “design seminars” in major cities in order to encourage further creativity and activity. I bet people would pay to attend the seminars (though it might be worth making them free.)