Monthly Archives: November 2005

SOE: broadening the MMO market?

SOE president John Smedley talks about subscription-free MMOs (which rely on upsell models) and moving from the RPG genre to action and strategy. One interesting tidbit: over 33% of the EQ2 players paid for extra services like guild forms and guild chat.

I wish more MMO makers would explore extending the medium to casual and hardcore-but-short-on-time gamers. Yo Ho Ho Puzzle Pirates (among other games) has proven that you can make an MMO for an older audience. There are turn-based models of play that offer satisfying MMO experience in 30-minute bites. Remember the old MM BBS games? Those rocked.

Older gamers (with lives and/or kids) often can’t enjoy Everquest (or WoW) when interesting raids take four hours to complete, and guildmates play obsessively (leaving behind less committed gamers.)

Shockwave Launces In-Game Ad System

Shockwave.com is dynamically pumping advertisements into game content, as opposed to preceeding games with unrelated ads (which they also do.)

Unfortunately, the system appears to be focused on slapping ads into virtual billboards and whatnot. Ads are more effective when thoughtfully integrated into games. For example, Burton gear in a snowboarding game. Or players on the sideline of a sports game, drinking virtual Gatorade.

Perhaps this degree of sophistication isn’t cost effective in a casual game network. Then again, given the dramatic (and demonstrable) benefits of careful product placement, perhaps not.

Take-Two Acquires Firaxis

Take Two Interactive has just announced that it is acquiring Firaxis Games (maker of the popular “Civilization” and “Pirates!” franchises, and home to legendary designer Sid Meier). Take Two and Firaxis only recently began working together as developer / publisher … I guess the relationship was doing well!

First Bioware/Pandemic, now this. At this rate, every major independent will merge or be absorbed by year’s end. At least, that’s what Wall Street has been thinking for some time now.

Philips Creates Ambient Gaming System

Philips has developed a system that enables games to manipulate fans, light sources, etc, to enhance the sensory experience of gameplay. Their PR blurb: “The treacherous road to Saigon will turn your room jungle green, swimming with dolphins will splash it deep blue, ‘Halo’ jumps will turn your fans on full, lightning storms will strobe your white lighting, and attack ships on fire off the shoulder of Orion will blast on your heaters.”

I wonder what the adoption strategy is? Convince console makers to embed ambient devices (like fans) into their hardware? Sell a nifty peripheral combining fans, lights, etc? I doubt anyone will buy multiple ambient peripherals independently, nor connect this thing to their radiator. Got fire insurance?

Episodic Content & Digital Distribution: Bringing Back Adventure Games

Telltale Games, founded by former LucasArts employees who had worked on Grim Fandango, Monkey Island, etc, is using digital distribution and an episodic content model to attempt the (profitable) rebirth of the story-adventure game.

There are probably enough story game fans to drive a digital business, especially when you’re not splitting profits with retail. An episodic model also reduces up-front development risk. And story game fans, by definition, are probably more likely to accept the episodic format (after all, we’ve been trained by comics, tv shows, etc!) That said, I suspect that independent studios will need to stick with relatively simple engines if episodic content is to work – at least for now.

Fighting Piracy with Goodwill: More Carrot, Less Stick

Yesterday’s post got me thinking about creative solutions to the problem of piracy. If you take for granted that engineering solutions are insufficient impediments to piracy on their own, then what? Legal solutions are band-aids; at best slowing the phenomenon, at worst enraging consumers… how do you fight the collective will of humanity with a bunch of lawyers?

So, aside from accepting that piracy is a given (and perhaps less-than-horrific) part of life, what can you do? How about give consumers more reasons to pay for the product? Many people choose to purchase multiplayer games (rather than pirate them) because they want to participate in sanctioned and/or ranked online matches with the bulk of the player community. Blizzard has used its Battle.net service as an effective enticement for years. But why limit social solutions to multiplayer games?

Imagine the following single-player experience: you’re a soldier tasked with sneaking behind enemy lines. Your character is captured and thrown into an empty jail cell. Some of your comrades are held in nearby cells; you can hear them tapping on the walls, and you can tap back. What if the game connected to a sanctioned server and broadcasted your taps to other real people playing this part of the game? Perhaps the players could be encouraged to solve some problem together under real time pressure? (AI could kick in when not enough players are online). This could enrich gameplay and encourage users to purchase games instead of pirate them.

In Grand Theft Auto, you can spray graffiti on the walls. What if players were enabled to customize their graffiti in great detail? The game could automatically upload player-generated graffiti to a server, where it would be randomly downloaded by other game instances. The virtual cityscape would quickly fill up with graffiti, creating a sense of real authenticity. Perhaps players could be enabled to “vote” on other players graffiti, or add to it, or overwrite it?

Implementation aside, my point is: games can tap social forces and user-creativity to enrich play and encourage purchase. Company-sanctioned servers can act as the greatly preferred (if not only) clearinghouse via which access to extra content is obtained.

I’m not advocating for piracy, here. I think that IP protection is vital to a healthy economy, and government/industry should work together to fight infringement. That said, ubiquitious access to the Internet is clearly a double-edged boon to the entertainment business. The question is: can businesspeople and designers take advantage of the opportunity, or will they be left behind by it?

Hackers use Sony “rootkit” to crack World of Warcraft

Irony == using Sony’s music DRM solution to defeat Blizzard’s anti-hack system, dubbed “the Warden.” Moral of the story: assume that your online games will be hacked. Use your players to identify and fight hackers. Work hard to generate good-will in the gaming community in general. Pure engineering solutions will never be enough – this is also a business problem.

Atari’s Net Loss Almost Doubles

Big drop in sales, some restructuring charges, and a conspicuously still-unfilled CEO slot. Bruno Bonnell remains (outwardly) confident in the future.

What’s the strategy here, guys? Plans to do more with your classic IP than simply continuining to repackage it in retro gear? How about some seriously snazzy remakes of classic games — have some fun with them? And/or a return to simple but incredibly compelling gameplay… we know there’s a market out there for it (see previous post on casual games).

When I hear “Atari,” I’m not going to think “Activision” or “EA,” no matter how much you wish I would.

Bioware and Pandemic Merge

Bioware logoBig news: Bioware and Pandemic are merging! Pandemic is maker of Full Spectrum Warrior, Destroy All Humans, and Star Wars Battlefront; Bioware produced Jade Empire, Knights of the Old Republic, and Baldur’s Gate.

The merging of two high-profile studios (as opposed to their eventual absorption by publishers) makes a lot of sense. Scale = bargaining power (and, as Bioware noted, much-craved independence). Everybody wants scale nowadays … hard to do business with the Walmart and EAs of the world otherwise.

Xbox 360 “Half the Price of PS3” by Late 2006

Merrill Lynch predicts that next gen component costs will result in Xbox 360 selling at half the price of the PS3 by end of 2006. They’re blaming this primarily on Cell processor and Blu-Ray costs.

Inelastic fan demand and the forces of “luxury branding” notwithstanding, this prediction (if true) implies a serious advantage for Microsoft. Remember the famous Nintendo GameCube pricedrop to $99 — pretty much saved that console from failure.