Monthly Archives: May 2006

Articles of Interest

  • Cute use of Flickr in Second Life — a floating picture frame that looks up your favourite Flickr tag and displays a random picture bearing that tag. Not the first interesting use of Flickr content in games… I expect it will find its way into AAA titles sooner or later.
  • Nintendo has launched a new brand and logo that will grace casual/user-friendly games such as Brain Age. “Touch Generations”. Kind of like “EA Sports”, only targetting a completely different demographic. 😉
  • More rumors (evidence?) that Apple is getting serious about games on the iPod. And if they’re successful, where to from there?…
  • Head of Content for Vodafone UK has blamed publishers for producing too many games, many of which are “crap” and “insult the customer.” Hmmm. Could lack of vision, poor menu systems, and insufficient marketing and developer support on the part of carriers be part of the problem?
  • Japanese consumers have shifted their attentions en masse following E3: from the PS3 to the Wii. Unclear to what extent price and novelty differentials are each to blame.

Using Achievements to Reduce Game Resale

Last year, I wrote about using online content (especially the user-generated variety) to discourage piracy of single-player games. Of course, this strategy could help reduce video game resale as well.

It recently occurred to me that Xbox Live has provided an easy way for developers to make a (small) dent in game resale. It just requires a simple modification to an existing feature. I am referring to Xbox 360 Achievements, which have proven to be potent motivators for hardcore gamers. What if a given copy of a game could only generate Achievements for one Xbox Live account? Consumers who purchase used copies of the game can still enjoy it (as is their legal right), but can’t score points.

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Memorial Day

In keeping with Memorial Day tradition, my wife has made plans for us to spend the weekend together in northeast Vermont, where black fly season is in full swing. Apparently we’ll be paying homage to America’s fallen soldiers by subjecting ourselves to the natural equivalent of machine gun fire. Or being tortured by blood-crazed enemy agents. Or being shot with machine guns while being tortured by enemy agents.

My favorite quotes:

  • Unlike a mosquito (which sucks up blood through a proboscis), black flies slash the skin and lap up the pooled blood.
  • The experience of being continually bitten, unable to step outside from countless bites, is a demoralizer with few equals.

Mmmm… slashed skin. I can’t wait! See you all Tuesday.

Random Wish

A brief interlude from business.

I would like to play a game about dragons. Not riding a dragon. Not fighting dragons. Being a dragon. I’m sure something like this has already been done on a limited scale, or perhaps on an old platform, but I have not heard of anything that fully captures the experience I want to have. Something that really communicates an awesome sense of power and destruction. Some games (like The Hulk) have moved in this direction, but I think there’s room for another, more glorious attempt.

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Games vs. Reality

I was reading Raph Koster’s Theory of Fun and something caught my attention. A quote: The only real difference between games and reality is that the stakes are lower with games.

Interestingly, this statement is becoming progressively less true over time. For example, the extremely successful Diablo franchise offered, among other things, a (“hardcore”) mode of play in which character death was permanent. People who opted for hardcore mode played in constant fear of the single mistake that would end their character (which may have survived through hundreds of hours of gameplay.) For them, every moment in-game was deadly serious.

MMORPGs have taken in-game consequence to the next level; not by introducing permanent death (in general, recent generations of MMOs have made death less punishing, not more), but by creating an environment in which the social consequences of your actions may be severe. As in real life, poor teamwork, cheating, etc in an MMORPG can cause people to avoid and/or badmouth you in the future. As social systems in some MMORPGs continue to evolve, this will become an increasingly powerful phenomenon with very real consequences for players.

The emotional connection that people have to their virtual characters and pets is quite strong. It’s remarkable to see descriptions or video clips of the elaborate rites that some people go through (in-game and out-of-game) when finally quitting an MMORPG. They lay their virtual pets to rest in the same way they might a real dog or cat. They quit their character with as much regret as they might quit a failed romantic relationship.

Of course, Raph knows all this. He was almost certainly talking about stakes in the broader sense; i.e. when you go mountain climbing, there’s a very real possibility that some accident could kill you. There’s a real chance you’ll wreck your car every time you test yourself by driving aggressively (or drive at all, for that matter!) So what he wrote is true, for the most part. I just felt a counterpoint was worthwhile.

Articles of Interest

  • Sony has announced that several anticipated games for the PS3 will not be completed in time for launch, fueling speculation that the PS3 will have significantly fewer than 15 (promised) launch titles. Of course, as many have noted, there are probably five million gamers out there who will snatch up early PS3s no matter how few titles it has nor how much it costs.
  • Check out the impressive 3d graphics on the latest high-end Nokia cell phones.
  • Speaking of phone games — Rob Tercek, founder of GDC Mobile, argues that the mobile game market is hitting a serious speed bump because carriers have failed to adequately support the market.
  • The Desperate Housewives game will feature product placements from Sears throughout the home. Players will also receive valid coupons for real-world products in their home’s virtual mailbox. If the coupons can be used to purchase virtual items in game, but just so happen to also work in real life, that could be interesting. I’m not convinced it’ll work, but I’m looking forward to finding out one way or the other. I should add that if coupons are all you get in the mailbox, it probably won’t fly. And, on a tangent: the TV show Lost is being made into a game, too.
  • Via Digg, a UK government study found no link between playing games and aggressive behavior; furthermore, it demonstrated that playing games may actually help children.

Add Contents of Package, Mix, Repeat…

I normally try not to get too swept up in the “creativity crisis” debate, but I read a couple of articles this weekend that got me thinking.

The first was an interview of Paul Lee, president of EA’s worldwide studios. In it, Paul is asked: Open-world gaming seems to be one of the buzz phrases of this E3 … But is there any sense that gamers really want that? His response: I think open-world elements of a game, where you’re not moving and reloading … is really compelling … And I think consumers are going to expect and demand that in this generation of machines.

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$*@#&^%! Spammers

I would appear to have “arrived” (in the fame-and-fortune sense of the word, minus the fame and fortune.) How’s that, you ask? Well, I’ll tell you. The global community of spambots have discovered this blog and are attacking in force.

I use a spam filter (highly recommended, btw) but it was finally being overwhelmed by the sheer quantity of attacks; 400+ a day, as of now. So, long story short, I’ve activated one of those pick the letters out of the jumble spam-fighting-image-things you’ve see on other websites. Apologies for the inconvenience.

Please don’t let this discourage you from commenting on posts. Otherwise, the spammers will win. And if you’re not against the spammers, you’re with the spammers. Or something. (Sorry, I’ve been watching too much Steven Colbert recently.)

Articles of Interest

Mostly quiet, save for bits of good news for the ads-in-games folk:

  • According to a new study, 15% to 21% of gamers are “unlikely” to play games that include ads. Since these numbers appear to include all forms of advertising (including the obvious kind), I’d imagine that the intolerance numbers for well-crafted product placements are probably much lower. After all, many players are unlikely to even perceive such placements as ads.
  • Via Ilya, news that consumer brands (and their agency reps) were prowling E3 this year in search of games that might make fertile ground for placements.

E3 Recap: Desperate Housewives

One of the things that caught my attention at E3 was the Desperate Housewives video game, by Buena Vista Games and Liquid Entertainment. It’s a “sims-style” game that seeks to recreate the intrigue of the TV show. Players can customize their player, their home furniture, etc, when they aren’t indulging in morally questionable behavior.

When I first heard about this game, I thought it sounded like a promising attempt to reach outside the “core” gamer market, but was worried that the gameplay would prove stale. Fortunately, the demo I witnessed at E3 dispelled those concerns. The experience seemed quite rich; for example, I watched a player antagonize a character from the TV show, after which they broke into the character’s house (to “dig up dirt” that might help protect them from that newly-antagonized character). The player was caught sneaking around (they knocked over a vase), but then lied their way out of the situation (as tracked by a “composure meter.”) Not bad. Let’s hope that the rest of the game isn’t an endless repetition of that scenario with minor variations.

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