Monthly Archives: February 2008

Articles of Interest

As always, GDC was a great experience. I highly encourage those of you who have never attended the conference to do so next year. This is especially true for students who are looking to break into the game industry — the educational (as well as networking) opportunities at GDC cannot be overstated. And with that, here are just a few examples of the great stuff that GDC had to offer:

The IGF winners were announced, and — no surprises here — Crayon Physics scored the grand prize. Petri Purho, the guy behind Crayon Physics, writes about it (and more) on his blog, Kloonigames. Keep an eye on Petri. As I’ve noted on this blog in the past, he’s always cooking up interesting ideas. The man is going places.

The annual Rant is always fun. Clint Hocking wins my vote for best quote: “Why isn’t Medal of Honor about honor? Imagine what it would be worth to you if you could put honor in a box and sell it. What if you package the experience of what it means to be honorable?”

I missed David Jones’ session, and I’m sorry I did. He presented one of the few upcoming “big budget” MMOs that I’m actually (semi-)excited about.

Plenty of Microsoft-related news. Community-created XNA games will, sometime in the future, be made available to all Xbox Live users. Games will be processed via peer review, not a managed portfolio process. Very, very exciting stuff — I’m glad the news is finally out! Other interesting revelations: XNA Game Studio can now be used to build games for the Zune. And last but not least, Fable 2 is blazing trails on XBLA — earn virtual gold in a related XBLA game, and you’ll be able to spend that gold within Fable 2 itself. For the record, I think there are so many cool ways that XBLA and retail games can be linked — this is just the start. It probably doesn’t make sense for the vast majority of XBLA games, but for a select few, there’s great potential.

Another session I wish I hadn’t missed: Game Studies Download 3.0, liveblogged by Raph Koster and revealing “the ten most interesting research findings of the year.” Some real gems in there.

GDC Session: Advertising & Games (slides now available)

Thanks to everyone who happened to attend my GDC lecture. I’m really very flattered that we had standing room only, despite something like 25 other sessions taking place at the same time (several of which I would personally have liked to attend!)

For those who asked, please feel free to download my slides here.

Next-Gen did a brief writeup of the session, which is nice. They focused on the “in-game-ads” portion of the talk. One point that didn’t make it into the Next-Gen writeup, which I’d like to clarify, is that while highly-integrated ads are indeed very effective (when done right), non-integral ads (like virtual billboards) can also be effective when done right — just in a different way. The influence of non-integral ads is more subconscious, and is limited to “low information” messages (like logos and images.) Anyway, it’s all there in the slides. 🙂

Games and Violence

As I mentioned several months back, my friend Ethan Mollick and I are writing a book tentatively titled For Fun and Profit: How Games are Transforming the Business World. As our publisher’s deadline approaches, I’d like to occasionally bounce early draft excerpts off of you all in hopes of getting useful feedback. And, to be honest, I find it difficult to maintain this blog and write my book simultaneously, so I’m cheating a little bit. 🙂

My first draft excerpt has nothing to do with business, per se. It tackles the thorny issue of games and violence. Ethan and I feel that we cannot ignore this issue if we want our book to be taken seriously by a broad range of readers. But we also don’t want to get mired in the issue — after all, there are so many other things we need to cover! So we’ve tried to be brief, clear, and to the point. Tell me: did we succeed in getting the point across?

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Articles of Interest

LeapFrog has unveiled the $50 “Tag”, a plastic stylus that turns paper books into interactive playthings. It will be available this summer with an 18-volume library of children’s classics. Seems to me like a really neat learning tool for kids! And hopefully, more successful than its predecessor — the $100 “Fly.”

Valve has introduced Steamworks, a suite of (free) publishing and development tools. It includes real-time sales tracking, an encryption system, auto-updating, territory control, voice chat, multiplayer matchmaking, social networking, and development tools. Notably, it can even be used with games released through digital distribution services other than Steam.

Kim writes about the DRM-free tactics of Stardock Games, which recently published Sins of a Solar Empire, and Galactic Civilizations II before that. Both are big-budget retail titles, the latter of which apparently sold quite well. Key quote: “if you provide reasonable after-release support in the form of free updates that add new content and features that are painless for customers to get, you create a real incentive to be a customer.” Speaking of piracy, check out this interesting debate. Piracy may be rampant in Asia, but Nexon Director Min Kim is right to point out that used game sales in the US play a similar role in the market.

Three cheers for Seattle, my current home and, apparently, the new Silicon Valley. Maybe this will prevent my house’s value from dropping 25%+

I like occasionally playing the part of Second Life cynic. I also like pointing out when something really cool pops up in there… like a detailed replication of Yosemite Valley in 1883. Or a giant, floating 1790 World Globe.

Moviestorm is a free machinima development tool that will generate revenue by offering $10 asset packs. It will focus on offering better camera controls and significantly more character animations than found in typical game engines.

Brenda Brathwaite takes a hatchet to the H&R block advergames on Facebook. In particular, I agree with her criticisms of “The Financial Match Quiz.” Who could think that a “compatibility quiz” based on questions like “how do you feel about debt” and “do you know what tax deductions you qualify for” would be fun? One lesson for advertisers: get a reasonable number of people to test your game before launching it… preferably in a context that encourages them to behave naturally, not tell you what you want to hear.

I just discovered I’mInLikeWithYou.com, a vaguely game-like online dating site that enables you to potentially meet people by answering their random questions, which you can only do if you’re willing to bid more points than the previous person who answered the same question.