Global Game Industry News Blog

Monday, August 20, 2007

I Said it While I was in India...

While in India working with game developers I spoke to several about the vast possibilities of using Hindu history as a resource for developing game titles for both at home and abroad. I used the interested in Greek and Roman mythology as a point of reference. Especially for American consumers who for the most part look abroad for historical narratives, or the ones we do have revolve around war, that there would be significant interest in these kinds of titles.

An MMO in 2010, that sounds... vague and far off. Interesting, surely, but vague and far off.

Joystiq - SOE announces Ramayan 3392 A.D. MMO
Sony Online Entertainment has announced a collaboration with Virgin Comics intended to transform the Ramayan 3392. A.D. comic book series into an MMO, "initially" bound for the PC. Based on the Indian Ramayana story and set in a post-apocalyptic humans vs. demons world (obviously), the Deepak Chopra-developed comic franchise would seem to lend itself well to the genre without resorting to Western swords and sorcery shenanigans.

The multi-year, worldwide licence agreement sees SOE developing and publishing the game with creative consultation provided by Virgin Comics. The company's chief creative officer, Gotham Chopra, noted the prominence of "duty, honor, sacrifice, and fraternity" in the story, as well as "uniquely Indian ideas like karma (how action and consequence are linked) and the malleability of time itself." Delving deeper, he concluded that working on the game with SOE is "just awesome."

With no release date announced, we likely have quite a wait ahead of us before learning about online duty, honor, sacrifice, fraternity and awesomeness.

GamesIndustry.BIZ - MMO to bridge culture divide
New project from SOE will tap local talent to "think like the consumers there."
...
Sony Entertainment's head of business development, David Christensen, has pointed to some naiveté when it comes to the Western understanding of other cultures.

He was speaking following the unveiling of the publisher's new MMO, which takes inspiration from a holy Hindu poem, and aims to promote awareness of the religion to Western audiences.

"Unfortunately I think most people - not just those in the gaming industry - are a bit naïve when it comes to any culture but their own, which is precisely why SOE believes it is of the utmost importance to partner with local talent in every foreign market we enter," David Christensen told Eurogamer. "To be successful in a territory you have to think like the consumers there."

Virgin Comics will be joining SOE on the project, and will be using its Ramayan 3392 AD publication as the basis for the game. This retells the ancient story of the Ramayana in a futuristic science-fiction setting.

The game is being built predominantly for the Indian market, but Christensen believes it will find success around the world and might help teach us a thing or two in the process.

"The game is being developed in India for Indian gamers, but we expect it to be a success worldwide; to anyone that enjoys a rich and colourful storyline," continued Christensen.

"The comic Ramayan 3392 is meant to be entertaining, but at the same there are lessons in honour, duty and karma to be learned from it. I'm hopeful we can capture some of those lessons in our game."
...
The MMO based on Ramayan 3392 AD is yet to enter development, and Christensen expects 2010 is a likely release date - although he insists it will be given as much time as it needs to ensure maximum quality.

Labels: , , ,

Sunday, April 01, 2007

MY Games Industry Map?

This particular interview is interesting. I certainly think that yes community is going to play a major component in the future of the game industry. At the same time though there are going to be folks that want a good non-community experience from time to time.

There is also this thing with the release of GameIndustryMap.com in many respects just a flashier version of the long existing GameDevMap.com. I'm puzzled about his possessive use of "my" game industry map in the context of his discussion of community.

Overall he's got a lot of interesting things to say, and the connections that enable someone to actually get stuff done. I'll be curious what a year or two can bring.

David Perry: Publishers' Days Are Numbered
My game industry map has proved that to me; the programmer came to me and asked, "How would you like this done?" and I said the obvious, which is a storage database where you put the pins on the map with a search system, give me a category filtering system, country filtering system, and he goes, "Ok" and he coded it... that's actually a bad design, because in a world where you keep adding more and more pins and every pin has to go through Google and that's a very slow system. The more pins we put in the map, the slower it gets. Coming back from the show, they're going to really slow the site down. It's going to be horrific when people start whacking pins in there together, there's going to be thousands of them.
...
I agree with him [Doug Lowenstein] completely. He said, "Anyone that's a member of the Video Game Voters network put your hand up." I'm a member. I promote the site and have written congress twice. So I completely support him and agree with him 100%. Our industry is really sucking when it comes to supporting such measures. You know when the industry is going to start noticing he's gone, when people don't fight that fight we will lose that battle and he took it to them, like he really was fighting very hard for our industry. It's very easy to bash him. People are bashing him now that he's gone and he can't answer for himself, but the fact is that guy took the most un-fun job in the world in politics and he fought and fought and fought to try to keep our freedom in making games, and I believe very strongly in not censoring games.
...
No, we need better and better of what's good. We need a fricking killer driving game or a stunning first-person shooter. And if you think of a new genre, you should get a award for the year. You should be the guy standing up at the choice awards. Like, "You just made Guitar Hero and you've made a new genre for us. Thank you very much, that's a fantastic job and you should be applauded for it." It shouldn't be everybody needs to make Guitar Hero or they suck, which is just not cool. We'll end up with a bunch of random junk.

Labels: , , , , , , , , ,

Tuesday, March 20, 2007

Honest Publishers are Neat

There's an interesting article (verging on a rant, which is a good thing as far as I'm concerned) over on GameDaily.BIZ about getting a game signed.

I can't say much about it other than that it's a pretty honest publisher's view of the world of game development.

Getting Your Game Signed
Less talk, more action – that's what publishing partners really want to see. You can trot out the biggest, fattest, coolest sounding design document in the world, but if you want to be the beneficiary of a five-, six- or seven-figure check, hoo boy... Brother, you better be able to put a playable demo where your mouth is. (Especially since we're sure as snot not reading a 50-page essay on the spot, let alone while swamped back at the home office...)
...
Don't arrive at the bargaining table unless you're willing to negotiate, and open to seeing things from the publisher's perspective. This doesn't necessarily mean accepting less money than anticipated, but it may mean adjusting royalty figures or expectations in terms of marketing and promotional commitments. Fun fact: Everyone's goal is always to maximize return while passing the most possible risk onto the other party. And so, if you want to have any hope of getting signed, let alone landing a deal whose terms are even close to favorable, you have to leave yourself room to maneuver. Deals are always a subtle process of give and take. Offended easily? Perhaps this isn't the right business to be in – you'd be amazed by the proposals various game-making and –manufacturing entities will attempt to float past one another.

Labels: , , , ,

Of Course We Don't GET IT... We Don't HAVE IT!

I recently read the lower two articles about American developers having a difficult time developing for the DS, which I at first wrote off to conservatism of US based publishing companies. However, then I read the article about a student DS development camp where students created games for the DS.

OK. So let me get this straight. People in Japan that want to learn to make games get a chance to work on the DS? Um, why aren't they doing this in the US? Developers here can't get their hands on DS development kits, let alone students.

Of course we don't get the system. We're not really being given a chance. What about a US development camp where people can go play and learn the DS hardware for a couple of weeks with Nintendo developers on hand to help them learn the tricks of the trade. Hell, why stop with just the US and Japan. You're not going to get the most interesting and innovative games unless you start to let more people into the magic circle of licensed developers.

Nintendo Exploiting Student Labor!
Nintendo Co., Ltd. is making games developed by students at its Nintendo Seminar 2006 available for download via the DS Station. Starting late last week and appearing every two weeks after that, the games are totally free. Games include one that has players swing a steel ball to destroy obstacles and help mice captured by cats or another one that has players shout things at inappropriate times. These games, like so many good things, are Japan only.
How Western game developers fail to score with Nintendo DS
The DS is, of course, a famously innovative console. And it seems that Japanese developers, who lean far less on movie licences or formulaic sequels (think how Mario is reinvented from console generation to generation) have been most able to get to grips with it.
...
This is where things get really interesting – when you realise that the highest-scoring non-Japanese DS game is Tony Hawk's American Sk8land, in 16th position with (a very respectable) 84 per cent. We then have another Activision title, Ultimate Spiderman, in 34th place, and then another Tony Hawk's title, Downhill Jam, in 40th.
Western Devs Don't Get the DS
Tony Hawk, the West's great hope in DS gaming.

Labels: , , , , , , ,

Monday, March 19, 2007

Miyamoto Talks, People Listen, Sorta...

So...

Miyamoto's talk at GDC was quite good. It ran long, only in part because it took nearly 45 minutes to get the gathered crowd into the building. It also just ran long, and folks started running out the keynote somewhere roughly 30 minutes into the talk. I must say that if I'd been doing a presentation after the keynote, I'd have been pissed. I guess my IDGDA talk was right before the keynote, which I understandably affected to some extent attendance... but I digress.

His talk was very interesting, but I wonder if some of the points were really driven home? Based off of what I've been hearing from informants in the last couple of weeks in their dealings with publishers, not much.

Miyamoto was really getting at several things, and I think they're both pretty darn important.
  1. This whole public perception of games as violent/anti-social/etc. regardless of how right or wrong you think it is, is every game developers problem. This is the biggest one that I wonder if people really got it. In many ways he was talking about how in 1998 Nintendo was at the top of their game, and in 2004 they're a bit of an underdog. But it's also about the kind of games that are getting made and offered up to players. We're just not using enough imagination I think is what he's saying. We're going to need more genres and more different things rather than fewer to grow the industry.
  2. Changing it or making it otherwise isn't going to be easy, or popular for that matter. This is where I wonder if developments like the formation of the Gamecock Media Group, Man!festo Games, or other alternative publishers are going to be necessary. For the most part the game industry has managed to cement itself into a model that creates the kinds of games he's talking about. This also makes for an interesting opportunity for Nintendo, though they're going to have to make good on new kinds of agreements, that I'm not entirely sure they're ready for. Look at Ian Bogost's comments on Water Cooler Games about independent developers (those probably most able and willing to take on Miyamoto's challenge) having difficulty getting development kits.
  3. By choosing this other path, you actually have an opportunity to make games differently. Rather than pushing to but more and more and more content into a game, you can focus on getting the game itself right. This I think is at the core of precisely why Nintendo's refusal of NextGen is so interesting. In many respects they've said, make do with this for now, but be original with this new piece of the puzzle (the Wii-mote for those of you that are just tuning in).
All in all it was a nice talk, though I wish he had driven home a couple of these points a bit more directly, because as it stood, it felt like a nice fire-side chat rather than the throwing down of a gauntlet, which is really what it was.

GDC: Miyamoto Shares His Unique Vision
...He said that he observed an important shift. In 1998, the top five selling games were Goldeneye 007, Zelda: Ocarina of Time, Gran Turismo, Banjo Kazooie and Super Mario 64. In 2004, however, the top games were GTA: San Andreas, Madden 2005, Halo 2, Halo 2 Limited Ed., and ESPN NFL 2K5. All of a sudden, people were worried about the effect of games on people, turning them into zombies, he said. The reputation of the games industry was at stake.
...
The second core element of Nintendo's vision, devotion to entertainment, means that every employee is able to focus on providing entertainment. Miyamoto said that Nintendo has a very good balance of engineers and developers, and there's a chance for collaboration all day long, "even in the bathroom." And it's all about collaboration. Even though Miyamoto has worked on every controller Nintendo has made, he stressed that it's all been a group effort.
...
The third element, risk, is at the core of Nintendo's philosophy for the Wii. Miyamoto said that the bigger the challenge is, the bigger the risk. Nintendo took on the challenge of asking what a video game is. He said that Nintendo has taken a number of risks over the years but that none was bigger than the Wii. He acted as an evangelist within Nintendo, telling others not to think about what they might lose by abandoning the traditional controller in favor of the remote, but to think of what they will gain.
...
Next, Miyamoto talked about prioritization. He said that in this industry, game designers are always complaining about "not enough," whether it's budget, time, etc. He said designers feel obligated to put in more and more and make the best graphics, but they need to prioritize.
...
Ultimately, Miyamoto told the developers in attendance that "your vision does not have to be my vision." He added that the future of the industry depends on how today's designers apply their vision. But, he's been "given a lot of faith about the future of the industry" after observing some of the games at the Independent Games Festival, he said. Miyamoto said that we cannot forget about the human touch. He concluded, "If we can convert my wife, I believe we can convert anyone."

Labels: , , , , ,

Gamers Get Older Too - Birth of Nintendad and their Wii-ones

You don't say. Those NES owners as they get older are still buying games and game consoles? Wow, I would have never expected that. I think they're still watching movies and listening to music too.

So, it's kind of interesting, but it's also pretty obvious. For a lot of us that grew up with the NES, SNES, and every system between, it had a major impact on our lives. It doesn't really surprise me that we're going to attempt to introduce our kids to the entertainment form.

What is interesting about it is that I have to wonder what effect this will have on the demographic of gamers. Hopefully it's a father & son/daughter thing, and not just a father & son kind of thing. Of course with the rise of the Nintendo DS and Wii, and more moms and daughters playing with these systems, there may be a major change in demographics.

Anyway, the article isn't that interesting, but points at the pervasiveness and spread of the console technology.

Video games grow up as adult ownership increases
Video games aren't just for the kids anymore. More than one in three U.S. adults who go online, or 37 percent, own a video game console and 16 percent own a portable gaming device, Nielsen//NetRatings said on Tuesday.

The majority of those console owners, 71 percent, are married, and 66 percent have at least one child in the household.

"As game consoles have become increasingly sophisticated, families have incorporated them into their centralized home media centers, which include the television, digital recording device, digital music player and the PC," said Carolyn Creekmore, senior director of media analytics, Nielsen//NetRatings.
...
Going into the current console war, analysts had predicted that adult gamers who grew up with the Japanese game maker's products -- dubbed "Nintendads" -- would want to introduce their children to Nintendo games and be a key market for its new machine.

Labels: , ,

Monday, December 18, 2006

Dude, I so called this one (another XNA Post)...

Well, I called this one way back when the XNA Game Studio Express was first announced, or at least said it would be the smartest thing ever if every year Microsoft sponsors a game development competition. Now MS is going to have just about every hobbiest game developer or industry hopeful aiming to for Xbox Live Arcade based on content created in XNA GSE. Surely they're not going to guarantee Xbox Live Arcade inclusion based on the contest, but you can bet that if the winners do live up to the kind of content quality standards they're hoping for, they'll be showing up.

I really think that this platform could be an interesting boon for the Indy Games world. While I don't think it's the only thing the game industry needs to be doing to foster innovation, it's a great idea, and its really based on the model movie studios have been using for a while. Let the hobbiest's and hopefuls play. It behooves you have more people involved in creating things rather than fewer (which current licensing regimes do).

XNA Game Studio Express: Dream-Build-Play Competition
"Create an original game using XNA Game Studio Express. You could win fantastic prizes and global envy! The contest doesn't start till January, but get a head start and download XNA Game Studio Express for free today.

UPDATE:


Ok, then someone has to go and make a stupid comment, as well as some smart ones...

So there is a lot here to comment on, but let me say a couple of things.
  1. Not allowing people to use C++ and being forced to use C# is stupid. It's not about "productivity" in this case, it's about getting more people to use an MS run language.
  2. I think YouTube is a bad example, there are a few more barriers to entry into this market other than a computer and a webcam or video camera.
  3. We should also be asking professionals to make some contribution to pushing their work to be "edgier", which isn't to say it should be about "[s]hoot-em-ups with political characters," that's a pretty weak concept of edginess. As a matter of fact, that is edgily unedgy.
  4. (last one) CS programs have bigger problems than games can solve. Part of it is their curriculum. The other thing that needs to be made clearer is that the "recruitment crisis" has to do with design, art, and management as well. For some reason code is the focus for the game industry.
Done.

XNA Express will start YouTube for games, says Microsoft's Satchell // Gamesindustry.biz

"Where our vision's really heading is taking that YouTube concept and bringing it into games. Think about a Community Arcade, being able to share your own games with the whole community on Xbox Live."
...
Satchell went on to claim that a vibrant amateur development community would help head off the recruitment crisis threatening the videogame industry, citing "disturbing" admissions figures for computer science courses in the US - which are falling by 30 per cent year on year.

"If you can give people a way to communicate, to talk about content, to rate it and express what's cool, then you start a virtuous cycle, because more people want to get involved, more people create content and more people comment on it," he said.

"I absolutely believe we will find new stars in this industry from that community. I know publishers will be watching for what's cool and who's doing it."

According to Satchell, users will be free to create edgy videogame content that professionals couldn't because it would be "too risky".
...
Commenting on the decision to use C#'s managed code, as opposed to the native code used by most professional developers, Satchell noted that with ballooning budgets and team sizes, priorities in game development were changing.

"We're all concerned about performance in gaming, but in the future, in five to ten years' time, productivity is going to be more important than performance," he observed.

Labels: , , , , ,

Thursday, December 14, 2006

I Take Many Pictures of Animals...

I take a lot of pictures of animals it seems. I'm not sure precisely why I do this. I think in part because it has something to do with it being more socially acceptable, or personally acceptable for me to whip out my camera and take a photo of a random puppy, dog, frog, cat, cow, or other animal than to pull out the camera and start taking photos of people. Somehow one seems miraculously less awkward than the other.

I'm also happy to make the assertion that these animals are simply indexes of what I see a lot of here. However, for the most part I feel less like a creepy tourist or random sweaty white guy taking photos of these animals than if I were to take photos of other things. Some random academic part of me also believes that Donna Haraway needs to come here and check out these companion species for a bit. For those of you that haven't read any of her recent work on dogs and companion species, that wont make a lot sense, and that is alright. Just think of dogs and other animals as offering a kind of special insight into both the canine and human conditions.

So, this little pup was hanging out at the Fireflies secular ashram where FoU (Friends of Udhay) was held this year. He and his buddy were pretty freaked out by anyone they didn't recognize. Then I callously went and snapped his photo. Dogs have been particularly interesting for me here. Mostly because when I first arrived in Bangalore I saw a lot of them. I see quite a few of them, but as I've written about before, the ecology of cows and dogs was particularly interesting there. I've referred to them fondly as "road dogs" because you'll often see them walking along with people along the side of the road, or fast asleep almost in the road. Which brings me to my next two photos.

This guy has wisely chosen a non-road spot, though his compatriot cares significantly less about the logic of this idea.

Most of these dogs are stray it seems, though I don't think that means that they don't have friends or relationships with humans. Most of them have bumps, scrapes, missing chunks, gimps, post-litter tits, and numerous other aspects that make it clear that this is how things go. While on a trek across town last night I saw a puppy blindly crossing the street, if he made it safely, he's lucky. I'm sure you learn pretty quickly if you're not doing things the right way, the primary question is if you'll live to learn from the experience. I didn't look back to see if he made it. It was rush hour, and I was too scared that I already knew the answer to the question.

It can get really warm (especially in Chennai) during the day. I can't decide what keeps these dogs sunning themselves rather than opting for the shade. I suppose that's what the sweaty American dogs would be doing. They're surely used to the weather. They're also used to the spicy food too. I noticed a dog getting a munch of some leftovers, and I couldn't help but laugh thinking that surely I would be sweating, and an American dog would be rubbing its face in the dirt trying to figure out what the heck was going on with the inside of it's face.

While in Bangalore you could hear the dogs at night. One person even talked about how since the city pretty much shuts down at 11:30PM, the dogs own the city after that point. All restaurants and stores are closed, and for the most part the auto-rickshaws stop running. I suspect that the buses continue to run for those people working late at the call centers, but by and large things are very quiet once 11:30PM rolls around. It's at this point that the dogs come out to play, presumably expending all of that stored up photo-electric energy gathered during the day. Whether they're doing battle with the cars out late, or arguing with one another, they are much more vocal than during the day.

This little guy wandered into the parking lot of RedOctane the other morning. He was just so cute and tiny that I couldn't not take a photo of him. He walked into the courtyard looking like he'd thought he had found what he was looking for, but alas, I was not that. He then turned around and walked back through the grates of the gate.

The guard found it interesting that I'd take the time to whip out my trusty cell phone camera to take a shot of this little guy, but I guess it's just a habit of mine.

One of the workers at RedOctane was saying that recently they've begun a neutering program in this state, and perhaps it is country wide of neutering the male dogs. Veterinary volunteers go around giving the boy dogs a little snip-snip here and there. My first thought was that it must suck being a female dog in heat in a city of boys with no balls. This new policy apparently replaces a previous one where rounded up and disposed of.

And now for my recent favorite. When I was out wandering, I found this "road cow" hanging out with the bicycles and motorcycles. Apparently she had an itch which she couldn't quite reach, and was using this motorcycles handlebars to reach the spot. I stood and watched for a couple of minutes while she scratched and scratched.

The juxtaposition of all of these animals (I saw a chicken the other day, but did not have a camera, it was quite sad) with the rest of society is interesting. It has just prompted me to think about certain things, and I couldn't bring myself to not post these photos, even though I feel a bit silly in retrospect seeing just how many animal shots I have taken while being here.

Labels: , , , , ,

Monday, November 27, 2006

The Trouble with Markets

Those guys at GameIndustry.biz are always serving up some piping hot and superbly crafted commentary on the video game industry. Today is no exception.

I also have quite a few concerns about markets, and more particularly the way they are defined, constituted, designed for, developed for, and marketed to. Just in case they forget, this is the "mass/mainstream market":



The Mainstream Myth // GamesIndustry.biz
The industry has become so used to dismissing its own products as hardcore or niche that it has actually thrown a whole nursery school of babies out with the bathwater. Games industry conventional wisdom says that a narrative where space marines shoot aliens can't possibly be mass market - but yet Aliens is one of the most iconic films of the last thirty years. Independence Day was one of the top-grossing films of its decade. Need I mention Star Wars? Our conventional wisdom dismisses wizards and barbarians and their fantasy trappings as being too hardcore to appeal beyond the existing gaming audience, but it's perfectly obvious that franchises like Harry Potter and Lord of the Rings have become a core part of global culture, with a universal appeal which far exceeds that of almost any videogame.

The problem is not the themes of videogames. It's an altogether more bitter pill to swallow, but the problem is that with a few unique exceptions, videogames aren't using those themes in an effective, gripping or mature manner. All too often, games fall short because while they do everything required to satisfy certain segments of the core gaming audience, they miss out on key aspects which would vastly expand their appeal - and from the gamer's perspective, it can sometimes be hard to tell why a certain game achieves a level of mass market recognition, when another does not.
...
This is another core truth about the mass market which the industry has failed to realise. The "mass market" is a myth; the reality is a huge collection of individual niches, some larger than others, but none of them all-encompassing. There is certainly scope for videogames to expand into new niches, as the example of Silent Hill - and indeed of Nintendogs, or Brain Training - displays. However, more importantly, right now videogames are failing to effectively harness their existing niches. Weak narrative, poor direction and pacing, unsympathetic characters, excessively complex control systems, bad music, graphics glitches and a host of other sins which are often forgiven readily by the hardcore are preventing the bulk of this industry's product from having any impact with the vast majority of consumers - and even our military sci-fi or swords 'n sorcery fantasy titles are utterly overshadowed by Hollywood's most vacuous blockbusters.

The question currently being asked in the games industry is, "what new kinds of games can we create which appeal to the mass market?" This is the wrong question. The right question is, "what is it about our existing games that limits their appeal - and how can we change that?" That's a harder question to ask, because videogame creators - from designers right through to publishing bosses - like to believe that their existing products are absolutely fine for their markets, and that it's now time to conquer new markets. Until that attitude changes, videogames will never achieve the success within our culture that other mediums enjoy.


(30.0)

Labels: ,

Thursday, November 16, 2006

Microsoft Owns the Indian Game Scene

More gamers in India know the Xbox and Xbox 360 platforms than any other. That being said, the mobile market here seems to still be the largest, and that isn't to say that PC gaming or PS2s are nowhere to be seen. Instead what I mean is that as far as "next gen" or any "gen" for that matter, the awareness is quite fixed on the Xbox, Xbox 360, and mobile. And really, in a market where "casual" and "mobile" games thrive, you have to wonder where Nintendo is in all of this. Even though the DS costs a bit more than a moderately nice cell phone, I suspect that many folks would be interested in such a gadget, except that there hasn't been any marketing of existing games, or research into games that might thrive here.

I was struck by a conversation with an artist here just today, where he was asking me where I thought things would be going in 4-5 years (a lot of folks wonder about this ya?). He saw an inherent weakness or limitation in the constant pursuit of polygons and photorealism. He asked, "What will games do once people get tired of everything just looking good?" While I certainly have no magic answer to this, I was amazed that the DS and Wii were not readily known to him as possible futures where pushing millions of poly's wasn't your goal, where certain kinds of user interaction was a main focus. We talked about "user created content" but also what I like to think of as group or party play, social play. What is particularly interesting is that this particular artist has only been working for a year now, prior to that the game industry wasn't something that he paid attention to, yet within that year, working on assets for next gen consoles, he's recognized a fundamental change that most gamers are hungering for.

Labels: , , , , , ,