Global Game Industry News Blog

Wednesday, June 27, 2007

Strike Out? Nintendo and WiiWare

Oh man. I wake up this morning, and for a moment I think to myself that I'm going to have to revise this paper I've just submitted, because Nintendo has managed to step up to the plate...

I was excited about the opportunity to proven wrong, that they might be able to lower their barriers to entry. Then Level Up had to go and dash my hopes against the rocks with the actual interview with Fils-Aime. "'First, the development tools and SDKs [software development kits] that enable developers to participate are already available,' he replied, referring to the standard tools that Nintendo sells to its licensees." Strike One.

DAMN IT. So the amusing thing is that to get in a position to buy these SDK's and development kits (later mentioned as "darn near free" - Strike Two) you are actually unlikely to get without a publishing company backing you. While it might be interesting and possible to hear that Nintendo will remove some of these restrictions, it doesn't sound like it. Basically it's an opportunity for established developers to bring games to Nintendo's electronic distribution stream. What the hell about that is "indy"? What they should have said is, "Established developers can create small teams with small budgets and big ideas to bring original games to the marketplace." That's not what they said though. They actually sounded magnanimous, much like Microsoft did with the release of XNA Express. Only Microsoft actually released it to the general public. Nintendo has not. Strike Three.

I honestly don't see how this is any different from what Sony has done already. This isn't big news, this is catch up. If Nintendo had opened up a little, that would be something. That would be big news. Now I get to hear about "user generated content" on the Wii for the next month. I just have to decide now if I argue or not.

*SIGH* That's what I get for having hopes this early in the morning.

Nintendo Press Room - NINTENDO'S WIIWARE PAVES THE WAY FOR FRESH GAMES, COOL CONSUMER EXPERIENCES
"Independent developers armed with small budgets and big ideas will be able to get their original games into the marketplace to see if we can find the next smash hit," says Nintendo of America President Reggie Fils-Aime. "WiiWare brings new levels of creativity and value to the ever-growing population of Wii owners."

The possibilities for WiiWare are limited only by the imaginations of developers. WiiWare provides game creators a simple method by which they can get their games to the public. This approach, combined with the remarkable motion controls of the Wii Remote and Nunchuk, will give birth to fresh takes on established genres, as well as original ideas that currently exist only in developers' minds. The reduced barriers to development provide developers the freedom to create and an inexpensive, clearly defined path to reach consumers who will ultimately determine which game will become the Next Big Thing.

Level Up: EXCLUSIVE: What is WiiWare? Level Up Gets the Scoop On Nintendo's Brand New Bag
A month or so before the March Game Developers Conference, Nintendo's PR agency approached us about a hush-hush new content initiative that the company had been cooking up, and wanted to know whether or not we'd be interested in being the first to get the lowdown. We were. But GDC came and went without any more information. From then on, we'd check in with Nintendo from time to time, but no new information was forthcoming, not even about when new information might be forthcoming. So we began to despair. But on Monday, the folks at Golin Harris PR reached out to us again to inform us that the time was now, that the offer was still on the table, and that Nintendo of America president Reginald Fils-Aime would be available to speak with us Tuesday afternoon. We spoke with him, and here's what we learned.

What's more interesting is that Nintendo isn't only seeking WiiWare from established publishers and developers like Ubisoft and Sega. At a Nintendo developer's conference earlier this week, the company informed attendees that it was seeking from indie developers as well. Shorter, original, more creative games from small teams with big ideas; these are the buzzwords that you'll be hearing from Nintendo when its Wednesday announcement goes wide. Fils-Aime told us that while Nintendo, as the retailer, would itself determine the appropriate pricing for each game on a per-title bases, the games themselves would not be vetted by Nintendo. Instead, Nintendo would only check the games for bugs and compatibility, with developers and publishers responsible for securing an E for Everyone, E10+ for Everyone 10 or older, T for Teen or M for Mature rating from the Entertainment Software Rating Board--Adults Only titles like Manhunt 2 aren't welcome. Look for the first WiiWare titles from Nintendo and third-parties to become available next year.

Level Up: EXCLUSIVE: Nintendo of America President Reggie Fils-Aime Tells Level Up About His Big Plans For a Little WiiWare
"A couple of GDCs [Game Developers Conferences] ago, Mr. Iwata hinted at downloadable content; that we wanted to help young, promising developers overcome the limitations of small budgets and team sizes to bring their games to the Wii."

Would this mean a price cut for development kits, we inquired? Or would there be a new set of tools and libraries--easier to use, but less fully-featured--aimed at the indie and hobbyist game developer? No. "First, the development tools and SDKs [software development kits] that enable developers to participate are already available," he replied, referring to the standard tools that Nintendo sells to its licensees. "We enable the marketplace where consumers can buy these games using Wii Points. Developers and publishers bring their ideas for games and marketing to entertain and entice consumers." As for a price cut, Fils-Aime insisted that Wii dev kits are already plenty cheap. "All our SDKs and dev tools are already--I don't want to call them inexpensive--they're darn near free to developers. This is unlike our competitors, where you have to spend a lot of money building high-res assets to be competitive. So in that sense, there's almost no cost to developers; the tools are already available at rock-bottom prices. We're providing the venue and light of day for games that might not have gotten attention otherwise."

Fils-Aime also stressed that all WiiWare content, unlike that on the Virtual Console, would be brand new games. "WiiWare content is new content. It can come from Reggie's Videogame Garage or from EA." (Don't get your hopes up, fanboys; Fils-Aime has no plans to personally make any WiiWare games.) As for pricing, he reiterated that while Nintendo would make the final decision on the pricing of individual games, it would do so in consultation with the developer and/or publisher, with no predetermined limit on the high-end of pricing. In short, having conquered the kids, the Alpha Moms and the non-gamers, the Wii is now going after the brand new downloadable game market currently occupied by Xbox Live Arcade and Playstation Network. The resulting fireworks should be interesting to watch.

Gamesindustry.biz - Nintendo Set to Unveil new WiiWare Initiative
Nintendo is set to reveal details of its WiiWare downloadable games initiative later today, according to Newsweek games blog Level Up.

WiiWare titles will be available from the Wii Shop Channel in exchange for Wii Points, as Virtual Console games currently are. However, the WiiWare games will be original titles designed specifically for Wii

According to Newsweek Nintendo held a developers' conference earlier this week, where attendees were informed that games are sought from independent studios as well as established companies such as Ubisoft and SEGA.

Nintendo will decide how much each game should cost, but will not vet the games beyond checking for bugs and compatibility. It will be the responsibility of publishers to obtain age ratings for the games, and no Adults Only-rated titles will be allowed.

Joystiq - Nintendo takes wraps off of WiiWare
Nintendo is the latest on the indie console-development bandwagon with WiiWare, a "game-creation service that will allow developers large and small to create new downloadable video game content" that the company announced this morning.

The company is making it clear that they're looking for little guys to make games for the console, though it's currently unclear exactly how that will be done. Interestingly, Reggie Fils-Amie told N'Gai Croal of Newsweek that the games would be checked for bugs but not vetted by Nintendo.

User Comment #2 - I'm not quite sure how you can call this jumping on the User Generated Content bandwagon. There's no mention of hobbyists or home development, or anything akin to XNA (which many would argue isn't a pure example of UGC either). They may be courting the casual games market or encouraging development from small indie developers, but this is still very much focussed on professional development not end-users from my reading.

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Friday, June 01, 2007

GameDeveloper Magazine and Gamasutra 3 Months Behind

At least I beat someone to the punch. Of course if a tree falls in the forest and no one is there to listen, does it make a sound? Apparently not for Gamasutra or GameDeveloper Magazine.

At least it is someone respected in the industry saying these things, but for the most part his punchline is one in the same with my own, "So, Sony? Nintendo? The time has come for you to feel the winds of change. It's your game to lose, and your princess is going to be in another castle if you don't choose wisely. It's time to open things up a bit."

Gamasutra - Opinion: Why Indies Can't Thrive On Consoles
Imagine the following unlikely scenario: the movie theaters of America are divided into three groups, each of which requires a different aspect ratio and delivery format for any movie showing in it. Perhaps the three different formats don’t actually encourage easy conversion between them.

Just think what a chilling effect that would have on some filmmakers who wanted a shot at showing their independent movies nationwide.
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The ham-fisted point I’m trying to make is that the same chilling effect is currently happening with downloadable games for consoles. While Microsoft has a clear outreach channel for independent games with Xbox Live Arcade, the company hasn’t been working with Sony or Nintendo to create standards so that those games are available to PlayStation 3 and Wii owners.
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It seems that Sony’s PlayStation 3 E-Distribution Initiative is keenly focused on first-party or second-party exclusives, such as Super Rub-A-Dub, fl0w, and Blast Factor, which take advantage of the PlayStation 3 hardware in some way. These are all fine titles, but they’re emblematic of a Sony-centric portfolio.
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Why isn’t that happening? I can only presume it’s because Sony has not set up a good mechanism for more loosely tied indies to easily and swiftly convert their games. Things are even worse in Nintendo’s corner, where retro titles are spouting out by the gallon, but new downloadable games are completely absent as of press time.
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Oddly, both Nintendo’s and Sony’s reluctance to come out swinging in this area seems to be down to insularity or issues relating to corporate control. Why not relax a little and give the consumer a bit more choice and make indie development much more viable along the way?


The Wii-volution will not be Televised: The XNA-cution of a Business Model
But we can now. All we have to do is sell our souls to Microsoft's C#, Windows Vista, and Direct X 10 API for this opportunity. All Microsoft gets out of it is an ability to disrupt the business model that has until recently kept them at the middle of the pack and gain the efforts of the hordes of developers itching to try their game development skills on a piece of next generation console hardware. Does it mean that they've given up control of distribution? Heck no. But there is a contest if you're interested.

So, Sony? Nintendo? The time has come for you to feel the winds of change. It's your game to lose, and your princess is going to be in another castle if you don't choose wisely. It's time to open things up a bit.

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Thursday, April 19, 2007

User Generated "CONTENT" (?)

So, there has been a whole lot going on recently about Game 3.0 (apparently Web 2.0 meets Video Games) (And it's really Game 1.0 = Games on Carts/CD's, Game 2.0 = Game 1.0 + Networking, Game 3.0 = Game 2.0 + User Content). As much as I am a fan of thinking about games as media, in particular because console video game systems dominate the game world so much, this isn't quite the same.

So, let's take YouTube for example. You have the ability (perhaps against other media corporations desires otherwise) to take their content and mash it your own way. Perhaps it's just a simple Anime + Music = AMV (Anime Music Video). Perhaps it's your own custom shot or computer generated material set to music. The point is that you have the ability to pull that content from somewhere else and put it at your disposal.

It's not quite the same for video games. It's especially not so much the same for video games. So, I'd like to remix that last Spidey level and redistribute on YouGame. ... ... Ummm... where do I start? Not quite the same.

Now, Little Big Planet "empowers" users by providing them with a world which they can do these things. But what if I want to change a basic mechanic to customize it a bit more? What if I want to make Little Big Nudie Planet? Not to sleight the guys making Little Big Planet, they're doing a phenomenal job, we just have to realize that it's not the same as YouTube.

This is also complicated by the fact that Web 2.0 is founded on a whole lot of things that Game 3.0 just hasn't done. Open API's, Open Protocols, things like XML, and a whole bunch of other things that really empowers users. In the case of console video games you have none of this foundational material.

In many ways I see XNA as having a greater YouTube potential, because though you end up having to do more work, as people develop tools and pieces, you'll see more (and more different) examples of this.

Nintendo and Sony (though Sony seems to be talking a lot) haven't really figured out that they're going to have to open up more than they have to really embrace this idea, and really, if they don't, MS is the one who is going to win.

What publishers are really worried about is:

Making the Social Connection: How Small Developers and Publishers Can Take On Game Industry Giants

But... Even these comments fail to really engage with the barriers of access to the technologies that really offer the most opportunity for companies to make money and build sustainable work environments.

Making the Social Connection: How Small Developers and Publishers Can Take On Game Industry Giants
According to the NPD Group, total computer and video game industry sales hit $13.5 billion in 2006, almost a 20 percent increase from the year before. The vast majority of those sales came from titles released by major publishers and distributors, not from smaller, independent developers. While we depend on the likes of EA and Ubisoft to deliver blockbusters like The Sims and Rainbow Six, we often don't recognize the importance of indie developers in fueling the creative engine of game design and production.
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Remaining independent means taking on all the costs of creating, producing, marketing and distributing a title. These costs are high, and a crowded marketplace makes it even more challenging for independent developers to make their presence known. In addition, many smaller firms are made up of just a few employees, whose skills skew toward programming or animation rather than sales or business development.
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Not necessarily. Since the late 1990s, some small companies have gone the direct route, selling their games online or making their titles open source as a means by which to generate a player base. For example, Positech Games, based in the U.K., was recently highlighted on the popular developers' forum GameDeveloper.net, for its claims to have reached the $100,000 mark purely through online sales.
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Social networking sites like MySpace and Facebook have transformed the way that independent filmmakers and musicians reach new audiences and sell their work. The next wave of social networking, a trend Sony Computer Entertainment calls "Game 3.0," will change the way independent game creators take their games to market.
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But these sites lack a crucial element – game developer participation. FairShare, a new technology my company announced at the Game Developers Conference (GDC) this year, is, amongst other things, designed to connect developers with players through game-related social networking. An engine that runs underneath gaming portals, FairShare lets players sample new games through a try-before-you-buy option. It offers incentives for players to share, recommend and give feedback on new games, and it gives developers a chance to sell games, gain visibility and build their reputations among the game aficionado community.

The Game 3.0 future for independent developers will be rooted in social networks, where developers can make their games available online, players can try, buy, share, and offer feedback on the games, and developers can respond, making changes or developing new titles based on that feedback.

Just as Facebook and Myspace make every participant an owner of his or her own content on the Web, a Game 3.0 style portal must provide a sense of ownership for both players and developers. For indies, the Game 3.0 trend opens new opportunities for connecting with gamers who want to buy their titles, as well as the chance to build communities with other developers and gamers.


Game publishers threatened by user-generated content
Got an idea for a video, a song, a podcast, a game? Make it, put it online, and people will find it. We all benefit from the mind-bogglingly wide variety of stuff to consume, and the competition increases quality for everyone. The dinosaurs who have become rich off outmoded means of production and distribution are quaking in terror. Some, like SCEA president Phil Harrison, are making attempts to adapt and thrive.

What Do Media Executives Fear?
User-generated content was named by 57 percent of respondents as one of the top three issues they face today. More that 70 percent believed that social media would continue to grow, while only 3 percent said they viewed social media as a fad.
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"Traditional, established content providers will have to adapt and develop new business and monetization models in order to keep revenue streams flowing. The key to success will be identifying new forms of content that can complement their traditional strengths."

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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.
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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.
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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.

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Tuesday, March 20, 2007

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.
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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.

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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.

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User Created Content vs. User Created GAMES

I saw the following post, and thought two main things.
  1. User created content is WAAAY different than what Microsoft has done with XNA Express. [and]
  2. Anyone that compares Second Life or any other user created content with actually opening up the development environments for consoles needs to have their web-publishing privileges revoked.
While it is exciting to see Sony considering the value of users being able to create content and work with and within games to make their own worlds, art, etc. is powerful, it is nothing compared to the ability to create new games. I think it has been obvious thus far on Sony's stance on "home brew" games with their treatment of it on the PSP. At the same time I suppose there is some trouble there, because a lot of the "home brew" interest actually comes from people wanting to run MAME on their PSP rather than making new games.

Harrison Predicts Major Role for User Created Content on the PS3:
"I have to be really careful not to give the game away because we're keeping this secret, but don't think about it in terms of maps, think of it in terms of behaviours, environments, physics, rules... All the tools that you could want, but in a very consumer friendly way."
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News that Sony is considering how to make use of content creation facilities is likely to draw comparison to Microsoft's XNA Studio Express suite, which is already up and running in beta, and will soon allow users to make their own playable Xbox 360 games using simple tools - albeit for the cost of a subscription fee.

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