Monthly Archives: December 2005

My 2006 New Year’s Wish List

2005 is breathing its last, and all is quiet on the news front. This seems as good a time as any to share my wish list for ’06.

Give me a game that gives me reason not to obsessively reload every time I lose a battle. Make the game’s events so meaningful that I want to experience all of them, not just the victories. Make the occasional defeat an important in-game experience that I can appreciate. Please. Somebody stop me before I redo yet another battle in Rome: Total War.

Give me a game that lets me play god the way Populus did; with minimal fuss and unnecessary distraction. I want to hurl comets, ignite volcanoes, and inflict locusts upon my enemies. I want to send my followers charging madly into their followers. And I want to do it all without playing nanny to a city’s basic functions and/or taming a glorified pet lion first.

Bring back The Incredible Machine, with new goals, tons of new contraptions, and fun (not necessarily expensive) graphics. And many, many ways to solve a single problem.

Give me another RPG like Planescape: Torment. I want to actually care what happens to my companions. I want to have complex feelings about the people I meet and, yes, fight. Most RPGs, at their best, make you feel one or two things about an enemy. Fear and/or anger. Pity and/or anger. Etc. How about: grudging respect, envy, lust, and rage, all wrapped into one nuanced package? Planescape was also courageous enough to end on a less-than-perfectly-happy note, which I never cease to appreciate.

And, for heaven’s sake, give me good games for the Nintendo Revolution! The time has definitely come for games that use less than 100 buttons; that give me reason to work up a sweat while gaming; that (heaven forbid) even teach me practical skills, like boxing, or fencing! I want Muhammed Ali himself giving me pointers on my left jab. And I want those pointers to be worth something, dammit. And, while I’m on the subject: I know I’m not the first person to notice that the Revolution controller would make a perfect lightsaber. Please, when the inevitable game emerges, let it track my movement perfectly. I want that virtual blade to point and swerve in exactly the manner that I swing it (assuming that the controller is good enough to permit this, of course.)

That’s good enough. Happy new year, all. 🙂

Gaming Outside The Box: #1

Edge Online has highlighed a couple of really creative casual games that are worth five minutes of your time. In the first, you use a paint brush to “draw” walls, fire lines, and plant formations (which grow), in order to creatively contain falling lines of sand. In another, you manipulate a single thread which condemned souls can grab onto (if you let them.) Swing the thread in the right way, and you’ll fling the souls up into heaven.

Both games suffer from the lack of a victory condition and/or point system and/or levels (any one of these would give me more reason to play the game repeatedly over the long term). That said, I really enjoyed the gameplay. It’s a lot of fun experimenting with the tools you’ve been given; seeing what works and what doesn’t.

I can easily imagine versions with interesting victory conditions which lead to progressively more challenging gameplay. For example, level two of the hell game could have a little demon who occassionally skewers the souls you’re trying to rescue. 🙂

More to Football than Madden (or Realism)

Yet more proof that the sports video game market isn’t so predictable. Midway’s Blitz: The League, made without an NFL license, and featuring exaggerated aggression, sex appeal, and a story penned by a former screenwriter for ESPN’s “Playmakers”, has sold about 350K units, and Midway predicts that sales will hit 1M.

This represents just a fraction of the over three million Madden 2006 units sold as of October alone. Nevertheless, it has been accomplished without a license and without EA’s marketing budget, in a year defined by disappointing industry sales (in general).

What I find interesting about Blitz is the number of reviewers who have extolled it for “bringing creativity back into the genre.” An article in Slate goes so far as to argue that “EA Sports has been taking choices away from Madden players for years.” This is presumably due (in large part) to strict content controls dictated by the NFL itself. Personally, I’m just thrilled to see an unlicensed property succeeding in a competitive market. It can be done!

No metacritic score for Blitz yet, but here are some reviews: Gamespot | IGN

Happy Holidays & Merry Christmas!

Enhancing the Effectiveness of In-Game Advertising

Gamasutra just published an article of mine: Enhancing the Effectiveness of In-Game Advertising. The main premise is: creative application of consumer behavior theory (and common sense) can make in-game ads more powerful – and more fun. Check it out!  🙂

Why It’s More Than Just Courteous to Play Nice With “The Suits”

I like slow news days; they give me a chance to think aloud.  🙂

A few weeks ago, I read an article in Gamasutra entitled Incorporating Marketing into Game Development. The author makes some really worthwhile points, but I’m not highlighting it for that reason; I’m highlighting it because it exposes deep prejudices that have plagued the video game industry for years. The article begins:

Have you ever tried to design a video game while wearing a suit? Doesn’t work. The moment you don that matching slate Armani you become a “suit”– your imagination is instantly limited to sequels of licensed ’70s TV shows and clones of titles that were popular and groundbreaking two years hence.

The problem is that there’s always a “suit” with an eye on the bottom line that will want to muck with your design. Armed with sales figures and focus tests, he threatens to steal the soul of your game. His intentions are good — he wants to make sure the game sees financial success — but his relationship to the game design is antagonistic rather than collaborative.

Here’s a suggestion: do his job for him…

This sentiment is endemic to the industry. I even experienced it at EA, which prides itself on an “X Process” intended to encourage cross-functional cooperation. Ever heard of “division of labor?” This amazing concept has permitted the development of modern civilization. Not that hunter-gathering wasn’t fun and all.

Good marketing professionals spend their day trying to understand the customer. They study mechanisms via which to connect with buyers. They explore strategic pricing models (which, I’m afraid, is tough to do from an armchair. A few thousand marketing professors are still trying to figure this stuff out.) Say what you like about their effectiveness, but marketers must, by definition, have something to share. If nothing else, a competing point of view! Homogeneity is as helpful to a business enterprise as it is to the evolution of a species… in other words, not.

Instead of insulting “the suits”, why not make a sincere effort to work with them? This means more than the occasional courtesy call between development milestones. It means inviting them to game brainstorming sessions. It means asking to attend to some marketing meetings. Does this take time? Absolutely. Will some significant percentage of the suits’ feedback go straight into the trash? Very probably. But who knows … you might just get a million-dollar insight during the process. Meanwhile, you’ve built an actual relationship with the people you’re counting on to sell your product! They have more reason to like and respect you, and hopefully vice-versa. Isn’t that better than bitching and moaning when your game gets marketed “the wrong way” (assuming it gets marketing’s attention at all?)

This stuff takes time. If you’ve never bothered to build a relationship with the suits, you won’t do it overnight. But the rewards are worth the effort. This isn’t mindless blather like “there’s no ‘I’ in team”. It’s a fundamental recognition of the fact that nowadays, without market insight and marketing support, a game is probably toast. You can try to wing it on your own. There’s certainly a chance you’ll get lucky (it happens all the time.) I prefer not to count on luck.

PS. This editorial is not a defense of innovation-phobic business types. Yes, they exist, and yes, it can be painful to work with them. That’s no excuse to ignore the real benefits of a strong working relationship with the business team (in general.)

High Video Game Prices Don’t Impress Your Mom

If you can’t imagine hesitating to purchase a $60 game, here’s a useful glimpse into a different world.

There’s no shortage of opinions on the subject of higher-priced games. Here’s a great summary. The “$60’s OK” camp says: “The $60 price point will highlight to every gamer that Xbox360 games are much more sophisticated and different” (VP marketing, SEGA). The “$60’s crazy” camp says: “The first million’ish early adaptors will begrudgingly pay the price, but it will be a challenge to convince the larger audience to start paying more for games. Which will be fine for the rental business, but bad for publishers and developers.” (President, Oddworld Inhabitants). Good for rental *and* pre-owned sales, for that matter.

Of course, the entire question of a single, fixed price is pretty archaic. Why not charge less, then give consumers the option to purchase more content if they wish? And, at least when the installed console base gets bigger, why not use a lower price to expand the market (and steal some market share along the way, like Take-Two almost did at the expense of the Madden franchise. EA ultimately shelled out a ton of money to lock-in the NFL license, but at least Take-Two forced the transfer of some profit from a competitor to a neutral party.)

It’s worth noting Microsoft’s decision to sell 360 first-party titles for $50, not $60. This is a company that understands pricing strategy, and whether they’re looking to sell more games or more consoles, the ultimate message is the same (since game sales drive 360 revenues — not console sales.)

Government Incentives for Video Game Companies

In the past several months, many government bodies world-wide have voted to give tax breaks (and other incentives) to video game companies. As the industry grows and becomes ever more central to entertainment in general, governments are seeing a rare opportunity to build their own game-centric “Hollywood,” with corresponding long-term economic and cultural benefits.

The Isle of Man, a tiny self-governing democracy in the British Isles, just announced a zero corporate tax rate for game companies. Its neighbor, the UK, also offers major tax credits to game developers, but apparently many studios fail to take advantage of this due to confusion and/or ignorance.

The Australian government has created a $25M fund to encourge local developers, with the stated purpose of freeing studios “from the onerous constraints publishers impose.”

The Singaporean government has also made a major financial committment to fostering local game studios and training its citizens in 3d animation and game engineering.

In the US, both Georgia and Louisiana recently announced tax credits for game companies.

Don’t Step Between an MIT Hacker and Her Video Game

I love my university. 🙂

Hackers decorated the MIT infinite corridor with the trappings of a Mario game level.

Reliving the Glory Years of 2001…

Via Joystiq: check out this NYTimes article, which notes that of the ten top-selling games this year, only three were actually released in 2005. The original Halo actually beat out most new games to make the list. That certainly adds color to yesterday’s post.