Monthly Archives: April 2006

Articles of Interest

  • Via Digg, an article by a game developer who created a simple RPG by himself in 40 hours. Some of his lessons-learned at the end are interesting.
  • Oblivion has shipped over 1.7M units.
  • Rumor: Sony’s got a PSP 2 in the works — yes to hard drive, no to UMD.
  • A survey has revealed that 79% of consumers feel “satisfied” with their mobile gaming experience. (Survey conducted by a mobile gaming company, so take it with a grain of salt.)

The End of the Eye-Candy Arms Race

Danc over at Lost Garden has an interesting post (in a multi-post series) analyzing the development model currently favored by most game studios. Lots to read in there; he does a good job of explaining how/why studios are pouring ever-more funding into licensed IPs, art, and “more of the same technologies”, why studios think this is actually a good risk-reduction strategy, and how this arms-race will hurt everyone in the long-term.

Juxtapose this with the latest unhappy news: a survey found that 80% of teens intend to cut back on time spent playing video games, and 70% said they are “losing interest” in games altogether. (Oddly, the survey-taker calls this a “stabilization”, since last year 75% of teens reported declining interest in games. Why does this fail to make me feel better?)

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Articles of Interest

  • Take-Two has fired its auditor. As the article reminds us, this follows the very public, very ugly resignation of the chair of Take-Two’s audit committee. The stuff of nightmares for an investor…
  • Microsoft has acquired Peter Molyneux’s Lionhead Studios. Will this help make Lionhead the next Maxis? Or the next high-profile flop?
  • Interesting transcript of a debate over the connotations of the term “user-generated content.” Normally, I hate this sort of thing; it feels like a meaningless game of semantics. But perhaps it would be useful to employ a term (“authentic media” is suggested) that bestows more respect on creative users. But then, there’s objection to my use of the term “user”, too. Oh, screw it.
  • Interview of Andrew Pedersen, Executive Producer of Pogo (EA’s casual game service). Useful insights in general, plus these quick facts: 11M monthly visitors, 300K concurrent users, and 1.2M subscribers paying $30 per year for premium access.
  • Via Arstechnica, word that people who play EA’s Xbox 360 games online are automatically subscribed onto EA mail lists, and that requesting to be unsubscribed strips you of access to online play. Can’t say I understand EA’s thinking, here; there’s already some (mostly negligible) risk in auto-subscribing customers to a mail list without explicit consent … slapping irritated customers with a penalty for delisting themselves seems like a great way to seriously piss people off.

Me. NIRSA. Day 2.

This conference has been such a strange experience for me. At E3, everybody is eagerly playing the games on the show floor. There’s a palpable eagerness to see what’s new (though, of course, “what’s new” is rarely all that new.) I guess that somehow I was expecting to see the same sort of thing here… fitness professionals eagerly trying out new equipment, sweating up a storm, etc.

Mmm… not so much. The floor has rarely buzzed with activity. This is possibly because much of the equipment on display doesn’t seem all that terribly different from equipment that I saw in gyms ten years ago. And, in general, attendees seem more excited about going for a run outside (the weather here is amazing!) than checking out the latest, greatest weight machines. I’m even starting to miss the obnoxiously loud music at E3.  ðŸ˜‰

Anyway, back to games (or, more specifically, exertainment). There are surprisingly few companies showing off game fitness products. Cateye has some spiffy DDR pads on display, as well as the latest version of their GameBike (the picture on the right is me trying it out.) The GameBike only supports racing games, which makes sense since it relies on the PS2 for content, and our studies have shown that most other commercial console titles are simply too complex for use in an exercise environment. People can’t handle both the game and the peddling.

I’ve always felt that custom-designed casual games are the better option — more variety, more control over the exercise experience, broader demographic appeal, etc. However, I have to admit that it was fun racing around on the bike! Time will tell if significant numbers of gym-goers will tolerate nothing but racing games over long periods of time. (This model is being adopted by several startups in the exertainment space, not just Cateye).

Me. NIRSA.

Well, I’m in Kentucky. You might wonder why, since there’s probably not a game developer or publisher within 500 miles of here (to be fair, I haven’t actually checked.) The answer: I’m presenting at the National Intramural-Recreational Sports Association — NIRSA. More specifically, I’m presenting on Cyclescore, my research project fusing video games and exercise equipment.

The conference doesn’t really start rolling till tomorrow, so I’m short on stories. A famous motivational speaker gave the keynote tonight. It was essentially a very, very long pep talk. Apparently, this sort of thing is not so uncommon in the fitness world. Go figure.  ðŸ™‚

I had a nice conversation with an amiable chap from Maine who manages a university’s gym and arcade facilities. They have a DDR arcade unit, which on its own earns almost twice what the entire remainder of the arcade earns as a whole. They have pool tables and some relatively new arcade games, so this is actually quite impressive; it also matches up with what I’ve observed at the MIT arcade.

PS. And, on a totally unrelated note – Nintendo just revised its profit estimate up 30%, thanks to strong DS sales. $807M for the year. Bet that feels good.

Articles of Interest

  • Very interesting series of events over at Next Generation. A few days ago, they reported on the development of a mobile “workplace shooter” (i.e. kill your co-workers.) The next day, they published an op-ed by MIT’s own Chris Weaver, who took the publisher to task for “social irresponsibility”. That, and a few other opinion pieces, caused the publisher (Alten8) to kill the title (apologies for the pun) only a day later. A rather remarkable example of the self-policing that has now begun to occur in the video game industry.
  • Microsoft will soon “re-launch” the Xbox 360 in Japan. No word yet on whether this means new pricing/bundles, or just a new ad campaign.
  • Not games: I think it’s important to understand how pervasive access to next-gen technology has impacted South Korean society; it might give us a glimpse into what life could be like in the US and Europe someday. Anyway, interesting article on S. Korean robots, politics, and blogs in the New York Times.
  • I’m always interested to see how the gaming community will react when a potential imposter (i.e. stealth paid marketing person) gets fingered on a forum, by a comic, etc. Or in this case, at Digg.com. Check out the comment thread. Wish there was some way of quantifying the damage…

Wisdom of Crowds

If you haven’t already read it, I’d like to direct your attention to an absolutely fantastic book called Wisdom of Crowds, by James Surowiecki. In it, Surowiecki argues that the decision-making and predictive power of diverse groups of people greatly exceeds that of most individual “experts”. The book is remarkably comprehensive and convincing, and the case studies in it will inspire and amaze you.

Wisdom of Crowds opens with a nice example: 800 people at a livestock exhibition participated in a contest to guess the weight of a live ox (on display) after slaughter and preparation. Some of the 800 were butchers and so-forth; people who should make a good guess. Many contestants were ordinary people with less “relevant” knowledge. But no expert within the competing pool beat the average guess of the group as a whole, which came within one pound of the true weight (1,197 lbs instead of 1,198).

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