Author Archives: David J Edery

Exertainment Groundhog’s Day

Every few months, it seems like a new “exertainment center” is unveiled (i.e. a glorified gym featuring a few exertainment devices, most of which have been on the market for a few years and have failed to develop a large customer base.) The latest, Overtime Fitness, got a writeup in ArsTechnica which inspired me to finally write this article.

I won’t mince words — the “exertainment industry” is a troubled beast, despite profound media interest and a notable influx of venture capital. Several exertainment startups (both on the gym and the equipment sides) have gone out of business in the past few years alone. The reasons for this are numerous:

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Articles of Interest

  • MTVN’s Atom Entertainment has created a “newsgame” channel that will feature casual, news-centric games such as Persuasive Games’ Airport Security, which mocks recent, terrorism-inspired federal regulations.
  • PS3 games will be region-free. I’m interested to see how this impacts local and international fan communities, media coverage, marketing and pricing strategies, etc. Not to mention regional IP and rating issues. Of course, this assumes no other disclosed or undisclosed impediments to regional sharing that I’m unaware of.
  • Wired’s Clive Thompson joins the chorus of aging gamers (myself included) begging for non-casual content that can be enjoyed in less than 40 hours. Thompson mentions episodic content as a possible solution (something I’ve considered as well.) Thompson also mentions game designs that appeal to all “hardcore” consumer types (and he floats Halo as an example) — that too has been on my mind, and it deserves a dedicated post. Soon.

Virtual Market, Meet Counter-Strike

One of my favorite topics is the emergence of “massively-social” elements in non-massive (i.e. traditional) single and multiplayer games. The most famous example of this is Will Wright’s Spore, a “massively single-player” game (Will’s term, not mine) that automatically shares user-generated content across individual game instances. I.e. players create alien creatures, and those creatures are distributed to (and unknowingly rated by) other players who otherwise never interact with one another. I threw around some massively single-player ideas of my own last November, in an effort to illustrate how social elements can be used to combat game piracy.

I mention all this because I recently noticed another nice, mainstream example of massively-social game design. Valve has decided to make the prices of weapons in Counter-Strike: Source dependant upon player demand — a virtual market, in other words. This sort of economic mechanism is common in MMOs but generally unheard of in other AAA games. And it’s brilliant. Why spend huge amounts of time tweaking and re-tweaking game balance when you can reduce your effort by starting from a reasonable point, then letting the market handle the rest?

Valve, to its credit, has been candid with the player community, which seems split between those who are excited about the promise of a more balanced gameplay experience, and those who fear unforeseen problems. I predict that this change will ultimately be embraced by the community as long as there’s no major error in its implementation.

Not much else to say for now. It’s clear (to me at least) that massively-social elements can make a game much more interesting and more profitable. The question is: how long will it take for most AAA game developers to embrace this design philosophy?

Articles of Interest

Lots of interesting news this past week:

  • Via Slashdot, LEGO Star Wars II: The Original Trilogy sold more than 1.1M copies in a week’s time. Everyone’s calling the game “fun for the whole family” (including the mainstream press)… more evidence in favor of those trying to broaden the market.
  • Sony announced that it would add HDMI to the 20GB PS3 and preemptively cut its price in Japan. Someone’s … getting … nervous… (and it ain’t Microsoft or Nintendo).
  • MTVN is acquiring Harmonix for $175M. Other developers (of similar size) have sold for about 1/10 of that value in the past year. And bear in mind, Harmonix doesn’t even retain full right to Guitar Hero — Activision snatched that up when it acquired Red Octane. Remember when I said Harmonix was building a lifestyle brand? I think that strategy served them pretty well.  πŸ™‚

Personal note: I spent the past few days looking non-stop for a home and car (which is why I’ve been quiet.) First day on the job at MSFT is tomorrow — I’ll be spending it in new employee orientation. Eve says I could use a bit of orienting.  πŸ˜‰

Transplant (Mostly) Successful

Well, Eve and I made it to Seattle in one piece! Our luggage wasn’t lost, our temporary housing was ready (and looks quite nice), and there’s a Trader Joe’s just minutes away from the housing complex, so we’re pretty psyched.  πŸ˜‰

Just one little problem: soon after landing in Seattle, I discovered that my mail server had totally flipped out. Any email sent to my personal address (or via this blog’s contact form) within the past 36 hours may not have reached me. Of course, this happens at the moment when I’m least likely to notice… packing up an apartment tends to consume one’s mindshare.

So anyway, if you tried to contact me in the past 36 hours, and you haven’t heard back from me yet, try me again. I think I’ve got the server under control now.

Articles of Interest

MTV Sticky

Thanks to the wonderful research partnership that MIT C3 has with MTV Networks, we get access to a quarterly research publication that MTVN publishes. It’s called “MTV Sticky – International Youth Trend Feed”. The latest issue compiles insights from regular people across the social spectrum (i.e. teachers, shop assistants, etc) who frequently interact with youths.

This quote caught my attention:

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Articles of Interest

  • Nice (if wordy) reminder of the dangers of overhyping a game. For those who want 90% of the article’s value in three seconds, I quote: “so long as [hype] is tempered by reality, and continually kept in check, it can propel a game to unbelievable heights.” I.e. shut down the big, misleading rumors in fan forums, don’t over-promise, etc. Reminds me of my last post.
  • Casual games on the iPod. Inevitable (and smart.)
  • Sony may or may not be planning to make Xfire the communication platform for Playstation Network. It’s definitely being integrated with at least one title. Either way, an interesting twist in the online service wars.
  • Valve, in another step towards meta-publisher status, will offer some Majesco titles via Steam.
  • Via Raph Koster, news that the Wii will offer “portable” avatars, in addition to web browsing, a calendar system, etc. I’m looking forward to seeing Nintendo’s implementation of all this! πŸ™‚

Et tu, Nintendo?

Et tu, Nintendo??!?

It’s a gray, wet day in Boston, and that mirrors my mood well enough. Within hours of my last published post (extolling, of all things, the virtues of lower-priced gaming options), and about one year after I first began celebrating the Wii, Nintendo announced that the Wii will cost $250. A second Wiimote and nunchuck will sell for $60 ($40 + $20, respectively.)

Is $250 cheaper than a core Xbox and much cheaper than a core PS3? Absolutely. Is it a disappointment for consumers (like me) who allowed themselves to be seduced by rumors of a $200 (or lower) price point?

Absolutely.

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Rise of the Low-Income Consumer?

One doesn’t typically think of the Wall Street Journal as a fountain of useful game-related news, but some of the “big picture” articles in there are worth noticing. For example, today’s article, “Pump Priming Walmart”. The key quote: “With gasoline prices in retreat, low-income consumers will have a little more to spend. At the same time, with housing prices also sagging, higher-income house-holds could be sucking wind.”

Why does this matter? Because the game industry is currently being pulled in two very different directions. Some people want to make $20M AAA titles and charge $60 per unit. Others want to make casual games, employ user-generated content to decrease overall costs, experiment with micropayments, etc. Not that the latter group requires vindication — lately it seems like everyone is making or promoting casual and “free online” games — but this news seems to favor a softer price touch.

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