Posts Tagged ‘online gaming’

Analyst: Lack of Twilight Video Game Means Girls Still Don’t Go to GameStop

Monday, March 22nd, 2010

The Baker and I spent the weekend in Seattle, holding hands with Lenin, eating delicious donuts, and not buying any of the chittering horde of Forks, WA-themed Twilight merchandise currently swarming across the touristy parts of Seattle. Oh hell no, they have no shame about that shit; Twilight is the biggest thing to hit Washington state tourism since Bigfoot. You can buy Twilight shirts (pick a team! Go Edward! Go, um, Cody or whatever his name is!), mugs, chocolate, tampons, training bras, the whole nine dismal yards. Just about the only thing you won’t find available for purchase in Seattle’s finer schlock-pits is a crap-ass Twilight video game, thank Christ.

In an odd coincidence (see what I did there?) MCV reports that analyst Nick Gibson is wondering why nobody has licensed out a crap-ass Twilight video game yet:

With the franchise yet to penetrate the games market, Games Investor Consulting analyst Nick Gibson has told MCV that publishers are missing out one of the most lucrative properties available.

“Given how hot a property it is, Twilight could easily present a seven-figure exploitation opportunity, especially if publishers look at taking it beyond retail gaming and considers network gaming,” he told us.

[…]

“It may well be that the rights holders aren’t aware of the potential benefits as they haven’t explored the games market before,” he said.

“It’s not unheard of – although it is increasingly unusual in this day and age.”

The analyst predicts that a Twilight game would have to be targeted carefully in order to be successful, rather than rolled out to the typical gaming audience. But he claims there is still a huge potential market out there.

“Given the demographic Twilight appeals to, there probably isn’t a huge crossover between them and Xbox 360 or PS3 fans,” said Gibson.

“The brand’s appeal could actually extend significantly beyond the expected teen girl market and into the 20- to 30-year-old female market, which has a very substantial crossover into gaming.

So at least he has the good sense to know that a Twilight console title would be laughed off of the shelves and into the bargain bin within mere minutes. And indeed, social network gaming a la Farmville certainly lacks the pubescent, testosterone-fumed treehouse atmosphere of your average video game retail shop. I’d go so far as to say that if one wanted to leverage the Twilight brand into the video game medium, soaking Twilight fans for their lipgloss money on Facebook would probably be the route least likely to fail.Come to think of it, I’m surprised there aren’t more licensed games on Facebook. There are thinly-veiled knockoffs of other franchises and generic taps into the pop culture zeitgeist, but I can’t really name any big licensed properties that have a Facebook gaming tie-in or what-have-you. It seems to me that it would be easy enough to bash out a Flash-based grind-fest a la every Zynga game ever with minimal effort; perhaps that wave is still just gathering force.

The future’s looking so bright you gotta wear shades, eh?

[h/t Edge Online]

What’s my name?

Friday, March 5th, 2010

A new weekly feature on handles.  Name yourself carefully lest Sonic and I mock your handle mercilessly!

To start, observations on the nature of handles. A handle is about self definition, naming yourself for an entire segment of reality. Pretty heady stuff! People go for the unique, the funny, the intimidating. Here at fns.com we appreciate the multifaceted handle. The handle that can be read and interpreted in multitudinous ways.

(more…)

Back on the horse

Monday, March 1st, 2010

After technical difficulties kept me away for several months I started playing Dawn of War II again this weekend.

The online multiplayer (not Last Stand, haven’t gone there yet) seems to be populated solely with noobs and douchebags. There were a couple of exceptions but the strongest trend I experienced this weekend was what I’m calling the “First Shot Concession.” This consisted of my side losing the first clash of forces, which usually comes in the first 30 seconds to a minute of the game, followed by one of my teammates wanting to concede. I did concede when the match was truly out of our hands but never in the first minute. Nothing has really happened by then.

I get the sense that this sort of player thinks that playing a losing match is a waste of time. At least one of the times I put the smack down on a first minute concession we kept a much superior opposing side on their game for at least ten more minutes, ending with a score of 0-124 . For the uninitiated, that’s pretty damn close considering we were getting our asses handed to us most of the time.

I’ve had a great time playing matches I eventually lost. There is a fantastic feeling to losing a match and coming to the scoring screen and finding out that your moderately experienced team held off a team composed entirely of maxed out, all the way leveled up “pro” players. That you made them work for the victory.

So for all the players out there here’s a point to remember. It’s about playing the game and having fun regardless of the outcome. If you don’t feel that way, go back to Modern Warfare where you belong.

-fyre

Sonic Curmudgeon: OnLive, Get Off My Lawn

Wednesday, February 10th, 2010

We see in the news for today that Google is – or is not – planning to become a provider of to-the-home gigabit ethernet just as fast as the computer you use to slack off at work:

Google Inc.‘s plan to provide fiber-to-the-home connections at 1Gbit/sec. speeds — that’s 100 times what most American broadband users now get — will have consumers salivating, but some experts say it’s unlikely that Google will ever become a network carrier that regularly installs and maintains fiber connections.

Instead, the announcement appears to be Google’s way of prodding federal regulators and broadband service providers like AT&T, Verizon and cable companies to do more to expand their broadband push.

The goal Google ultimately has in mind, some believe, is to make sure that networks with fat pipes are available soon, so consumers and businesses can use more bandwidth-intensive Google applications.

Of course, it is not only Google applications that would be able to take advantage of generally fatter pipes into homes. One of the major criticisms of the OnLive concept that got people oh-so-very-excited last year was that it simply wasn’t practical to push full-screen video to customers while also accepting and responding to controller input across a network connection in a timely fashion. A bigger pipe would certainly be a step in the right direction as far as games-on-demand providers would be concerned.

And now, a digression.

I don’t really care for the idea of OnLive. A subscription model is a great deal for the type of player who buys a game for full price at launch, then sells it back to GameStop a week later. Assuming a Netflix level of pricing, this sort of player would save a bucketload with a subscription to a game streaming service. I am not that type of player.

I play a game over a very long period of time, the kind of period that makes it a better deal to buy than to rent. I also quite like owning a physical library of games that I can play without a network connection, that I can return to years later, that I have control over. OnLive is another stab at removing control over a gamer’s library from the gamer.

“So what, Rob”, you reply. “If it isn’t for you, don’t subscribe.” Well, I’ll tell you so what: game companies hate selling us physical discs that they can only charge for one time. It removes their games from their control allowing, for instance, used game sales. They much prefer systems like Steam, which require each player to buy a copy of the game. That’s a lot closer to the legal reality of game purchasing, which is that you don’t actually buy the game at all but rather buy a license to use it. Server-side authentication services like Steam allow publishers a modicum of control over the use of their software, but OnLive takes that to an entirely new level: not only do you have no disc, you don’t even have any software at all. You just have a license to view video of the software running on an entirely separate computer.

If they could stop selling discs tomorrow, they would. The choice will be gone as soon as it can be removed, whenever that is.

Is this in itself an awful thing? I am probably overreacting to my gut revulsion. Maybe gaming on demand is as natural as TV on demand. Maybe I’m just being a stick in the mud. Maybe I’m seeing the end of a childish dream: a console under the TV flanked an Alexandrian library of game boxes.

I suppose the big pipe in my living room is a long way off. There’s still time to live the dream.

-ssr

Last Night in TF2

Monday, December 28th, 2009

This weekend while playing a gripping round of Team Fortress 2 I was informed by a teammate that they had “all the achievements.” Like, all of them, for every class. There are more than 100 achievements and some of them are very difficult to achieve without help from either your own team or the opposing team.  I replied “You have no life.”

This might have been overly harsh coming from someone who has played more than 20 hours of video games in a week in which she also worked a full time job and trained for a triathlon.

“You’re right,” he said “I have no life.”

I don’t know how to feel about that. I do know that I spent a very great part of the next day cleaning my house and playing with my dog and cats.

Get out and love somebody in person, you won’t regret it.

And it will make the headshots that much more delicious.

-fyre

In A Shocking Turn, Sony Attempts to Solve a Problem Via Overpriced Hardware

Friday, December 18th, 2009

SPARROW

In what Rachel Maddow might label a “holy mackerel” story, news broke a wee way back about Sony finally launching a new PlayStation console in Brazil. Well, new to Brazil, anyway. At launch the console will cost $445 and have “over 14″ (i.e. 15) games available to play.

Oh, did I mention? This isn’t the launch of the PS3; this is the PS2 launch in Brazil. Remember when you got your PS2? I got mine with a college financial aid check, back before anyone in the US had ever heard of Al Qaeda.

It’s weird that Sony would be trying to do this now. Legitimate game sales in Brazil tanked back in the 90s when massive sales taxes were laid on game sales. Game companies fled the market, pirates swept in to fill the void, and now over a decade has passed without any serious non-pirate presence in the Brazilian games stores. I honestly don’t get why Sony thinks that this is going to work out well for them with how far things have slid. It’s not like things have turned around lately in some way that makes a console launch auspicious.

I suppose the question is: if Brazil has gone as long as it appears to without a culture of buying games legitimately, how do you change the paradigm there, given that an entire generation grew up with no non-pirate means of playing current-gen games. The Escapist pointed out in March that you can get games for $5-10 at pirate mini malls, and nobody has ever played a PS2, PS3, Xbox, or 360 game in Brazil that wasn’t pirated. What’s worse, Brazil still has a brutal tax on games that’s close to 100% (which probably accounts for at least some of that PS2 launch price). Good luck keeping your game costs competitive with pirate copies while that’s in effect.

I’m sure that game and console makers would like to break the grip of the pirate market in South America, but I’d be really surprised if they manage to do it anytime soon. In our current gen here in the US, they are using a carrot and stick approach. You start by removing value from pirated games: you create DLC that they can’t access, or you make it hard to use them, for instance by requiring games to log in to a server every time they are played a la Steam/EA Online/MMOs. Second, you add perceived value to legitimate copies by lowering their prices competitively (way more common with PC than console games, but I’d be really interested to see a chart that relates Pirate Bay game crack seeder numbers with price levels for individual games over time) or by adding free content that only works once with a legitimate copy (DragonAge and probably many more to come). The download/online based solutions aren’t really viable in South America right now: Brazil is near the head of the pack in regional internet usage, but only 5% of Brazilian households have a broadband connection. For comparison, the US has around 60% broadband penetration, and that puts us behind 19 other countries. ElectroMegaVideoGameopolis (aka South Korea) boasts a broadband connection in 95% of all households; the rest presumably are presently on fire and cannot connect to the internet for the moment. My point being, there is a way to go before Brazil, and the developing world in general, will have the infrastructure to support the copy protection strategies that have been finding success in the US in the wake of wider broadband support.

And as for competing on value, well… How do you compete with a $5 bootleg copy of FIFA 2010? Especially when tariffs mean you can only charge $2.50 retail for your version, and you can’t even offer any free DLC because hardly anyone has a fast internet connection. Oh, and you haven’t released an internet-friendly console yet. Oh, and your customers have been buying games from the pirate mall down the street for the last 15 years because the sales tax on your product drove you out of the country back when Clinton was president.

I’m not saying Sony shouldn’t try here. Maybe they have some strategy that will help; maybe all this time and effort have been used to develop a more pirate-resistant PS2. Even so, they’ve set themselves a tough row to hoe here. If I were them and wanted to break into markets in developing countries, I would work on lobbying governments and telcos in those markets to encourage the spread of broadband and drop taxes back to the other side of the Laffer curve.

Starting Something

Monday, December 14th, 2009

Jim Sterling announces that anyone who thinks Left 4 Dead 2 is an expansion pack is a fucking idiot.

Yahtzee announces that Left 4 Dead 2 is “little more than an expansion pack that dreams of the stars”.

Foul-mouthed angry British nerd fight! Foul-mouthed angry British nerd fiiiiiiiiiiiiiiiight!

With the obvious caveat that I played L4D exactly once and may be completely out of my element, the new game sounds like a proper sequel to me. Similar gameplay with new environments, characters, and weapons has been a staple way of progressing franchises that find success and don’t want to monkey with it since time immemorial. Off the top of my head: God of War, Resident Evil, Gears of War, Phoenix Wright, Armored Core, The Sims, and Tomb Raider all have stuck by the formulae that brought them their respective successes without too much complaint from the game-buying public that their ongoing installments were really more like expansion packs than true sequels. I’d honestly be really amused to see a discussion among the gaming community about what constitutes a “real” sequel versus an expansion pack; I suspect you’d see the sort of logical contortions that usually accompany arguments about whether a band is “real” punk rock.

I think Jim’s probably on to something when he says that gamers have been spoiled by Valve and their way of doing things. Up to this point, they’ve tended to eschew yearly punchings of their franchises’ udders in favor of long development times tided over (especially in the case of TF2) with relatively frequent free content updates. If the original Left 4 Dead had been published by Microsoft, Activision, or EA nobody would have batted an eye when a sequel came out a year later, and frankly I think they’d have been pretty shocked at how much seems to have been added.

Certainly nobody would be saying “You owe us all of the work you’ve done this year – for free – as thanks for the server load we’ve inflicted on you.” I’m a bit of a Valve fan, I’ll admit it; I like the games they make. I think they deserve more for their hard work than a double standard.

-ssr

M.U.L.E Remake Issued, Made Mandatory for All Corporate CEOs

Wednesday, December 9th, 2009

ShackNews reports that remake of M.U.L.E has been launched by an indie dev with updated graphics. I’m absolutely flummoxed by this. M.U.L.E. was one of the best games I played back in the 8-bit era (I had the NES port); it wasn’t graphically special, but it was the first game I played with a functioning economy that was so well-modeled that you could actually collapse it by being too successful. If you completely cornered the market on a resource, all of which are required for survival, you could demand literally any price and the AI players would pay it. If you gouged them badly enough, the other characters would go bankrupt and the entire economy would go down the tubes – at which point there would be nobody left to buy your product and you’d fail too.

M.U.L.E. was one of the only multiplayer games I’ve played where players are competing with one another, but also have to work together at the same time to reach a shared goal – in this case economic survival. I’ll download the client and let you know how it is, but fans of build-em-up games like Civ and SimCity should have a look as well.

-ssr

[h/t Destructoid]

No Point In Trying Now

Friday, November 20th, 2009

If there are already players killing each other by blindly flinging combat knives across the map, maybe Modern Warfare 2 isn’t the game for me. I’ll stick to games where the players haven’t already become fucking Jedi assassins.

-ssr

[h/t Bitmob]

Peter Moore Tells You Something You Already Knew, Eats A Kitten

Wednesday, October 28th, 2009

For reasons that frankly escape me, last week’s gaming sites devoted more than a few digital column inches to the “news” that Peter Moore had abruptly caught on that maybe we wouldn’t all be buying games on disc forever. At last week’s PLAY Digital Media Conference, Mr. “Y’know, things break” was giving a talk on microtransactions when he uttered what was apparently a dark incantation to nether deities:

“I’d say the core business model of video games is a burning platform. Absolutely. We all recognize that, and we’ll recognize it 10 years from now when we tell our grand kids,” he said. “We’ll tell them we used to drive to the store to get shiny discs that have bits and bites on them and we’d place them in this thing called a ‘disc tray,’ and it’d whirl around…and they’ll go ‘What?’”

“So, the concept of physical packaged discs and the core business model that is video games as it currently stands is a burning platform.”

[redacted to make the man look bad]

“As an industry, I still think we may be as many as a decade away from saying goodbye to physical discs,” Moore added. “The important question is, what does the next console look like? Does it actually have a disc drive?”

A snarky man would insert a picture of a PSP Go here.

I don’t understand why absolutely everyone had to cover this non-statement. Because Peter Moore said it out loud during a panel about subscriptions and microtransactions? For God’s sake, he’s a professional hype man; all he was really doing was hyping the thesis of the panel he was speaking on. He’d have been an idiot to say “disc-based media will be around forever, and digital distribution will remain, at best, a supplement to it” during a panel on digital distribution, and a liar to boot. There are successful products and entire companies built around this same essential understanding of the direction in which gaming, if not computing as an entire technology, is heading.

Jeez. Moore busts out one half-decent metaphor and everyone’s on his knob. Meanwhile, Fyre and I are slaving away here in the (metaphorical!) trenches, and nobody gives a toss. No justice, I tell ya.

-ssr