Thursday, April 26, 2007 

Casual's Wild Ride article from NextGen.Biz

FYI - Good read...

http://www.next-gen.biz/index.php?option=com_content&task=view&id=5127&Itemid=2

Updated: Wednesday, 04 April 2007
Casual's Wild Ride

By Colin Campbell


The world of casual games is one in which anything goes, at least as far as business models go. New platforms and new ways to driving revenues are challenging developers and publishers to innovate. Colin Campbell spoke to PopCap's James Gwertzman.

Casual is also a world of emerging development strategies as companies like PopCap figure out how to make new games that appeal to a very broad based of gamers. Take Bejeweled, the popular PopCap puzzle game. It's one of the most simple and addictive games ever produced. There can hardly be a person reading this feature who has not spent some time twisting those diamonds into pleasing patterns and whooshing away the shapes.

It's available online in a try-before-you-buy model, as well as via subscriptions and free with advertising. It's available on mobiles via EA Jamdat. It's available on Xbox Live Arcade where, surprisingly, PopCap is the number one publisher by revenues. You can also buy it at retail in a box. Casual games will try anything to raise a buck. PopCap's core model online is try-before-you-buy - a free demo followed by purchase. But it also follows pay-per-play models, subscription and even advertising.

"We have literally no schedules, no milestones, no design documents. No one has a clipboard saying, 'well how are these games doing?'"

You've gotta feel for the guy who works those Excel sheets. I ask director of business development James Gwertzman, which lines return the best results? "It's not like there's any one row that really stands out," he says. "Customers have their own preferred way of playing our games."

Games can be bought from the firm's own site, but are generally consumed through partner portals like Yahoo and MSN. "In some cases a partner comes to us saying 'here's our set of business models, please support these'. But they're principally all driven by a realization that customers online have very different desires. The explosion of business models has been a response to the different ways customers want to pay for these games."

He explains, "Some customers want to own a game. They want to pay their money, own the game, know it's theirs forever, put it on their laptop, take it away and travel with it. Generally those customers are very loyal to one or two games.

"Then there are customers who don't really care about owning a game but want to have the ability to play any game, so they go for subscription models. There are other customers who buy a lot of games and enjoy volume discount programs. Other people are only interested in cash-prize tournament play programs. There's customers who don't really want to pay any money but are happy to see ads every so often."

Partner Preferences

Different models suit different portals. Yahoo prefers ads, having a large but unfocussed audience. Real Networks sells games because its audience is there, looking to buy. PopCap says it's happy to try just about any innovative new model, but that it's looking to limit the number of partners it works with to just lager entities. The company has grown from its core emphasis on product development to business development.

"We have a much bigger business team now, and better customer support team. As a result we've been able to explore a lot of these areas like retail and mobile." But the firm says it won't focus on its own website as a destination. "We really don't want to compete with our partners. We're not completely ignoring our traffic and our website has grown based on the strength of our brand and but you're not going to see us taking out big ads or trying to drive traffic."

The company's development culture is one that might seem chaotic to many creators. Perhaps it's the smallness of the games that allows this laissez faire attitude. Gwertzman  explains, "We have literally no schedules, no milestones, no design documents. No one has a clipboard saying, 'well how are these games doing?'  When a game is built the producer and the game designer kind of know where it is in the process but our games really and truly aren't released until they're ready to ship. Sometimes it can take two and a half years."

Two and a half years for a casual game? That seems to be the outside limit. "Sometimes it can take nine months. But every person in our studio can come to work in the morning knowing that if they do something that day that isn't that great they can throw it out and come back and start over the next day."
"Copyright law says if someone steals your music or your art or your sound effects, then you have a case but traditional gameplay cannot be copy protected."


Unlike regular game development, the casual game comes together like an experimental dish. "We start a lot of products and we throw out because we know they're not going to be fun enough to ship," he says.

Most games do not come up to the standards of Bejeweled, which has helped define the new era of casual games. But PopCap is always looking for new titles. "Bejeweled is an amazing game. It's canonical for the space. But I think our most recent game Peggle as a lot of potential."

Copyright Conundrum

Like Bejeweled it seems sorta familiar and yet fresh at the same time. The game is a bit like Breakout but it goes a lot further than that game. The look and sound of these games is also extremely important, as much as the gameplay.

Gwertzman says, "Certainly a lot of our games have been inspired by traditional existing mechanics but we really try so hard to add significant innovation in everything that we do; to really have our games stand out, especially in the last couple of years."

He adds, "There have been so many companies that have been inspired too closely by what has come before. There are games that are pretty similar and that's one of the sources of a lot of debate in the industry right now. If companies want to do that then good luck to them, but we're not interested."

Creating a clone is easy, and, of course copy protection is an area of weakness for originators. "There's not a lot of legal protection," says Gwertzman. "Copyright law says if someone steals your music or your art or your sound effects, then you have a case but traditional gameplay cannot be copy protected. Just because a game has the same mechanics or plays the same doesn't mean you have a case.

"You can change the art and change the music and change the sounds and you're good to go. Right now that raises the issue of people patenting game mechanics, and that's the only way to actually protect yourself. But that's a really complicated process and historically in the game industry there's been a lot of reluctance to do that because there is this realization that games do stand on the shoulders of each other. You know, Half Life was inspired by Quake and yet I would argue it's a fabulous kind of step. Our own game Zuma was inspired by a game called Puzzle Loop and there's been a lot of debate about this. I would say you play them side by side, you'll see that we spent a lot of time significantly innovating and built a game that's very different and,  I think, a much better game than Puzzle Loop.

"We were inspired by that mechanic and so I can't stand up and say that being inspired by another game is bad, we've done it ourselves. What I can say is, when you take a game and all you're doing is literally just replacing the art, replacing the files and saying now we're releasing it, that I do think crosses the line."

Obvious, badly marketed clones are not attractive to partner companies like EA, Micrtosoft, Yahoo or Mumbo Jumbo, which sells Popcap's games at retail. "They're all looking for fresh content that will drive audiences and purchases," says Gwertzman."


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Wednesday, April 18, 2007 

Game News

Wednesday, April 18, 2007
Mattel has launched a beta site for its BarbieGirls.com, which the toymaker calls the first global online community designed exclusively for girls.  BarbieGirls.com allows girls to customize their virtual character, design their own room, so to speak, and shop, play games, hang out and chat with other members.  Mattel will unveil the entire Barbie Girls platform and all features of BarbieGirls.com next week at an event in NYC.

 

 

APRIL 13, 2007

Gamer Demographics Spread Out  - http://www.emarketer.com/Article.aspx?1004798&src=article1_newsltr

Video games aren't just for the South Park set anymore.

Video games seem like a good marketing tool for reaching young males. But measuring in-game ads has been tough until recently, keeping video games from becoming more than a niche marketing tool.

Now, advertisers, game developers and console manufacturers are getting a better look at who plays their games. Greater connectivity and digital rights management technologies reveal that although there are still plenty of young male console gamers, casual gamers are predominantly female, according to an Information Solutions Group (ISG) study commissioned by PopCap Games.

José María Aranda | Sierra Online | PH: 310.431.4736 | FX: 310.431.2736

 

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Monday, April 16, 2007 

EA and Endemol Announce Virtual Me

EA and Endemol Announce Virtual Me

By: César A. Berardini - "Cesar"

Apr. 16th, 2007 7:52 am

Virtual Me (Xbox 360)

 

EA and Endemol, the creators of reality TV shows such as Big Brother, Fame Academy and Operacion Triunfo, have teamed up to create Virtual Me, a game that mixes The Sims with Big Brother to let you meet, compete and socialize in online digital worlds. Below is the press release with the announcement and the first screenshots of the game:



EA AND ENDEMOL ANNOUNCE CREATIVE PARTNERSHIP FOR VIRTUAL ME

CANNES, FRANCE, - April 16, 2007 â€" Electronic Arts (NASDAQ: ERTS), the world’s leading interactive entertainment software company, and the Endemol group, a global leader in television and other audiovisual entertainment, today announced a creative partnership for the development of Virtual Me, a new digital entertainment concept that bridges the divide between traditional TV and videogames. The all-new online offering is being prepared to debut in Endemol’s top-rated Big Brother.

Virtual Me combines cutting edge avatar creation technology from EA with popular TV formats from Endemol to give consumers a breakthrough way to meet, compete and socialize in online digital worlds. Avatar creation takes a leap forward with a high performing, easy-to-use tool that creates astonishingly life-like cyber-clones, with uniquely customized appearances and identities.

Want to be a pop star? A movie star? An action star? Virtual Me offers players the chance to participate in virtual versions of TV talent shows like Fame Academy and Operacion Triunfo, game shows like Deal Or No Deal and 1 vs 100 and to form real relationships with other virtual avatars on the web. VirtualMe.com, the home of the Virtual Me avatar creation system, will launch in the coming months.

           

Click here to view all screenshots


Peter Bazalgette, Chief Creative Officer, Endemol comments: “We’re told that people are starting to spend more time online than they are watching TV. Both markets are now important and this has huge implications for content creators. Our opportunity with Electronic Arts is to develop ideas that fully embrace the way people are consuming entertainment today.â€


Gerhard Florin, Executive Vice President and General Manager, EA International said, “With Virtual Me we are at the forefront of a new, hybrid form of entertainment that takes gaming beyond the console. Endemol is a great partner to help us bring together the best of TV and video games for an offering that can appeal to mass market audiences and change the face of entertainment.â€


The two companies will create an integrated team to share expertise in their respective fields and develop entertainment formats and experiences for a wide range of platforms, including TV and online.

Electronic Arts is the creator of some of the world’s most successful video game franchises including FIFA Football, Need for Speed™, Harry Potter™ and The Sims™. Endemol’s catalogue of TV formats includes international blockbusters such as Big Brother, Fear Factor and Deal or No Deal.

 

----------------------------------------------------------------------------- Vivendi Games- http://www.vivendigames.com : The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material of Vivendi Games which is for the exclusive use of the individual  designated above as the recipient. Any review, retransmission, dissemination or other use of, or  taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact immediately the sender by returning e-mail and delete the material from any computer. If you are not the specified recipient, you are hereby notified that all disclosure, reproduction, distribution or action taken on the basis of this message is prohibited. 

Monday, April 09, 2007 

Instant Messaging Comes to Xbox 360

http://news.teamxbox.com/xbox/13199/Instant-Messaging-Comes-to-Xbox-360/

 

Instant Messaging Comes to Xbox 360

By: TeamXbox Staff - "TeamXbox"

Apr. 8th, 2007 9:01 pm

Though the info has mostly already leaked out earlier, Microsoft is preparing to launch its Spring Dashboard Update next month, and has issued a press release with a lot of the details. Be sure to check out our feature story about what Microsoft showed us, but here's the text of the press release, so you can see what Microsoft is planning in its own words:




Instant Messaging Comes to Xbox 360

Xbox 360 owners can connect with more than 260 million Windows Live Messenger users on Xbox 360, Windows-based PCs and Windows Mobile-powered devices beginning the week of May 7.


Redmond, Washington — April 8, 2007 — Your Xbox Live® friends list is about to get a whole lot bigger. Microsoft Corp. today announced the launch of Windows Live™ Messenger on Xbox 360™, connecting friends across Xbox 360 consoles, Microsoft® Windows®-based PCs and Windows Mobile®-powered devices. With this update to Xbox 360, friends and families can easily connect and chat directly from their television using Windows Live Messenger, a network of more than 20 billion relationships and more than 260 million active accounts.

Beginning the week of May 7, 2007, the Xbox 360 Spring Update will provide Xbox 360 owners worldwide with access to Windows Live Messenger features, broadening the communication options on the Xbox Live social network.

Connected Experiences
Members of the six-million-strong Xbox Live community currently send more than two million text and voice messages a day and can now use Windows Live Messenger to text chat with up to six people on their contact list at one time, while playing games, listening to music, or watching movies. Text chat adds to the variety of options friends and families already have to communicate with on Xbox Live, including voice and video chat.

Current relationships on Windows Live Messenger and Xbox Live will be unified on Xbox 360 and users will see at a glance if their existing friends on Windows Live Messenger have gamertags, instantly expanding the breadth of connected experiences they can share online.

Other New Features
Beyond Windows Live Messenger, the Spring Update for Xbox 360 includes hundreds of new features and enhancements including:

·                  A richer Achievement notification pop-up will showcase the name of the unlocked Achievement and the gamerscore value without needing to leave the game to check the Achievements list.

·                  Enhanced family settings features for Xbox Live communications enable different defaults for video chat and voice chat.

·                  A new Xbox Live Marketplace blade lets Xbox Live members access the content they seek—whether it is game content or TV shows and movies (available in the United States)—from one place on Xbox Live.

·                  Updates to Xbox Live Arcade allow owners to quickly see which Xbox Live Arcade games their friends are playing and join in the fun. Xbox Live members can also compare progress of leaderboard scores and Achievements directly with all friends on their friends list. Expanded "Tell a Friend" capabilities make it easier than ever to boast about Achievements and high scores.

·                  A new option in Auto Downloads provides faster access to the entire collection of free, trial-version Xbox Live Arcade games.

·                  New progressive download controls provide easy access to optimal viewing options by letting people fast-forward, rewind, pause and resume as their video is downloaded from Xbox Live Marketplace.

·                  Extension of the background download functionality will allow owners to set their Xbox 360 console to turn off automatically after downloads are complete.



The Spring Update is free beginning the week of May 7 and will be easily accessible to every Xbox 360 owner through Xbox Live or on Xbox.com.

You may not even notice all the new features, but they are all designed to enhance your Xbox Live experience. Some of the other features in this upgrade include:

·                  The name of game in tray is now displayed in the dashboard.

·                  When the tray icon is highlighted, a list of achievements, game icon and gamerscore for that game is displayed.

·                  Video trick modes are enabled for content that is being progressively downloaded from Video Marketplace.

·                  Playback progress bar indicates download completion.

·                  Improved skip forward, skip back functionality during video playback.

·                  Switchable aspect ratio now available during video playback (Auto to Letterbox, Zoom, Stretch, Native).

·                  Background downloads can occur after the console has been turned off—the console will automatically power down when background downloads complete (not enabled by default).

·                  Earned Achievement notifications now show Achievement and Gamerscore details over the game without having to bring up the guide or leave the game.

·                  Player and friends lists now quickly show session presence information for quick identification of users that are joinable.

·                  Marketplace has now been raised to its own Dashboard blade to improve navigation.

·                  Added Windows Live ID management functionality to Account Management.



Arcade Improvements

·                  "Friends Playing Now" feature: Quickly find your friends in Arcade, see what they’re playing and join in the fun. Friend information is displayed in multiple locations throughout Arcade.

·                  Tell a friend: Send messages to your friends and boast about your latest achievements and earned high scores. Three new messages have been added to help you exalt your accomplishments.

·                  Auto downloads: Have Arcade automatically all free and trial games directly to your collection. Build your collection quickly and easily through background downloads. A simple press of the X button will bring up the queue for review.

·                  Expanded Arcade Leaderboard and Compare Achievements: Scroll through your entire friends leaderboard list (up to 100) and compare achievements.

POSTED BY: Kevin Vlaming