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Technologizer posts about Games

Is EA Trying to Sims-ify Spore?

By  |  Posted at 10:05 am on Friday, January 23, 2009

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Spore BoxMy, how Spore is multiplying.

When the much-hyped evolution sim was released in September, along with it came Spore Creatures for the Nintendo DS and Spore Origins for mobile phones. In November, we got the Spore Creepy & Cute Parts Pack — basically a cache of extra appendages to tinker with — and come springtime we’ll get a full expansion in Spore: Galactic Adventures.

But wait, there’s more.

Yesterday, Electronic Arts confirmed Spore Hero for the Wii and Spore Hero Arena for the DS, plus a PC spin-off called Spore Creature Keeper. If you lost count, that’s seven additional Spore games, spin-offs and expansions to hit shelves within more or less a year of the original game’s release.

It occurs to me that EA is trying to “Sims-ify” Spore — i.e., turn it into a massive brand that can be continually milked for more revenue. This isn’t a major revelation, given that the guy behind Spore, Will Wright, also created the Sims, and that the franchise has sold over 100 million copies worldwide. Still, this time around it seems forced.

Wikipedia, of all places, gives a nice, scanable overview of how the Sims brand was distributed over time. It started with the main game in January 2000, followed by the “Livin’ Large” expansion pack in August 2000. The next add-on didn’t come until April 2001, and after that it was a steady stream of roughly bi-annual expansions. The official sequel came in 2004, and a third title is coming this year.

The current cycle with Spore seems to be moving faster. Granted, that’s because the approach is different, with EA immediately expanding the brand beyond the PC, but I wonder how effective that will be for Wii and DS owners who haven’t played the main game. Even if you are a big Spore fan and are willing to enjoy the franchise across multiple platforms, all these auxiliary releases — so soon from the original launch date — must feel like an overload.



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Has Microsoft Flight Simulator Been Canceled after 29 Years?

By  |  Posted at 9:19 am on Friday, January 23, 2009

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Microsoft Flight SimulatorReports this morning have it that Microsoft’s venerable Flight Simulator game may be realistically simulating the fate of Pan Am, Eastern, and TWA: Supposedly the Microsoft layoffs announced yesterday include the program’s entire development team, and it’s therefore being discontinued. I hope it’s a false alarm. I’ve never sat inside FS’s cockpit even once, but I feel like it’s been part of my life for almost as long as I’ve been using personal computers (that would be 31 years as of this summer).

Continue reading this story…



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Xbox Live Gets Into Inauguration Day Spirit

By  |  Posted at 6:17 pm on Tuesday, January 20, 2009

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Xbox PosterAfter a hard day’s work, and a bit of watching the Inauguration Day festivities, I popped on my Xbox to find some of the presidential pomp and circumstance billed prominently for free viewing over Xbox Live.

The handful of video clips include the swearing in of Barack Obama and Joe Biden, the performance by Aretha Franklin and the classical number featuring Yo-Yo-Ma and Itzhak Perlman. There’s also a video of “man on the street” Xbox Live gamers talking about what they’d like to see from Obama when he takes office.

Apparently, Microsoft’s PR wing announced this earlier in the day, but seeing it on my own was pretty cool. A rep tells me by e-mail that this is “less about political awareness and more about activating the LIVE community around events that are relevant and social,” and says a similar initiative is in the works for football fans.

Of course, scrolling down from the free content reveals a whole bunch of things you can buy, like network news specials and movies related to the presidency, but that’s okay. I’ve always hoped that Microsoft would use free content (besides demos) as a lure to the paid stuff, and this is a good place to start. I’m even tempted to use my handful of spare Microsoft points to rent “All the President’s Men” later.



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Study: Gore Does Not a Fun Game Make

By  |  Posted at 11:09 am on Tuesday, January 20, 2009

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Instinctively, you’d think the flying giblets and gore of first-person shooters like Half-Life add a bit of visceral fun to the game, making it more attractive to players. A new study out of the University of Rochester disputes that idea.

Researchers in the graduate department of social psychology found that violent content doesn’t motivate people to play, at least not any more than a game without guns or swords. The research consisted of 2,670 gamer surveys and two experiments.

For the experiments, researchers created custom mods of Half-Life 2, one that focused on shooting enemies with a shotgun and another that required psychic powers to float opponents “up very serenely into the air before evaporating,” according to lead author Andrew Przybylski. He said roughly five percent of the subjects showed aggressive tendencies, but most said the added violence didn’t increase the game’s fun factor.

There is one point that’s missed here: Attacking someone with psychic powers is still violent on some level. Heck, the act of stomping on a goomba has aggressive undertones. Those examples aren’t as sensational as Halo or Grand Theft Auto, but the message — that a conflict should be dealt with through aggression rather than mediation — is the same.

That’s why I’m surprised to see Iowa State University psychologist Craig Anderson throw his support behind the study. Anderson has published several reports that attempt to link violent video games and aggression. He’s a polarizing figure, if only because pundits and politicians use his work as fodder for their own agendas.

“A common belief held by many gamers and many in the video game industry –that violence is what makes a game fun – is strongly contradicted by these studies,” Anderson said in an e-mail to The Canadian Press. He then talks about satisfying gamers’ “competence urge” without resorting to violence.

“Whoever does this well will be able to tap into a much larger market,” he wrote.

Even if his support is somewhat contradictory, I can’t say it’s unwelcome. Finding middle ground between video games’ cheerleaders and detractors is the key to resolving the whole violence issue,  and this is a step in the right direction.



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Does Religion–Any Religion–Have a Place in Video Games?

By  |  Posted at 10:16 am on Wednesday, October 22, 2008

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If you haven’t been following the controversy over the PlayStation 3 killer app LittleBigPlanet, here’s a primer:

Sony recalled the game, which was due out this week, because one of its background music tracks quoted the Quran. It’s not a forbidden practice under Islamic law, but it does risk offending some Muslims. Sony expects to have an edited version of the game back in North American stores on October 27.

The surrounding brouhaha can potentially go in all sorts of directions, and the media and blogosphere have examined most of them. Edge magazine quoted Dr. M. Zuhdi Jasser, the head of the right-wing Muslim group American Islamic Forum for Democracy, as decrying the ban, while MTV’s Stephen Totilo talked to the more established Council on American Islamic Relations, which commended Sony for its efforts. He also asked experts if the reaction to the track could match the Danish cartoon controversy (it won’t) and got a statement from the musician, Toumani Diabate (he’s a devout Muslim). And of course, Sony’s motivations have been questioned, as the company loves the Middle Eastern market, and is no stranger to past religious foibles.

But one still-unexplored angle was brought to light by a commenter in Totilo’s article, who agrees with the song’s ouster because “religions create social boundaries, LBP is meant to have none.” And that really begs the question: Do religious themes, symbols and texts have a place in secular video games? Or are other mediums better-equipped to address religion’s subtler points? (I’m not talking about Left Behind and other overtly faith-based titles.) This situation is an opportunity — albeit less-sexy than the controversy itself — for a discussion on the subject. Let’s not waste it.



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Scrabulous is Dead–Long Live Wordscraper, I Guess!

By  |  Posted at 10:50 pm on Wednesday, July 30, 2008

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As Mashable is reporting, the Agarwalla brothers, who yesterday were forced to pull Scrabble clone Scrabulous from Facebook are back–with a new Facebook game called Wordscraper. It involves piecing letters together into words on a grid in which different positions provide different scores, and…well, it looks a lot like Scrabble. But less so than Scrabulous did. (For one thing, the letters are on circlular “titles,” not squares.)

I cheerfully admit being a lousy person to judge Wordscraper, having little experience with either Scrabble or Scrabulous. If you have a more well-informed opinion than I could muster, I’d love to hear it…and let’s hope that Wordscraper is a distant enough bastard cousin of Scrabble that avoids the wrath of Hasbro’s lawyers.



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What Ms. Pac-Man Could Teach Hasbro About Scrabulous

There's oddball precedent for a game company adopting an outlaw offspring as its own.

By  |  Posted at 3:33 pm on Tuesday, July 29, 2008

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I know I sounded cold and uncaring about Scrabulous fans who are being forced to go cold turkey when I blogged this morning. But I’m still sorry that a happier endgame didn’t happen, and still hold out a tiny sliver of hope for an unexpected fairytale ending.

And it dawned on me that there’s little-known precedent for the notion of Hasbro deciding to legitimize and leverage Scabulous, in the well-rounded, chomp-chomping-chomping form of Ms. Pac-Man.

Nobody other than hardcore arcade-game nuts remembers this, but–as Wikipedia explains–the distaff member of the happy Pac-Man couple had her origins in a bootlegged hack of Pac-Man called Crazy Otto, from a Boston-area company called General Computer Corporation. Midway, Pac-Man’s American distributor, liked the game so much that it gave Otto a sex-change operation and made the game an official sequel to Pac-Man. Namco, the Japanese company that originated Pac-Man, eventually ended up owning his spouse as well.

According to Wikipedia, there’s at least a little bad blood between Ms.P. and Namco to this day–she’s not mentioned in Namco’s official archives. But twenty-seven years after her birth, she’s if anything more omnipresent than ever, and all those quarters have added up to untold millions in profit for Midway. (I played a lot of Ms. Pac-Man back in the early 1980s, but if you’d told me back then that in 2008 I’d own a phone made by that Apple II company, and could play a perfect recreation of Ms. Pac-Man on it, I’d never have believed you.)

The story isn’t an exact parallel for the Scrabulous saga–Midway adopted La Pac before anyone had heard of her, not after she became a phenomenon. And it’s important to remember that we don’t really know Hasbro’s thinking on the notion of acquiring Scrabulous–whether it never seriously considered doing so, flirted with the idea, or tried to and was rebuffed. But the birth of Ms. Pac-Man was sure an example of a large company showing some creative thinking when it was faced with a small company’s unauthorized use of its intellectual property. And the Scrabulous takedown certainly was not.

Now you’ll have to excuse me–I have a sudden, inexplicable desire to play a game or two of Ms. Pac-Man…



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Sorry, Scrabulous Fans, I’m Only Mildly Sympathetic

By  |  Posted at 9:06 am on Tuesday, July 29, 2008

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Today’s news brings one of the least-startling developments in recent tech history: U.S. and Canadian Facebook users are being denied access to Scrabulous, the extremely popular app that lets people play…well, let’s just say it: It lets them play a thinly-veiled pirated clone of Scrabble. The move was inevitable after Hasbro, which owns the North American rights to Scrabble, licensed Electronic Arts to do an official Scrabble Facebook app and sued the Indian brothers behind Scrabulous. (Facebook is saying that it was Scrabulous’s developers that decided to disable it; for now, the game seems to live on at the Scrabulous site.)

We’ll presumably see a bunch of posts like this one by Don Reisinger on Mashable, siding with Scrabulous fans and the Brothers Agarwalla and caricaturing Hasbro as a company run by clueless geezers who don’t understand the Internet. And it’s tempting for me to join the dogpile-on-the-rabbit. The happiest scenario would have been for Hasbro to acquire or license Scrabulous and legitimize it–or, for that matter, to have rendered it unneccesary before it ever existed by coming out with a Facebook version of Scrabble a long time ago.

But truth to tell, I’m not all that irate at Hasbro, and I’m not all that sad on behalf of Scabulous fans or the Agarwallas. Unless you’re opposed to copyright law, period–or least contend that the Scrabble copyrights and trademarks should have expired already, which I guess is a defensible position, but one at odds with actual law–Hasbro has the right to protect Scrabble. It even has the right to do so in a way that other people believe to be stupid and unreasonable. (I’m a great believer in the idiosyncratic, libertarian notion that laws exist in part to permit people to behave in ways that other folks may believe–correctly, in some cases–to be stupid, unreasonable, and self-defeating.)

If forcing the Agarwallas to shutter the Scrabulous app turns hundreds of thousands of Scrabulous fans into Hasbro haters…well, that’s Hasbro’s call.

As for the Agarwallas, they’re clearly smart, talented guys. Maybe they could have figured out that Facebook-izing Scrabble without Hasbro’s consent might be a bad idea? Is it impudent of me to suggest that they coulda avoided all this by coming up with a compelling online word game that was…original?

(Full disclosure: I’ve played only a couple of games of Scrabble in my life. If this dust-up involved Monobulous or Cluebulous, I’d take this all a little more personally…)



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