Author Archive | Jared Newman

Sorry Sony, HBO's Still Beholden to Cable

When content providers wade into digital distribution, there’s always a catch.

In the case of HBO bringing its hit shows to Sony’s Playstation 3 — starting with True Blood at a date unannounced — that catch is an 11-month delay between cable broadcast and console download. The $2.99 price tag also stings, considering that the Playstation Network’s other on-demand shows cost a dollar each. At least iTunes and Amazon get the same pricing.

Still, the irony is rich in Dow Jones’ report on the story. “Networks like HBO can be beholden to the cable and satellite companies, or they can play wherever the consumers play,” Sony Playstation chief executive Jack Tretton proclaims, as if to ignore the time-delay issue. If there was any doubt that HBO is protecting its relationship with subscription TV providers, HBO’s home entertainment president Henry McGee erases it: The 11-month lag, he explains, is meant to discourage people from dropping their cable and satellite packages.

Maybe that’ll work, but it won’t get me to sign up for cable again. A time-delayed content agreement is better than no content at all, and if I stick to three or four HBO series per year, the pricing works out in my favor. Through cable, HBO is $14 per month. Assuming three show downloads on PS3 with 15 episodes per season at $3, divide by 12 and the monthly cost is $11.25 per month. It’ll just take a little patience to get there.

Add HBO to the PS3’s existing video choices, which include Netflix, MLB.tv, on-demand video and the free legacy version of PlayOn, and the game console becomes a formidable cable alternative.

Just don’t tell HBO.

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Subtle Jab? Google's Pac-Man Works on iPhone, iPad

The playable Pac-Man on Google’s home page looks like all fun and games, but it may be hiding a little dig at Apple.

Firing up Google.com in Safari on the iPad, I was delighted to see the “I’m Feeling Lucky” button replaced by “Insert Coin.” Sure enough, once the game started, I was able to move Pac-Man around the Google-branded maze with finger swipes. Sadly, the mobile version doesn’t let you play as Ms. Pac-Man by clicking the coin button twice — arguably the coolest feature of the PC-optimized version. It also has no sound.

CNet’s Dan Terdiman reports that Google built the Pac-Man clone with JavaScript, HTML and CSS. Those are the same three tools that Apple chief executive Steve Jobs cited as suitable open standards to replace Flash.

So, you can look at Google Pac-Man for iPhone two ways: The more benign explanation is that Google on some level agrees with Apple, and wanted to create a version of Pac-Man that was as widely accessible as possible and not as resource-intensive as Flash. I prefer to think that Google’s beating Apple at its own game by creating a version of Pac-Man that runs nicely on the iPhone without App Store approval.

It’s also possible that I’m reading into this way, way too much.

Still, I want to see more HTML5 HTML game development like this. There’s one other recent example, another Pac-Man derivative called Pie Guy. It also lacks sound, but it’s a start. With Google’s take on Pac-Man making waves through Twitter and the blogosphere, maybe more mobile game developers will start showing interest.

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Adobe Cozies Up With Kongregate For Android Flash Gaming

Even if the Android Market never blossoms into a gaming powerhouse, online Flash gaming portals such as Kongregate may fill Android’s void.

I’m not at Google’s I/O conference, but the folks at Kongregate tell me their site will be one of the headliners when Adobe shows off Flash on Android 2.2. Kongregate has already set up a mobile Web site with Android in mind, containing over 100 games optimized for the touch screen. That’s nothing compared to the 28,000 games hosted on Kongregate’s full Web site, but it’s a start.

Kongregate co-founder Jim Greer said eight developers optimized 30 of their own games for the mobile site by reformatting text and icons for the small screen and in some cases adding touch-based substitutes for keyboard input. The remaining 70 games are basic ports of their PC counterparts. None of the games were designed specifically with the smartphone in mind, but that will probably change if Flash 10.1 for Android launches smoothly.

Kongregate’s mobile site is also missing some of the main site’s extra features, such as achievements, community chat and the ability to donate money to developers. There’s no advertising, either. Greer said he’s not worrying about revenue yet, though I’m sure developers who make money on Kongregate will want answers soon.

As for offline play, Greer said he’s looking into possibilities for native apps, but he’s waiting to see what Google does for the Android platform. This led me to ask him the extent of Google’s involvement with Kongregate. As I’ve said before, a strong social glue across all games is one way to boost Android’s status as a gaming platform. Greer clammed up when I pressed further, stuttering for a moment and falling back on “no comment.” It’s my opinion that Google is planning some sort of Android gaming network, but I couldn’t pry anything solid out of Greer.

For now, the important thing is that when Android 2.2 goes over the air, users will immediately have more than 100 free games to play. Steve Jobs is free to deflect the argument by talking about how many games are in the iPhone’s App Store, but it’s just not the same.

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Facebook, Zynga Buddy Up For an Internet Eon

It doesn’t surprise me at all that Facebook and Zynga have made amends.

A week ago, the respective giants of social networking and social gaming were at odds over of Facebook Credits, a form of online currency. Facebook wants 30 percent of all Facebook Credits revenue from developers, and Zynga, whose hit games Farmville and Mafia Wars rely mainly on virtual item purchases for revenue, was understandably miffed.

But because Farmville needs the daily traffic Zynga creates, and Zynga desperately needs Facebook’s existing social network, the companies worked out their differences. Facebook keeps its 30 percent cut, but sweetened the deal for Zynga with undisclosed perks.

What does surprise me is how long Facebook and Zynga agreed to stay together: Five years. Given the pace technology and the Internet have moved and continue to move, a half decade is, for lack of a better term, a ridiculously long time. Instead of breaking out the crystal ball, let’s put this in perspective by looking back.

Five years ago:

A lot can change in five years. Any bets on whether Facebook and Zynga will still be together in 2015?

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Nintendo and Heart Association Team Up, Fall Short

The American Heart Association just gave Nintendo an encouraging slap on the rear by endorsing the Wii and a couple of games.

It’s a great development for Nintendo. The AHA will stick a stamp of approval on two of Nintendo’s in-house titles, Wii Sports Resort and Wii Fit Plus, along with the console itself. The association will also showcase the Wii at “Find a Start! Heart Walk” events around the country. You can’t buy marketing like that (Update: Actually, you can. ABC News reports that Nintendo paid $1.5 million for a three-year endorsement).

The AHA’s gains from the partnership are more ambiguous. Exposure? The appearance of being on the cutting edge of fitness? Neither motivation would trouble me if the association were doing more than just declaring Nintendo to be its star player.

If I were an executive at Electronic Arts, I’d be livid. Last year, the publisher released EA Sports Active, a game specifically designed for exercise, unlike Nintendo’s fun-oriented Wii Sports Resort and Wii Fit Plus. Beyond EA, there are plenty of other third-party games with an eye towards fitness, such as The Biggest Loser, Jillian Michaels Fitness Ultimatum and Just Dance. Where’s the AHA stamp of approval for those titles? For that matter, should the AHA still pledge allegiance to Nintendo when Microsoft and Sony release their own motion controllers?

The AHA could be doing so much more with the active play concept. It could rate individual games based on the difficulty of their workouts. It could give advice on how to make the most of each exercise game. Heck, if the group really had some ambition, it could create an online metagame for people to share and track their progress through multiple AHA-approved titles.

As it stands, the partnership between Nintendo and the AHA is a gimmick whose value barely exceeds the bullet points on the back of game boxes. Once the Wii Fit Plus gets stowed away in a dusty corner, with no endorsed products to replace it, the stamp of approval is meaningless.

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Oh No, Not RollerCoaster Tycoon: The Movie

Hollywood continues to find inspiration in plotless video games, with Sony Pictures Animation picking up the film rights to RollerCoaster Tycoon.

According to the Hollywood Reporter, the film will be a mix of CGI and live action. What the storyline will entail is unknown, because the game itself has none. Like many simulation games, RollerCoaster Tycoon is about building and maintaining the best infrastructure possible — in this case, amusement parks — not interacting with characters.

So let’s count off game-based movies whose plots are a mystery. I previously wrote about Universal’s plans to make a movie based on the arcade classic Asteroids. Since then, Warner has negotiated with Taito to make a Space Invaders film and is working on a Spy Hunter movie, and Fox is trying to get the rights to Missile Command. None of these games have more than one line of narrative or any iconic characters.

Ostensibly, the studios are interested in these movies because they’re low-risk. The utter lack of plot affords a blank canvas for generic spy drama, space opera or family fun, and the recognizable video game franchises automatically raise the profile of the films (Case in point: I wouldn’t be writing about any of them if they had nothing to do with video games).

But maybe these films are risky business after all. There’s no past experience to draw on here, as these are not traditional game-to-movie adaptations where the narrative is set and fan interest is a given. The studios are seeking production rights and starting development with no guarantee that people are going to buy the concept. It’s entirely possible that people will recognize these films as hollow attempts to capitalize on nostalgia and brand recognition, but no one knows, because no one’s tried.

So the question is, who goes first? I’m sure all the studios are anxious to see whether plundering plotless video games was a good idea after all.

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3 Ways Google Can Fast-Track Android Gaming

Google’s not making a big deal of it yet, but there are signs the company is interested in video games. Last month, Google hired games industry veteran Mark DeLoura to be its “Developer Advocate” for games, and acquired game and widget developer LabPixies. On Tuesday, TechCrunch spotted a Google job posting for “Product Management Leader, Games.”

I can only speculate what Google is planning, but a push to make Android a more prominent gaming platform is long overdue. Here are a few ways Google can make it happen:

Copy Apple, straight-up: Games are the dominant type of app on the iPhone and iPad, and Apple has taken the hint. Come OS 4, the iPhone will unify its games with Game Center, a layer of social networking and matchmaking features akin to Xbox Live. That’s a good step for any games platform to take, so why not Google?

Forget “Developer Advocate,” hire a “Gamer Advocate”: As long as Google’s mimicking Apple, one way the folks in Mountain View can do better is to hire a community manager, someone who can put a public face on Google’s gaming efforts and organize special events and giveaways. These gamer-developer liaisons are all the rage among the big publishers and console makers, and given the culture in Cupertino, there’s no way Apple’s going to do this.

Make Flash Gaming a Priority: Whether you loved or hated Steve Jobs’ “Thoughts on Flash,” there’s no denying that Flash was not designed for the touch screen. That’s not such a problem for video or other content that uses simple clicking, but gamers are going to want access to Kongregate, Miniclip and other Flash game sites. Keyboard and rollover input figure prominently into Flash games, so Google would be wise to find a solution.

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EA Sports to Used Game Buyers: Pay Up

Electronic Arts is getting ever more desperate to cripple the used video game industry, requiring a one-time access code to play its sports games online.

Starting with Tiger Woods PGA Tour 11, players will need an “Online Pass” to enjoy the game over Xbox Live or the Playstation Network. These passes are included with new copies of the game, but used buyers will have to purchase another pass for $10. All EA Sports games for Xbox 360 and PS3 will require an online pass from now on.

Sony did something similar with SOCOM: U.S. Navy SEALs Fireteam Bravo 3, including a voucher for online play in the retail packaging and charging $20 for replacement vouchers. Sony said it was only trying to stop piracy, but EA doesn’t hide its disdain for used game sales. “We want to reserve EA SPORTS online services for people who pay EA to access them,” the company said in an Online Pass FAQ page.

EA previously experimented with innocuous ways to encourage new games sales. New buyers of Dragon Age: Origins and Mass Effect 2, for example, received free bonus content that used buyers had to purchase separately. Online Pass promises bonus features for new game buyers as well, but it takes the idea one giant leap further by withholding a core part of the game.

The writing’s on the wall: Gradually, publishers will begin locking up more of what’s on the game disc until there’s no advantage to buying used. It started with bonus content, now it’s multiplayer, and pretty soon it’ll be the whole game. EA’s justification for Online Pass — that it deserves to be paid — really applies to all game development, so you’re kidding yourself if you think the trend stops at online sports games. Want to play the final chapter of your second-hand first-person shooter? There’s an access code for that.

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Sorry Zynga, Farmville Needs Facebook

There’s apparently some drama happening between Facebook and Zynga, maker of the wildly popular social games Farmville, Cafe World and Mafia Wars.

The beef is primarily about Facebook forcing game developers to use Facebook Credits for in-game purchases, says TechCrunch’s anonymous sources. Facebook takes a 30 percent cut of all Credits transactions, and Zynga makes a lot of money by selling items that speed people’s progress through the game. You can see why there’s tension.

In case things go from bad to worse, Zynga’s reportedly preparing its own social gaming site, and is prepared to leave Facebook completely.

I agree with CNet’s Daniel Terdiman that both sites need each other. Facebook relies on Zynga for daily traffic — as of December more than 26 million people played Farmville every day — and Zynga uses Facebook as the primary platform for all those users. Moving them would not be easy.

Still, Zynga depends more on Facebook than vice versa because of the very nature of its games. Farmville’s biggest critics note that the game is not fun, per se, but it’s addictive. In a fascinating essay on what’s wrong with this game, SUNY Buffalo professor A. J. Patrick Liszkiewicz explains:

The secret to Farmville’s popularity is neither gameplay nor aesthetics. Farmville is popular because in [sic] entangles users in a web of social obligations. When users log into Facebook, they are reminded that their neighbors have sent them gifts, posted bonuses on their walls, and helped with each others’ farms. In turn, they are obligated to return the courtesies.

Without Facebook, Zynga loses this crucial layer of interaction between friends, the meta-game that makes Farmville worth playing. Zynga Live could try and replicate it, but it’ll never be as tightly woven as Facebook’s existing network.

If Zynga leaves Facebook completely, as the company has reportedly threatened, it would be suicide. Farmville is not a good enough game to stand on its own. It needs the social structure of Facebook more than Facebook needs Zynga in particular. After all, there’s no shortage of imitators who would love to take Farmville’s place atop the app charts.

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Xbox 360 USB Stick Honors the Tradition of Overpriced Storage

Well, of course the official Xbox 360 USB stick from SanDisk is outrageously priced, at $35 for 8 GB and $70 for 16 GB. That’s roughly double what you’d pay for comparable SanDisk drives, sans Xbox branding.

Microsoft started allowing external storage on the Xbox 360 last month. Although any flash drive or hard drive will do, Microsoft promised its own solution was forthcoming, and pretty much everyone assumed correctly that it wouldn’t be cheap.

In exchange for the hefty markup, you get a month of Xbox Live Gold (an $8 value) and plug-and-play support, which means you don’t have to format the drive using the console’s interface. I’d take the money.

But don’t blame Microsoft for thinking its brand name commands a premium. This is an industry tradition that predates the current console generation.

For instance, NewEgg sells a two-pack of 8 MB memory cards for the Playstation 2 for $34. A single, $30 card from Intec holds four times the data of both official cards combined. When I was in high school, I remember getting a similar deal on Nintendo 64 memory, with a third-party memory pack that cost roughly the same as the official model, but with four times the capacity.

Console makers aren’t the only ones who charge more than they should for storage. A 4 GB SanDisk Memory Stick Pro Duo for the PSP costs $35 at GameStop. The same exact product is $24 on Amazon and $19 on NewEgg. GameStop also plans to charge an extra $5 for the 8 GB Xbox 360 USB stick.

If you’re reading this blog, I have a feeling you’re tech-savvy enough to shop around and avoid the games industry’s storage shenanigans. Microsoft did good by allowing non-proprietary memory on the Xbox 360, but the availability of cheap USB sticks highlights the silliness of charging high premiums for branding.

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