Tag Archives | Gaming

Game Console Buying Guide 2009: How to Choose Wisely

I’ll talk about video games to anyone who can stand to listen, but I’m always surprised when someone asks me which of the three current home consoles is the best. Choosing a video game system isn’t about superiority — sorry fanboys — it’s about having fun with your $300 to $500 investment instead of using it as a dust magnet. With Sony, Microsoft and Nintendo all cutting prices, it’s a pretty good time to talk about buying a Playstation 3, an Xbox 360 or a Wii. And now that I’ve got all three in my living room, I feel pretty comfortable helping you through it.

For the sake of getting everyone up to speed, let’s start with an overview of each system.

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Coda: Gameloft Loves Android After All!

The developer behind mobile phone versions of Assassin’s Creed and Brothers in Arms isn’t as anti-Android as its finance director led us to believe.

Less than a week after Gameloft financier Alexandre de Rochefort said the company has “significantly cut” investments in Android, Gameloft issued a press release saying, essentially, that it still loves Google’s mobile platform, and wants to make sweet, sweet “High Definition games” on it.

In particular, Gameloft will develop titles for second-generation Android phones such as Motorola’s Droid and Sony’s Ericsson Xperia X10.

When I previously outlined the problems with Android gaming, I said there’s room for improvement, particularly with multi-touch technology in the Droid. It’s worth noting that both the phones Gameloft mentions allow for 3D games as well — something Gameloft excels in with the racer Asphalt 5 and the Grand Theft Auto clone Gangstar: West Coast Hustle.

So it appears that Rochefort’s statement about Android investment was misinterpreted, but remember that he also knocked the Android’s ability to actually sell games. His words: “It is not as neatly done as on the iPhone. Google has not been very good to entice customers to actually buy products. On Android nobody is making significant revenue.”

That issue isn’t addressed in Gameloft’s latest press release, but I imagine there’s a chicken-and-egg theory in play. If developers take the first step of making high quality games on Android, phone manufacturers can market gaming as a key feature in their products, attracting more game sales, which in turn brings in more interest from developers. So I’m glad Gameloft isn’t bailing out on a mobile gaming platform that has potential to grow.

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Coming Soon: An Education in LittleBigPlanet

The Entertainment Software Association is jumping for joy today over President Barack Obama’s acceptance of video games as an educational tool. As part of a bigger plan to boost education in science, technology, engineering and math, two game design competitions were announced, and the results will be used in classrooms, libraries and community organizations.

One of the contests will challenge game designers to create levels in last year’s Playstation 3 exclusive LittleBigPlanet, stressing science and math. The winning levels will be distributed for free, as all LBP levels are, and Sony will also donate 1,000 PS3s, along with the game, to libraries and community groups in low-income areas.

The other contest is a straight-up math and science-themed game design competition. Speaking to Kotaku, ESA President and CEO Michael Gallagher said the games could reach school classrooms by next fall. He beamed that today is a “very, very good day” for the gaming industry and “a significant leap into maturity and toward acceptance.”

This might sound silly, but I’m hoping that whatever comes out of these contests isn’t overtly educational, because that concept is neither new nor exciting. I played Number Munchers in elementary school, and while I was happy to be gaming instead of solving problems on paper, deep down I’d rather have been playing Pac-Man, or better yet, Super Mario Bros. Fast forward 20 years, and you’ve got the “Heating Plastics” game at the Nobel Prize’s Web site, which I could barely sit through long enough to find out how to play. It’s like chloroform.

Games are certainly capable of hiding their educational qualities. If you play an RPG, you’ll pick up resource management skills. If you play a strategy game, you’ll deal with conflicting and complicated decisions. Play Portal or World of Goo and you’ll learn a thing or two about physics. I don’t think math and science skills are impossible to bake into game types that kids really want to be playing. The trick is to mask it, otherwise it’s just another educational game the kid will forget once he or she is back home with the Wii.

So yes, games industry, today is an important day. Don’t blow it.

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What’s Wrong With Android Gaming?

The latest in self-important mobile app developer drama comes from Gameloft, but it’s not the usual iPhone bashing we’ve come to expect.

Instead, Gameloft finance director Alexandre de Rochefort declared (via Reuters) that the company’s got beef with Android. “We have significantly cut our investment in Android platform, just like … many others,” he said at an investor conference in Barcelona. He explained that the Android Market is just too weak compared to the iPhone’s App Store, on which Gameloft sells 400 times more games.

“Google has not been very good to entice customers to actually buy products,” Rochefort said. “On Android nobody is making significant revenue.”

I’m not an Android phone owner, so I can’t speak at length about the Android Market experience. From my understanding, it’s no great shakes. But as a gamer, I can spot a few things that are holding Android back.

For starters, Android 2.0 was the platform’s first version to support multi-touch, a vital feature for first-person shooters such as Wolfenstein 3D or the excellent Eliminate Pro. In Gameloft’s case, no multi-touch means no Assassin’s Creed 2 or Gangstar: West Coast Hustle, both of which rely on multi-touch controls.

Then you’ve got the low application storage limits found in most Android hardware to date. Even the latest, Motorola’s Droid, only allows for 256 MB of app storage. As Android and Me notes, that rules out a game like Myst, which on the iPhone occupies 727 MB.

I also think there’s a silent killer at hand in the form of emulators. I sampled a friend’s Droid last weekend, and I couldn’t believe that he could play classic Nintendo, Genesis and Super NES games on his phone. That’s an asset if you’re a consumer, but I don’t doubt that emulators cannibalize game sales in the Android Market.

To top it off, I don’t get the sense that Android phone manufacturers and carriers are marketing video games as a big use. Check out the pinwheel on Verizon’s Droid Web site — gaming barely gets a mention.

The sad thing is that most of the points I mention are being addressed, or are at least fixable. Gameloft has every right to complain, as developers do, but maybe the company is bailing out at precisely the wrong time.

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Needed at Apple: One Good Game Designer

Apple’s cooking up something related to video games, and needs a jack of all trades game designer to get the job done.

Apple appears candid in the job ad. The company wants someone to work on “interactive multimedia experiences” (read: video games) on the iPhone and iPod Touch. The right person must be a “passionate gamer” with three years of industry experience, at least one shipped AAA title and knowledge of a few programming languages, among other skills.

Normally, I wouldn’t care much about job openings at Apple, but this particular posting has me wondering, “Why?” Apple only sells four in-house apps on the iPhone and iPod Touch, and just one of them, Texas Hold’em, is a game. My understanding is that the App Store is primarily a hardware seller for Apple, and with so many third-party games available, it just doesn’t seem worthwhile for Apple to compete.

The Apple Blog’s Liam Cassidy, however, has an intriguing suggestion: Apple’s really looking for someone to develop in-house games for the still rumored Apple tablet. That’ll give the company something to show on stage if and when the large touch screen device is revealed.

In a way, it makes perfect sense. Apple’s tablet is shrouded in secrecy, so imagine the risk of handing off early development to a third-party publisher. All it takes is one well-connected game journalist to blow the story wide open. It might not even come to that — look at how New York Times Executive Editor Bill Keller may have slipped up by referring to the “impending Apple slate” during an internal speech. Better to keep development under wraps in Cupertino.

Still, there’s a big hole in I can’t reconcile: If Apple’s only looking for someone to create demo fodder, isn’t this more of a temp job than a full-time position? Indeed, I can’t think of any reason for the existence of this position that doesn’t have at least one good counter-argument. Even the idea of Apple developing a gaming console seems far-fetched and silly.

Whatever the job is, I have a feeling the new hire will be signing a thick NDA upon arrival.

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Call for “Real” iPhone Game Reviews is Almost a Bribe

judgment-day-war_2Supposedly fed up with “the tide of fake App Store reviews,” iPhone game developer G5 entertainment wants your honest opinion, and plans to get it by giving away free games.

For its latest release, Judgment Day War, G5 is looking for reviews in exchange for a chance to win one of its earlier games. Before submitting your review to the App Store, you send it to reviews@g5e.com, along with your App Store user name, and the developer picks the 50 reviews that it deems most “interesting.”

I’ll note that the press release skillfully avoids defining what an “interesting” review might entail, lest that definition be interpreted as “thumbs up.” It doesn’t say whether overly negative reviews and enthusiastically positive ones will be judged equally, but there isn’t any encouragement to stay fair and balanced either.

Fake App Store reviews aren’t unheard of. In August, MobileCrunch ran an exposé on Reverb Communications, whose staff was caught writing positive reviews of clients’ games (Reverb insisted that the reviews were written on the staffers’ own time, based on their own experiences, and said that if Reverb didn’t like the games to begin with, “we wouldn’t take them on as clients.”) Other instances abound, as reported by BusinessWeek.

Are G5’s tactics as sleazy as the rest? Not quite, because the developer isn’t soliciting positive opinions and directly compensating for them, but something about it still stinks. If G5 really wants to contribute to an App Store that’s free of fraudulent reviews, it can do its part by butting out.

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GameStop Will Sell Digital Downloads. Writing on Wall Spotted?

gamestopsignGameStop’s tentacles are wrapped pretty tightly around most of the games industry, the exception being downloadable content that’s sold after a game is released.

That’ll change early next year, when the retailer will begin selling digital game downloads through its stores. A report from Reuters doesn’t explain in detail how this will work, but my understanding is that you pay at the store and supply GameStop with your Xbox Live Gamertag or your Playstation Network user name, and the content will be ready for download when you get home.

Boxed retail games aren’t dead yet, so you’ll still have reason to visit GameStop in the first place. The retailer hopes that by visiting the store, you’ll learn about new content that might’ve flown under your radar — say, additional multiplayer maps for Modern Warfare 2 — and instead of reminding yourself to buy it once you’re home, you can just make the transaction right there.

The problem is that GameStop’s plan doesn’t add value for the buyer. It’s nice to be reminded that map packs are available, but that doesn’t make the store any less of a middleman. This is an issue the retailer will increasingly have to deal with as more people get their gaming content online instead of at the store.

For now, I’d suggest that GameStop get creative with how it sells downloadable content. Maybe it can work with publishers on selling all-you-can-eat passes, entitling you to all a game’s extra content in exchange for one up-front payment. Everyone wins: GameStop gets the extra revenue, the publishers feel safe knowing you won’t immediately trade the game back, and you get a discount. Or maybe the retailer can simply lure people into the store by with launch parties for the new content. That’s at least a service that isn’t being duplicated at home, and avoiding redundancy is GameStop’s best bet, now and in the long haul.

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Disney World’s Space Mountain Gets Video Games, But I Miss Crazy Larry!

space2SMALLIf you’ve ever been to Disney World or Disneyland, particularly at a young age, chances are you’ll view any news about the theme parks through a lens of nostalgia.

That was my experience at least, reading about how Disney World will add video games to the wait line for Space Mountain. According to Disney Parks’ official blog, at some point in the line you’ll get to play a 90-second game of defend-the-base, cooperating with 85 fellow parkgoers to deflect asteroids away from a runway.

It’s not clear how the game is played. From the photo, it looks like there’s a very simple controller you use, maybe to fire away at the incoming space rocks. There’s a 90-second interval between each game, allowing people to shuffle along once they’re done playing, and the game is supposedly tied into a larger story related to Space Mountain, as if you need narrative when you’re hurling down a steel track at 25 miles per hour.

I could wax nostalgic about all sorts of Disney stuff at this point, but for the sake of staying relevant to Technologizer, I just want to fondly remember Crazy Larry, the spaceship salesman who appeared on “SMTV”  from the mid 1990s until 2005. SMTV was a video, sponsored by FedEx, that played throughout the Space Mountain line, and Crazy Larry (see 1:10 in this video) was clearly a sendup of Crazy Eddie, the electronics retailer that went belly up in 1989.

Even though I couldn’t have been more than 6 years old when Jerry Carroll did his Crazy Eddie bit on TV, I immediately made the connection with Crazy Larry. The Crazy Eddie commercials left that much of an impression on my young mind. Shady business practices aside, the store’s management knew how to pitch electronics.

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You Didn’t Need That Modern Warfare 2 Pre-Order

modernwarfare2So I’ve been thinking about fulfilling my duties as a game journalist and buying Call of Duty: Modern Warfare 2, even though my plate is pretty full at the moment (I’m deep into Demon’s Souls, if you’re wondering).

One potential snag: Modern Warfare 2 is, at least according to GameStop, “the biggest entertainment launch of all time.” I wondered if all the people who pre-ordered the game or hit up a midnight launch last night hogged all the copies. Would my lack of early commitment be a problem? Not in my neck of the woods.

The three closest GameStops to my apartment in Venice, Calif., all said I could grab a copy for Playstation 3 or Xbox 360, no problem. One employee even answered the phone by saying, “Thank you for calling GameStop … where we have Modern Warfare 2 in stock.” Best Buy’s Web site also listed the game as available for in-store pickup at my three nearest locations.

So, why pre-order? Certainly, it’s useful for big hardware launches and limited edition bundles (such as Modern Warfare 2’s night vision-equipped Prestige Edition), but I don’t remember the last time I couldn’t find a game anywhere because I didn’t order in advance.

Increasingly, pre-ordering is about locking you into a purchase instead of a rental, and this is often accomplished with swag or in-game goodies. For instance, if you pre-order the upcoming Mass Effect 2, you get a special suit of armor to wear in the game. If you pre-order Left 4 Dead 2, you get to play the demo as an appetizer.

Modern Warfare 2 didn’t have any great pre-order bonuses. A reservation with GameStop, lets you get $40 back if you trade the game in by December 13, but that’s hardly enough time to play the single -player campaign and sink into the game’s multiplayer.

My point is, next time you buy something from GameStop, and the clerk offers you a pre-order on some title that’s two months away, see what incentives they’re putting on the table. If they don’t excite you, relax. You’ll still be able to get a copy on launch day.

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Will EA Lead a Games Industry Deflation?

ea_logoElectronic Arts shared some good news and bad news today. First, the company acquired Facebook game maker Playfish for up to $400 million, but then EA announced that it will lay off 1,500 employees and close some of its game development studios.

VentureBeat’s Dean Takahashi has a good summary of today’s events, if you’re into the business side of things, but what’s really interesting is the way that EA is scooping out a significant chunk of the company.

Think of EA as a gigantic tower of game publishing. At the top are your high-budget, high-sales franchises, such Madden football, FIFA soccer, Need for Speed, Rock Band, Mass Effect and Left 4 Dead 2. At the bottom are EA’s smaller-scale ventures, such as mobile games and now social networking games from Playfish. The higher up the tower you go, the higher the production values, and the bigger the risk if the game tanks.

EA is essentially chopping off the middle part of the tower. Chief executive John Riccitiello said the company will now invest more in high-priority games (the stuff at the top) and digital businesses (the stuff at the bottom). Smart move, I think.

As I’ve written before, the games industry is facing a crisis now, and not just because of the recession. The cost of game development is spiraling exponentially upwards, leaving less room than ever for error. This is not a sustainable strategy, especially for B-list video games, because a gamer could easily limit his or her $60 game purchases to the best dozen titles of the year and still be perfectly happy.

The way down from this endless spiral is to focus on smaller-scale gaming. One way to do this is with cheaper, simpler downloadable games, such as the Xbox 360 hit Shadow Complex. EA, meanwhile, is muscling up in the mobile and social space. All these strategies are good antidotes for out-of-control game development costs.

So while it pains me to see that 1,500 people will lose their jobs, it had to happen this way.

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