American Council on Exercise Charts ‘Underwhelming’ Wii Fit Health Benefits

November 30th, 2009

The American Council on Exercise (ACE), a leading fitness authority and training organization, has released the results of a study that tested the effectiveness of wiifit_boxNintendo’s exercise tool and balance trainer Wii Fit.

The study, conducted in cooperation with the University of Wisconsin La Crosse Exercise and Health Program, found that Wii Fit produced “underwhelming results,” in terms of exercise intensity.

Researchers at the University of Wisconsin tested the Free Run, Island Run, Free Step, Advanced Step, Super Hula Hoop and Rhythm Boxing portions of Wii Fit, which were determined to be the game’s most aerobically challenging activities.

The Free Run and Island Run gameplay portions yielded the highest energy expenditures, with players burning an average of 165 calories after 30 minutes of play. Rhythm Boxing, Super Hula Hoop, Advanced Step, and Free Step produced average calorie burning rates of 114, 111, 108 and 99 calories, respectively.

Researchers found that in all cases, performing an actual exercise activity rather than Wii Fit’s virtual approximation resulted in “significantly higher” caloric expenditure. The Rhythm Boxing activity, in particular, burned one-third of the calories expended per minute of traditional boxing.

“While we found that playing the Wii Fit burns twice as many calories as a sedentary video game,” said ACE’s chief science officer Cedric X. Bryant, “the outcome of the study suggests that Wii Sports, the Wii’s suite of exergames that includes tennis, boxing, golf and bowling, is a better option and more capable of helping consumers meet minimum intensity guidelines for exercise.”

ACE’s Wii Fit study tested men and women between the ages of 20-24 years old, and was led by John Porcari, Ph.D.; Carl Foster, Ph.D.; and Alexa Carroll, M.S. Wii Fit’s various balance exercises were not tested during ACE’s research.

Opinion: The Lion's Gate – Majors And Indie Publishing

November 30th, 2009

[In this opinion column, designer and Divide By Zero founder James Portnow lays out why major publishers need an indie arm, addressing the major factors that make it both a necessary and feasible model.]

indielabelI hear a lot of bitching that innovation is dead in America. That’s a lie. The problem is that we have two industries at odds, neither of which is really equipped to present innovations to the masses.

First off, we have the indie community, which bewails its unrecognized genius and occasionally screams “sellout!” whenever someone in the community actually manages to make a hit.

Then we have the AAA industry, which often claims that it can’t take the kind of risks that innovation requires, given how expensive it is to make a AAA game — and yet manages to make multi-million dollar flops all the time anyway.

There, nothing like an introduction which pisses off everybody! Guess you’re probably listening, though, which means we can talk.

Every other entertainment industry has found an answer to this dilemma in the “indie arm” of major publishers –- Fox has it’s Searchlight Pictures, Sony Music has it’s RED distribution arm, for example -– so why isn’t there an EA-Indie, or an Activision Independent Publishing Group?

Part the First: Rehashing the Past

Before we answer those questions I’d like to take a short look at the industry as it stands now. To give you some context, I began writing this because of an argument I witnessed recently between two friends at AGDC. It went something like this:

Too Cool For School Indie Dev (henceforth referred to as “2C4S”): Just saw your latest title, WTF’s up with desaturated shooters?

Corporate Friend (henceforth referred to as Suit): They sell?

2C4S: Yeah, like a shit-covered brick, I saw the sales numbers on that one.

Suit: You mean the numbers which said it out sold your whole catalogue by a factor of, I don’t know, 1000 to 1?

2C4S: Whatev, at least we’re doing something new, and we do it on a 20th of the budget.

Suit: Yeah, and if you ever get the budget, you’ll be building FPSs like the rest of us.

I’ll leave the conversation there (though it went on through more drinks, a near fist fight, then hugs and reconciliation). The important thing about this conversation is that some permutation of it is not at all uncommon in our industry and, though hyperbolic, parts of it are rooted in truth.

Part the Second: The Awful Truth

The truth is that the indie scene doesn’t have a great track record as far as sales go, and whenever something sells, at least a certain segment of the indie community does go into clone overdrive (see social/casual games, or just go visit the App Store and Kongregate).

The indie community is also often as driven to innovate by its lack of resources as much as by any particular urge towards innovation. The constraints are greater for most indie games, so doing something within those constraints requires more ingenuity.

This is by no means a bad thing — in fact, it leads to wonderful advances. It just means that those advances are often not as polished or apparent as they might otherwise be.

On the flip side, the major publishers and AAA studios are often more concerned with guaranteeing “good”, rather than aiming for “great”. If a AAA title is good, it will return positively, and we’re talking about big numbers, so even a small percentage positive return is by no means insignificant. And, when games bomb they really bomb, so a miss means a lot of money (or, more charitably, a lot of jobs).

This means it’s the “responsibility” of most AAA studios to mitigate risk. One way to mitigate risk is simply to emulate things which are popular. We see it in every industry with big single-product investment: from automotive manufacture to film, copying what’s already popular helps keeps the books in the black.

Part the Third: A Silver Lining

On the other hand, many members of the indie community are genuinely interested in moving the medium forward, and even those that aren’t tend to come up with some novel games due to the constraints they face.

The indie community is also rugged. They get more done in less time on a smaller budget than any other group of developers I’ve seen, inside the games industry or out.

Now, as for the AAA? Well, some great works simply require a big budget. The Sistine Chapel wasn’t cheap; neither were the Taj Mahal, the Pyramids or even the Godfather movies (because clearly they belong in that list). Without the AAA industry and the budgets it can command we wouldn’t have our Final Fantasies or Fallouts, our Grand Thefts or our Call of Duties. Not having these titles (as much as some would argue otherwise) would be a profound loss to our medium.

Additionally, not all art is about innovation. The AAA community are masters of polish. They take diamonds in the rough and reveal their true potential. Without the attentive eye of designers/artists/programmers in the AAA industry many great ideas would be left to languish in a half finished state — but thanks to their commitment to polish, consumers have gotten to experience numerous mechanics, styles and programming innovations that would have otherwise fallen off the popular map.

Part the Fourth: Where I Actually Get to My Thesis

Okay, so now that we’ve covered the pros and cons of both sides of the industry the question becomes how to bring them together in the way that’s most profitable for the industry and best for the consumer.

The answer, as I see it, lays in major labels creating publishing divisions to put out independent games.

Why? Because it solves three major problems: It provides indie developers with the marketing and distribution/support they need; it allows major publishers to test the viability of innovations cheaply, and itt provides the consumer with more access to a variety of experiences — which I believe increases market share and reflects positively on both AAA and independent gaming.

Let’s walk through those problems in a little bit more extended fashion.

Support

Indie development, as a rule, lacks support; this is one of its biggest drawbacks. It’s amazing what some indie developers accomplish on the resources they have available, but in general, indie developers lack the strong marketing arm and distribution channels to get their products in front of a large audience.

Indie development teams also often lack the funding and the oversight required to really put out a polished product. Many indie teams are either newcomers to the industry or segments of former teams that haven’t functioned outside the structure of a larger entity before – which means that having the organizational system and quality control groups inherent in a major publisher can be a huge boon.

Innovations to Go

Having an indie publishing arm would allow AAA developers to play the field as far as innovation goes, and only commit large investments toward innovations that have a proven amount of traction. This sort of arm allows the publisher to make a thousand $20k bets — or, if we’re aiming for larger XBLA projects or the like, 100 $200k bets — for the same price as a mid-grade major release.

This means they can safely test the waters and capitalize on hits by using their in house development capacity to refine and polish the best ideas.

Better for the Consumer

More, better titles are clearly better for the consumer, but is that better for us as an industry? From the indie perspective I would say, “Yes, indubitably,” but from the AAA side things get a little muddier. Major marketing pushes already make conflicting release dates a nightmare, and as projects get bigger and marketing campaigns get longer, the problem just becomes exacerbated.

While the marketing efforts put forth for these indie projects, even as an aggregate, would probably never rival the marketing spend for AAA titles, and, even though they may be focused on different marketing channels, this conflict raises the question of why, from a marketing perspective at least, a AAA publisher would want to spread its resources in this manner.

The reason’s simple: it’s because what’s better for the consumer is, in the end, better for us.

Besides the “cred” the publisher would get for putting out innovative games, an indie publishing arm would provide titles to fill the post-holiday doldrums. Much like any other section of the business, a publisher could easily play up its successes while letting the failures get buried under a different tradename — much how Fox played up its discovery of Slumdog Millionaire and Juno, but let Phat Girlz quietly slide into the Searchlight catalogue.

Part the Fifth: Execution

The last question before us is how something of this nature might be enacted. I could write a whole article on exactly how this should be done, but for brevity’s sake, I’ll just try and go through some of the key points:

Total Ownership: The most important part of making this a viable business is making sure that the publisher gets total ownership of the IP (and really every part of the games) for anything they publish. This allows the indie arm to hand off successful IPs to the AAA arm in order to fully leverage the value of those IPs.

This may make many indie developers groan, but you can’t get something for nothing, so unless you can self-fund, if you want the capital to do your project right, you’re going to have to sacrifice something along the way.

On the other hand, a smart AAA publisher will work with the indie developer to grow and branch their IP, eventually picking up the company and bringing the employees on board.

Oversight: The publishing arm is going to have to be filled with strong, small-team producers. What’s more is that these producers can’t be seen as “the enemy” as producers from corporate often are at AAA publishers’ internal development houses. This means that you really need people who are willing to leave their own ideas behind them and work as facilitators to help teams accomplish their goals. Someday I’ll rant about producers who secretly don’t want to be producers, but for right now, just make sure your people are interested in growing products, regardless of what they are – otherwise you squash the spark that you brought the indies in for.

Talent Assessment: AAA publishers are notorious for not always making the best hiring choices. This is one of the reasons that raw experience has become such an important credential in our industry. Unfortunately that methodology is not viable when handing money over to indies.

The best answer for vetting indie developers is simply seeing what they can get done. Make them come to you with a prototype. If it’s fun and you can see where it’s going: demand that they hit a milestone that you think is difficult but achievable in the next 2-3 months before you hand over a cent. If they do so without cutting too many corners, publish their game.

Budget: Anyone trying to do this will need to set aside at least ten million dollars for the indie publishing arm. A third of that should be allocated solely to marketing. Capex should be pretty low as the existing corporate structure probably has spare workspace/computers/licenses etc. (even though it’s not at all, I’m going to say call starting capex to be nominal).

In the beginning, the staff should be pretty minimal. Figure an office of 20 to 25, with ten producers, five specialists to answer questions and help vet things like art and code, two or three superior Test Leads that can handle a scalable team, one “talent scout” to be actively looking for viable projects, one great marketing guy, and a handful of staff to help administrate and organize the publishing group itself.

After taxes and benefits let’s assume the staff costs you 2.5 million a year. Figure we leave another million in reserve to cover the capex, travel hiring of temps and all the other unexpected expenditures that are bound to come up: that leaves your group with a little over three million dollars to play with.

But the great thing about these indie projects is that many of them can be completed within the same year that they’re capitalized, which means that the division will be turning revenue within its first fiscal year…which means you’ll know if the experiment worked well before the initial capital is gone.

Could you run a “trial” division cheaper than this? Absolutely. If anyone reading this is actually considering putting together an indie arm for a major I highly recommend the full ten million dollar division, but my calculations estimate that, given less releases per year, it’s viable on two million dollars with the right people (especially if you are willing to give them a rev share percentage to offset lower salaries).

Keep project budgets aggressive and tight. Let these guys pay themselves no more than half of what their AAA counterparts are making. You want them lean and aggressive, working hard for the big payout when they see their percentage.

You want to make sure you disburse in small increment and make continued funding milestone based. Your internal producer, who knows the team and knows the project, should be setting these milestones. They shouldn’t seem slave driving but they shouldn’t be lax.

If you think you’ve got a winner, you should be willing to allocate additional funds for extra time and extra polish.

Never announce a release date until the project is complete. You want to have the freedom to let these projects slip. You’d rather hold onto a completed project than release too earlier or miss a release date you’ve spent marketing money on.

(This last suggestions may not actually be possible, just understand that with these teams you’re going to slip, and you’ve got to be okay with that)

Marketing: As mentioned before, you’ll need at least one marketing person embedded in the division (they should be hired as soon as possible, even before you have products so they can start formulating overall strategy).

Marketing these games is a different animal than marketing AAA games, there are different channels and different audiences and even vastly different budget constraints to work with. This means that you’ll need someone who knows how to market these particular types of game and can work with your AAA marketing department to make the best use of the already incredible marketing division that probably exists in your parent publisher.

Creative Freedom: Last, but by no means least, you must give the teams total creative freedom. These are their projects, not yours. The reason they’re going to be willing to give up the rights to their IP is to get the chance to bring their vision to life.

This may mean that you have to write down projects that simply go astray or release projects that end up going in a creative direction you don’t agree with (though guidelines stated from the outset, such as “no underage nudity”, are fine). This may seem counter-intuitive to a brand manager, but this is how you manage your brand with the segment that matters most, your development community.

Most independent developers are in it for the chance to do something they want to do with the medium. They’ll take a lower wage and work longer hours for that chance, but if you take that away, they’ll hate you forever.

Of course this doesn’t mean you can’t make suggestions, you can and should – in fact your relationship with your developers should be such that your suggestions are sought after and welcomed – but the final decision always has to rest with the developer.

Conclusion: Innovation is something that our industry needs, but isn’t something our industry is prepared to deliver, at least not on a mass scale. Bringing the two sides of the industry together by forming the same indie-major publishing arms we see in other industries would allow us to leverage the virtues of both the AAA world and the indie world, and reap the rewards presented by both.

Critical Reception: Activision/Infinity Ward's Modern Warfare 2

November 30th, 2009

This week’s edition of Critical Reception examines online reaction to Modern Warfare 2, a Call of Duty 4 sequel that reviews describe as delivering “an even more satisfying, more intense experience.” Modern Warfare 2 currently earns a score of 96 out of 100 at Metacritic.com.

mw2_shotGiant Bomb’s Jeff Gerstmann gives Modern Warfare 2 5 out of 5 stars. “The big draw in Modern Warfare 2 is its competitive multiplayer,” he explains. “Online, up to 18 players can meet up in several different types of matches, which cover the standard bases, like deathmatch and team deathmatch, as well as capture the flag and several other objective-style matches. The action takes place across 16 different maps that offer a variety of shapes, sizes, and styles.”

Though Modern Warfare 2’s multiplayer remains much the same as its predecessor title’s at a basic level, Gerstmann praises its multitude of enhancements. “The core activity in the multiplayer hasn’t changed a bit,” he assures. “But everything that surrounds these basic concepts has been expanded and modified in a lot of interesting ways.”

“The concept of selectable killstreak bonuses is probably the most interesting change,” Gerstmann continues. “Like before, you can call in UAV drones to give yourself a better sense of where the enemies are currently located if you can get three kills in a row. You can also still call in airstrikes and helicopters. But you can also call in supply drops, send up counter-UAVs that block enemy radar, send in a harrier jet that hovers above the battle and guns down the opposition, or even call in a Predator missile strike, which lets you quickly control a missile as it drops from the sky, hopefully onto a cluster of enemies.”

Less successful elements from the original Modern Warfare have been overhauled. “Perks that got a lot of complaints in COD4, like Martyrdom and Juggernaut, have been heavily reworked,” Gerstmann writes. “For starters, Martyrdom is now a “deathstreak” bonus. If you die four times in a row without killing anyone, your next spawn will give you one instance of Martyrdom. This makes it a lot more rare, as opposed to COD4, where almost every player dropped a grenade every time they died. Juggernaut is gone completely.”

“Since it’s building on such a strong framework, it might be hard to go completely nuts over the release of Modern Warfare 2,” Gerstmann admits. “But if you’ve played a significant amount of Infinity Ward’s last game, the improvements are numerous and they are supremely satisfying. If you’ve ever been interested in a first-person shooter, buy this game.”

Brady Fiechter at Play Magazine scores Modern Warfare 2 at 9.5 out of 10, noting that the first scene in its single-player campaign is an impressive achievement. “The true power of the interactive medium revealed itself,” he writes. “Games can be much more than innocent fun, and this is only the beginning. I want more. I want to be challenged and tested and moved by games, like I was here.”

Fiechter also praises Modern Warfare 2’s ability to draw players in to its setting. “Modern Warfare 2 peerlessly builds wonder and chaos and spectacle into its battlefield, yet the building blocks that organically shape the engaging combat rise from this incredible visual space,” he says. “Getting pinned down underneath latticed rooftops in Rio De Jeneiro, darting around shattered columns in an underground prison in Russia, trapped in a casing of fog as thermal sites reveal deadly targets on an oil rig in the Arctic — the game plays out in sequences with weight and narrative force.

“This series turns some people off with the the idea that the fighting is too linear and scripted,” Fiechter notes. “I say the point is lost — that you have this little space, more convincing than any game before it, that would leak its apoplectic charge if designed with an unnecessary, forced freedom.”

Fietcher continues: “Some of these levels are rigid, yes, but it’s the balance Infinity Ward tips from quiet moments, to skull-shattering mass battles, to expansive, more chess-like spaces that make you feel like you are in an actual place with real choice and real consequence.”

“As a big fan of the first game, I expected something great, but I honestly thought the startling newness of Modern Warfare would leave expectations too high to match,” Fiechter says. “It speaks volumes that Modern Warfare 2 was an even more satisfying, more intense experience.”

Edge Magazine rates Modern Warfare 2 at 9 out of 10. “How do you follow such a commercial and critical home run?” the writer asks. “Modern Warfare 2’s answer is simple – more of the same, plenty of new stuff – but its execution is more complex.”

“This is a dazzling package,” the review continues. “A singleplayer campaign crammed with set-pieces that pull the player through at breakneck speed sits alongside Spec Ops, 23 co-op missions and a MW greatest hits package, before that superlative multiplayer, which really needs no introduction. With such attractions on offer, this is a shooter that demands playing, and playing again. It is still Call Of Duty, but its execution is skilful, mostly thoughtful, and it boasts the highest of production values.”

Edge’s review warns that the single-player mode seems predictable at times, though. “The singleplayer campaign is right up there with MW’s, suffering only from the fact that, in the intervening years, FPS games have moved a little beyond Infinity Ward’s template,” Edge notes. “So you still get sections that feel like a shooting gallery rather than a shootout, making you wonder if it’s coincidence that the tutorial involves targeting cardboard cutouts. You’ll be wondering what happens next, then move an inch or two and trigger it.”

“Yet for all that the basic firefighting and narrative twistings have their problems, everything is redeemed by the spectacle on offer,” Edge’s staff continues. “Modern Warfare 2’s set-pieces are not only inventive, full of twists and shots in the back as much as the frequent shots in the arm for the firstperson perspective, but cleverly play with expectations. They create beauty from chaos, foreshadowing thrills and living up to them.”

Edge emphasizes that PC gamers get a limited experience compared to previous releases in the Call of Duty series, however. “Infinity Ward has opted out of dedicated multiplayer servers, a decision that throttles the game’s potential on the platform, as well as belying the developer’s PC roots,” Edge criticizes. “No mod tools, no custom maps and no clan-hosted servers mean there has to be serious doubt about MW2’s long-term future in a marketplace containing the moddable original as well as the likes of Team Fortress 2.”

“Despite that sizeable blemish, Infinity Ward has delivered — and then some,” Edge concludes. “Modern Warfare 2 not only stands comparison with a predecessor that some believe to be the best game of this generation, but in several areas it surpasses it. Its sheer assuredness in mechanics, spectacle and often situation are unlikely to be surpassed for some time.”

Analysis: Meeting the Badman

November 30th, 2009

badman[Gamasutra contributor Quintin Smith examines two versions of harried, squeaky-clean PSP title Holy Invasion of Privacy, Badman!, and how the panic it creates helps players feel every bit the bumbling villain.]

There’s been an odd glut of tongue-in-cheek Japanese games based on 16-bit RPGs recently, games like Half Minute Hero and 3D Dot Heroes. I’ve already picked my favorite. I like it because it’s about PANIC.

I love panic in games. That icy pang of realization, the blitz of thoughts that follows, the test of keeping your cool. In panic you can find such easy access to that magical realm where the only things in existence are you and the game. And it’s such a useful design tool!

Resident Evil 4 was full of boring bits like rooms where nothing happens or having to retrace your steps to stick a stone donkey tail on a carving of a donkey, but nobody noticed, because those moments were respite from panic. Inaction became soothing, and a masterful action game became a game of the year.

My favorite of the comedy 16-bit reimaginings, then: Holy Invasion of Privacy, Badman!, a PSP series which gives you the task of digging out a dungeon with the aim of killing the heroes that habitually raid it. The original game isn’t great — but the sequel is, and that’s getting released in America in Spring 2010, with the majestic title of Holy Invasion of Privacy, Badman! Time to Tighten Up Security.

The first game (out now in America as Holy Invasion of Privacy, Badman! What Did I Do To Deserve This?) is so impoverished in terms of content it resembles a prototype, which probably explains why it didn’t get a boxed English language release and can currently be found in the shiny blue limbo of the Playstation Store.

And yeah, Holy Invasion of Privacy, Badman! does panic very, very well. Here’s how it works:

You play the overlord of a 16bit RPG dungeon, which you view from a side-on perspective like you would an ant farm. The game is in digging out earth to create the tunnels and chambers of your dungeon while keeping it populated with monsters.

Every so often a bunch of nosy jerks known as ‘Heroes’ will come crashing through your front door, and the game asks where in your existing excavations you want to hide. The game is lost if the heroes find your squealing avatar and manage to drag him, trussed up like a common criminal, back to the surface.

Midnight Soil

What’s alarming about this? Well, the way you enlist monsters, for one. Certain tiles of dirt contain nutrients, or, after a hero has cast a spell near them, magic. The more nutrients or magic in a square, the higher level the monster that comes staggering out when you dig out that tile. Fine.

Except all but the lowest-level slimes and sprites need to eat lower-level monsters to survive and reproduce. You’re not just filling your dungeon with employees, you’re managing a fragile ecosystem, and nature runs its course so fast you’re always returning to view parts of your dungeon to find they’ve changed.

Your lizardmen might have eaten all the dogs in their area and are starving as a result, or your faeries have reproduced like bunnies and set up shop where you were planning to lure a dragon. The exception to this rule is when you want the inevitable to happen for the purposes of something like evolution, whereupon you’ll watch predator and prey avoid one another like opposing genders at a school prom. And that’s not even the bad news.

Because your only real means of interacting with the world is permanently digging out these tiles, Badman’s quirk is that, like a Go board, you only have a limited number of moves to choose from. While most defense games have you building, Badman gets you subtracting.

The irony is that the ultimate protection, 1000 feet of packed dirt, is there from the start, but you need to hide. So you dig down, dig deeper, always chipping away at your options and always panicking because of the acute awareness that you’re backing yourself into a corner and sooner or later those heroes are gonna come for you.

Graveyard Humor

Did I mention you need to dig fast? The time frame on each party of heroes arriving is agonizingly tight, so you’re often slicing out serpentine tunnels by holding down the dig button and sliding your pickaxe over the screen, praying you don’t screw up that delicate ecosystem. You do, of course, and worse besides.

Whether you’re extending your dungeon or cutting out delicious nutrient-rich tiles for the monsters within, you’ll end up turning blind corners into smooth curves, putting safe spots in killzones and (most embarrassingly of all) knocking down walls and creating shortcuts that let heroes bypass whole areas of your dungeon.

And so you panic. You panic because there’s no save, and your dungeon is in ruins, and you don’t want to start the level again, and– oh, mercy! Oh, mother! Here they come!

I’m a big fan of games which invisibly force you into role-playing your character through mechanics alone, so it makes me pretty happy when you end up every bit the bumbling villain in Badman. As a player you’ll brood, you’ll giggle, you’ll hatch plots (the game’s too fast-paced for any grand strategy, so hatch you must) and you’ll panic when your schemes don’t work out, most likely because you ruined them yourself. I love it.

Click here for a trailer and a little more info on Time To Tighten Up Security. And remember, don’t bother with the first game! It’s not being All It Can Be. Save yourself for this.

PlayStation 'Father' Kutaragi Founds New Online Networking Company

November 30th, 2009

kutaragiFormer Sony boss and “father of the PlayStation” Ken Kutaragi has started a new company, Cyber AI Entertainment, focused on online networking operations.

Kutaragi owns a 90 percent stake and will serve as president of the new organization, which Nikkei reports may even be working in the cloud computing arena to develop a new entertainment platform.

He’s joined by former Sony engineer Takashi Usuki, who owns the remaining 10 percent share in the company and will serve as a member of the board.

“We’ll initially focus on research and development relating to information processing, targeting cutting-edge networking operations,” Kutaragi says.

Many industry-watchers believe the future of video games and entertainment will see products streamed from a platform-independent server cloud, eliminating the need for packaged software or multiple hardware platforms.

Kutaragi stepped down from his executive management position at Sony in June 2007 to serve as SCEI’s Honorary Chairman, and then-president and chief operating officer Kazuo Hirai assumed his role.

He sits on the board of prominent cross-media and publishing conglomerate Kadokawa Group Holdings and has earned numerous recognitions and lifetime achievement awards for his contribution to the video game industry.

NCsoft Aims For 2011 Guild Wars 2 Release

November 30th, 2009
Guild Wars 2

Guild Wars 2

ArenaNet and NCsoft’s upcoming online PC role-playing game Guild Wars 2 is aiming for a 2011 launch, following a planned testing phase sometime next year, according to a report on consumer site GameSpot.

“I believe there will be a certain public event in the year 2010, so at this point it could be at least a closed beta test for [Guild Wars 2 and Korea-oriented martial-arms MMOG Blade & Soul],” said NCsoft West CEO Jaeho Lee in a conference call. “The commercialization will be expected at this point probably sometime in the year 2011.”

The original Guild Wars did not adopt a monthly subscription business model like many of its competitors. Instead, NCsoft sold standalone campaigns at regular intervals — with the exception of Eye of the North — for premium prices. The Eye of the North expansion required that the player have a previous Guild Wars campaign.

NCsoft has confirmed that Guild Wars 2 will not have a monthly subscription fee. Originally, NCsoft’s Bellevue, Wash.-based ArenaNet, expected to launch a beta for the game in late 2008, with a launch in 2009.

NCsoft’s conference call came on the heels of a strong fiscal Q3, which saw sales and profits rise thanks to the worldwide release of the massively multiplayer online game Aion. The game sold around 970,000 boxed units in North America and Europe combined during the quarter ended September 30.

This Week In Video Game Criticism: You Can't Out Run Dragon Age

November 30th, 2009

[We're partnering with game criticism site Critical Distance to present some of the week's most inspiring writing about the art and design of video games from commentators worldwide. This week, Ben Abraham discusses Dragon Age, New Super Mario Bros, Out Run, and that darn 'No Russian' level again.]

In the middle of the torrent of newly released games, Andrew Smale writes instead about Radical’s six-month old Prototype in a post titled Prototype: With Great Power Comes No Responsibility’. His thesis? “Prototype is advertised as a “superhero” video game. But Alex Mercer is no hero. He isn’t even an anti-hero. He is a plague on humanity.”

dragonage_shotClint Hocking writes “On Auteurship in Games” in response to a New York Times article discussing games as an art form and the rise of the indie auteur. Hocking critiques the article’s conflation of the issues of authorship and the medium’s status as an art form. Auteur theory has, I know, been discussed by others before, most notably to my mind by Mitch Krpata.

Lyndon Warren takes a look at Dragon Age’s generic fantasy setting and takes a detour through contemporary fantasy writing trends, coming up with some interesting parallels:

Freed from the burden of creating interesting creatures or metaphysical systems of magic recent fantasy writers have instead decided to reflect on the complexity of the real world. …Which is what Dragon Age does, the world of Ferelden isn’t anything you haven’t seen before but its people and themes are. At least for a videogame they’re pretty original.

One of our readers sent this link in and its well worth sharing with you here – it’s the classic arcade game Out Run and the author’s thesis is that it was not so much a racing game as one about the whole driving experience: “Out Run is about driving, not racing. It is not about tense competition or white-knuckle action, though it does demand skill and precision. It is not about compiling good lap times or practicing the best line on a sequence of curves. What it is about, as the Wikipedia article so deftly puts it, is “luxury and relaxation.”” Never let it be said that there’s nothing to learn from older games.

Matthew Armstrong writes as SnakeLinkSonic, and this week he writes about the female perspective as gamers, continuing to reprise an older series of his posts on video games as art. (He notes: “The first version of this post was composed of a wanton surge of exasperation with how women were depicted in games.”)

GamesIndustry.biz’s Matt Martin reports on research that claims ‘Marketing influences game revenue three times more than high scores’, and noting that, “the research came to the same conclusion; marketing is more important than game quality.” It’s not clear that this causation is completely proved. But if so, that’s a little bit depressing for game critics everywhere, but also for game developers themselves, as the original article notes.

One of the newer games criticism blogs around, featured on TWIVGC before, is Nicholas Shurson’s Form8 blog. His piece on BraidPlay for absolution’ made its way to me through two different channels this week. Does that make it doubly worth reading? It’s neat nonetheless.

Matthew Kaplan has been busy this week, soliciting comments from various game critic types about the Modern Warfare 2 ‘No Russian’ level, and I have a little bit to say myself in part one, alongside a number of humblingly intelligent comments. There’s also a part two, featuring yet more. And if that’s not enough people saying things about ‘No Russian’ for you, here’s a sort of mini-compilation of mainstream critical responses to MW2 in the UK, courtesy of The Guardian newspaper.

I mentioned and linked to Tom Chick’s piece on the level in question last week, but here are two more online game-criticism notables with things to say about ‘No Russian’. First, Tom Bissell at Crisp yGamer says this: “I have now played through “No Russian” several times and behaved differently each run through it. My skepticism, I believe, was warranted. About the best one can say about “No Russian” is that it is morally confused and dramatically lazy. Yes, of course, it is affecting and provocative — but so is purposefully stomping on someone’s big toe. This is essentially what “No Russian” does when it desperately needs to do much, much more.

For the record, Kieron Gillen of Rock, Paper, Shotgun agrees, saying simply “It’s bullshit, isn’t it?” Not content to just leave it at that however, Gillen goes on to explain why – because essentially “Anyone else who tries it will be living in their diseased shadow”. I’m not content to leave that as the final word about Modern Warfare 2, as it were, so here’s Suki’s piece on the least examined aspect of MW2 – that the game is a chicken killing coup. That’s much better.

Kat Bailey’s Retronauts blog on 1UP talks about the omission of Princess Peach as a playable character in New Super Mario Bros for the Wii. The reason is that she’s once again the object of rescue, and the result is there remains no playable female character. “Shigeru Miyamoto’s official explanation for leaving her out of NSMB Wii is that it’s difficult to animate her dress. Apparently, her skirts require special processing and progamming, so she’s once again been captured by Bowser Jr. and the attendant Koopalings. Funny that — as she’s demonstrated time and again throughout her various appearances, Peach is more than capable of crushing Bowser and all of his attendant children by herself. Maybe the rumors are true and she simply enjoys being kidnapped.” Sorry Shiggy, you’re not fooling anyone.

Elsewhere, Melinda Bardon writes about how Dragon Age: Origins actually changes the players experience if they play as a female character, unlike many other RPGs which often simply slap a female skin on an otherwise male role. Bardon says, “In Dragon Age, however, I have already been questioned by my subordinate party member, Sten, twice as to my abilities to lead a group of warriors as a woman. I’ve also been subject to comments from NPC characters in passing, expressing surprise that the Gray Wardens allowed women into the sect.”

Matthew Burns nee-Wasteland wrote a highly readable piece on the compulsion to compare games to ‘Citizen Kane’ and the inferiority complex he sees it as reflecting in the gamer community: “This inferiority complex runs so deeply in the gamer mindset that we will often swear up and down it does not exist while we continue unbridled our wildly passive-aggressive approach towards the artistic establishment, equal parts brash and defensive, trying to look older and more experienced than our years: the hallmark of youthful insecurity.” I wonder if a stronger critical community, akin to institutionalized film reviewers and critics, would go a way toward curtailing this tendency?

Finally, Gamasutra this week featured an interview with Susan O’Connor of Gears of War/Far Cry 2/Bioshock writing fame, and I’ll leave you with a link to Hardcasual’s piece on how four members of staff of EB Games survived the release of Left 4 Dead 2 through “teamwork and Molotov cocktails”. Cute.

XPEC: Idea For Bounty Hounds Online Came From PSP Piracy

November 30th, 2009

In a discussion with Gamasutra at the Gstar 2009 video game trade show in Busan, Korea, Taiwan’s XPEC Entertainment revealed that its upcoming sci-fi MMO, Bounty Hounds Online, was inspired by massive piracy of the original Bounty Hounds on PSP.

“In 2006 the game went to market on the PSP platform,” said XPEC Chairman Aaron Hsu. “Although it didn’t get released in mainland China officially, it was illegally downloaded more than 2 million times through the illegal download sites. So we figured we didn’t get a single penny from the China market, but the title has a lot of potential users, clearly.”

Bounty Hounds OnlineThe original game was a collaboration with Namco, sort of a Sci-Fi Monster Hunter-like title. “At the time we were the first overseas studio to work on a title with them, where they dispatched a producer to work with us for 18 months,” said Hsu.

After two years of market evaluation, the company teamed up with what is now Namco Bandai. “We decided to make Bounty Hounds Online,” Hsu continued, “to use the MMO PC RPG platform to get money from that market. Out of those 2 million illegal download users, if 1% converts to the MMORPG in mainland China, then the game will be financially successful.”

“It’s our form of anti-piracy,” Hsu said, as the game will be a free-to-play, item-based microtransaction-funded title, which is continuing to gain massive popularity in China.

Bounty Hounds Online [video link] is more MMO than Monster Hunter, with its sci-fi themes and robotic pets that transform (Hsu jokingly added that the company’s outsourced artwork on Transformers titles prepared them for this), and is specifically tailored for the China market.

Hsu and XPEC hope that the game’s themes will appeal to western audiences, but will be content if the game simply does well in China, where he says “we have those many illegal downloaders to act as our product base.” Bounty Hounds Online is due out in 2010 in Asia, with a Western release not yet confirmed.

Japanese Software Sales Slow As Left 4 Dead 2 Hits Top 10

November 30th, 2009

Japanese software unit sales slowed for the week ended November 22, as Valve Software’s new Left 4 Dead 2 for Xbox 360 broke the top 10 in the region, according to tracking firm Media Create.

Left 4 Dead 2, published by Electronic Arts, sold 28,000 units to capture the sixth slot. The game was able to land the top 10 position despite the Xbox 360’s relatively slow hardware sales in the region.

The top-selling game for the week sold just 55,000 units, and that figure is the combined sales of two games, Pokemon Heart Gold and Soul Silver for Nintendo DS, a continued evergreen seller.

Last week’s top-selling game was Sega’s J-League Pro Soccer Club o Tsukurou! 6 for PSP, which debuted at 85,000 units sold. This week, that title dropped to eighth with 24,000 units in total.

Other new games that made the top 10 for the week were Namco Bandai’s Taiko Drum Master Wii 2 and the DS version of Mario and Sonic at the Olympic Winter Games, published in Japan by Nintendo.

Games falling out of the top 10 from last week were Square Enix’s Final Fantasy Crystal Chronicles: Crystal Bearers for Wii, Capcom’s Mega Man Battle Network: Operation Shooting Star for DS, and Atlus’ Persona 3 Portable for PSP.

The unit sales rankings according to Media Create for the week ended November 22 are below:

LW TW Title Platform Publisher Weekly Sales
2 1 Pokemon Heart Gold/Soul Silver DS Pokemon Co. 55,000
4 2 Tomodachi Collection DS Pokemon Co. 50,000
5 3 Wii Fit Plus Wii Nintendo 43,000
7 4 Inazuma Eleven 2: Kyoui no Shinryakusha (Fire/Blizzard) DS Level 5 29,000
NEW 5 Taiko Drum Master Wii 2 Wii Namco Bandai 28,000
NEW 6 Left 4 Dead 2 Xbox 360 Electronic Arts 28,000
6 7 World Soccer Winning Eleven 2010 PS3 Konami 24,000
1 8 J-League Pro Soccer Club o Tsukurou! 6 PSP Sega 24,000
NEW 9 Mario and Sonic at the Olympic Winter Games DS Nintendo 23,000
3 10 Dragon Ball: Raging Blast PS3 Namco Bandai 17,000

Yudo's Yonaga: Game Creators Can Learn From Nintendo's Focus

November 30th, 2009

Yudo (Aero Guitar) iPhone game exec Reo Yonaga has told Gamasutra that Nintendo games and titles like Demon’s Souls have pinpointed the key to game design success in “a sound, valid sense of direction”.

Talking as part of a larger Gamasutra feature interview posted today, Yonaga commented on what he believed was key to making successful games in today’s competitive, increasingly crowded market:

“I think Nintendo’s titles are really thought out well from the ground up; they’re all really wonderful games. If everything was totally realistic, it’d be no fun at all. I think Nintendo’s creators understand that; they pinpoint what makes a game fun from the beginning, or else they abandon the project.

I’m not saying that all companies should be like Nintendo. Instead, they need more of a sense of direction. For example, if we made a game that did nothing but perfectly simulate this room we’re in, it’d be pretty boring, right? But if we took out this glass table and used the space for some kind of game, that’d be more fun.”

Yonaga, who was a key personnel member at Lumines creator Q Entertainment before going to iPhone game and app developer Yudo alongside Beatmania co-creator Reo Naguro, went on to comment:

“You know Demon’s Souls? I love that game, and I really think it was made well. And if you look into the process behind it, the producer of it is a really big fan of King’s Field and the original idea was to create a modern edition of King’s Field.

That pretty strictly defines the game right there, and I think that’s just what the game needed — a sound, valid sense of direction. If a less talented director was on that job, he’d take that idea and be like “Well, I don’t really get this, but I guess we’ll make a really hard game where you die a lot, and it’ll be sort of fantasy or sci-fi or something; I’ll have the designer come up with a document and take what I like from that.” And it would just be a waste of time.”

Yonaga’s comments came as part of an extensive Gamasutra interview with the two senior Yudo staffers, including lots more specifics on the company’s iPhone games and hopes for console and Natal development.