The design and business of gaming from the perspective of an experienced developer

Category: Big Corps Are Evil (Page 9 of 14)

Trip Hawkins: Not The Anti-Christ

I previously pointed out this Escapist magazine article about EA and Origin. Seems that Greg Costikyan is even more critical of it than I was, saying that no matter what the problems were between EA and Origin, Trip was long gone before the dark days heralding Origin’s decline. Here’s his outsider viewpoint, on of all places, a Heroes of Might and Magic fan site.

Remember what EA stands for? It stands for “Electronic Arts,” and in its early days (e.g., when Trip was its co-founder and still running the joint), it ran ads asking “Can a game make you cry?” and actively promoting artists like Chris Crawford and Dan Bunten as the leading lights and innovators of a new form of digital entertainment. That EA stands for nothing like this today is an indictment of its current management – but not of Trip.

Greg is, once again, more correct and eloquent than I. There is, needless to say, serious history between Trip and the Garriott boys, but truth be told, that history has little to do with the winding decline of Origin Studios. In retrospect, it’s surprising that history was overcome when Origin was ACQUIRED.

AGD Summary Part 3: Platformania

In his keynote, John Smedley talked at length about the idea that the same game should run on your PC, your laptop, your console, your handheld, and your phone. My gut reaction to this meme has always been negative – it sounds like exactly the sort of thing that’s contributing to the ridiculous budgets we’re facing nowadays.

I’m also worried that, unless the handheld versions are limited to simple things like checking your shop inventory (and I actually favor things like this and SOE’s excellent guild pages), these lower-end versions could result in a ‘dumbing down’ of the primary products. Can you make a game that graphically competes with WoW, if you also have to guaruntee the product will run on a PSP?

The other challenge would be organizational. Even supporting two platforms (Windows and Mac) can make testing and patch deployment difficult. Adding additional platforms just increases the logistical complexity of making fixes when they are necessary. And when the fix is crucial, such as a dupe fix, agility is what developers love.

Is addressing this doable? Certainly, but the level of organizational commitment necessary certainly means that you need to be sure that its something the players will find viable. I think most observers of the industry realize that it’s mentally healthy to seperate these game players from their games from time to time. I think most player’s recognize it too.

XBox 360 Not Wal-Mart Compatible

Okay, this is now a new design requirement for all upcoming console devices – your console should not interfere with the store management systems of the world’s largest softare (and everything else) retailer:

A spokesperson for the retailer told Next Generation, “As we began setting the Xbox 360 up in sample kiosks in our stores we’ve found that, in a handful of  some of our older stores, the devices are interfering with our Telzon printouts. We’re working with Microsoft to correct this and should have Xbox sample kiosks available and working in all of our locations in the next few weeks.”

See, this is exactly the sort of thing that probably doesn’t appear in any QA plan anywhere in the world – until now.

When Millionaires Catfight

There is a surprisingly blunt in-depth analysis in the Escapist about the history and eventual winding death of Origin. Long, too. It starts off with memories of a historical bitchslap.

Richard “Lord British” Garriott even worked an EA reference into Ultima VII (1992). Two high-profile nonplayer characters, Elizabeth and Abraham, perform seemingly helpful tasks for the player – but E. and A. turn out to be murderers in league with the player’s nemesis, the Guardian. The three items that power the Guardian’s evil generators are a cube, a sphere and a tetrahedron – the former EA logo.

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XBox 360 To Target Women, Sorta

From the New York Times (registration required, bugmenot is cranky), it seems that the XBox 360 is trying to market heavily towards women. Unfortunately, their planned path is not by actually making games for women.

Microsoft hopes to win a bigger share of the market from the PlayStation 2, the top-selling console made by Sony, by promoting a more family-friendly image for the new Xbox, which will be in stores starting Nov. 22…

Brochures going out to major retailers like Best Buy prominently describe the 360’s ability to double as a DVD player, play music from an MP3 player through a television’s speakers and even display digital photos on a TV. Its game functions, while impressive, are now only part of the message…he brochure even says, “Here are some things you might want to tell your wife this thing does.”

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Timing and Fate

Sometimes, it doesn’t matter how good your game is. Sometimes, it matters more the environment that your game is released in. Usually, when we point this out, we’re talking about gaming competition. Surely, Matrix Online and Saga of Ryzom would have fared better if there’d been more seperation between them and the juggernaut that is Worlds of Warcraft. Guild Wars fared better, but undoubtedly part of that is that MMO fans didn’t have to layer another subscription fee onto their existing WoW price tag.

The catch, of course, is that your ability to delay a launch is very limited. You hope and pray that you manuever yourself towards a good release window, but a full-sized MMO team burns through cash faster than Halliburton. You might be able to delay your launch a couple of months, but at some point, you have to bite the bullet before you start laying people off. This is obviously more true for smaller companies, but even inside behemoths like EA, your potential is fuzzy, but your actual burn rate is undeniable, which creates an impetus to ship as soon as possible. Continue reading

We’ll Always Have Spore

Scott Miller is going on again about the importance of owning your Intellectual Property. A key snippet

If you look at the top 40 console games (lifetime sales) since 1995, 31 of them, or 77 percent, are original brands (including sequels within these brands). That leaves just nine out of 40 as licensed game brands. That’s near total dominance in favor of original IP. Some of these top selling brands include: GTA, Mario, Zelda, Pokemon, Halo, Crash Bandicoot, Tekken, Final Fantasy, Metal Gear Solid and Driver…

So, if original brands control nearly 80% percent of the chart every year, why aren’t we seeing a LOT more original games in development? It’s clear that the real gold mine in our industry is with original IP (and their sequels and spin-offs). Publishers would be so much better off in the long-run by creating original IP versus licensed games. Owning an arm’s length list of home grown IP should be the goal of every publisher, because it gives them ultimate control of their own destiny and revenues.

Yet we have a large publisher like THQ being out-IP’ed by a little game studio like Id Software, who’ve created three blockbuster IPs, Wolfenstein, Doom, and Quake.

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In-Game Advertisements

In-game advertisements, courtesy of Massive Incorporated, have begun showing up in Planetside. SOE’s small Tribes-like cult favorite isn’t the first MMO to drink the Kool-Aid, but the previous game that did so, Anarchy Online, preceded the move with an option to play certain parts of the game for free. As of yet, no such price decrease has occurred in Planetside. A quote from SOE:

Louis Figueroa, Director, Business Development, Sony Online Entertainment, commenting: “Realizing another revenue stream in PlanetSide will ultimately be good for the entire PlanetSide community. The additional income will allow us to support the game with continued development and new features that the community has been asking for. Working with Massive’s network helps make this possible.”

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