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You. Your friends and family. Your classmates and coworkers. In thebrave new world of the internet, everybody has power. Information isinteractive, knowledge is collaborative and history is open source. Thenerdy kid next door has just as much influence as a high schoolteacher; the dorky dude at the comic book shop has just as much voiceas a college professor.
Problem is, the nerds and dorks tend to have a lot morefree time - and passion - than the teachers and professors. The endresult? A hilariously skewed, terrifyingly twisted view of the world inwhich all the wrong things are deemed "important" and worthy of seriousacademic discussion.
Here are 15 mind-boggling examples.
See what we mean? When the deadliest, costliest war in the history of mankind has been trumped by a videogame franchiseabout that war,you know something's off. One involved over 50 countries and took over70 million lives; the other involves button mashing and tea bagging.
On an encouraging note, we did have to add all the Call of Dutygames' individual pages together to reach the crazy number above. On adiscouraging note, we didn't have to add Call of Duty 4 and itsnon-WWII setting, which would have brought the total word count to aneven crazier 18,927.
Oh, and on a simply ridiculous note? Call of Duty 4: Modern Warfare beats "modern warfare"... 5,858 to 2,873.
Alsoless important than Call of Duty! • American Revolutionary War = 8,078
• American Civil War = 11,729
• English Civil War = 8,030
• Napoleonic Wars = 7,951
• Hundred Years' War = 7,992
• War on Terrorism = 10,674
• War on Drugs = 7,628
• Cold War = 10,117
• "War" = 9,233 While the magic menagerie of super-powered, frilly-maned, sparkly-eyed, rosy-cheeked wonder beasts might make for slightly more exciting cards than a Three of Spades, the emphasis here is still extremely wonky.
Poker has been around for longer than anyone can remember... the Pokemon Trading Card Game was invented in 1996. Poker has created millionaires and forced bankruptcy... the Pokemon Trading Card Game might have resulted in some lost lunch money and a temper tantrum or two.
Alsoless important than Pokemon Trading Cards! • Baseball cards = 4,686
• Blackjack = 5,228
• Roulette = 5,492
• Checkers = 2,326
• Pool (Billiards) = 621
• Bowling = 407
• Wheel of Fortune = 4,521
• "Trade" = 3,038
• "Games" = 2,830 Before you get the wrong impression, no, the Master Chief does not win in a Wikipedia matchup against George W. Bush... though his approval ratings are undoubtedly higher.
The truly astounding thing, however, is that he does emerge victorious against not one, not two, but TENof this country's past commanders in chief. Yes, 23% of the men whohelped make the United States the strongest nation on Earth are easilydefeated by a fictional and faceless videogame character who barelyknows how to speak and takes orders from a naked hologram. Go America!
The orange word count above is an average taken from the USPresidents beaten by the Master Chief. Here's the full, patheticbreakdown:
Leaders of the Free Worldless important than Master Chief! • James Monroe = 2,820
(5th President)
• John Quincy Adams = 3,457
(6th President)
• John Tyler = 3,431
(10th President)
• Zachary Taylor = 2,235
(12th President)
• Millard Fillmore = 3,631
(13th President)
• Franklin Pierce = 4,203
(14th President)
• James Buchanan = 3,888
(15th President)
• Rutherford B. Hayes = 2,686
(19th President)
• James A. Garfield = 3,915
(20th President)
• Chester A. Arthur = 3,078
(21st President)
In the future, when Captain Kirk is battling tribbles and Data islearning how to love, this lopsided comparison will make completesense. Why wouldn't the entries for the glorious Starship Enterprise dwarf that for a dusty museum piece like the automobile? We expect the pages for hoverboards, robot maids, personal time machines and giant laser death rays to do the same.
For the present, though, why does a make-believe spaceship deserve more words than the planet's principal mode oftransportation? Also, why does that make-believe space ship deserve noless than nine separate pages, including unique entries for six different models of the NCC-1701? Seriously?!
You think Hideo Kojima's cut scenes are long? Try reading Leo Tolstoy's epic tome. War and Peace waspublished in four books over five years, covers nearly a decade ofhistory and includes more than 1,400 pages, more than 560,000 words andmore than 3 million characters. It's generally considered one of thelongest novels - hell, one of the longest things - of all time.
Somehow, though, the writers on Wikipedia managed to summarize thewhole plot in 1,922 words. Well done! Now we'd be really impressed ifyou guys could squeeze the plot of a single damn videogame - even therambling old man that is Metal Gear Solid 4 - into less than 2,548 words.
The top numbers (in orange) are for the entire entries.The numbers in the preceding paragraph, as well as the list below, arefor the subsections entitled "plot," "story," or "synopsis."
Alsoless important than Metal Gear Solid 4!
(by plot, story or synopsis)
We won't get jealous and play the competition card here. EGM isimportant, a veritable titan of the industry with a massive and devotedfollowing. Many of us here at GamesRadar include ourselves in that camp.
But come on... do the latest screenshots of Chun-Li'sthighs really carry more weight than the 2008 election? Do you reallyneed to know the review score for Turok more than you need to know thereasons for the recession? Is the dropping price of the PS3 morecritical than the rising price of gasoline?
Yes, Electronic Gaming Monthly - and any videogame publication - is totally worthy of 4,429 words. We just wish that Time and other vital news sources received the same attention.
We love, love, love the soundtracks to Final Fantasy... but someone put way, way, way too much effort into this Wikipedia page. The intro alone is nearly 700 words, lengthier than the entries for many singers, bands and genres. Rock and roll, the biggest genre of them all, doesn't stand a chance.
Of course, the vastness of the web was made to hold such exceedinglyniche minutiae, but even the fan who owns all of these compilationalbums probably agrees that they could have fit onto the page forgeneral Final Fantasy music. Unless that fan is the one who wrote this obsessive love letter to begin with...
Alsoless important than obscure Final Fantasy music!
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Jeffrey Dahmer was a cannibal, Charles Manson was a deranged cultleader and John Wayne Gacy, worst of all, dressed up like a friggin'clown. Yet the complete list of these horrible, horrible murderers -together with dozens of depraved others - is apparently about 3,000words less significant than the list of Maverick boss characters in the Mega Man X series.
And that's compared to the list of serial killers by country. Look up the list of serial killers by number of victims andthe difference grows to 6,000. Go ahead and add the two lists togetherif you want - at 8,000 words total, they still fall short of the sheerterror and infamy inspired by Cyber Peacock, Blizzard Buffalo,Overdrive Ostrich and Armored Armadillo. Ooh, we're getting chills justthinking about them!
Above: The true face of evil
Let's be honest. Who doesn't love Gardulla the Hut? Who didn't havea poster of Cole Fardreamer or Elan Sleazebaggano hanging on theirbedroom wall as a kid? Who wouldn't beg their parents to buy them thatKlaatu action figure for the holidays?
Qwi Xux, Plo Koon, 2-1B, Chief Chirpa, Yarna D'al Gargan, BaronSoontir Fel, Meewalh, Oola, Commander Cody, Baron Soontir Fel, TraskUlgo, Gartogg, Wam "Blam" Lufba and, of course, little Windy... all ofthem are forever entwined in our dreams and imaginations.
No surprises here. After all, Superman (10,641 words) has been known to survive a nuclear explosion... inside his own ass. And Batman (10,818 words) invented his own damn brand of shark repellent Bat spray!
Obviously, these guys are far superior to the rest of us. End of discussion.
Above: Holy sardine!
Both the fictional Umbrella Corporation and the real world National Human Genome Research Institute studythe mysteries of genetics. Both engage in the cutting edge field ofbiomedical engineering. Both are located in small towns. Both haveseemingly harmless, yet somehow creepy names. Both have seeminglyvague, yet somehow menacing logos.
Wait a second - are these two organizations actuallyone and the same?! Has Umbrella been a front all along, a clever ployto distract us from the true zombie overlords? We knew that tiny word count seemed suspicious...
Above: Oh shit.
According to Wikipedia, Kirby is "a small, pink, spherical creature with large red feet."
Exactly. Done. Enough said. Oh, if only that were the case...instead, that is merely the first sentence of a 1,512 word subsectionentitled Characteristics, which goes on to describe - in disturbinglydetailed sub-subsections - the Personality, Abilities and Species of Kirby. Yes, species.
The dog hasan overall longer page, sure, but the fact that Kirby's"characteristics" actually overcome those of man's best friend isabsolutely insane. They shouldn't even be close.
As expected, Jesus whoops Mario byquite a large margin in total Wikipedia word count. In a miraculousturn of events, however, Mario's Legacy section is actually longer thanJesus' Legacy. Yes, you heard right - a pixelated plumber is consideredto have had a bigger impact on the world than the central figure ofChristianity and, to some, the physical embodiment of God. Wow.
Then again... Jesus can walk on water and heal the sick,but Mario can shoot fireballs out of his hands and turn into a raccoon.Jesus has an awesome beard, but Mario's got a super sweet mustache.Jesus ushered in much of modern religion, but Mario ushered in much ofmodern gaming. Both can come back from the dead, though to be fair,Jesus only did that once.
At last, we reach the ultimate showdown. In this corner, we have God, who Wikipedia describes as:
"... the principal or sole deity in religion..."
"...the creator and overseer of the universe..."
"... omnipotent and eternal..."
"... the source of all moral obligation, and the greatest conceivable being existent..."
His opponent? Knuckles of Sonic the Hedgehog fame, who Wikipedia describes as:
"... a red, teenage, anthropomorphic echidna..."
"... the fourth most popular character in the series..."
"... shy around girls..."
And, uh, yeah. How did this guy beat God by more than 4,000 words again? Well, to reach Knuckles' number, we did have to add two pages together, one for his game character and one for his comic character. To level the playing field, we should probably give God the Bible or something, right? Of course, we'll also have to give Knuckles his comic books and two videogames (Knuckles Chaotix and Sonic & Knuckles) to keep things even...
Damn! Sorry God - you lose again. Looks like we have a new omnipotentoverseer in the universe... or at least in the strange, silly, scaryand seriously skewed universe that is Wikipedia.
The video game market is changing incrediblyquickly right now, probably at the fastest rate since the big crash ofthe mid-1980s.
Not only is the market expanding to include women and casual gamersonce again, the definition of what constitutes a game is expanding. Iwouldn't say it’s expanding within the minds of game developers, but itis expanding in the context of the mass media and mass consumers, andthat’s who drives the market in the first place.
As sick to death as we all are of talking about microtransactions,free-to-play MMOs, and casual online spaces, the advent of these thingsis changing the game landscape for good, whether we like it or not.
Interactive Media - At Face Value The lines between an online community portal and an MMO are blurredto the point of being indistinguishable. Consider the numbers — Audition Online has tens of millions of users worldwide, and a dedicated TV show in Vietnam. Kart Rider has tens of millions of users. Ditto Habbo Hotel and Club Penguin.
Traditional games - like most people reading this are developingtoday - may never be able to reach that large of an audience. Our gamesare too focused, too hardcore, and bear too much of the stereotype of“gamer.”
Right now, Halo 3, Grand Theft Auto IV, and World of Warcraftare considered our blockbuster titles, and flagships for the industryin popular culture. But when you think about it, it’s still justshooting aliens, playing gang banger, and swinging your sword in theforest.
Boiled down to their essentials those things appeal to a verylimited group of people, and the complexity of game controls preventseven blockbuster movie attendees, whom we should be attracting, fromplaying these things.
At least, that’s the common line. But is that really the case? Doaliens, wizards, and soldiers really make a piece of entertainmentinaccessible? Many millions of people went to see the Iron Man movieover the past two months, and a large percentage of them have probablynever picked up a comic book in their lives.
Why is it that people will go see The Lord of the Rings' movies, but many of them will not play the games?
The Real Mass Market It’s common knowledge that game controllers are intimidating, thatconsoles have a certain stigma to them, and that most mass marketconsumers consider games to be either a waste of time, or activelydetrimental.
These can all be debated until the end of time, but the perceptionexists, and either that has to change (Nintendo is doing good workthere), or we have to change. Otherwise we’ll end up with acomparatively small fraction of a growing market.
Will it be possible to make a game like Assassin’s Creed or BioShockin 2015? It’s already becoming difficult to justify large budgets forsingle-player experiences, and it stands to reason that it will getmore difficult as time goes on. What does that mean for developers ofthese games? What happens to the concept of a game auteur?
One possibility is for these hardcore games to essentially becomethe art-house cinema of the video game world, which would be odd, asthat’s a role currently filled by indie titles.
Interestingly, never has the film/game analogy worked less well than it does currently. In the PS2 era, you could correlate Grand Theft Auto III with a movie blockbuster, and Ico with an art-house film.
But now, in terms of scope, money, and global social impact, Kart Rider or Club Penguin would be that blockbuster, and Call of Duty 4 would be the art-house equivalent, though content- and budget-wise Call of Duty 4 is much more your traditional blockbuster material. Something seems awry there.
The fact is, these simple-to-play social experiences are here.They’re growing in popularity, they’re dwarfing our multi-milliondollar projects that sell through to 5 million people at max, and theycost a fraction of the price to make.
With the market expanding as it is, and the dollars going wherethey’re going, the $20 million budget bestselling console title oftoday is going to be the hardcore niche title of tomorrow, art-house ornot. Unless development costs get significantly lower, it seems we havean online future to look forward to.
New Things Are Stupid To wit: online games are taking over, and I, curmudgeon that I am, don’t really like it.
Certainly there will always be the hardcore players that will wantthat deeper experience. There’s no doubt about that. But the questionis: in an industry where we’re getting our asses kicked financially byweb developers, of all people, who will pay us to make it?
The Princess Bride game - based on the much-loved Rob Reiner flick from 1987 - has finally been released:
Gosh, it looks like Dragon's Lair, doesn't it? It plays that way too- all clunky controls and really basic interaction. It's essentially 5minigame mechanics: 'Time Management' on the farm, 'InconceivableTrivia' with Fezzik, 'Puzzle Platformer' vs. the ROUSes in the FireSwamp, 'Hidden Objects and Potion Cooking' with Billy Crystal and CarolKane and 'Inventory Collection & Assembly' at the castle. A Flashgame in Princess Bride clothing. Meh. It doesn't feel much like it'saimed at me (an old skool fan of the film), which the new 'song' by atrio called Clique Girls is testament to. (Avril Lavigne has a wholelot to answer for)
But if you are sill compelled, you can download the free trial (PC only at the moment) from here.
As an addendum, I've been trying my darndest to figure out the bestplace to add this little bit of telly trivia. Did you know that Connections, the 1980s TV series in which science historian James Burke takes us on a personal journey along the pathways of innovation, was turned into a computer game?
Which other inconceivable game-media marriages have you seen? Do tell and I'll put them in a long post in the future.
Here are a couple of starters for ten:
Digital delivery -- downloading games directly onto your console --is going to be a big part of the future of videogames. But Sony,Microsoft and Nintendo are all taking different approaches to theconcept, and none of them are entirely superior.
In this week's episode of Game|Life the Video, we rate the Wii's,Xbox 360's and PlayStation 3's games-on-demand services in twocategories: How the services stack up against each other now, and howthe companies' strategies will shape the future potential of theservices.
Which has the most potential: Xbox Live Arcade, WiiWare or PlayStation Store? Tell us in the comments section, won't you?
As always, if you're having trouble viewing the embedded video above,this week's episode of Game|Life the Video is also available on Wired's YouTube channel and on iTunes.
Weeks after the closing of EA-land, formerly known as The Sims Online (TSO), the head of the Sims Division at EA is hinting at a multiplayer future for this popular life-simulating strategy game. Isn’t she, like Merlin, getting the timeline backwards?
Surely the bestselling computer game of all time would haveexperienced a smoother transition from single- to multiplayer,especially a game with a social needs bar; friendless Sims end upmoping around on the couch and experiencing Social Bunny hallucinations. Yet TSO was poorly received.
The fact that EA had nixed user-createdcontent and turned a multitude of flexible worlds into one persistentworld did not help. Most disappointingly, the necessities of eating,sleeping, and acquiring career skills ended up overshadowing whatshould have been the central aspect of TSO: socialization. After fiveyears of stagnation, TSO was demoted to EA-land in February, then closed down altogether last month.
Mere emoticons and asterisk-enclosed actions don’t cut it for everyone. Fellow conversationalists seem more real if their avatars can visibly laugh, shrug, weep, grin, or even just sit there.
At the same time, there’s a necessary element of unreality invirtual worlds. Although the real world doesn’t allow you to walk up tosomeone and click “flirt” over and over, reach the “propose” optionhalf an hour later, and start a new family over the course of anevening that strikes me as a little too close to home for many players.The life-simulating MMORPG presents a paradox of the real and theunreal.
Why does World of Warcraft have 10 million active playerswhile Second Life has only about thirty thousand? My guess: peopleprefer to visualize themselves as powerful conjurers rather than ashuman beings. When we interact in human form, the corresponding humanfantasies pushing themselves out into the open—the sudden significanceof sexual preference, the out-of-the-blue professions of love—might beharder to deal with than any challenge a WoW raid could present.
The NPD Group has released US PC software sales datafor the week ending June 21, with EA's Spore Creature Creator comingout on top.
Maxis reported that one millionSpore creatures were created and shared during the stand-aloneprogram's first week of availability. The full Spore game will bereleased in September.
Sales of Spore Creature Creator werestrong enough to place the game at number six on the All Categorieslist - the only game to appear alongside business, education andutility software.
The Top Ten best-selling PC games in the US for the week ending June 21 were:
1 Spore Creature Creator (EA)
2 The Sims 2 Double Deluxe (EA)
3 Age of Conan: Hyborian Adventures (Eidos)
4 World Of Warcraft: Burning Crusade Expansion Pack (Vivendi>
The Spore Creature Creator was software that allowed players to create their own creatures with a standalone version of the Creature Editor from Spore; the software was one of the first aspects of the game to receive focused development, and had undergone ten rewrites since the start of development. It was rated E by the ESRB in early March 2008, indicating that the editor would be released separately well before the game's release as a utility program. Electronic Arts told MTV Asia that "EA Screen will provide visitors a chance to interact with EA's game producers hailing from the studios, and unveil the hugely anticipated SPORE Creature Creator demo version to gamers for the first time in Asia." Electronic Arts VP Mark Buechner stated on the Spore Facebook page that the editor would be released in June or July 2008, saying, "We are looking at releasing it two to three months before the launch of the full game."
The SimCity Box artwork showed a blurb stating that the creature editor would be included with it. IGN revealed that the Spore Creature Creator utility will be available in two different versions on June 18, 2008. There was a paid version (for $9.95) and a free demo that was downloadable from Spore.com and included for free, bundled with The SimCity Box. The free version of the editor only contained 25% of the available creature parts that were found within the full version.
The utility included a test environment for players to see their creatures go through animations and allow the player to import other user-created creatures through the Sporepedia at Spore.com. The utility included screen capture and video tools as well, including YouTube functionality.
The editor also gave the user the ability to create animated avatars,and output in RSS and embeddable HTML code to facilitate easy incorporation into such sites as MySpace and Facebook.
Shortly after its introduction, the Creature Creator was used to create creatures with oversized genitalia, either stand-alone or engaged in coitus (a phenomenon quickly dubbed 'sporn'). EA responded with e-mails sent to those who made pornographic machinima from its demo, and has flagged certain on-line accounts for "TOS violations". Furthermore, YouTube has pulled several such videos for violations of its own TOS.
By June 24, 2008, users had already created over one million creatures.
It has been noted by those using the Spore Creature Creator, that while the Social and Attack categories can reach a max score of 20 with enough parts on the creature, the Abilities category does not achieve a max in the Creature Creator. This has led to speculation from it being the brain levels to advanced sensory abilities to telekinesis.
Electronic Arts confirmed that Spore will be receiving post-release expansion packs. No other information is available as to what sort of content the packs will feature, but EA has hinted it will be similar to The Sims expansions.
A Wii spinoff of the game has been mentioned by Will Wright several times, such as in his October 26, 2007 interview with the Guardian.Buechner confirmed it, revealing that plans for a Wii version were underway, and that the game would be built from the ground up and would take advantage of the Wii Remote, stating, "We're not porting it over. You know, we're still so early in design and prototyping that I don't know where we're going to end up, so I don't want to lead you down one path. But suffice to say that it's being developed with the Wii controls and technology in mind."The Xbox 360 and PlayStation 3 versions of Spore are still under consideration.
Merchandising
There will be an iTunes-style "Spore Store" built into the game, allowing players to purchase external Spore licensed merchandise, such as t-shirts, posters, and future Spore expansion packs.There are also plans for the creation of a type of Spore collectible card game based on the Sporepedia cards of the creatures, buildings, vehicles, and planets that have been created by the players.There are also indications of plans for the creation of customized creature figurines; some of those who designed their own creatures at E3 2006 later received 3D printed models of the creatures they created. The Spore Store also allows people to put their creatures on such items as T-shirts, mugs and stickers.
The Spore team is working on a partnership with a comic creation software company to offer comic book versions of your own Spore story. Comic books with stylized pictures of various creatures, some whose creation has been shown in various presentations, can be seen on the walls of the Spore team's office.
The ratio of legal sales to illegal piracy of high profile PC titlescould be as much as one to 20, according to Crytek's CEO Cevat Yerli.
During an interview with IGN,Yerli sought to explain what he saw as the reasons for Crytek's titleCrysis' lacklustre sales, blaming lower than expected reviews and poormarketing decisions but placing most of the emphasis on PC piracy.
"The PC industry is really, at the moment, I would say the mostintensely pirated market ever. It's crazy how the ratio between salesto piracy is probably 1 to 15 to 1 to 20 right now," Yerli said.
"For one sale there are 15 to 20 pirates and pirate versions, andthat's a big shame for the PC industry. I hope with Warhead I hope weimprove the situation, but at the same time it may have an impact on[our] PC exclusivity in the future."
This mirrors Yerli's comments earlier this year, in which he said Crytek led the charts in piracy and would no longer make PC-exclusive titles.
An envelope used in a Virgin Media mailshot broke advertisingrules because it failed to make its marketing nature obvious. Theenvelope should have stated clearly that it contained marketingmaterial, the UK's advertising regulator has ruled.
The letter describing the cable company's broadband offer wassealed in a plain white envelope with no markings to identify thepromoter.
The envelope featured a small hole that went right through theenvelope and some of its contents and was designed to look like abullet hole surrounded by burn marks. Ten people complained to theAdvertising Standards Authority (ASA), saying that the bullet holewould cause offence and distress. The ASA rejected thosecomplaints. It said the hole "was likely to be recognised as astylised design gimmick" and that "recipients would appreciate thatit was unlikely that an envelope would arrive with a bullethole."
The ASA had its own concern, though, about Virgin's failure toidentify the envelope as a promotion.
Small text on the reverse of the envelope provided a PO Boxreturn address but Virgin Media's identity was only revealed torecipients if they opened the letter. In some cases the letter wasaddressed to the recipient; other times it was addressed to "TheOccupier".
The ASA ruled against Virgin Media in an adjudication publishedtoday.
"We concluded that the envelope should have stated clearly thatit contained marketing material to avoid ambiguity or confusionabout the status of the envelope," said the ASA. "On this point,the ad breached CAP Code clause 22.1."
That provision states:
"Marketers, publishers andowners of other media should ensure that marketing communicationsare designed and presented in such a way that it is clear that theyare marketing communications. Unsolicited e-mail marketingcommunications should be clearly identifiable as marketingcommunications without the need to open them."
Virgin was told to ensure that in future mailings envelopesshould state clearly that they contained marketing material.
his past week, 38 Studios (the developer founded by Red Sox pitcherCurt Schilling) announced that Thom Ang was appointed Director of Art.He will oversee the direction and management of 38 Studios' artisticdevelopment, including the MMOG codenamed Copernicus, whileworking closely with Todd McFarlane and R. A. Salvatore. Ang willreport to Vice President of Creative Development, Scott Cuthbertson.
"38 Studios' creative teams have been meticulously crafting thesignature look and feel for our upcoming MMOG over the past 18 months,"said Brett Close, CEO and president. "Thom's extraordinary talent andexperience will be key in driving the vision and quality of our OnlineEntertainment Experience."
Ang has been working as a director for notable franchises and brandsfor over 15 years. He's worked as a senior artist at DisneyInteractive, working on titles like Toy Story II and Tarzan. Ang also created illustrations for TV shows, including The X-Files and was a storyboard artist for Sony/Columbia/Tri-Star TV Animation programs, which include Roughnecks: Starship Troopers Chronicles and Max Steel.He then moved on to be art director at EA LA, where he headed up artproduction, team management and visual concept development for the Medal of Honor franchise. In his last position, Ang was art director at THQ, managing more than 25 titles.
"38 Studios is absolutely committed to the next evolution of MMOGs, andevery team member has great pride in the value of what they do,"remarked Ang. "I am excited to contribute to this vision and become apart of an extraordinary team."
Lisa Jablonsky - Kongregate Kongregate announced this past Friday that Lisa Jablonsky will open thecompany's New York ad sales office. She will work with Kongregate'sChief Revenue Officer Lee Uniacke to secure high-profile advertisingpartnerships based on the site's reach and appeal to young men, ages 13- 34.
"With high user engagement and a growth rate of over 25 percent monthover month, Kongregate provides the ideal medium for advertisers tryingto reach this hard-to-pin-down demographic," stated Uniacke. "As webuild our sales force to address these opportunities, Lisa's proventrack record in developing successful partnerships across a range ofyouth-driven digital consumer brands will add tremendously to theexpertise of our team."
Jablonsky has worked in the New York advertising scene for 21 years andshe was as an early proponent of the digital advertising arena. Amongher projects, she has conceptualized and implemented ground-breakingfilm contests for Intel and Kohl's, and created one of the first mobilecontests for Alltel. Jablonsky helped create games for McAfee Softwareand the National Guard, as well as construct an editorial integrationprogram for Coke's NBA March Madness Flash game. She was most recentlyan account executive with MTV Networks, where she successfully droveadvertising and integrated sponsorships for Comedy Central,AddictingGames.com, Shockwave.com, and AtomFilms.
"Kongregate is an advertiser's dream as it attracts young men betterthan virtually any other site on the Web and puts them in a cool, edgyenvironment where our audience can really interact with their brand,"commented Jablonsky. "At over 3 million unique users today, a highgrowth rate, and just being named one of Time Magazine's Top 50 sitesfor 2008, we're on track to give advertisers the big reach that theyneed to effectively target the young male demographic this fall."
Trion World Network - Glen Van Datta Trion World Network announced recently that Glen Van Datta has beenhired as Vice President of Engineering and General Manager of TrionWorld Network Austin. He will oversee day to day operations at Trion'sAustin studio and supervise all customer service, quality assurance,operations and other support activities with relation to the Trionplatform.
"Glen is a tremendous hire for Trion and an excellent addition to ourworld class technical organization", said Nicholas Beliaeff, VicePresident of Product Development & Head of Trion World Network SanDiego. "Glen's vision, leadership, and deep history maturing andproductizing compelling online game technology will help Trion take ourserver based game technology to the highest levels while helping us andour partners get to market more quickly."
Notably, Van Datta has worked for over 22 years in softwaredevelopment, including the past dozen in game development. He wasco-founder and Vice President of Engineering at RTIME, where he oversawthe development, design and testing of the RTIME SDK online, in-gameand player matching platform. Van Datta most recently worked at SCEA asDirector of Online Technology, where he oversaw a team of more than 80employees that developed SCE-RT SDK to enable online games for PS2, PS3and PSP games, including Singstar, Warhawk, Resistance, Home and GT5 Prologue.
"For more than 12 years I've believed that online games, online socialnetworks and online media distribution were the future ofentertainment," said Van Datta. "Trion's innovative, dynamic platformand content are the next generation in the online entertainment space."
IGN Entertainment – Jamie Berger IGN Entertainment announced recently that senior vice president ofconsumer products and technology Jamie Berger will start overseeingbusiness development for the company. He will continue managing IGN'ssubscriptions, digital distribution, and e-commerce portfolio includingIGN's Direct2Drive and GameSpy Technologies.
Berger has over 16 years of professional brand management and marketingexperience from within the online gaming industry. He began hisprofessional career as an Account Manager with the NCR Corporation.Berger spent six years in the consumer products division of The WaltDisney Company before joining IGN Entertainment. He currently helpsextend the IGN brand by creating and leading partnerships thatdistribute content and drive revenue.
AMD - Emilio Ghilardi AMD, which runs the ATI graphics card business, announced this pastweek that Emilio Ghilardi has been appointed senior vice president andgeneral manager of Europe, Middle East and Africa (EMEA). He will beresponsible for all sales and marketing operations within EMEA,starting in mid-August 2008. Ghilardi will report to AMD chief salesofficer Gustavo Arenas.
"Emilio adds tremendous global sales and marketing leadership to AMD inEMEA which we expect to help strengthen and grow relationships with ourend-user customers, OEMs and distribution partners," said Arenas.
Ghilardi comes to AMD from HP, where he started as vice president ofConsumer PC Clients in EMEA. He then moved on to be vice president andgeneral manager of Commercial Hardware within the Imaging and PrintingGroup. Ghilardi was most recently vice president and general manager ofHP's EMEA Consumer Business Unit, managing the business for consumerPCs and Imaging and Printing products.
AMD added that Alberto Macchi, corporate vice president of Sales andMarketing for EMEA, is departing the company "to pursue newopportunities."
Warner Bros. Digital Distribution - Jacqueline Jourdain Hayes Warner Bros. Digital Distribution (WBDD) recently announced thatJacqueline Jourdain Hayes has been named Senior Vice President Businessand Legal Affairs. She will manage legal issues around new digitalbusiness models (such as distribution of Warner properties on Xbox Liveand elsewhere) globally, oversee the negotiation of Warner Bros.video-on-demand and electronic sell-through licenses across multipledigital platforms, and provide legal counsel to the Company's seniormanagement on the acquisition, distribution and protection of contentfor digital platforms and other digital initiatives.
"Jackie has been working on our digital business for quite some time,her expertise in this area is unparalleled," said Clarissa Weirick,General Counsel, WBDD. "The digital business is still one of thoseareas where you are often making the rules as you go along, whichrequires someone like Jackie who is confident and creative innegotiating this new terrain. We are extremely fortunate to have hercontinued expertise as our digital business moves ahead."
Hayes has worked as an Associate in the Corporate Departments of TroopMeisinger Steuber & Pasich in Los Angeles, of Goulston and Storrs,P.C. in Boston, and of Moses & Singer in New York City. She joinedWarner Home Video in 1998 as Counsel, and was promoted to VicePresident Business and Legal Affairs of WHV in 2000. Hayes joined theWarner Bros. Digital Distribution division in July 2006.
TC Digital Games – Andi Smithers Recently, TC Digital Games announced that it appointed Andi Smithers tothe new position of Director of Technical Development. He will overseedevelopment of the company's digital services, including mediatechnology and format strategy as well as interoperability of digitalservices and devices.
"Andi joins our team at a pivotal moment in the evolution of Chaoticand TC Digital," said Bryan C. Gannon, President and CEO of TC DigitalGames. "He will become an integral part of our efforts to enhance theChaotic online experience and further develop our digital services.Andi's expertise in developing technology, his extensive background increating computer game software and his vision for emerging technologymake him a perfect fit to lead this innovative game play convergence."
Smithers has held several executive roles and technical positionsthroughout his 20-year career, having worked for Microsoft, Activision,Psygnosis, LucasArts, and Midway. He was most recently with Sony OnlineEntertainment where he served as Senior Engineer in the Research andDevelopment group. Smithers pushed advanced physics and graphicstechnologies forward to ensure their quality and was responsible foroverseeing the strategy and development for a cloth simulator.
Microsoft – Michael Delman As we previously reported, Microsoft this past week appointed MichaelDelman to the position of corporate vice president of global marketingfor the Interactive Entertainment Business (IEB) in the Entertainmentand Devices Division. He takes over the role for Jeff Bell who left thecompany earlier this month. Read more about the move here.
Largely in anticipation of going to see the film tonight, I went a few rounds with THQ's game based on Wall-E. (It is of course available for every game platform under the sun, but I played the Xbox 360 version.)
My goal: To see if games based on movies have, at least in somecases, made a leap beyond the utter trash they used to be when Iactually played them. Results: Somewhat. I still wouldn't actually playWall-E unless I was being paid to, but it's clear that there'sa great deal of polish, and the translation of the movie's action intogameplay is clever and varied.
You begin the game by playing as Wall-E. The first thing I noticedis that, instantly, it's fun to control the little guy as he zipsaround the ruined Earth on his miniature tank treads. When he jumps, hecurls up into a box and flies through the air. It's a satisfyingfeeling, not awkward at all.
Wall-Edoesn't do much. His entire programming is based around compactinggarbage into tiny cubes and then stacking them. So unless the designerswere going to turn Wall-E into a tiny killing machine and totallypervert the movie's message, they had their work cut out for them. Thesolution was that all of Wall-E's actions are based around making, thenthrowing, cubes of garbage.
He can create cubes out of normal old trash, which are good forthrowing far and hitting targets that open up new paths in the level.Cubes made out of electronic waste that still has residual batterypower left in it are good for charging up other electrical equipmentthat opens up more paths.
Before this has a chance to get too boring, you're playing as Eve,Wall-E's flying robot girlfriend who can, in fact, shoot things. Eve'slevels alternate between flight exploration as she searches for plantlife on Earth, and something resembling a single-player racing game inwhich she zips through tunnels, blasting away debris and trying toreach the finish line before time runs out.
What's ultimately disappointing (and all too familiar) about the treatment of Wall-Eis that the movie's story and characters aren't used for anythingbesides window dressing. I am not suggesting for a second that there isgoing to be anyone who plays the Wall-E game voluntarilywithout seeing the movie, so it's not as if anyone is going to betotally stumped forever. But it does seem like a bit of a waste to havethese characters and storyline all ready to go, then fail to capitalizeon them.
That said, if the future of movie tie-in games is products that areclearly inferior to the film but not utterly objectionable as games,I'm fine with that. Wall-E is playable and fun, and probablywill not make children cry, which is far more than could be said forthe movie games I grew up on.
"This is not your father's Sony", sums up what Howard Stringer has done at Sony since taking over the reins in 2005.
TheWales-born CEO was underlining the challenge that the company now facesin the digital age, as he led the Japanese giant's corporate strategybriefing in Tokyo today.
In the absence of any attention-grabbingnew hardware announcements, most headlines are likely to go to Sony'spledge to increase revenues in the PC, Blu-ray-related and componentsbusinesses.
Game plan Stringer said thatSony would build these into "trillion-yen businesses" by FY2010,putting them alongside the core business units of TVs, digital imaging,gaming and mobile phones. One trillion yen is currently worth around£4.7 billion.
Although gaming is a traditional Sony strength, thedivision is mired in red ink after the costly development and launch ofthe PlayStation 3. Addressing that, the CEO promised to bring it toprofit by March next year.
Stringer also outlined plans to investclose to £9 billion in new technology in a concerted drive to becomethe world leader in LCD televisions within three years. Beyond that,the assembled execs wouldn't be drawn on precise numbers or revenuetargets.
Mobile content Although he didn't address recent speculation about the possibility of a PSP phone or the stability of the Sony Ericsson joint venturethat produces mobile phones, Stringer did emphasise that such handsetswould continue to be sold and that "Sony music and pictures content[would be] embedded in all key Sony Ericsson product lines."
As expected, there was no discussion on life after Blu-ray– the so-called 'death of disk'. However, a hint of how quickly onlinedistribution will move centre-stage came in the news that SonyPictures' summer blockbuster, Hancock, will be made available exclusively to all internet-connect Bravia televisions in the US before its DVD release.
Movie download service The movie theme resurfaced in a presentation from Kaz Hirai, the president of Sony Computer Entertainment, with the news that the long-anticipated film download service would finally reach the online PlayStation Network this year.
Hiraiconfirmed that US users would get first crack at PS3 movie downloads inlate summer, with Europe and Japan to follow by year's end. He addedthat full details would be announced at E3 in LA next month and thatboth standard- and high-definition titles would be available.
Virtual world Warmingto the theme, Hirai added, "Please expect more from our evolvingPlayStation business." That evolution will also include themuch-delayed PlayStation Home virtual world, which Hirai demonstrated,along with new dynamic in-game advertisements that change according tothe context.
The littlest PlayStation also featured prominently,with the PSP being positioned as an interactive extension of the PS3console, as well as a tool for accessing the PlayStation Store for gamedownloads and, possibly, feature films at some undisclosed point.
Hirai's presentation concluded with something of a surprise in a new network service called Life With PlayStation.The rough demo showed a view of the Earth from space, which rotated toreveal location-related news items, reminiscent of similar services onNintendo's Wii.
Innovator and creator Returningto the podium to sum up, Stringer emphasised his firm's creative skillsand took aim at a company many see as having inherited the Sony mantleas innovator supreme.
"We have products to get excited about [including] OLED TVs, Rolly, CyberShot smile detection and the new Bravias.
"Appleis a boutique company, but we're a large conglomerate. We recently cameout number one in a poll by Incite on innovative companies, just aheadof Apple. I rest my case."
Whether or not that's overstating thecase, Stringer's confidence in the once-troubled company is almosttangible, leaving little room for doubt that Sony is back and that itmeans business.
When Valve summoned a handful of US and UK journalists to itsSeattle headquarters at the end of last month, it promised to talkabout the future of Steam, its digital distribution system. That itdid, revealing the ambitious Steam Cloud service for remote storage of game data, and boasting that it would soon be making more money selling games digitally, all the while remaining untroubled by piracy.
Valvemastermind Gabe Newell and his cohorts had an ulterior motive forbringing reporters together, however, and unusually for an ulteriormotive, it wasn't a wholly self-interested one. It was this: toevangelise the PC as the games platform of the future.
"Thisreally should be done by a company like Intel or Microsoft, somebodywho's a lot more central to the PC," says Newell, pointing out thatcompanies like Blizzard, PopCap and GameTap would have just as much tosay as Valve about how PC gaming is leading innovation in technology,business models, and community-building. But, notwithstandingMicrosoft's occasional promotionof Games For Windows - an initiative Newell refrains from attackingdirectly, but exudes disdain for - that support has not beenforthcoming.
Where console platforms have merciless andwell-funded PR armies poised to combat any criticism, negative storiesabout the PC - mostly publishers, or developers like Crtyek,complaining of rampant piracy and flat sales - run unimpeded. Salesdata that focuses solely on boxed copies sold at retail appear to backthem up. Valve has had enough. "There's a perception problem," saysNewell. "The stories that are getting written are not reflecting whatis really going on."
You want figures? There are 260 million online PC gamers, a marketthat dwarfs the install base of any console platform, online oroffline. Each year, 255 million new PCs are made; not all of them forgaming, it's true, but Newell argues that the enormous capitalinvestment and economies of scale involved in this huge market ensurethat PCs remain at the cutting edge of hardware development, andconsoles their "stepchildren", in connectivity and graphics technologyespecially. Meanwhile, Valve's business development guru, JasonHoltman, notes that without the pressure of cyclical hardware cycles,PC gaming projects - he points to Steam as an example - can groworganically, over long periods of time, and with no ceiling whatsoeverto their potential audiences.
More pertinent, perhaps, are thefigures directly relating to games revenue that the retail charts -admittedly a stale procession of Sims expansions and under-performingconsole ports - don't pick up. "If you look into the future, there's animportant transition that's about to happen, and it's going to happenon the PC first," says Newell.
At its heart, he explains, is a shift from viewing games as aphysical product, to viewing them as a service - something that is alsohappening in other entertainment media. Digital distribution is part ofthat; more fluid and varied forms of game development, with games thatchange and engage their communities of players over time, are another;as is, naturally, the persistence and subscription (or otherwise)revenues of MMO games. None of this is reflected in the sales chartsanalysts, executives - and gamers - obsess over.
Valve sees 200per cent growth in these alternative channels - not just Steam, butincluding the likes of cyber-cafes as well - versus less than 10 percent in bricks-and-mortar shop sales. Steam has a 15 million-strongplayer-base with 1.25 million peak concurrent users, and 191 per centannual growth; none too far off a console platform in itself. The PCcasual games market, driven by the likes of PopCap, has gone from nextto nothing to USD 1.5 billion dollar industry in under ten years, andhas doubled in size in just three. Perhaps most surprisingly, Valve hasfound that digital distribution doesn't cannibalise retail sales - infact, a free Day of Defeat weekend on Steam created more new retailsales than online ones.
And then there is the game that many claim has been the death of PCgaming, but that Valve sees as its greatest success story, and itsfuture. "Until recently, the fact that World of Warcraft was generating120 million dollars in gross revenue on a monthly basis was completelyoff the books," Newell says. "Essentially, [Blizzard is] creating a newIron Man every month, in terms of the gross revenue they're generatingas a studio. Any movie studio wou