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UK games biz demands closer ties with academia in Business and Industry in Gaming, Media, Web, IT and Computing
UK videogame industry leaders have demanded greater ties betweenbusiness and academia to ensure that Britain's games developers remainglobally competitive. But will any of them step forward to foster therelationship?
At games industry conference the Westminster Media Forum, held inLondon this week, Mary Matthews, Strategy and Business DevelopmentDirector at game developer Blitz, said that ineffective training isholding the industry back.
“We can’t do what we want to do because we can’t find the right people,” she said.
Yet, acording to Kate O’Connor, Executive Director of Policy andDevelopment at Skillset, an industry body for skills and training, UKuniversities already offer 80 videogame-related degree courses. Nonehave any industry recognition, however.
Paul Harris, Professor of Screen Media at the University of Abertay,Dundee, agreed that accreditation by game design firms is crucial. Hesaid it is the best way for universities to ensure that students’skills match firms’ requirements.
Matthews also called for a similar frequent refreshment of the curriculum.
Matthews has other ideas too, such as recruiting potential gamedesigners from the age of 14. In her view, this would help kidsestablish much earlier a link between enjoying games and developingthem, thus steering more designers into the industry.

However, no one appears willing to take responsibility for theproposals. Instead, both industry and academia are hoping thegovernment will do the job for them.
Margaret Hodge, Minister for Culture, Creative Industries andTourism, said at the conference: “The games industry must do more toencourage students to choose the right qualifications [for videogamedesign], such as maths and physics.”
The government, she said, also has plans in the pipeline to createof centres of excellence for videogame development where gaming brainscould unite to develop the next smash hit.
Posted by Editorial Team Mon Jul 14, 2008 1:02 pm
The Hardcore Niche - The changing Videogame market in Gaming
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?
Posted by Editorial Team Tue Jul 08, 2008 7:55 am
30 Most Anticipated Games of E3 in Gaming
30. Rise of the Argonauts (PS3, X360, PS3)
Publisher: Codemasters
Developer: Liquid Entertainment
Est. Release Date: Sep 2008
Officially Announced for E3: Yes

Anaction RPG that promises to be way more action than RPG, Rise of theArgonauts has a winning mythological premise and lots of little designtouches that keep the game looking fresh. Take the Argo—the ship oflegend will act as a seafaring headquarters from which your recruitedArgonauts will provide support. There is also a “deed” system that willincrease Jason’s abilities via the acquisition of Xbox LiveAchievement-like trophies. So it’s bursting with interesting ideas, andit’s all running on the reliable Unreal Engine 3—this could be thesleeper hit of the year.


29. High School Musical 3: Senior Year Dance (PC, Wii, PS2, NDS, X360)
Publisher: Disney Interactive
Developer: TBA
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

Considerthis your representative sample of licensed games that promise to sellgangbusters regardless of quality or media reaction. And High SchoolMusical 3 is likely to be the biggest game of its breed this year: themovie of the same name is the first time this children’s blockbusterfranchise will see a theatrical release, meaning the marketing for theproperty is likely to be even more inescapable than usual. Beyond theusual niceties of rhythm games—coop and competitive modes, mechanicsspecific to each system’s control scheme—it will have the songs fromHigh School Musical movies past and present. That last one is almostcertainly the only feature the game needs to add another million insales to the franchise’s life-to-date count.

28. Borderlands (PC, X360, PS3)
Publisher: 2K Games
Developer: Gearbox Software
Est. Release Date: 2009
Officially Announced for E3: Yes

Capabledeveloper Gearbox has never swung for the fences with quite as muchgusto as with Borderlands. The fact that the game is original IP isn’teven the half of it—it also promises a procedural item creation systemthat will provide this sci-fi first-person shooter over half a millionweapons. If that’s not enough, Borderlands also shares some ambitionswith big-budget role playing games: the world will be expansive,character growth and classes comes standard, and missions and sidequests will populate the landscape. Borderlands has all the earmarks ofa breakout hit, and its scope should easily take the breath away fromboth shooter and science fiction fans.

27. Mortal Kombat vs. DC Universe (X360, PS3)
Publisher: Midway
Developer: Midway
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

Goingon the title alone, Mortal Kombat Vs DC Universe feels a decade late,like it should have been slugging it out with Marvel Vs Capcom for thequarters of 90s teenagers. But it’s actually a better idea,commercially, in 2008—now the game can ride the tide of successfulcomic book film blockbusters. It can pull from the years of soliddesign work and franchise reputation rebuilding that culminated inMortal Kombat: Armageddon. And with an anticipated ESRB rating of T forTeen, there’re no retail hurdles to keep the adolescent maledemographic from eating this up with a spoon.

26. S.T.A.L.K.E.R.: Clear Sky (PC)
Publisher: Deep Silver
Developer: GSC Game World
Est. Release Date: Aug 29, 2008
Officially Announced for E3: Yes

S.T.A.L.K.E.R.:Shadow of Chernobyl was hardly the biggest first-person shooter of 2007in the west. But it posted platinum-level sales in Eastern Europe,where its freeform gameplay and mythos steeped in Russia’s uniquescience fiction struck a strong chord. With little similar competitionin the region, its sequel Clear Sky should do well for itself therealso. Which isn’t to say the rest of the world shouldn’t (or won’t)give it a go as well—Clear Sky will add a tactical, squad-based turfwar to the already eccentric proceedings, and should be just as curiousand interesting a beast as its predecessor.

25. Star Wars: The Force Unleashed (PS3, X360, Wii, PS2, PSP, NDS)
Publisher: LucasArts
Developer: LucasArts
Est. Release Date: Sep 2008
Officially Announced for E3: No, but it might as well be

TheForce Unleashed could well be the biggest project to bear the Star Warsfranchise name since Episode III ended the franchise’s non-animatedtheatrical run. Every Star Wars fan has been curious about the periodright before the Original Trilogy when Darth Vader had his run of thegalaxy; Force Unleashed promises to capture this period from theperspective of the Dark Side, using exciting new technologies torealistically render bot the AI and the Force itself. If the persistentrumors are true, this could well be the last project completely builtby LucasArts’ internal studio—but in that case, it will be one heck ofa send-off that a lot of Star Wars fans will experience.


24. Beyond Good and Evil 2 (PS3, X360)
Publisher: Ubisoft
Developer: Ubisoft Montpellier (likely)
Est. Release Date: TBA
Officially Announced for E3: No

Allthat’s known about Beyond Good and Evil 2 is that it’s currently beingworked on by Ubisoft premier designer Michel Ancel. But in this case,that’s more than enough—Ancel’s resume does include perennial hitRayman and (naturally) the first Beyond Good and Evil, after all. Andthe first Beyond Good and Evil is particularly beloved. The smallaudience that played it has been talking about it ever since, praisingits varied gameplay and realistic, strong female protagonist Jade. Sothe sequel is exciting, and though its commercial success is by nomeans assured it’s possible that maybe the adult gaming audience isfinally ready for this franchise.


23. Lock’s Quest (NDS)
Publisher: THQ
Developer: 5th Cell
Est. Release Date: Fall 2008
Officially Announced for E3: Yes

2007’sbiggest surprise sales blockbuster was a little DS game called Drawn toLife, built by a little mobile developer called 5th Cell. That gamegave the independent studio a reputation for creating innovations withstrong market appeal, and it could cement that reputation with Lock’sQuest, a curious RTS/Action/RPG/minigame hybrid with cute graphics,quick thrills and a world that can be completely remodeled by theplayer. In other words, it has a lot of elements that appeal across awide variety of gaming demographics, as well as a lot of ambition. Ifthis one lives up to its potential, it would be great to see it succeed.


22. Puzzle Quest: Galactrix (PC, X360, NDS)
Publisher: D3 Publisher of America
Developer: Infinite Interactive
Est. Release Date: Fall 2008
Officially Announced for E3: Yes

Lastyear’s Puzzle Quest combined the most addictive parts of the casual“match three” puzzle game with the most addictive parts of RPGcharacter development, a powerful cocktail that murdered productivityand sold in huge numbers. There’s no reason this follow-up shouldn’tcontinue in that trend—it’s still a match three puzzle game (this timemore Collapse than Bejeweled), it still has those all-important RPGelements, and it’s being built by the same studio. The only differences(besides the science fiction setting) all look like improvements.There’s an element of strategy gaming. Players can enhance not justtheir character, but also their spacecraft. Downloadable content willabound. It all sounds like a game that players will itch to play afterthe first hit.


21. Crysis: Warhead (PC)
Publisher: Electronic Arts
Developer: Crysis
Est. Release Date: Fall 2008
Officially Announced for E3: Yes

Allegedlythe last PC exclusive from the bastion of PC gaming high technology,Crytek’s side story to 2007’s Crysis looks every bit as graphicallydazzling as its predecessor. It also promises to be a moremarket-friendly title (a tall order considering Crysis’ million-sellingstatus); Warhead provides a less strategic, more bombastic run-and-gunaffair compared to the original Crysis. And with a year of hardwareadvancements in between Crysis and Crysis: Warhead, that more widelyappealing design will find that a lot more people have the rigs toactually run it well. And who knows? If Warhead does manage to findthat perfect balance, perhaps Crytek will stick to their PC-exclusivestomping grounds for a while longer.

20. Tomb Raider Underworld (Wii, PS2, PS3, X360, PC, NDS)
Publisher: Eidos
Developer: Crystal Dynamics
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

It’sbeen a few years since Crystal Dynamics took the Tomb Raider franchiseand reinvigorated it with Legend. But it’s really with Underworld thatthe series’ previous mistakes have been taken to heart. Rather thanrest the game on its laurels again, Underworld is a creation that lookstoward with the new; the game engine is all new, the way the worldinteracts with Lara is more realistic, combat now has melee and willflow fluidly into the puzzle mechanics. And if that wasn’t enough toguarantee sales, Lara has a motorcycle now too.


19. Sonic Unleashed (Wii, PS2, PS3, X360)
Publisher: SEGA
Developer: Sonic Team/Dimps
Est. Release Date: Holiday 2008
Officially Announced for E3: No

Thesedays it feels like SEGA promises the moon with every Sonic title, tothe point where it’s hard to fall for it anymore. Take Sonic Unleashed;it’s promise of a revamped, re-invented Sonic echoes the promises SEGAmade before this generation’s first Sonic the Hedgehog hit the Xbox 360with a sad plop. And yet, franchise sales have never followed the samecurve as the blue blur’s review scores. This is mostly because ofSonic’s strong appeal to the child market, but on some level thegraying Genesis owner wants to believe what we’re told, that this nextSonic really will reclaim the glory days. Anyway, Sonic Unleashed. It’srunning on a new engine and has some 2D environments. It’ll sell, andas for the rest of it? Here’s hoping.


18. MadWorld (Wii)
Publisher: SEGA
Developer: Platinum Games
Est. Release Date: 2009
Officially Announced for E3: No

PlatinumGames, formerly Seeds, formerly Clover Studios, isn’t known for makingcommercial hits. No, that team is known more for making instant,beloved classics. Okami certainly, but Viewtiful Joe is in there aswell, and the only people who remember God Hand these days love it toabsolute death. MadWorld, a blood-soaked black and white Wii exclusive,feels like a return to the playful, experimentation that made this teamfamous. Will it sell? Well, it’s nice to think that just maybe, thistime, the market has caught up to what Platinum is doing.


17. Animal Crossing Wii (Wii)
Publisher: Nintendo
Developer: Nintendo
Est. Release Date: TBA
Officially Announced for E3: No

Asof this writing, Animal Crossing Wii still exists as a hopeful glimmerin the eye of the gaming public. Nintendo hasn’t said anything at allabout it yet, though almost all speculation says that it exists andwill be announced soon—and if that’s the case, E3 is as good a place toshowcase it as any. It’s a completely believable theory. Nintendo’sChristmas lineup is currently a complete mystery, and Animal Crossing,already a surprise hit on GameCube and DS, is such a good fit for thecasual Wii-loving audience it’s startling it’s not on the systemalready.


16. Left 4 Dead (PC, X360)
Publisher: Valve Software
Developer: Turtle Rock Studios
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

Valvedoesn’t release duds, and it doesn’t buy teams that can’t deliver. Sothe fact that it purchased Turtle Rock Studios and have put a greatdeal of PR muscle behind Left 4 Dead speaks volumes as to how good thisgame could be. The game has a completely innovative, yet highly marketfriendly hook in its “four survivors must cooperate to survive thezombie horde” premise, though players of a less polite persuasion canalso take up the role of a super-powered zombie. This could very wellbe the next major online phenomenon, like Team Fortress 2 before it.


15. Resistance 2 (PS3)
Publisher: Sony Computer Entertainment
Developer: Insomniac Games
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

Thefirst Resistance was the big win for the PlayStation 3 at launch, butResistance 2 looks set to spin that good first impression into anempire. Resistance 2 pushes the game out of London to the morerelatable (in the US, anyway) environs of the United States. A goodmove, but not as good as the massive 60-man multiplayer that the gamepromises. That’s fantastic scale for an online console game; add onsome more focused, objective-oriented teamplay and Resistance 2 is agood contender for gamer’s next networked obsession.


14. Killzone 2 (PS3)
Publisher: Sony Computer Entertainment
Developer: Guerilla Games
Est. Release Date: 2009
Officially Announced for E3: Yes

Threeyears on and Killzone 2 is still trying to shake off its disastrous“showing” at E3 2005. Admittedly the team at Guerilla has done a finejob of actually approaching the target in that first badly marketed“target render,” with more recent previews showing the game asappropriately attractive and bombastic for its high position in Sony’sportfolio. But it still needs a big floor to show off, and it needs aman to say “in-game graphics” about one thousand times in front of somehuge HD Killzone if it wants to really nail the market. E3 historicallyhas had some very big floors.


13. Fable 2 (X360)
Publisher: Microsoft
Developer: Lionhead Studios
Est. Release Date: Oct 2008
Officially Announced for E3: Yes

Alot on Fable 2 is already known, and most of it is interesting on avariety of levels. There’s the in-game dog, a character ofunconditional love that will act as the player’s anchor to the game’sworld. There’s the Pub Games, a series of Xbox Live Arcade titles thatwill act as both encapsulated products and previews for the bigrelease. Then there’s the gay marriage, pregnant adventuring, and allmanner of family matters to deal with in the game as well. It’s a gamethat promises to push boundaries and break some of the medium’s moreridiculous unnecessary taboos. Considering the success of the originalGable, it’s likely many people will choose to experience this moveforward—surely a good thing.


12. Command and Conquer: Red Alert 3 (PC, X360)
Publisher: Electronic Arts
Developer: EA Los Angeles
Est. Release Date: Holiday 2008
Officially Announced for E3: Yes

RedAlert’s Cold War gone hot is one of the most beloved scenarios is allof strategy gaming, and the franchise’s long seven year absence makesthis game even more exciting and desirable. And by adding thepseudo-Japanese Empire of the Rising Sun faction the festivities geteven more campy and strange, complete with towering mecha, psychicschoolgirls and parachuting bears. So it’s got a lot of hooks for boththe longtime fan and sugar-crazed newcomer alike.


11. Far Cry 2 (PC, X360, PS3)
Publisher: Ubisoft
Developer: Ubisoft Montreal
Est. Release Date: Holiday 2008
Officially Announced for E3: No

FarCry 2 has found a unique gaming setting in the jungles, savannahs andtowns of Africa, and it plans on giving the player a lot of thatsetting – 50 square kilometers, to be precise. Plenty of new gameplayelements will make themselves known as the player crosses that expanse:some wounds have to be treated with field medicine (ie. fishing abullet out with a knife) and brush fires can be started, only to bewhipped up realistically by wind. Far Cry 2 is an underutilized brandmoving to an underutilized setting while adding multiple newinnovations, making it an extremely strong contender in the hardcoreshooter market.
10. Prince of Persia (X360, PS3)
Publisher: Ubisoft
Developer: Ubisoft Montreal
Est. Release Date: Holiday 2008
Officially Announced for E3: No

Princeof Persia: The Sands of Time was one of the last generation’s definingmoments, so it would have been easy for Ubisoft to just build astandard sequel on the successes of its previous trilogy. The fact thatthis is not the case, that the series is instead being rebooted with anincredible hand-painted aesthetic and open world, show a strongdedication to making the Prince one of the most lasting and importantfranchises in gaming (though the big budget movie helps on that scoreas well). While previous PoP titles did sell well, after theblockbuster success of Assassin’s Creed, the timing is perfect for thePrince to really make it big.


9. Final Fantasy XIII (PS3)
Publisher: Square Enix
Developer: Square Enix
Est. Release Date: TBD
Officially Announced for E3: Yes

Sinceclosing the door on the last console genre, Square Enix has relied onhandheld games and Wii side stories alone. If the publisher’s lastfiscal statement said anything, it was that’s no way for a company tolive—so while Square Enix has some other interesting console games inthe pipe, it needs to bring its megaton franchise back into the publiceye. It’s not surprising that Final Fantasy XIII will show up in someform at E3—and regardless of what form it takes or what the game lookslike now, it could certainly steal the show if it tried.


8. Street Fighter IV (PC, X360, PS3)
Publisher: Capcom
Developer: Capcom/Dimps
Est. Release Date: 2009
Officially Announced for E3: Yes

Atworst, this is a surprise come back of one of gaming’s most iconicfranchises. At best, this could be the surprise come back of agenre—certainly if anything could revive a flagging fighting gamefield, a new numbered entry in its greatest series would be the thingto do it. Perhaps the best sign that this game knows what it will taketo succeed is its reverence to Street Fighter II—all of the charactersfrom that game will return, and the gameplay mirrors the measured paceof that early entry. Considering versions of SFII still sell in strongnumbers, it’s easy to see how this strategy could succeed on the market.


7. Rock Band 2 (X360, PS3, PS2, Wii)
Publisher: MTV Games
Developer: Harmonix
Est. Release Date: Sep 2008 (X360 timed exclusive, with other versions to follow)
Officially Announced for E3: Yes

Nomatter what other companies say, the fast-paced game of catch-up thathas gripped the music genre says one thing louder: the four-piece RockBand is the standard for the field. And while little is known about itat this point, what is known proves that Harmonix hasn’t lost the plotwith Rock Band 2. Sticking to its “platform” guns, the game will befully backwards compatible—with old DLC, with old instruments, theworks. And while user-created content is not a go this time, there arecertainly things about the game yet to be announced—you don’t want tomiss this one at the show.


6. LittleBigPlanet (PS3)
Publisher: Sony Computer Entertainment
Developer: Media Molecule
Est. Release Date: Oct 2008
Officially Announced for E3: Yes

Despiteseemingly constant delays, LittleBigPlanet remains one of the mostunique products in Sony’s first-party arsenal. The idea of a game thatlives and dies by the content created by its users has been triedbefore in first-person shooters, but LittleBigPlanet, with its lovelytextured graphics and universal, non-violent charm wants to be muchmore—the YouTube of games perhaps, or the Legos of the 21st century. Ofall the games that could bring PlayStation 3 to the mass market, thisremains the best hope.


5. Halo Wars (X360)
Publisher: Microsoft
Developer: Ensemble Studios/Bungie
Est. Release Date: Oct 2008
Officially Announced for E3: Yes

HaloWars is more than just the next title from Microsoft to have the Haloname. It’s also more than the first Halo project not spearheaded byBungie. Halo Wars wants to be a revolution in real-time strategy, aconsole exclusive built from the ground up for a console controller—inother words, Halo Wars wants to do for real-time strategy what Halo didfor first-person shooters. If it succeeds, it could crack wide open thenascent console RTS market as gamers try it based on the franchisealone. It’s been reported that the game will be playable by the mediaat E3, so the show should give a much better idea as to how itssucceeding.


4. Spore (PC, Mac)
Publisher: Electronic Arts
Developer: Maxis
Est. Release Date: Sep 7, 2008
Officially Announced for E3: Yes

It’scertainly something that even after the seemingly endless amount ofwords typed about Spore, even though it’s appeared in publications asnon-game centric as The New Yorker, even though the wait for the gamehas been years long and interminable, almost everyone who knows aboutit is still excited at its promise. And after the success of therecently released Creature Creator, that excitement is still mounting.Will Wright’s SimEverything could very well the next big thing, tossingaside silly ideas like “demographics” and just appealing to everyoneeverywhere. In other words, the next Sims.


3. Gears of War 2 (X360)
Publisher: Microsoft
Developer: Epic Games
Est. Release Date: Nov 2008
Officially Announced for E3: Yes

Gearsof War 2 is a lot of things. To the gamer, it is epic, the sequel tothe game that dominated man hours spent on Xbox Live for most of 2007.To developers, it’s the new baseline, as every new Epic game has cometo represent the state of the art for the now industry standard UnrealEngine 3. In both regards Gears of War 2 looks great. A fewimprovements to the constantly evolving engine have already been shown,and most gamers agree that new mechanics like martyrdom and the “meatshield” look like fantastic fun. Gears of War is already one of thisgeneration’s emblematic franchises, so it will be great to see how thesequel goes about cementing that status.


2. Resident Evil 5 (X360, PS3)
Publisher: Capcom
Developer: Capcom
Est. Release Date: 2009
Officially Announced for E3: Yes

RE5is not even close to a retail release, and yet it’s already one of themost interesting topics in the industry. It brings with it the highlyrespected pedigree of Resident Evil 4, hands-down one of the best gamesof the last generation, and will probably sell strongly to the audiencethat loved, or even heard about, that game. Yet it’s also mired incontroversy over some concerns regarding racism. So it’s a projectthat’s walking many tightropes of expectation, and there’s potentialfor huge success or massive failure here. As a result this E3 could bethe most important public showing for RE5 until its release—it shouldbe fascinating.


1. Fallout 3 (PC, X360, PS3)
Publisher: Bethesda Softworks
Developer: Bethesda Softworks
Est. Release Date: Oct 2008
Officially Announced for E3: Yes

Fallout3 shows great evolutionary leaps every time it’s displayed for publicviewing, with recent revelations—the childhood simulating charactercreator, the 500 endings—being particularly fascinating. Now that it’scoming precariously close to its announced release date, this E3 shouldrepresent the game’s biggest showing yet. If there are any surprisesleft in the title to announce, expect them to get announced at somepoint during the week. But even if there aren’t, Fallout 3 has alreadyproven itself to be a sprawling, ambitious project that anyone in thegaming audience would wait to spend more time with.
Posted by Editorial Team Tue Jul 08, 2008 7:55 am
Rethinking Traditional Advertising Methods in Business and Industry in Gaming, Media, Web, IT and Computing
You see, for all the talk of monthly periodicals' demise, SEO'simpending reign, the downfall of FM stations and television'sinevitable implosion, we, err, sort of forgot to mention one thing:essentially that, despite posting up ratings far from the halcyon daysof the pre-TMZ.com era, mass media outlets such as ABC, CBS, CNN andNBC; Time, Newsweek and USA Today;and even regional Cineplex chains still generate the kind of audiencenumbers most interactive entertainment execs would give their last USBcable to connect with. Tactics may be changing, with custom tradeshows,advertorials, movie-type trailers and cover wraps replacing simple pageads and product giveaways. But as an industry, we're far from preparedto divorce ourselves completely from traditional advertisingplacements, or shift marketing dollars exclusively onto the Internet.

"Something most gamemarketers miss about the broadcast space is the need to keep messagingpointed and simple" - Steven Roberts, DIRECTV

To wit, column after news brief after investigative report may continueto bemoan the death of old-world media. However, as any marketingdirector can attest, its core vehicles still remain one of the bestways to rapidly generate mass awareness amongst PC- or console-owningaudiences. Hence, although blogs and video aggregators deliver greatbang for the buck and generate tremendous street-level buzz, theycontinue to be promotional outlets that most core publishers have yetto wholly embrace, let alone fully commit to. Thus the reign ofhigh-profile primetime spots for titles like Grand Theft Auto, Madden and Halo rolls on.
And so, just as I humble myself before my new daughter, who hasn't meta pair of slacks she hasn't enjoyed redecorating yet, I willinglyprostrate myself before the industry-at-large and beg forgiveness. Asthe following executives – representing the television, motion pictureand direct marketing industries, respectively – are quick to remind, weshould all think twice before acting so rashly and completely writingthese businesses off.
Suffice it to say that they may not generate the same kind of headlinesin 2008 as rich media providers, online networks or widget creators,but thanks to new technology, changing tastes and increasing audiencefragmentation, let's just say they're far from out of the game.
Steven Roberts
Vice President & General Manager, Games and StrategicInitiatives for DIRECTV, overseeing broadcast ventures like 24/7interactive games channel Game Lounge and the internationally televisedChampionship Gaming Series professional league.
"Broadcast TV is absolutely not dead – just changing. Popular as gamingis, you can't look at entertainment in a vacuum... you have to considerthe overall mass-market. There are 120 million television homes outthere, with millions of people who just want to be entertained in thesame way they have for the last 50 years. NFL football still puts uphuge ratings every Sunday, and millions still tune in to watch livemusic and sports – you don't see that on an Xbox 360 console.
"True, television has to evolve, and will become more interactive toengage subscribers... if that's what users want. But what we're reallylooking at here in the immediate is developers/publishers grapplingwith a question of increasing audience segmentation. Something mostgame marketers miss about the broadcast space is the need to keepmessaging pointed and simple. That doesn't mean downplaying keyelements or features that you want understood: Just presenting them ina straightforward, easily comprehensible way that speaks to a specificaudience. Implementing better virtual cameras into games would be awelcome start... For broadcasters, it's very difficult to showdifferent elements of a title in ways instantly conducive to helpingpeople understand what it's all about.
"It's also important to look beyond the 30-second spot. There's plentyof room for advertisers to tap into broadcast vehicles, whether throughtelevised competitions, interactive online program extensions orproduct integration. Placing games front and center by showing ahalf-hour of screens, video footage and people playing these titlesmakes sense. But what you really need for effective campaigns here isto build elements of user interaction into your advertising and pair itwith programming that's consistent with the demographics of the gameitself.
"It all comes back to basics. People won't skip an ad on a DVR or turnaway to get a glass of milk if it's compelling, the message is clearand it's telling you something that you want to hear. Creative doesn'tjust have to wow either: It also has to make sense for the audiencesegment. While marketing can be fun and have an edge to it, ultimately,for on-air placements, it's vital to make sure the message is verytargeted, specific and simple."
"For all the uproar surrounding the movie business lately, gamemarketers shouldn't underestimate in-cinema advertising's power. Mostmedia features a device (remote control, mouse click, radio dial, etc.)that lets audiences tune unwanted messaging out. But at the theater,you've paid to be there, are a captive audience and want to beentertained. This receptivity begets results if the creative is good:Recall scores average around 60%, with categories like gaming actuallysoaring into the 80-90% range.
"Definitely, the big screen's sexy. Via streaming media, you canliterally send ads for M-rated games to all R-rated movie screenings inany given city; appear alongside only specific types of films; ordeliver different messages to different geographic markets on-demand.But publishers need to look beyond the most obvious opportunities –lobbies can also be a marketing wonderland. Standees, banners,concession items... From 20-minute pre-shows packed with original,exclusive and entertaining content to game posters disguised to looklike cinematic counterparts, options for building brand equity areendless.
"Hollywood is far from dead. Are gamers going to see Shrek, The Matrix and Pirates of the Caribbean?Of course... it's common sense. Research also shows emotions aremagnified at the theater – and the same holds for audience reactions tocommercials as well as films. It's hard to argue with a dark room, agiant screen and a group of people who've willingly paid to be thereand want to see what's in store.
"Also note – 80% of tickets are sold on weekends, a time when peoplewant to go shopping, and theaters are generally located in shoppingdistricts. Stick a retail discount on a box office handout, and youdon't just achieve grassroots interaction, or present a clear call toaction. It's also conceivably the last message a consumer sees beforehaving to drive home past a Best Buy or Wal-Mart where your game'sconveniently stocked."

"People are more distracted than ever – advertisers need to cut throughthe clutter. You have to find ways to surprise and entertainaudiences... It's important to design options that let you really spendtime with consumers in a meaningful way.
"Consider core gamers. You can look at where they're hanging out – atfraternity houses, sports bars, military bases, wherever – thendiscover ways to be there. It's even possible to reach players atschool and weave gaming properties into an educational message. Theseinstitutions appreciate it when game companies can provide them withbranded book covers, locker calendars or workshops that incorporatethese titles to teach lessons, just to name a few possible choices.
"Basically, you have to create options that make sense for the contentand target demographic, then craft a vehicle that fits. This could be abranded video game tournament, for example, or involve catching fans ata sporting event and giving them things they can wear to the game.There are alternative ways to reach virtually any shopper.
"It's crucial for publishers to connect with fans on a one-on-onelevel, because as excited as TV/film imagery can make them, people wantto go hands-on and try your games. To do so, you have to interface withthem on the street. Demos at malls, movie theaters, health clubs, etc.are essential to building buzz: There's a direct link between samplersconverting into purchasers. Experience is everything, and consumers aregoing to be the strongest ambassadors for your brand – word-of-mouth isincredibly powerful in the enthusiast gaming community.
"A holistic strategy is important, though: Alternative marketing shouldjust be one part of a diversified tactical plan. If I can see an ad foryour game during Lost or American Idol, then it happens to be at a barwhere I can try it, it'll pique my interest... Suddenly, brand andbuyer are making a meaningful connection. Remember though, that theseplacements have to be unobtrusive. You can't invade someone's space –you have to make kiosks, stands, booths, etc. – something that adds to,not takes away from, the entertainment value of any activity or event."
Posted by Editorial Team Tue Jul 08, 2008 7:40 am
Microsoft responds to Xbox 360 Elite rumours in Gaming
Microsoft has today responded to a number of misleading stories in the UK's mainstream pressearlier this week regarding alleged 'red ring' problems with the Xbox360 Elite console that have been experienced by numerous UK gamers.
Microsoft has now issued the following official response to these stories, which appeared in the Daily The Mirror and The Daily Telegraph:  
"Recentreports in the UK media regarding Xbox 360 contain inaccuracies andpure speculation, as well as news that is a year old.
"Promptedby what Microsoft viewed as an unacceptable number of repairs to Xbox360 consoles, a year ago Microsoft announced an expansion of its Xbox360 warranty. Effective 5 July, 2007, any original retail Xbox 360customer who experiences a general hardware failure indicated by threeflashing red lights is covered by a three year warranty from date ofpurchase, with all other issues remaining covered by the standardone-year warranty."
Why the red ring?
Microsoft'sofficial statement also reiterates the company's initial comments fromJuly 2007 that they had "conducted extensive investigations intopotential sources of general hardware failures," and that after"identifying a number of factors which can cause the general hardwarefailures, Microsoft has made improvements to the console."
Sowhat do those evil three red lights actually mean? Many reports seem tothink that they indicate a single overheating problem, but according toMicrosoft, this is not the case.
"The three flashing red lightserror message does not signal a single issue and can be caused by acombination of factors. For competitive reasons, we do not providespecifics about hardware components.
The statement adds: "Weencourage anyone who is experiencing issues with their Xbox 360 consoleto call the customer support centre. Our customer service team is wellequipped to ensure that all Xbox 360 repairs go smoothly."
No endemic problem
TechRadarhas contacted The Mirror, The Telegraph and a number of leading UKgames retailers to find out more on the alleged 'numerous problems'with the Xbox Elite.
Both stories quote a 16-year-old Jamie Kingfrom Sussex. If you happen to know or be that James King from Sussex,then please drop us a line to news@techradar.com and tell us more aboutthe problems you have had with your Xbox 360 Elite.
Posted by Editorial Team Tue Jul 08, 2008 7:39 am
Gamecock and Firefly studios titles now available via Steam in Gaming
Gamecock Media Group and Valve Corporation have announced anagreement to launch Gamecock titles on the Steam digital distributionplatform.
The first titles available on Steam will be FireflyStudios' Stronghold Crusader Extreme and Insecticide Part 1, which arenow available for USD 29.99.
Additional Gamecock titles -including Insecticide Part 2, Velvet Assassin and Legendary - will bemade available via Steam later this year.
Posted by Editorial Team Fri Jul 04, 2008 5:54 am
AMD with three new Phenom CPUs at opposite ends of market in Hardware, Internet, Networking, Comms and Security
The raw specs are 140W TDP for the 9950 at 2.6GHz and 65W for the 9350e at2.0GHz and 9150e at 1.8GHz. The prices are $235, $195 and $175 respectively, andthe sharp-eyed among you will notice that the 9950 costs exactly what the 9850does. That is because in a week, on July 7, the 9850 will drop to $205. Bothwill remain 'Black', but the 9950 will be blacker because, before the end of theyear, the 9850 will fade from black, and go back to a locked part.
You have to wonder why AMD is bothering to lock Phenoms at all, with theBlack parts selling at effectively no premium, why not just let people have fun.Anything AMD can do to foster the enthusiast market at this point is probably agood thing, and if you don't have the raw speed, play up the features.
In any case, the interesting part of the bunch is the 9350e. It isn't a barnburner, but for media center boxes, coupled with a 780G board, or better yet a790GX, it could be a pretty solid media/casual gaming rig. This part fills ahole in the market, there aren't any sub 95W Intel quads out there formainstream consumer use, but there could be quite easily if the 9350e is a hit.
In any case, hardcore gamers will probably turn up their noses at the lowclock speeds in the -e parts, but as long as you are not trying to eke out thelast FPS, these parts would make a dandy low-noise desktop.
So, how did they do? Using the same exact setup as the we did with theoriginal780G review, the numbers lined up quite well. To recap, that is a GigabyteGA-MA78GM-2SH mobo, Corsair DDR2 1066 memory and a PC Power and Cooling/OCZSilencer 750W PSU. Power draw was measured at the wall with an Extech True RMSPower Analyser. The same caveat as last time needs to be said, the PSU isunderworked and far less efficient that it would be if we were pulling 500+ W,so knock about 20+ per cent off the wall power to get power used by the boarditself.
We ran our usual power draw test, 3DMark06 under XP SP3 patched to current asof June 28. Just for fun, we threw in the 4850e and the X4 9600 from the lasttest, as well as the 8750 X3. So now you can compare a K8, X3, X4 B2 and a X4 -ein terms of power. It looks like this.

The raw numbers
The lowest idle number is of course the 4850e, and it beats the quads byalmost 20W, the really odd part is the greater than 20W gap from there to the8750 X3. Lose one core, gain 20W? Binning problem, or binning opportunity? Thedual core 4850e also takes the bottom of the loaded power charts, and there is abig 33W gap to the 9350e. From there, the 8750 and 9600 are almost on top ofeach other.
Performance is about where you would expect it to be, the 4850e taking up thebottom with sub-1200 scores, and the others right on top of each other at1540+/-2. A quick overclock of the 9600 to 2.8GHz barely moved the score, so3DMark06 looks pretty GPU bound here.
In the end, with the new parts are priced pretty low, but won't challengeIntel for supremacy. For the high end 9950, you gain 100MHz for a few watts somake sure your mobo can handle the extra. In a week, it will not cost you anymore than a 9850, so you might want to hold off for a few days.
The 9350e and the 9150e look to be solid and inexpensive workhorses for theHTPC/SFF/quiet office PC set. You give up 200MHz for 30W, not a bad trade. Theyare solidly mid-range parts that won't stun any gamers, but they plug gaps inthe market, and do so quite nicely.
Posted by Editorial Team Tue Jul 01, 2008 7:15 am
ASA warns envelopes with marketing must be transparent in Business and Industry in Gaming, Media, Web, IT and Computing
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.

See:
Posted by Editorial Team Mon Jun 30, 2008 6:47 am
Games Industry Movers: Trion, 38 Studios, Kongregate & M in Business and Industry in Gaming, Media, Web, IT and Computing
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.
Posted by Editorial Team Mon Jun 30, 2008 6:42 am
Top 10 most vital people-powered technologies - FEATURE in General Discussion, including Off Topic, Current Affairs
Linux
Thedaddy of people power, this open source operating system owes prettymuch everything to the massive community of users and developers who'vebuilt it, broken it, put it back together again and added all sorts ofgoodies.
The penguin logo unites a truly incredible group oftalented people, from driver developers to desktop designers, advocatesto application builders.
Firefox
Even people who think that Linux is a character in the Peanutscartoon know about Firefox. What makes it special isn't the open sourcecommunity that created and maintain it, however; It's the efforts ofthe developer community whose extensions make Firefox the Swiss ArmyKnife of the internet.
Whether you want to block annoying ads,keep track of interesting sites or just stay up to date with footieresults from around the world, if you can imagine it, there's almostcertainly an extension that does it.
Half-Life 2
This month we've mostly been playing Minerva, Adam Foster's excellent mod for Half-Life 2 (http://developer.valvesoftware.com/wiki/MINERVA). Modders have been creating new stories since the days of Doom, and a quick look around Moddb (www.moddb.com) uncovers stacks of mods for your favourite PC games.
Smartdevelopers - such as Half-Life's Valve - know that mods make theirgames even more attractive, so the firms make modding as easy andaccessible as possible.
Xbox
Is your original Xbox gathering dust in the loft? Why not dust it down and turn it into a fully-fledged media centre?
While Microsoft blabs about the 360's multimedia features, the talented team at the Xbox Media Center project (www.xboxmediacenter.com)can turn an ageing original Xbox into a multimedia marvel (although ifyou don't fancy modding your console, steer clear - XBMC only works onhacked machines).
Job done, they're turning their attention to other platforms: a Linux version of the software is in development.
TiVo
Thecommunity that's sprung up around the TiVo digital video recorder(www.tivocommunity.com) is a thing of wonder, with users offering eachother advice, commenting on the company and fiddling with its products- often in ways that would give film and TV studios heart attacks.


       
While TiVo claims not to encourageor discourage the hacking community, it's pretty obvious that thehacking community makes the product even more attractive to tech-heads- and hackers' ideas often turn up in the official product, such aswhen the community found and fixed a date problem in older TiVo boxes.
iPhone
iPhonehackers aren't just trying to free the phone for use on any network.They've found ways to turn your existing tunes into ringtones withoutpaying for them all over again, created all kinds of add-onapplications and best of all, found a way to change the truly horriblefont on the Notes screen.
PlayStation Portable
Sonydoesn't like it - recent firmware updates mean that unless you've gotan older PSP, your options are limited - but thanks to Homebrew (www.psp-homebrew.eu)you can add all kinds of goodies to the device. There are loads,including customisers, emulators, chat programs and GPS software.
Overclocking
Changingchips' clock speeds and hoping they wouldn't set your house on fireused to be a shadowy pursuit that tech firms frowned upon. Thenhardware firms realised that overclockers had money as well as PCs toburn.
Now, motherboard makers often provide everything a speeddemon needs, either in the motherboard BIOS or on the driver CD, andgraphics card firms are keen too. For example, ATI actively encouragesoverclockers to ramp up their Radeons.
Windows Media Center
Microsoft'smedia system is pretty nifty, but it's niftier still when you tweak ituntil it squeaks. Microsoft knows this, which is why it happily linksto two independent community sites: the Media Center-specific GreenButton (thegreenbutton.com), and the general audio-visual AVS Forum(www.avsforum.com/avs-vb).
The software giant also has its own community site (www.microsoft.com/windowsxp/expertzone/communities/mediacenter.mspx), where media center experts share their top tips.
Web apps
Firms who make it easy to interact with their online apps have createda massive community of developers. Google Maps has been adapted toprovide maps of speed cameras (http://spod.cx/speedcameras.shtml) and to create flight simulators (http://www.isoma.net/games/goggles.html), while keen developers have created software for apps such as Google Mail and Flickr.
You'll also find useful and useless apps alike on social networks such as Facebook.
Posted by Editorial Team Mon Jun 30, 2008 6:31 am
Why the PC is the future (from VALVE) [FEATURE] in Gaming
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 would be shouting about that from therooftops. But it was essentially invisible."
Newell thinks thatWOW is "arguably the most valuable entertainment franchise in any mediaright now", and also believes, rightly, that it could only ever havehappened on the PC. He also tips his hat to South Korea's Nexxon forits enormous success with free-to-play, microtransaction-driven gameslike Kart Rider and Maple Story, soon to be aped by EA's BattlefieldHeroes.

There is another reason for the gulf between theperception and the reality of the games market, Valve thinks, and it'sa geographical and linguistic one. The dominance of the Englishlanguage gives the US and UK games markets, where the PC is weakest,undue prominence. In several major Western markets - notably Germanyand the Nordic countries - the PC performs much better. What's more, inthe emerging markets of China, Korea and Russia, where gaming is seeingunprecedented, explosive growth, console install bases are negligible,and the PC is king. Valve thinks that there's a silent majority ofglobal gamers who are skipping the console era entirely, the way thesedeveloping nations already skipped dial-up internet.

Steam isavailable in 21 languages for this reason, and Valve reckons that itsspeedy localisation and lack of physical distribution is an effectivecounter to the piracy common in these markets. It's also allowing Valveto get games to players in regions traditional channels don't support."PC's are everywhere in the world," says Holtman simply. "PC's are thesame all over the world. All of sudden, if you can open up emergingmarkets and go somewhere like Russia or South East Asia, you've goneway further than you can go with a closed console. There are 17 millionPC gaming customers in Russia alone."

A key shift in this brave new world of games as services rather thanproducts - and one that runs contrary to the traditional image of PCgaming - is a move away from graphical fidelity being the yardstick ofprogress. "As a company that's really proud of the job we do withgraphics it's funny to say this," Newell says, "but we get a betterreturn right now by focusing on those features and technologies thatare about community, about connecting people together."
He citeseasy uploading of gameplay videos to YouTube as a bigger source ofentertainment value than marginal improvements in graphics. "I thinkthat people thinking about how to generate web hits on their serversare a lot closer to the right mentality for what's going to besuccessful in entertainment going forward, than somebody that's used tohaving conversations about how to get end caps at Best Buy."
Therevolution in distribution and business models also offers a major newopportunity for smaller games - and smaller games developers - tothrive. The demands of retail - the logistical problems of gettingboxes to shops, and the budgetary drain of huge marketing campaigns -mean that bigger is necessarily better in the traditional games market.
Notso on Steam and its equivalents, says Valve, pointing to the hugesuccess of indie darling Audiosurf, as well as its own Portal. "As youmove away from that huge first weekend, big blockbuster mentality,"says Newell, "you're getting back to an area where smaller and smallergroups can connect with customers. I think you're going to find thatthe enjoyment of being in the game industry as a developer on the PC isa lot greater than outside of it."

He's backed up by an actual indie, Audiosurf creator Dylan Fitterer.This one-man development, created without financial backing -impossible on consoles, due to the cost of development kits - was thebest-selling game on Steam full-stop at its release, outclassing manybig-budget titles. "I didn't have to ask anybody if I could release it,except for my wife," Fitterer says. "It took a few years, and I waspretty darn tired by the time it was ready. Something likecertifications? No thanks." He also points out the tight limitations ofconsole servers versus PC servers for online gaming; Audiosurf'sscoreboard for every song ever recorded would be out of the question ona closed platform.
Holtman argues that Steam and Steamworks - thesuite of free tools it offers - revolutionise the environment fordevelopers and publishers. The auto-updating system means that a gamecan be developed right up to release and beyond. It eases painfulcrunch times, and allows game makers to respond to their audiences,publishers to develop their titles as continuously evolving franchisesrather than finite products.
"All of a sudden, PC games becomethis thing that's reliable and up-to-date," says Holtman. Team Fortress2 designer Robin Walker weighs in, noting that the PC version of theshooter has had no less than 53 updates since its release last year -something that certification cost and time have prohibited for onconsole - and that this "ship continuously" ethos is a key component tothe success of the best multiplayer titles. Steam, he says, makes thatprocess fast and transparent.
"I don't want anyone between me andmy customers," says Walker. "I want to write code today and I want allmy customers running it tomorrow." Possible on the PC - Steam inparticular, naturally. Not possible on consoles. For his part, Fittereradded achievements to Audiosurf in a total of two days. This constantiteration creates a feedback loop between developer and customer that,reckons Walker, can only improve the quality of the game. "The more Italk to my customers, the better my decisions will be. Without a systemof talking to my customers, I will make bad decisions."

The implication is a striking one: sporadic, excessively controlledupdating means that console multiplayer games will never reach theheights of their PC counterparts. There is a counter-argument - that PCgames descend into a poorly-defined, indistinct mess of constantpatching - but it is effectively squashed by the fact that, if you lookfor a multiplayer game with the longevity and massive popularity of aWOW or a Counter-Strike on console, you won't find one (with the veryarguable exception of Halo).
Auto-updating is the reason Valvecreated Steam in the first place. It's the reason it now finds itselfin an odd position for a developer: semi-publisher, leadingdistributor, market analyst, agony uncle and technocrat - not tomention defender of a platform that's still being proclaimed dead, whenall signs point to the very opposite.
At the end of the day, PCgaming's health - and its trickiest challenge - comes down to a bottomline that even the format's detractors can't refute: there are just somany of the damn things. "We think the number of connected PC gamers weare selling our products to dwarf the current generation of consolesput together," states Newell. "There are tremendous opportunities infiguring out how to reach out to those customers.
Posted by Editorial Team Mon Jun 30, 2008 6:22 am
Official: Windows 7 date is confirmed (Windows Vienna) in Microsoft / Windows
Bill Gates may have only just saidhis goodbyes, but the Microsoft machine keeps on running with thecompany announcing information about the release of Windows 7.
Thepaint may not have even dried on the Windows that is Vista, but itseems that Microsoft is already looking to launch its successor withinthe next two years.
In a letter to enterprise and businesscustomers on Tuesday, vice president of Microsoft Bill Veghte announcedthat the approximate launch date for Windows 7 is January 2010.
Seventh heaven
Inthe letter, Veghte wrote: "Our plan is to deliver Windows 7approximately three years after the January 2007 general availabilitylaunch date of Windows Vista.
"You've also let us know you don'twant to face the kinds of incompatibility challenges with the nextversion of Windows you might have experienced early with Windows Vista.
"Our goal is to ensure that the migration process from Windows Vista to Windows 7 is straightforward."
Well,if Intel is anything to go by, it won't be the migration from Vista toWindows 7 that will be the problem, it will be the migration from XP toWindows 7 that most computer users will be worried about.
  
Milestone 1
The first known build of Windows 7 was identified as a "Milestone 1(M1) code drop" according to TG Daily with a version number of6.1.6519.1. It was sent to key Microsoft partners by January 2008 in both x86 and x86-64 versions. Though not yet commented on by Microsoft, reviews and screenshots have been published by various sources.The M1 code drop installation comes as either a standalone install or one which requires Windows Vista with Service Pack 1, and creates a dual-boot system.
On April 20, 2008,screenshots and videos of a second build of M1 were leaked with aversion number of 6.1.6574.1. This build included changes to WindowsExplorer as well as a new Windows Health Center.
A standalone copy of build 6519 was leaked initially to private FTPsby BETAArchive on June 10, 2008, which quickly spread to many torrenttrackers.


Later builds
According to TG Daily article of January 16, 2008, the Milestone 2(M2) code drop was at that time scheduled for April or May of 2008. User interface appearance changes are expected to appear in later builds of Windows 7.
Milestone 3 (M3) is listed as coming in the third quarter, with the release to manufacturing in the second half of 2009. The release dates of a beta version and a release candidate are "to be determined".
Bill Gates commented in a press conference in April 2008 that a new version [of Windows] would come "in the next year or so".According to additional clarification by Microsoft, he was onlyreferring to availability of alpha or beta versions of Windows 7.


Unveiling
The Windows 7 user interface was demonstrated for the first time at the D6 conference during which Steve Ballmer acknowledged a projected release date of late 2009.The build of Windows 7 that was on display had a different taskbar thanfound in Windows Vista, with, among other features, sections dividedinto different colors. The host declined to comment on it, stating "I'mnot supposed to talk about it now today".
Features
Windows 7 has reached the Milestone 1 (M1) stage and has been made available to key partners.According to reports sent to TG Daily, the build adds support forsystems using multiple heterogeneous graphics cards and a new versionof Windows Media Center New features in Milestone 1 also reportedly include Gadgets being integrated into Windows Explorer, a Gadget for Windows Media Center, the ability to visually pin and unpin items from the Start Menu and Recycle Bin, improved media features, a new XPS Viewer, and the Calculator accessory is multi-line featuring Programmer and Statistics modes along with unit conversion.
Reports indicate that a feedback tool included in Milestone 1 lists some coming features: the ability to store Internet Explorer settings on a Windows Live account, updated versions of Paint and WordPad, and a 10 minute install process. In addition, improved network connection tools might be included.
A new feature in build 6574, Windows Health Center, allows the user to monitor all of their PC's health problems, and concerns in one place. It allows turning User Account Control on and off, and monitoring 3rd party anti-virus programs, firewalls, etc.
In the demonstration of Windows 7 at D6, the operating systemfeatured multi-touch, including a virtual piano program, a directionsprogram and a more advanced paint program.
Windows Server 7
Posted by Editorial Team Sun Jun 29, 2008 6:43 am
Obama vs McCain from a Gamers Perspective - Guide inc. VIDEO in Business and Industry in Gaming, Media, Web, IT and Computing
Mitt Romney
Mitt Romney has made computer games part of the thrust of his campaign,with references to the media genre in an ad campaign. In the promotional slot,he implicates them in "oceans of filth" in which America's youth areswimming. You can only imagine what he'll do if he gets into the WhiteHouse.
According to a Common Sense Media survey,which posted questions about interactive and other entertainment to theleading candidates, he intends to, "get serious against those retailersthat sell adult video games that are filled with violence and that wego after those retailers," and "to restore values so children areprotected from a societal cesspool of filth, pornography, violence, sexand perversion." Surprisingly similar to his Democratic opposite,Hillary Clinton.
John McCain
Second-time Presidential runner McCain has a team that thinks seriously about technology. In response to a CNet survey,"McCain" (aka his policy-writers) tackles net neutrality, governmentsubsidies for high-speed internet access, internet data privacy andcopyright issues. Unfortunately, there was only an oblique reference togames.
GamePolitics suggeststhat the anti-game slant of Independent candidate Joseph Liebermann mayhelp his friend McCain, whose inability to connect with the ReligiousRight in the US could be bolstered by their association.
McCain didn't respond to the CSM report, and so his intentions remain a mystery, for now.
Mike Huckabee
The evangelical Iowa caucus winner has been completely silent on thesubject of computer games, although, like McCain, he "expressedinterest" in participating in the CSM survey.
At the moment, games aren't an important policy issue, but I predictpolitical eyeballs will turn towards interactive entertainment whencontroversy temperatures rise in the summer months. If the potentialcandidates are silent now, they'll have to take a stand one way or theother. My guess is that all will play conservative, and with varyingseverity, call for federal government regulation of games in the US.
Meanwhile, in this country, we are anxiously awaiting the release of the Byron Report later this year, which should establish a useful baseline about the effects of violent videogaming on consumers.
Not sated by this roundup? Catch the dirt on the Democratic candidates in yesterday's post, or go to Gamepolitics for coverage. They have a special category, Game Decision 2008.


Debate over World of Warcraft - an interesting take.

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Take a look at one of the comments below...
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did anyone notice the voices sound like george bush and that guy whos running for president? XD really well done..                                   


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LOL funny work                                   


There are a surprising number of British media eyeballs on the earlystages of the US elections. Reports suggest that people are coming outin droves to participate in caucuses, primaries and polls, particularlypopulations who've neglected politics before. And this includes a wholeraft a newly-eligible voters, many of whom happen to be computer gamers.
While it's still too early to suggest who'll be sworn in come 2009,there's still a whole lot of side-taking happening throughout the gamesblogosphere. Gamepolitics, the most obvious platform, is having a fieldday publishing satirical casual games, posts about candidate Obama'slikeness to Tiger Woods (seriously), and rumours about potentialsenatorial anti-games candidates.
This is undoubtedly a technologically-saturated election. All of thecandidates have MySpace pages (demonstrating the lightening speed withwhich politics adopts new media; where are their Twitter updates forgoodness sake?), and with the next few gaming months certain to be hotwith the release of the latest episode in a certain controvesry-ridingfranchise, we can expect to see gaming and techno-morality in a fewpolitical broadcasts.
So where do the front-runners sit with regards to computer games?This handy primer gives the dirt on their past actions and theircurrent attitudes. Today, the Democrats. Tomorrow, the Republicans.
Hillary Clinton
New Hampshire Democrat primary winner Hillary (whatever happened to the Rodham?) Clinton has never been a fanof computer games. Two years ago, Sen. Clinton introduced the FamilyEntertainment Protection Act (FEPA) in the wake of the Hot Coffeeincident, to regulate and counteract the effects of violent andsexually-explicit content in digital media. Had it passed, it wouldhave mandated:

On-site store managers would be subject to a fine of $1,000 or 100hours of community service for the first offense and $5,000 or 500hours of community service for each subsequent offense.
The bill would also require an annual, independent analysis ofgame ratings and require the FTC to conduct an investigation todetermine whether hidden sexual content like what was in Grand TheftAuto: San Andreas is a pervasive problem and to take appropriateaction...
Finally, the bill would authorize the FTC to conduct an annual,random audit of retailers to monitor enforcement and report thefindings to Congress.


more information from gamepolitics
More recently, in response to a Common Sense Media poll of the attitudes of the candidates to video game entertainment, Clinton argued,

"When I am President, I will work to protect children from inappropriate video game content"

Barack Obama
The Iowa caucus winner has suggested on several occasions that gamersare slackers. "It's time to turn off your Game Boys," he said at anAustin, Texas event last February. He's also returned a donation made by the Electronic Software Association's Doug Lowenstein and has repeatedly argued that working harder means playing fewer games.
In the CSM poll, Obama promoted industry self-regulation:

I would call upon the video game industry to give parents betterinformation about programs and video games by improving the voluntaryrating system we currently have. Broadcasters and video game producersshould take it upon themselves to improve this system to include easierto find and easier to understand descriptions of exactly what kind ofcontent is included. But if the industry fails to act, then myadministration would.

Indeed, in the same response, he does hint at federal regulation,and promotes funding research into the "impact of video games onchildren's cognitive development."
John Edwards
Edwards was the likable second to Hillary's first before Obama camealong, but his standings in the recent primary and caucus suggest thathe may take a back seat in November. However, he too could become aComeback Kid, so it's worth taking a look at what might happen to gamesif he gets the keys to the White House.
Edwards notably launched his campaign inside virtual world Second Life, and like many high-profile areas in this cyber-space, it was subsequently vandalised. Otherwise, he's been quiet on the digital entertainment front, with little action in either direction.
So it's unsurprising that when the question was posed, point blank,in the CSM poll, he (and his policy-writers) played a cautious,hands-off game; he applauds the work of the internal ratings boards,but suggests that there's much more to do to keep inappropriate contentaway from kids:

If the industry does not continue to make progress in keeping videogames with intense violence and adult content away from children, wewill need to consider further steps to ensure that parents' decisionsabout their children's exposure to these games are not being underminedby retailers, advertisers and manufacturers.

Of the three Democrats, only Clinton appears to have made this apolitical issue, and has thought seriously about the implications ofinteractive media. She's the only one ready to take action, one way orthe other. While Obama has despaired at games in the past, both he andEdwards are less explicit about any actions they would take if theywere to take up residence on Pennsylvania Avenue next year.
Tomorrow, we cover the Republican candidates, but in the meantime,more information on where the candidates stand is available at gamepolitics, in their category Game Decision 2008.
Disclaimer for articles or content containing "wegame.com":
iVirtua Media Group (UK) does not recommend nor endorse the third party service "Wegame.com" or any of its associates. For more information contact our Public Relations team via William Tildesley in our Social Media Department - william.tildesley@iVirtua.co.uk or williamtildesley@gmail.com
Posted by Editorial Team Thu Jun 19, 2008 6:54 pm
LATEST FORCAST: Global games industry set for massive growth in Business and Industry in Gaming, Media, Web, IT and Computing
The latest forecast for the growthof the global games industry shows that the next four years are boomyears, with a growth of $41.9 billion in global sales last year to apredicted $68.3 billion in 2012.
The PricewaterhouseCoopers data is drawn from the forthcoming Global Entertainment and Media Outlook: 2008-2012 report.
Console games up
Consolegames are predicted to grow by 6.9 percent annually, going from salesof $24.9 billion last year to $34.7 billion in 2012.
Online andwireless games are predicted to have the fastest rate of growth overthe next four years (16.9 per cent and 19 per cent, respectively), withthe in-game advertising industry also predicted to reap massive rewardsin the coming years, going from the $1 billion level in 2007 to $2.3billion in 2012.
"That's phenomenal growth," PwC partner StefanieKane told Reuters, "especially considering that in-game advertisingonly works with certain kinds of games, sports being a primary example."
PC games down
OfflinePC gaming is the only gaming sector predicted to fall in terms ofrevenue growth from $3.8 billion last year to $3.6 billion in 2012.
PricewaterhouseCoopers report lists the following factors that feed into the rapid growth of the games industry over the next four years:
* mobile phones capable of downloading games with sophisticated graphics and displaying them on relatively large screens;
* an online market driven by the increased penetration of broadband households;
*the increasing popularity of massively multi-player online games thatearn revenue through subscription fees and micro-transactions.
Posted by Editorial Team Thu Jun 19, 2008 4:06 pm
Microsoft's entire E3 leaked - new games, new media for 360 in Gaming
Remember that angry chief of police from Lethal Weapon? The one that's going absolutely mentalover Mel Gibson and Danny Glover's various screw ups? Well that's whatMicrosoft's PR boss must look like this morning, as online survey siteIntellisponse leaks its entire E3 line-up onto the internet. Someone's going to get sacked.

On the game front there's first word onForza Motorsport 3 (as if it wasn't coming), which according toIntellisponse will include over 100 tracks and 400 cars on a two-discset. Let's hope they sort out the walkover AI this time.

Evenbetter is the first video of Silicon Knights' The Crucible, which looksa bit like Eternal Darkness meets Diablo with lots of hack 'n slashing.Watch the video on You Tube before it gets pulled.

On the causal front there's the once mentioned but never seen Lips,which turns out (as expected) to be a Singstar-style game on Xbox 360.

According to the Intellisponse blurb, "Lips is a music and singing gamethat includes 30 songs, 2 wireless interactive microphones, the abilityto use and sing your own music or download songs from an onlineservice. Designed to have fun with friends, Lips scores you on yoursinging (pitch, rhythm and tune) and your overall performance." Nan'lllove it.

And of course we've also got our first look at Microsoft's long-rumoured 'Mii' avatar system, which will replace Gamerpics when it launches at the end of the year.

That's your lot then. Microsoft's press conference is going to be a lotless exciting now. We contacted the UK arm of the publisher whowouldn't comment on any of it.
Posted by Editorial Team Tue Jun 17, 2008 5:29 am
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