Sunday, 20 December 2009
Released in November 2009, A Casual Revolution discusses what is happening with video games right now:
* Why is the Nintendo Wii more successful than the Xbox 360 and the PlayStation 3?
* Why and how is the market for video games expanding?
* Who plays Bejeweled, and why?
* What is a casual player? Do casual players even exist?
* What is casual game design?
* Are casual games a throwback to the arcade game, or are they something new?
* How did Solitaire become one of the most popular video games?
* What is the secret behind the success of Guitar Hero and Rock Band?
* Why is Parcheesi a social game? Why is Animal Crossing?
* Does the rise of casual games mean the downfall of the hardcore game?
Book Preview
Book contents
1. Introduction: A Casual Revolution
PDF Sample chapter PDF.
Spending the winter of 2006-2007 in New York City, I was hearing the same story about how parents, grandparents, partners, suddenly had found an interest in video games through the Nintendo Wii. What was going on?
2. What is Casual?
What is casual game design? What is a casual player? I argue that casual game design is about flexibility: about letting players decide how and when they want to play a game.
3. All the Games You Played Before
The story of how Solitaire became the most popular digital game; how we use the games we played before to understand a new game.
4. Innovations and Clones
A history of matching tile games such as Bejeweled.
5. Return to Player Space
The success of the Wii, Guitar Hero, and Rock Band explained as a shift of focus from what is inside the screen to the players that are in front of the screen.
6. Social Meaning and Social Goals
Why Parcheesi/Ludo and Animal Crossing are social games.
7. Casual Play in a Hardcore Game
How some titles, such as Grand Theft Auto allow many different types of play.
8. Players, Developers and the Future of Video Games
Are developers obliged to make video games for audiences other than themselves?
Is the future of video games all casual?
9. Interviews with casual game players
Four types of player stories:
-The player that returns to video games after a pause.
- The "lapsed hardcore" player that has less free time due to job and family, and therefore starts playing casual games.
- The player that only discovers casual games, and video games, now.
- The player that retires or whose children move away from home and therefore has more time for playing games.
10. Interviews with game developers
Interviews about the state of casual game design and the future of video games: David Amor, Sean Baptiste, Daniel Bernstein, Jacques Exertier, Nick Fortugno, Frank Lantz, Garrett Link, Dave Rohrl, Warren Spector, Margaret Wallace, and Eric Zimmerman.
11. Index
Index Sample chapter PDF.
Wednesday, 2 December 2009
Monday, 26 October 2009
Saturday, 24 October 2009
Thursday, 22 October 2009
Tuesday, 15 September 2009
Tuesday, 3 March 2009
UK video game firms call for help
UK video game firms call for help | ||
The success of the UK's game developers is under threat, warns a report. Without urgent help the UK risks slipping from being the third-biggest game making nation in the world to the fifth, it said. Written by industry body Tiga, the report said UK market conditions put the sector at a "severe competitive disadvantage" to foreign rivals. To prosper game makers need access to finance, well-trained staff and government-backed tax breaks, it said. Cutting fees Compiled by the independent game making body, the research questioned developers about what has held back their success in the past 12 months. Of those questioned 41% said foreign governments subsidising their native game makers was the biggest brake on growth. 31% said taxes in the UK were the problem. "The UK games development industry is competing with one hand tied behind its back," said Dr. Richard Wilson, head of Tiga, in a statement. Canada, the US, France and South Korea were all getting tax breaks from government to help them prosper, he said. Significantly, said the report, Canada recently overtook the UK in world rankings of top game-making nations and in 2009 South Korea looks poised to knock the UK into fifth place. In response to a question about what the government could do to help game developers, 85% backed tax breaks, 77% wanted more liberal R&D tax concessions and 51% called for lower tax rates for businesses.
Dr Wilson said the announcement of a 20% tax break in the 2009 budget for games production would be a "welcome start". The report called for the creation of a scheme for developers similar to the Film Tax Relief programme that is known to have helped the UK movie industry prosper by making it easier to raise capital to back creative projects. Without that fund, said the report, movies such as Slumdog Millionaire would not have been made and the UK film industry would be a fraction of the size it is now. The report estimated that creating a scheme similar to Film Tax Relief programme for the games industry would cost only £150m. Far less than the £600m the Film Tax Relief programme costs. Finally, the Tiga report wanted action to ensure that game developers can find and recruit staff with the right skills. Of those questioned by the report, 63% said they had struggled to find staff in the last 12 months and 74% said it was proving challenging to fill programmer vacancies. To fix the problems, Tiga said the government needed to improve standards of maths and sciences in schools to deepen the pool of potential talent that game makers can draw on. It also called for fees for higher education students studying maths and computer science to be reduced so graduates are encouraged to consider a career making games. |
Tuesday, 24 February 2009
Richard Garriott
Vice Magazine's online video division hired the creators of last year's surprisingly thoughtful MMO documentary Second Skin to tour Richard Garriott's house and talk to the game-designer-turned-astronaut about his long career.
The three-part interview (parts 2 and 3 can be found below) covers everything from Garriott's first game -- a computer release he designed and initially self-published as a high school student -- to his recent trip into space.
Most interesting to me was the tour of Garriott's home. It's obvious that the man is a true geek (in the kindest sense of the word), and his home is essentially a vast collection of the awesome toys the rest of us dream about, but will never feasibly be able to afford.
I don't even own a single crossbow, let alone a wall covered in them.
Thursday, 19 February 2009
Worldwide video gaming contest
Worldwide video gaming contest
SEE ALSO
E-Sports pro league gets underway
E-Sports pro league gets underway | ||
A new professional gaming league opens its doors to new gamers on Friday. The United Kingdom eSports association (UKeSA) has set up four professional and 22 amateur leagues. Players can compete using a PC, Xbox 360, Wii, or PS3 on up to 14 different titles, including Counter-Strike: Source, FIFA 09, and Call of Duty 4. Organisers hope they can avoid the fate of the Championship Gaming Series which folded at the end of 2008 when its principal media backers pulled out. The UKeSA's chairman, Ray Mia, told BBC News he had big plans for e-sport in the UK. "We've been planning this for several weeks and have put three levels in place: an open level where people play for fun, a semi-pro level that we hope will encourage people from all sectors, and then there is a pro-gaming part which launches today." The UKeSA has set itself up to be the Football Association of gaming. The launch on Thursday is the start of a process to make the UK the "most prominent and profitable sports market in the world," he added. There have been numerous other attempts to set up professional gaming leagues. The Championship Gaming Series which collapsed at the end of 2008 was the most recent casualty, but there were many others before it. Been here before Tim Pointing, who helped set up one of the first British gaming leagues, The UK PC Games Championships, back in 1998 said the UKeSA leagues showed promise. "They [UKeSA] are trying to pull together a diverse association to get e-sports off the ground and recognised. On the face of it, it all looks very good. "However, history makes me very cautious. One of the problems is that people see e-sports as a money making opportunity and, ultimately, own the sponsorship gateway.
"I really want someone to pull together a federation that can act as a sporting body with the best interests of the sport in mind, rather than trying to milk it for cash. I wish UKeSA luck," he said. While some gamers - such as Johnathan "Fatal1ty" Wendel and Sujoy Roy - have gone on to make a significant amount of money from pro-gaming it is still a long way off South Korea, where players such as Lim Yo-Hwan are not only rich, but also household names. Michael O'Dell, who runs professional team Dignitas, told BBC News it was a good time to launch a new league, despite the difficult economic climate. "The UKeSA is bringing structure to the sport and an organisation to leagues we have not seen before. "In the current climate it's hard to get sponsors, but people will buy games. We're going to see a lot more people staying in and playing games. I don't think gaming will have a recession." |
Saturday, 14 February 2009
Thursday, 12 February 2009
The bulk of the U.S. industry's $9.5 billion a year in sales.
Videogames get a bad rap. Parents' groups condemn them as a raucous cocktail of guns, murder, sex and prostitution—reminiscent of the drubbing comic books received in the 1940s. Sen. Hillary Clinton, now soon to be U.S. secretary of state, once listed them as part of a SARS-like "silent epidemic" infecting an entire generation of impressionable youngsters. "We are conducting an experiment," Clinton said in 2005, "and we have no idea what the outcomes are going to be." Now that the market is awash in violent videogames, the industry may be belatedly getting a social conscience. For the past several years a small coterie of passionate game developers have been incorporating social issues, politics and moral choices into gameplay. Lately, big-name game developers have picked up these themes and begun to incorporate them into the blockbusters that make up the bulk of the U.S. industry's $9.5 billion a year in sales.
Ubisoft—better known for shoot-'em-up games such as Blazing Angels and a series of Tom Clancy–based thrillers—recently launched a new version of its bestselling Far Cry series of first-person shooters that takes the game in a more altruistic direction. It follows on the heels of Activision's Call of Duty 4: Modern Warfare, which in 2007 recast the long-running series from the relatively safe environs of World War II—where right and wrong are always fairly straightforward—to the middle of two hypothetical wars in the Middle East and Russia (a not-implausible future). And BlackSite: Area 51, partly set in Iraq (but with aliens), took on an almost "Daily Show"–style cynicism, with references to Abu Ghraib and the abuse of prisoners, and game levels with names like Last Throes, borrowed directly from the Bush administration.
The big commercial game developers have long steered clear of politics, and a vocal contingent of the online gaming community is sure to let them know whenever they stray. Since the late 1980s, videogames have been about better and better graphics, not realistic human behavior and emotions. As Ian Bogost of the Georgia Institute of Technology notes, even many of the blockbusters with the most advanced 3-D graphics still essentially employ the concepts established by Atari in the 1970s—"move stuff around on the screen and run into other stuff." And where videogames have touched on moral choices, they've been more likely to show up in fantasy worlds than in the setting of real international conflicts. As gamers get older and more numerous, Ubisoft and others are now betting that more of them are ready for some human complexity.
Ubisoft's Far Cry 2 strips out the science-fiction aspect of the first game (mutants inhabiting a tropical island) and instead takes a more realistic approach that includes issues not typically part of a videogame. It is set in a fictionalized central African country devastated by two warring factions. Typically, the character in a game like this would be nearly invincible, with a complete arsenal at his disposal to take out the bad guys. But just as soon as the game begins, the protagonist contracts malaria. The player must then choose whether to work with one faction or the other, or with the local church, to get the medication he needs. Conditions in the country continue to deteriorate over the course of the game. The sniper rifle is still the most fun part of playing, and the moral questions of right and wrong are not exactly central, but they're there.
Far Cry 2 sold 1 million copies worldwide within a month of its release. With this kind of success, introducing moral values as an added layer of depth could quickly become a standard. "If you look at Far Cry 2, it's 80 hours long," says James O'Reilly of Ubisoft. "You can't just run around blowing things up that whole time." As gamers have come to expect amazing, lifelike graphics, developers are now having to consider other ways to hold their attention.
They have plenty of material to draw on. Impact Games, a startup cofounded by former Israeli intelligence officer Asi Burak, took a courageous leap into the Israeli-Palestinian conflict with Peace Maker, a game produced by designers from both sides of the dispute. Players assume the role of either the Israeli or Palestinian head of state, and the objective is to balance public opinion on either end. Despite a tiny budget, the game received a boost in distribution when the Perez Center in Tel Aviv circulated 80,000 copies in Haaretz and Al Quds, newspapers from both sides of the conflict, on the same day that the peace summit opened in Annapolis, Maryland, in late 2007.
Palestinian and Israeli newspapers are the entree to Global Conflicts: Palestine, in which gamers role-play as freelance journalists, chasing leads through Jerusalem, conducting interviews and writing on assignment. The developer, Serious Games Interactive, has just released the second installment, set in Latin America, where gamers report on human-rights abuses and the effects of globalization on local communities from Mexico to Bolivia. Its next game—you play the part of an investigator with the International Criminal Court on the conscription of child soldiers in Uganda—is a work in progress.
With luck, perhaps these games will get people thinking about solving problems of the real world. We're going to need the help.
Video games: a red button for parents
Video games: a red button for parents
Parents should have a "red button" to disable a game they feel is inappropriate for their child, says the EP Internal Market Committee. The aim is not to demonise games, which have a broadly beneficial effect on the mental development of children, but to help parents choose suitable content for their offspring.
Different approaches to strengthening control of video games should be explored, argues the committee, but it does not propose specific EU legislation. MEPs believe Member States should ensure their national rating systems do not lead to market fragmentation. Harmonisation of labelling rules would be of help. Member States should also agree on a common system based solely on PEGI.
Stricter controls on games
Members of the committee are particularly worried about on-line games, which are easy to download onto a PC or a mobile phone, making parental control harder. Until PEGI on-line is up and running, the report proposes fitting consoles, computers or other game devices with a "red button" to give parents the chance to disable a game or control access at certain times.
Video games and violence
The presence of violence in video games does not automatically lead to violent behaviour, according to the report, which draws on recent studies. However, prolonged exposure to scenes of violence can have an adverse effect on the player and even potentially lead to violent behaviour. An amendment tabled by the Civil Liberties Committee calls on the Member States to frame specific civil and criminal legislation on the retailing of violent TV, video and computer games and argues that special attention should be devoted to on-line games.
Internet cafés singled out
Controls on video games need to be tightened up so that children do not have access to inappropriate games. For this reason, and also to prevent the potentially harmful effects of games, especially the danger of addiction or violent behaviour, retailers and parents should take appropriate steps. MEPs back the idea of a code of conduct for retailers and producers of video games. But above all, internet café owners are singled out and reminded of their responsibilities. A Eurobarometer survey shows that 3.2% of children aged 6-17 access the internet without adult supervision in internet cafes.
EU backs video games for children
EU backs video games for children | |
Video games should have a "red button" parents can press to disable inappropriate games, says a report. Drafted by a European parliament committee, the report backs games for children but says parents need help policing how and when they are played. The committee said games have a "broadly beneficial effect" on the mental development of children. The report comes as research shows that more than half of European children are unsupervised when using computers. Skill set The call for the "red button" was made by members of the European Parliament committee on the Internal Market and Consumer Protection as it adopted a wide-ranging study of younger game players. "Videogames are in most cases not dangerous and can even contribute to the development of important skills," Toine Manders, the Dutch MEP who drafted the report, told Reuters. Games can help instill facts in children and encourage the use of important skills such as creativity, cooperation and strategic reflection, found the study. Despite the positive conclusions, the committee said "not all games are suited to all age groups and the possibility of harmful effects on the minds of children cannot be ruled out". Because of this, it said, parents needed more help to police which games their children play and for how long. The report backed the European Pan European Game Information system (PEGI) and called for it to be strengthened and win more support from member nations. PEGI is a voluntary system backed by many video game makers which bestows age ratings on titles. The committee proposed that, while work was going on to improve PEGI and extend its oversight to online games, consoles and computers and games could be outfitted with a "red button" to turn off a machine or disable a game. Research released by Microsoft on 10 February found that 51% of the 20,000 Europeans aged 14-19 it questioned browsed the web without parental supervision. |