Sunday 31 October 2010

By Del Crookes Newsbeat reporter



Click's Marc Cieslak reviews the role playing game Mass Effect 2 on 28 January 2010




FULL LIST OF WINNERS

  • Action game of the year: Assassin's Creed II
  • Game On Shooter of the year: Call of Duty: Modern Warfare 2
  • Racing game of the year: Forza Motorsport 3
  • RPG of the year: Mass Effect 2
  • Puzzle game of the year: World of Goo
  • Fighting game of the year: Super Street Fighter 4
  • Sports game of the year: FIFA 10
  • Strategy game of the year: Plants vs. Zombies
  • Music game of the year: Guitar Hero 5
  • Online game of the year: League of Legends
  • Downloadable game of the year: Plants vs. Zombies
  • Portable game of the year: Pokemon Heart Gold/ Soul Silver
  • Soundtrack of the year: Final Fantasy XIII
  • One to watch: Call of Duty: Black Ops
  • UK Developer of the year: Jagex
  • Ultimate game of the year: Mass Effect 2
Mass Effect 2 has won the ultimate game of the year at this year's Golden Joystick awards.

Friday 29 October 2010

BBC on Pros clicking at war An American firm wants to turn computer games into a global spectator sport


Computer gaming

Pros clicking at war

An American firm wants to turn computer games into a global spectator sport

Arriving for a big e-sports match
THE first round is over and 32 of the world’s best professional computer-game players are through to the next stage of the Global Starcraft 2 League being played in Seoul, South Korea. Over the next two weeks the players, including the reigning champion, Kim Won-ki (better known by his online moniker “FruitDealer”), will marshal their armies, ponder their strategies and crush their foes. The finalists will play in front of an audience of thousands (and hundreds of thousands more online) for an $87,000 first prize and the respect due the best Starcraft 2 player on the planet.
This is e-sports, or professional computer-gaming, at its highest level. Just like football or baseball, computer games can be played competitively and in front of paying spectators. South Korea, where the original Starcraft game was released in 1998, is the spiritual home of e-sports.
South Korean fans watch games broadcast on cable television and the players are celebrities. Teams flush with sponsorship money pay stars salaries on top of their prize money. (One player, Lee Yoon-Yeol, aka “Nada”, is rumoured to earn around $200,000 a year; a journeyman player might make $20,000). Now Activision Blizzard, the California-based company that developed the Starcraft games, is keen to spread the popularity of e-sports in the West.
Will it work? Professional computer-gaming in the West has been around for several years, with outfits like the Electronic Sports League in Europe and Major League Gaming in America. But it has never taken off to the extent that it has in South Korea. Activision Blizzard thinks that will change as faster broadband makes it easier to broadcast games over the internet. The company designed Starcraft 2 with spectators in mind and has flown famous Korean players to America to play an exhibition match. GomTV, the Korean firm that runs the league, is providing English commentary on games and it has opened the tournament to any non-Korean player that can manage to qualify.
Advertisers are attracted by the ability of e-sports to target an audience with plenty of spending money; Sony Ericsson is sponsoring the tournament in Seoul. The average American gamer is in his 30s and well-educated. With sponsorship comes the money necessary to attract players to pursue computer gaming as a career, says Sean Plott (better known as “Day[9]”), an American player-turned-commentator. Intel recently sponsored a European tournament with a $15,000 prize pool. Perhaps the biggest obstacle to exporting e-sports to the West is a lingering belief that playing computer games is not a proper job—an idea that would no doubt sound familiar to pioneers of professional sports from tennis to snooker.

Tuesday 21 September 2010

Tuesday 14 September 2010

Welcome to the Decade of Games

For those of you still trying to wrap your head around the meteoric rise of social networking over the past decade, this post might hurt a little bit. Because just as you and most of the world were getting a handle on it, the decade of social abruptly ended.
I don't mean that we will stop using Facebook, Twitter, YouTube and Flickr to share with our friends, colleagues and families. In fact, quite the opposite is true, our combined usage of these social networks will continue to increase. Rather, the decade of constructing the social layer is complete. The frameworks that we'll use to share socially are built, defined and controlled. Construction on the social layer ended with the launch of Facebook's Open Graph protocols over the last several months. All the interesting social stuff that will occur over the next decade (and there'll be lots, I'm sure), will exist within this predefined framework built and controlled by Facebook. In short, the decade of social is over.
What's taking its place? The decade of games.
When you hear games, you probably immediately think about things like World of WarCraft, the Nintendo Wii and Farmville. And while those are huge (and will get even bigger) I'm talking about the underlying game dynamics that are the core building blocks of those games. And in this decade of games, these game dynamics will move far beyond your computer screen and into decidedly non-game like environments, like the way we court customers, engage with others at work, discover where to hang out on Saturday nights and what, when and how we choose to purchase. More and more of these dynamics are being cleverly leveraged in real-world scenarios to influence your behavior. While the last decade was all about connections and integrating a social fabric to every facet of our digital and analog existence, this next decade is all about influence.
Game dynamics are fast becoming a critical currency of motivation. Their power lies not in connecting us to our friends, but in directly influencing our individual behavior.
The decade of games is starting now because cultural and technological shifts have led us to a perfect convergence of reach, relevance and demand. We're able to reach people anywhere at any time thanks to the powerful mobile devices that now travel everywhere we go. Facebook's Open Graph enables us to provide relevance to anyone with instant access to the social graph of connections. And there's the demand. Traditional forms of entertainment (movies, television... remember books?) are in a rapid decline. The demand for entertainment hasn't decreased, it's just shifted to a more interactive, pervasive form of entertainment. It's shifting to games.

Saturday 21 August 2010

Online gaming takes it to the next level


Online gaming takes it to the next level

Games consoles at a technology conference
If online gaming is successful, games consoles could become obsolete

By Dan Simmons 
BBC Click
In a market dominated by expensive console games, new online services are allowing gamers to play the big titles without paying big bucks. When players no longer need to own the latest console game to enjoy playing it, is it game over for the games console?
Launching later this year, Gaikai offers console gaming straight to laptops without the need for the associated hardware. When you use Gaikai to run high quality games on a standard laptop, it is actually running on powerful servers.
Your netbook just sends over your moves and receives a video feed back. No consoles, game discs or downloads are needed. The game is wherever you are - if you are online.
Online gaming already exists for more simple games like Playfish and World of Warcraft. But this promises high-end action to low-end laptops.
Gaikai CEO David Perry explains the appeal of online gaming to developers.
"If you look at a game like Farmville on Facebook, it has over 80 million players. It shows what can be done when you open the doors wide.
Gaikai CEO David Perry
David Perry believes Farmville has opened up the games industry.
"You make it incredibly accessible, you allow friends to share and we can do that with any game now. We could put any game online like Facebook, just as easily as Farmville."
But for now, Gaikai's offering is somewhat more basic. Go to a site like Amazon or IGN and if your connection is fast enough, you simply get an invitation to instantly play the game, regardless of what device you are using.
In the coming weeks, those who sign up in the US, UK, and France will test a trial version, with the service going public later this year. Initially, just the first few levels of a game will be offered - a kind of try before you buy.
Digital future
Gaikai's main competitor, OnLive, seems to be one step ahead. This is a multiplayer, cross-platform, streaming service offering complete titles.
OnLive's vice-president John Spinale says online gaming means never having a physical disc that can get lost or scratched.
"I see this as absolutely the way of the future - not just with OnLive but digital distribution overall. People do not really want to buy hardware. They want to have access to software and they want to play the games."
 People do not want to buy hardware. They want to access the software and play the games. 
John Spinale, OnLive
The OnLive system, launched in the US in June, allows PC or Mac gamers to challenge each other. Ultimately, any connected mobile device could be used to take on someone else.
Unreal Tournament 3 - a PC game - can be played on an Apple iPad even though its processing and graphics capabilities would struggle to support this content.
Again, all the processing is done miles away on a server. As long as your device can stream video and you have a fat and fast enough connection, you can play. No discs and no specialist games consoles.
Game delays
But not everyone thinks it is a good idea to shed the hardware before going into battle.
Shane Satterfield, editor of Gametrailers.com, experiences problems himself trying to play games online.
"You could have bottlenecks at any time, night or day. Even at weekends here in Los Angeles, I get lag trying to play games online.
"But one thing I can always count on, is that when I put a disc into my Xbox 360 or my PS3, that game is going to look and sound the same every single time.
OnLive gameplay
OnLive offers multiplayer and cross platform games online.
"It is the plug and play accountability of a video game console that people really rely on and I think that is what is being overlooked in cloud gaming."
And therein lies the catch. To play these games in 720p HD you need a 5MB connection - that is more than the average in the US and about the average speed in the UK. Full 1080p HD needs a pipe twice the size.
The time it takes between moving your controller, your moves being sent to a server, then translated into the gameplay, rendered and sent back to your device as a video stream is critical.
That delay - or "latency" - depends largely on how close an OnLive server is to where you are and will be most acutely felt in fast moving games by more experienced players.
Mr Satterfield believes gamers' preference for hardwiring could also dissuade many from using services like OnLive and Gaikai.
"Machines now have wireless adapters, but nobody wants to use them. They want to hardwire their machines, because you lose a little bit of connection speed through the wireless process.
"If people were not even willing to use a wireless adaptor on their consoles, there is no way they are going to sacrifice half their bandwidth to have this stuff piped in to play."
 We see the gaming experience being delivered in very much the same fashion as our TV service 
Jon Hurry, BT
Compatibility questions
Despite the sceptics, initial reports have been largely positive, with many surprised by the playability.
But OnLive has temporarily stopped supporting devices using wifi connections, saying they don't have the experience to troubleshoot wireless networks in the home.
Realistically, the idea of using a phone or iPad to play anywhere will rely on the next generation, faster 4G mobile networks which, for most countries, are a good few years away.
Other concerns persist. Will gamers want to effectively rent a game when they could own it?
Many of OnLive's target audience already own a console and the price of them is tumbling, so savings for those who choose the OnLive route will be limited.
And surely we want to play on big televisions not laptops? To make that happen a MicroConsole TV adapter will be sold, containing the bare essentials to stream a HD service.
The MicroConsole will cost a fraction of the price of the PS3 or Xbox, but there will be no media player or storage onboard.
There are also questions over how the new crop of motion sensitive controllers, such as Sony's Move or Microsoft's Kinect, will work in a more basic home set up.
OnLive game player
BT has begun beta testing OnLive gaming for launch in the home
Mr Spinale says OnLive supports motion-based platforms.
"We support USB. So any device that you can hook up to your computer or your existing consoles will effectively work in our world as well.
"As long as software developers are supporting motion-based platforms, whether using gestures or motion controllers, so will OnLive."
In the UK, telecoms giant BT is running OnLive beta tests.
Jon Hurry, commercial director of BT Consumer, will not say when the launch will be, but insists connection speeds will not be a problem.
"We do not see that as an issue because at the moment with our TV service, BT Vision, we deliver entertainment content at peak time to consumers via our network and we prioritise the traffic in order to be able to do this.
"We see the gaming experience being delivered in very much the same fashion."
Whether this ends up as an elaborate experiment or not will depend on new business deals being struck and broadband becoming more reliable. Only then might the console be killed off.

Thursday 19 August 2010

oogle’s Chrome Web Store likely coming in October, focusing on games



Earlier today at GDC Europe, which takes place before Gamescom this week in Germany, Google's new game developer advocate Mark DeLoura and Chrome developer advocate Michael Mahemoff talked about Google's major entry into the browser game space with its app store for Chrome. Set to launch this October, the store aims to make a proper marketplace for browser games -- one that solves a lot of the issues of games on the web today, from discovery to monetization.
First, Mark discussed the benefits of Chrome for browser gaming (mainly its speed) and why developers should be excited about its app store, which you can watch in the video highlight below. After that, we'll walk you through the rest of their presentation.

Wednesday 18 August 2010

Social Networking Websites, Social gaming and Google


Google's plans to take over the social networking world

ADVERTISEMENT
Search giant Google has many varied interests, from maps to mobile phone operating systems. And now it has set its sights on muscling in on the social networking scene. Click's Marc Cieslak reports on the social life of the world's biggest search engine

Sunday 15 August 2010

Online gaming takes it to the next level

Online gaming takes it to the next level

Games consoles at a technology conference
If online gaming is successful, games consoles could become obsolete

By Dan Simmons
BBC Click

In a market dominated by expensive console games, new online services are allowing gamers to play the big titles without paying big bucks. When players no longer need to own the latest console game to enjoy playing it, is it game over for the games console?
Launching later this year, Gaikai offers console gaming straight to laptops without the need for the associated hardware. When you use Gaikai to run an Xbox 360 game on a standard laptop, it is actually running on powerful servers.
Your netbook just sends over your moves and receives a video feed back. No consoles, game discs or downloads are needed. The game is wherever you are - if you are online.
Online gaming already exists for more simple games like Playfish and World of Warcraft. But this promises high-end action to low-end laptops.
Gaikai CEO David Perry explains the appeal of online gaming to developers.
"If you look at a game like Farmville on Facebook, it has over 80 million players. It shows what can be done when you open the doors wide.
Gaikai CEO David Perry
David Perry believes Farmville has opened up the games industry.
"You make it incredibly accessible, you allow friends to share and we can do that with any game now. We could put any game online like Facebook, just as easily as Farmville."
But for now, Gaikai's offering is somewhat more basic. Go to a site like Amazon or IGN and if your connection is fast enough, you simply get an invitation to instantly play the game, regardless of what device you are using.
In the coming weeks, those who sign up in the US, UK, and France will test a trial version, with the service going public later this year. Initially, just the first few levels of a game will be offered - a kind of try before you buy.
Digital future
Gaikai's main competitor, OnLive, seems to be one step ahead. This is a multiplayer, cross-platform, streaming service offering complete titles.
OnLive's vice-president John Spinale says online gaming means never having a physical disc that can get lost or scratched.
"I see this as absolutely the way of the future - not just with OnLive but digital distribution overall. People do not really want to buy hardware. They want to have access to software and they want to play the games."
People do not want to buy hardware. They want to access the software and play the games.
John Spinale, OnLive
The OnLive system, launched in the US in June, allows PC or Mac gamers to challenge each other. Ultimately, any connected mobile device could be used to take on someone else.
Unreal Tournament 3 - a PC game - can be played on an Apple iPad even though its processing and graphics capabilities would struggle to support this content.
Again, all the processing is done miles away on a server. As long as your device can stream video and you have a fat and fast enough connection, you can play. No discs and no specialist games consoles.
Game delays
But not everyone thinks it is a good idea to shed the hardware before going into battle.
Shane Satterfield, editor of Gametrailers.com, experiences problems himself trying to play games online.
"You could have bottlenecks at any time, night or day. Even at weekends here in Los Angeles, I get lag trying to play games online.
"But one thing I can always count on, is that when I put a disc into my Xbox 360 or my PS3, that game is going to look and sound the same every single time.
OnLive gameplay
OnLive offers multiplayer and cross platform games online.
"It is the plug and play accountability of a video game console that people really rely on and I think that is what is being overlooked in cloud gaming."
And therein lies the catch. To play these games in 720p HD you need a 5MB connection - that is more than the average in the US and about the average speed in the UK. Full 1080p HD needs a pipe twice the size.
The time it takes between moving your controller, your moves being sent to a server, then translated into the gameplay, rendered and sent back to your device as a video stream is critical.
That delay - or "latency" - depends largely on how close an OnLive server is to where you are and will be most acutely felt in fast moving games by more experienced players.
Mr Satterfield believes gamers' preference for hardwiring could also dissuade many from using services like OnLive and Gaikai.
"Machines now have wireless adapters, but nobody wants to use them. They want to hardwire their machines, because you lose a little bit of connection speed through the wireless process.
"If people were not even willing to use a wireless adaptor on their consoles, there is no way they are going to sacrifice half their bandwidth to have this stuff piped in to play."
We see the gaming experience being delivered in very much the same fashion as our TV service
Jon Hurry, BT
Compatibility questions
Despite the sceptics, initial reports have been largely positive, with many surprised by the playability.
But OnLive has temporarily stopped supporting devices using wifi connections, saying they don't have the experience to troubleshoot wireless networks in the home.
Realistically, the idea of using a phone or iPad to play anywhere will rely on the next generation, faster 4G mobile networks which, for most countries, are a good few years away.
Other concerns persist. Will gamers want to effectively rent a game when they could own it?
Many of OnLive's target audience already own a console and the price of them is tumbling, so savings for those who choose the OnLive route will be limited.
And surely we want to play on big televisions not laptops? To make that happen a MicroConsole TV adapter will be sold, containing the bare essentials to stream a HD service.
The MicroConsole will cost a fraction of the price of the PS3 or Xbox, but there will be no media player or storage onboard.
There are also questions over how the new crop of motion sensitive controllers, such as Sony's Move or Microsoft's Kinect, will work in a more basic home set up.
OnLive game player
BT has begun beta testing OnLive gaming for launch in the home
Mr Spinale says OnLive supports motion-based platforms.
"We support USB. So any device that you can hook up to your computer or your existing consoles will effectively work in our world as well.
"As long as software developers are supporting motion-based platforms, whether using gestures or motion controllers, so will OnLive."
In the UK, telecoms giant BT is running OnLive beta tests.
Jon Hurry, commercial director of BT Consumer, will not say when the launch will be, but insists connection speeds will not be a problem.
"We do not see that as an issue because at the moment with our TV service, BT Vision, we deliver entertainment content at peak time to consumers via our network and we prioritise the traffic in order to be able to do this.
"We see the gaming experience being delivered in very much the same fashion."
Whether this ends up as an elaborate experiment or not will depend on new business deals being struck and broadband becoming more reliable. Only then might the console be killed off.