Mar 31 2009

Game Companies Face Hard Economic Choices

Hugh Pickens writes “The NY Times reports that the proliferation of free or low-cost games on the Web and for phones limits how high the major game publishers can set prices, so makers are sometimes unable to charge enough to cover the cost of producing titles. The cost of making a game for the previous generation of machines was about million, not including marketing. The cost of a game for the latest consoles is over twice that — million is typical, and it can be much more. Reggie Fils-Aime, chief marketing officer for Nintendo of America, says publishers of games for its Wii console need to sell one million units of a game to turn a profit, but the majority of games, analysts said, sell no more than 150,000 copies. Developers would like to raise prices to cover development costs, but Mike McGarvey, former chief executive of Eidos and now an executive with OnLive, says that consumers have been looking at console games and saying, ‘This is too expensive and there are too many choices.’ Since makers cannot charge enough or sell enough games to cover the cost of producing most titles, video game makers have to hope for a blockbuster. ‘The model as it exists is dying,’ says McGarvey.” As we discussed recently, OnLive is trying to change that by moving a big portion of the hardware requirements to the cloud. Of course, many doubt that such a task can be accomplished in a way that doesn’t severely degrade gameplay, but it now appears that Sony is working on something similar as well.

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Mar 29 2009

Violent Video Games Can Improve Vision

Ponca City, We love you writes “According to a new study, people who played fighting games on their PCs became up to a 58 percent better at perceiving fine contrast differences, an important aspect of eyesight. The breakthrough is significant because it was previously thought that the ability to notice even very small changes in shades of grey against a uniform background could not be improved. Contrast sensitivity is the primary limiting factor in how well one sees. Volunteers in the study played intensively for 50 hours over nine weeks with either Unreal Tournament 2004 and Call of Duty 2, and the results were compared with another group who played The Sims 2, which is richly visual but does not require as much hand-eye coordination. The improvements lasted for months after game play stopped. The new finding suggests action video games could be used as training devices as a useful complement to eye-correction techniques, since gaming may teach the brain’s visual cortex to make better use of the information it receives.”

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Mar 29 2009

Games As Transformative Works

Deepa Sivarajan sends word that the journal Transformative Works and Culture has published an issue that focuses on games, containing a variety of articles which examine how games interact with modern culture. One essay takes a look at how developers gain an understanding of the systems and structures that drive gameplay, and another discusses motivation and “participatory culture” in games that have a substantial degree of user design involvement, such as mods and addons. There’s also an evaluation of how the enthusiast press affects the perceived value of games. The issue includes game-related book reviews and interviews, which can be found at the bottom of the full list of articles.

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Mar 26 2009

Stardock, Microsoft Unveil Their Own New Anti-Piracy Methods

Island Dog sends news that shortly after Valve showed off their new anti-piracy methods in Steamworks, Microsoft and Stardock were quick to demonstrate their new, similar technologies as well. All three companies are bending over backwards to say that this is not traditional DRM. Stardock (the company behind the Gamer’s Bill of Rights) calls their system Game Object Obfuscation (Goo), “a tool that allows developers to encapsulate their game executable into a container that includes the original executable plus Impulse Reactor, Stardock’s virtual platform, into a single encrypted file. When a player runs the game for the first time, the Goo’d program lets the user enter in their email address and serial number which associates their game to that person as opposed to a piece of hardware like most activation systems do. Once validated, the game never needs to connect to the Internet again.” Microsoft’s update to Games for Windows Live has similar protections. “You can sign in and play your game on as many systems as possible, but you have to have a license attached to your account. Of course, this only works for online games.”

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Mar 25 2009

id Releases Open Source Wolfenstein 3D for the iPhone

An anonymous reader writes “id Software has released a port of the classic Wolfenstein FPS to the iPhone. Some of the coding was done by John Carmack himself, who also used original code combined with new code from Wolf3D Redux. The original code was open sourced years ago, and enthusiasts have been updating it, which made the port considerably easier for id. It’s available in the iTunes App Store, but the source is available for free at id’s website.” Carmack also posted a detailed writeup about the decision to bring Wolf3D to the iPhone, including design notes and a few snippets of code. At the end, he says, “I’m going back to Rage for a while, but I do expect Classic Doom to come fairly soon for the iPhone.” Kotaku got a chance to try the game at GDC: “It’s not just a good reproduction of the original, it seems better.”

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Mar 24 2009

Valve Claims New Steamworks Update "Makes DRM Obsolete"

Lulfas writes “Steam is implementing a new anti-piracy solution that, according to them, removes all DRM. Called Computer Executable Generation (CEG), this system creates a unique copy of the game when it is purchased through Steam, essentially using a 100% unique keygen system. It will be installable on any system, but only playable by one person at a time (hooked into the correct Steam account, of course). Will this be enough to satisfy anti-DRM players while at the same time giving the publishing companies what they require?”

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Mar 24 2009

New Service Aims To Replace Consoles With Cloud Gaming

ThinSkin writes “Imagine playing bleeding-edge games, yet never again upgrading your hardware. That’s the ambitious goal of OnLive’s Internet delivered gaming service. Using cloud computing, OnLive’s goal is to ‘make all modern games playable on any system,’ thanks in large part to OnLive’s remote servers that do all the heavy lifting. With a fast enough Internet connection, gamers can effectively stream and play games using a PC, Mac, or a ‘MicroConsole,’ ‘a dedicated gaming client provided by OnLive that includes a game controller.’ Without ever having to worry about costly hardware upgrades or the cost of a next-gen console, gamers can expect to fork over about yearly just for the service. If this thing takes off, this can spell trouble for gaming consoles down the road, especially if already-established services like Steam and Impulse join the fray.”

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Mar 23 2009

German Police Union Chief Wants Violent Game Ban After Shooting

A recent shooting in Germany has raised the ire of many politicians and officials, and they’re turning to video games as a scapegoat after it was revealed that the shooter was a fan of Counterstrike and played Far Cry 2 the night before the rampage. First, a major retailer decided to drop mature-rated games altogether, and then the Minister for Social Affairs suggested restricting “addictive games,” such as World of Warcraft, to adults only. Despite an unfavorable reaction from gamers and game developers alike, the chief of Germany’s national police union has now spoken out against violent games as well, saying, “The world would be no poorer if there were no more killergames.”

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Mar 23 2009

Increase In Xbox 360 E74 Problems

Xbm360 writes “According to data collected by Joystiq as well as Google Trends, there’s been a steady rise in reports and discussion of the so-called E74 error on Xbox 360 consoles since August of last year. The E74 error is related to video problems caused by either a faulty AV connector or, more often, a loosened ANA/HANA scaling chip. This is not the first time the Xbox 360 has experienced technical issues; in recent years many people have complained about scratched discs and over-heating consoles — the ‘red ring of death.'”

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Mar 22 2009

Philips Tactile Jacket Let’s You Feel The Scene

The purpose of this exercise is not necessarily to reproduce physical sensations from the film. Such haptic devices already exist, such as TN Games’ 3rd Space Gaming Vest and its upcoming HTX Helmet. The Philips researchers are more interested in determining what sort of emotional responses touch can elicit from a viewer.

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