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> 2007 > Japan, USA > Videogames (III)
Web
Playgrounds of the Very Young
December
31, 2007
The New York Times
By BROOKS BARNES
LOS ANGELES
— Forget Second Life. The real virtual world gold rush centers on the
grammar-school set.
Trying to duplicate the success of blockbuster Web sites like Club Penguin and
Webkinz, children’s entertainment companies are greatly accelerating efforts to
build virtual worlds for children. Media conglomerates in particular think these
sites — part online role-playing game and part social scene — can deliver quick
growth, help keep movie franchises alive and instill brand loyalty in a
generation of new customers.
Second Life and other virtual worlds for grown-ups have enjoyed intense media
attention in the last year but fallen far short of breathless expectations. The
children’s versions are proving much more popular, to the dismay of some parents
and child advocacy groups. Now the likes of the Walt Disney Company, which owns
Club Penguin, are working at warp speed to pump out sister sites.
“Get ready for total inundation,” said Debra Aho Williamson, an analyst at the
research firm eMarketer, who estimates that 20 million children will be members
of a virtual world by 2011, up from 8.2 million today.
Worlds like Webkinz, where children care for stuffed animals that come to life,
have become some of the Web’s fastest-growing businesses. More than six million
unique visitors logged on to Webkinz in November, up 342 percent from November
2006, according to ComScore Media Metrix, a research firm.
Club Penguin, where members pay $5.95 a month to dress and groom penguin
characters and play games with them, attracts seven times more traffic than
Second Life. In one sign of the times, Electric Sheep, a software developer that
helps companies market their brands in virtual worlds like Second Life and
There.com, last week laid off 22 people, about a third of its staff.
By contrast, Disney last month introduced a “Pirates of the Caribbean” world
aimed at children 10 and older, and it has worlds on the way for “Cars” and
Tinker Bell, among others. Nickelodeon, already home to Neopets, is spending
$100 million to develop a string of worlds. Coming soon from Warner Brothers
Entertainment, part of Time Warner: a cluster of worlds based on its Looney
Tunes, Hanna-Barbera and D. C. comics properties.
Add to the mix similar offerings from toy manufacturers like Lego and Mattel.
Upstart technology companies, particularly from overseas, are also elbowing for
market share. Mind Candy, a British company that last month introduced a world
called Moshi Monsters, and Stardoll, a site from Sweden, sign up thousands of
members in the United States each day.
“There is a massive opportunity here,” said Steve Wadsworth, president of the
Walt Disney Internet Group, in an interview last week.
Behind the virtual world gravy train are fraying traditional business models. As
growth engines like television syndication and movie DVD sales sputter or
plateau — and the Internet disrupts entertainment distribution in general —
Disney, Warner Brothers and Viacom see online games and social networking as a
way to keep profits growing.
But more is at stake than cultivating new revenue streams. For nearly 50 years,
since the start of Saturday morning cartoons, the television set has served as
the front door to the children’s entertainment business. A child encounters
Mickey Mouse on the Disney Channel or Buzz Lightyear on a DVD and before long
seeks out related merchandise and yearns to visit Walt Disney World.
Now the proliferation of broadband Internet access is forcing players to rethink
the ways they reach young people. “Kids are starting to go to the Internet
first,” Mr. Wadsworth said.
Disney’s biggest online world is Club Penguin, which it bought in August from
three Canadians in a deal worth $700 million. At the time, more than 700,000
members paid fees of $5.95 a month, delivering annual revenue of almost $50
million.
Still, one world, even a very successful one, does not alter the financial
landscape at a $35.5 billion company like Disney. So Disney is pursuing a
portfolio approach, investing $5 million to $10 million per world to develop a
string of as many as 10 virtual properties, people familiar with Disney’s plans
said.
Tinker Bell’s world, called Pixie Hollow, illustrates the company’s game plan.
Disney is developing the site internally — creative executives who help design
new theme park attractions are working on it — and will introduce it this summer
to help build buzz for “Tinker Bell,” a big-budget feature film set for a fall
2008 release.
Visitors to a rudimentary version of Pixie Hollow, reachable through Disney.com,
have already created four million fairy avatars, or online alter egos, according
to Disney. The site will ultimately allow users to play games (“help create the
seasons”) and interact with other “fairies.” When avatars move across the
screen, they leave a sparkling trail of pixie dust, a carefully designed part of
the experience.
“We wanted to come up with a way to make flying around the site feel really
good,” said Paul Yanover, executive vice president and managing director of
Disney Online.
Disney’s goal is to develop a network of worlds that appeal to various age
groups, much like the company’s model. Preschool children might start with Pixie
Hollow or Toon Town, another of Disney’s worlds, grow into Club Penguin and the
one for “Cars” and graduate to “Pirates of the Caribbean” and beyond, perhaps to
fantasy football at ESPN.com.
“All the stars are aligning for virtual worlds to become a mass-market form of
entertainment, especially for kids and families,” Mr. Yanover said.
If virtual worlds for adults are about escaping from run-of-the-mill lives,
sites for children tap into the desire to escape from the confines of reality as
run by mom and dad. “I get to decide everything on Club Penguin,” said Nathaniel
Wartzman, age 9, of Los Angeles, who also has a membership to a world called
RuneScape.
But shopping is a powerful draw, too; most sites let children accumulate virtual
points or spend their allowance money to buy digital loot. “It’s really fun to
buy whatever you want inside the game,” Nathaniel said in a telephone interview.
For his penguin, “like for Christmas I bought a fireplace, a flat-screen TV and
a Christmas tree,” he said.
Online worlds, which typically have low overhead and fat profit margins once
they are up and running, charge a monthly fee of $5 to $15 and require the
adoption of an avatar. Some sites are free and rely on advertising to make
money; others are advertising and subscription hybrids. Webkinz relies on the
sale of stuffed animals, which come with tags that unlock digital content.
The power of the virtual worlds business was shown recently when Vivendi
announced a plan to buy Activision, a publisher of video games for consoles like
the Sony PlayStation 3. Vivendi owns World of Warcraft, a virtual world for
adults with more than nine million members and revenue of more than $1 billion.
Still, the long-term appetite for the youth-oriented sites is unclear. Fads have
always whipsawed the children’s toy market, and Web sites are no different,
analysts warn. Parents could tire of paying the fees, while intense competition
threatens to undercut the novelty. There are now at least 10 virtual worlds that
involve caring for virtual pets.
Privacy and safety are a growing concern, particularly as companies aim at
younger children. Some virtual worlds are now meant to appeal to preschoolers,
using pictures to control actions so that reading is not required.
And critics are sharpening their knives. “We cannot allow the media and
marketing industries to construct a childhood that is all screens, all the
time,” said Susan Linn, a Boston psychologist and the director of the Campaign
for a Commercial-Free Childhood, a nonprofit group that has complained of ads
for movies on Webkinz.com.
Operators shrug off worries about fads and competition. “Are features like
creating an avatar a long-term advantage for anyone? Probably not,” Mr. Yanover
said. “The viability and sustainability of this business comes from the shifting
behavior of kids and how they spend their leisure time.”
As for privacy and safety, companies point to a grid of controls. For instance,
Neopets restricts children under 13 from certain areas unless their parents give
permission in a fax. Several Neopets employees patrol the site around the clock,
and messaging features are limited to approved words and phrases.
“Parents know they can trust our brand to protect kids,” said Steve Youngwood,
executive vice president for digital media at Nickelodeon. “We see that as a
competitive advantage.”
Web Playgrounds of the Very Young, NYT, 31.12.2007,
http://www.nytimes.com/2007/12/31/business/31virtual.html
With Wii
and DS,
Nintendo Has 2 Hit Game Devices
December
31, 2007
The New York Times
By ERIC A. TAUB
Nintendo,
the maker of the Wii video game machine, does not have just one hit product on
its hands. Rather, it has two.
While shoppers are still lining up before stores open to buy Nintendo’s Wii, its
older portable sibling, the Nintendo DS, is the best-selling game machine in the
United States. The hand-held DS outsold the Wii in November 1.53 million units
to 981,000, according to sales figures compiled by NPD Group.
The DS, a three-year-old $130 unit, has been handily outselling its chief rival,
Sony’s $170 PSP hand-held game device, as well as the newer and more expensive
consoles, like Microsoft’s Xbox 360, selling for $350, and Sony’s PlayStation 3,
which starts at $400.
Nintendo expects to finish the year having sold more than 6 million DS consoles,
with a total of 15.2 million sold since they were introduced in November 2004.
The best-selling game console this year, the Wii, has sold more than 5 million
units this year, David Riley of NPD said.
Sony has sold 9.5 million PSP units in the United States since its introduction
in March 2005.
Nintendo attributes the success of the DS to the same market positioning it used
for the $250 Wii — create devices for young gamers that also appeal to their
parents and even grand parents. The DS has proven more popular with younger
children than Sony’s PSP; 80 percent of DS owners are 8 to 16 years of age,
while PSP players tend to be 16 to 24 years old, according to analysts at
Wedbush Morgan.
But Nintendo, based in Kyoto, Japan, has also developed several titles for
middle-aged adults, like Brain Age and Big Brain Academy, two memory-training
games, and Flash Focus, a game designed to improve visual acuity. By making the
device appealing to baby boomers, the company also makes parents feel better
about buying it for their kids.
“On YouTube, you can see videos of retirees playing both the Wii and the DS,”
said Reggie Fils-Aime, Nintendo of America’s president and chief operating
officer.
The DS is also compatible with Nintendo’s earlier device, the Game Boy Advance,
making it an appealing platform for the older gamers, who may have kept
libraries of Nintendo games.
Video game creators, already familiar with Game Boy, easily made the transition
to Nintendo’s new portable unit.
Like the Wii, the DS was considered an unlikely candidate for success when it
first arrived on store shelves. The DS features two screens, one of which can be
operated by touching a finger to the screen. It also has wireless connectivity
that allows it to communicate with the Wii as well as other users to send them
messages and play games.
Sony’s PSP uses a single screen, offers Internet access, allows users in close
proximity to play against each other, and can play movies using the company’s
proprietary UMD disc format. “The DS was handicapped as ‘what, two screens? Are
you kidding me?,’” said Richard Doherty, a partner in the Envisioneering Group.
“But the DS ran enough exciting Game Boy applications that it got immediate
attention.”
Mr. Fils-Aime said that future DS device will be more tightly integrated with
its Wii console. Complete games as well as game samplers will be able to be
downloaded into the Wii using its broadband connection, and then transferred
wirelessly to the DS.
A puzzle-solving game, Professor Layton, to be introduced next year, will be
upgraded with new puzzles transmitted to the DS through a wireless download.
In Japan, the DS’s functionality extends beyond its game-playing ability. There
the device is used to give information during museum tours, and to download
content from the Wii. A new feature allowing DS users to view movies on the
device has also been introduced.
Some of those features will eventually be introduced into the North American
market as well. “To aggressively drive DS business we need to provide other
forms of entertainment to excite the consumer,” said Mr. Fils-Aime.
As a test this past season, fans watching a baseball game in Seattle’s Safeco
Field could also see the game on the DS, and order food and view statistics
using the device.
While Sony may be playing catch-up, its PSP has a number of strong-selling
titles among the 359 available for the device. Its hits include Grand Theft
Auto, which has sold 1.5 million units, as well as SOCOM Fire Team Bravo, Star
Wars: Battlefront II, and Need for Speed: Most Wanted.
“The DS is still a kid’s device,” said Michael Pachter, an analyst with Wedbush
Morgan. “There is a lot of mature content available for the PSP that is not
available for the DS.” .
“Our direction is first party and third-party games from such developers as
Electronic Arts. This will pay dividends down the road,” said John Koller,
senior marketing manager for the PSP.
But the DS’s movie capabilities have not been a hit with consumers, mostly
because the price of the movies — $25 and higher — is limiting sales. “Content
and price were two big issues,” Mr. Koller said. “Sixteen year olds were not
interested in 1970s romantic dramas.” New lower prices starting at $5, and
titles like SuperBad will change that equation, according to Mr. Koller.
Additional titles from Sony geared toward teenagers and those in their 20s will
be launched in the first half of 2008.
“Sony’s PSP is doing great,” said Mr. Pachter. “The DS is just doing better.”
With Wii and DS, Nintendo Has 2 Hit Game Devices, NYT,
31.12.2007,
http://www.nytimes.com/2007/12/31/technology/31nintendo.html
Video
Game Looks Into World of Wolves
December
31, 2007
Filed at 12:17 p.m. ET
By THE ASSOCIATED PRESS
The New York Times
MINNEAPOLIS
(AP) -- The new video game ''WolfQuest'' allows players to follow the call of
the wild in the role of a wolf in Yellowstone National Park.
Players learn quickly, with help from realistic graphics, that wolves do a lot
of running -- across plains, through forests and up and down steep slopes.
''You have to learn how to hunt, survive, defend your territory and ultimately
find a mate and establish your own pack,'' said project director Grant
Spickelmier, assistant education director at Minnesota Zoo in Apple Valley.
The first episode, ''Amethyst Mountain,'' was officially released Dec. 20 as a
free download at www.wolfquest.org. Spickelmier said the game had been
downloaded 13,500 times by Wednesday.
The Minnesota Zoo developed ''WolfQuest'' with Eduweb, an educational software
developer in St. Paul, on a $508,253 National Science Foundation grant. Other
partners include the National Zoo in Washington, the Phoenix Zoo, Yellowstone
and the International Wolf Center in Ely.
The game is aimed at ages 10 to 15 because kids that age have largely stopped
going to zoos and are more interested in things like video games, Spickelmier
said.
''We're hoping to capture some of those kids back with this game,'' he said,
adding that the Minnesota Zoo also hopes to interest kids in wolf conservation
and biology.
Eleven-year-old Riley Breckheimer, of Apple Valley, tried out ''WolfQuest'' at
its launch party at the zoo and declared it ''pretty cool.'' He said he took
down one snowshoe hare and got an elk about halfway down. The game also gave him
new respect for wolves.
''They can run over miles and miles of area just to get to one elk to get
something to eat,'' he said. ''It's not like humans where humans have to go just
a few blocks to the grocery store.''
It's not the first time a zoo has offered computer games. The San Diego Zoo,
National and the New York Zoos and Aquarium have games for younger kids on their
Web sites. Nor is it the first time a video game has simulated wolf life: the
DOS game ''Wolf'' was released in 1994.
But Steve Feldman, spokesman for the American Zoo Association, said
''WolfQuest'' takes things to a higher level.
''The level of realism, and also the goal, which is to effect real conservation
behavior change, is what make this game unique,'' Feldman said.
In the first episode, as a solitary wolf roaming Amethyst Mountain in
Yellowstone, players chase down elk and hares, relying on their eyes and sense
of smell. When the ''scent vision'' screen toggles on, the background goes black
and white and scent trails light up. The screen also shows how old the trails
are.
To howl like a wolf, players just hit the ''H'' key, which in future episodes
will help draw in their pack.
''WolfQuest'' can be played alone or with up to five players online, where
players also can connect and share tips. Additional episodes due in 2008 will
explore other areas of Yellowstone and allow players to establish territory
(yes, by lifting a leg) and defend their elk carcasses against hungry grizzly
bears, raise pups and even kill sheep on nearby ranches.
The game won praise from David Walsh, president of the National Institute on
Media and the Family, a group that studies the impact of media on children's
health and development and often makes news for its criticism of violent video
games.
''It's got great educational value while at the same time it's engaging,'' Walsh
said. ''It's a good alternative to the shoot 'em up games that are so popular
with that age group. ... I think this game has the potential to chart some new
territory.''
------
On the Net:
WolfQuest: http://www.wolfquest.org
Minnesota Zoo: http://www.mnzoo.org
Eduweb: http://www.eduweb.com
National Institute on Media and the Family:
http://www.mediafamily.org
Video Game Looks Into World of Wolves, NYT, 31.12.2007,
http://www.nytimes.com/aponline/technology/AP-Games-WolfQuest.html
A
Producer of Movies
to Try Hand at Games
December
19, 2007
The New York Times
By ROBERT LEVINE
The
Hollywood producer Jerry Bruckheimer, whose movies and television shows are so
replete with car chases and fast action that critics say they look like video
games, is finally lending his expertise to that medium.
On Wednesday Mr. Bruckheimer’s company will announce a deal with MTV to develop
actual video games, which would probably start appearing on store shelves in
2009. The new games will be based on fresh concepts rather than on current MTV
shows or on Mr. Bruckheimer’s vast library of past projects, which includes the
“C.S.I.” television franchise and movies like “Beverly Hills Cop” and “Pirates
of the Caribbean.”
As its audience has grown more interested in video games, MTV, a division of
Viacom, is trying to follow them. In August, MTV announced that it would invest
more than $500 million in its interactive entertainment business over the next
two years. Several weeks ago, it released Rock Band, a well-reviewed game in
which players operate instrument-shaped controllers in time to pop songs.
But this deal marks the company’s first attempt to develop titles that do not
involve music or its already established television shows.
“This is more analogous to a film deal,” said Van Toffler, president of the MTV
Networks Music and Logo Group. “We’ll have a handful of people who will develop
and nurture ideas.”
Mr. Toffler compared the deal with Mr. Bruckheimer’s exclusive agreements to
develop film projects for Disney and television shows for Warner. He said that
MTV might develop movies or television shows based on successful games.
“MTV heard about us trying to enter this arena, and they were aggressive about
pursuing us,” Mr. Bruckheimer said. “The business model is what we’ve done with
TV and films: Get creative talent together to do something fresh and
interesting, as we’ve done in the past.”
Mr. Bruckheimer said he was intrigued by the possibilities of video games. He is
producing a movie adaptation of the video game series Prince of Persia, which
begins filming next summer.
Traditionally, game publishers make deals with studios, which hire programmers,
designers and graphic artists to make games, a process that can take several
years. Mr. Toffler said he did not yet have specific details about whether that
work would be done by MTV or Mr. Bruckheimer’s company, or perhaps be contracted
to an independent studio.
Although it is common for game publishers to create titles based on movies, few
Hollywood producers and directors have made much of an impact in the game
business so far. That could change over the next several years, now that
technology has made it possible to make games with Hollywood production values.
In fall 2005, Steven Spielberg announced a deal to develop three original video
games for Electronic Arts, but none of them have been released yet. The actor
Vin Diesel is working on a film and video game project called “The Wheelman,” in
a deal that involves MTV’s film and game divisions, Paramount Pictures and
Midway Games.
“This could be interesting,” said Dan Hsu, editor in chief of the magazine
Electronic Gaming Monthly. “The first thing you think of when you think of Jerry
Bruckheimer is big-budget action movies. Video games have plenty of action —
there’s often nothing but car crashes and fight scenes. But maybe a big name
like that gets you a bigger budget for a game.”
MTV’s reach, as well as its ability to promote its products on the air, could
make it a formidable force in the game business, according to Michael Pachter,
an analyst at Wedbush Morgan.
“In the game business, MTV is a start-up,” Mr. Pachter said. “But they have the
resolve and they have the resources.”
A Producer of Movies to Try Hand at Games, NYT,
19.12.2007,
http://www.nytimes.com/2007/12/19/business/media/19mtv.html
Game
Maker Expects a Loss
December
19, 2007
The New York Times
By REUTERS
SEATTLE
(Reuters) — The video game publisher Take-Two Interactive Software said Tuesday
that it cut its quarterly net loss in half, but gave an outlook that fell short
of Wall Street expectations, and its shares fell after hours.
Take-Two’s net loss for the fourth quarter ended Oct. 31 narrowed to $7.1
million, or 10 cents a share, from $14 million, or 20 cents a share, a year
earlier.
Revenue was $292.6 million, up 9.8 percent from a year earlier on strong sales
of critically acclaimed games like BioShock.
Excluding special items, the company was expected to lose $5.3 million, or 7
cents a share, on revenue of $291.7 million, according to Reuters estimates.
On that basis, Take-Two posted a profit of 5 cents a share.
Take-Two also said it expected a loss, excluding special items, of 50 to 60
cents a share for its first quarter, with revenue coming in at $175 million to
$225 million.
That was well below the average Wall Street forecast of a loss of 8 cents a
share on revenue of nearly $290 million.
Shares of Take-Two fell 71 cents, to $17.31 in after-hours trading.
Game Maker Expects a Loss, NYT, 19.12.2007,
http://www.nytimes.com/2007/12/19/technology/19game.html
Nintendo
Calls Wii Sales 'Fantastic'
November
27, 2007
Filed at 10:18 p.m. ET
By THE ASSOCIATED PRESS
The New York Times
REDWOOD
CITY, Calif. (AP) -- A top Nintendo Co. executive said holiday sales of the Wii
game consoles have gotten off to a ''fantastic start'' but warned Tuesday that
Wiis would be scarce through the end of the year.
Nintendo sold 350,000 Wiis in the U.S. last week, when many stores were closed
for the Thanksgiving holiday, compared with 300,000 the previous week in the
U.S.
It was unclear if last week's sales broke a Nintendo record. During one
eight-day period in late November 2006, when the Wii debuted, consumers
throughout the U.S., Canada and Latin America purchased more than 600,000 units
sold.
The company is on track to sell 17.5 million Wiis in the fiscal year ending
March 31. Last fall, Nintendo executives predicted they would sell 14.5 million
Wiis.
They were producing roughly 1.2 million units per month at the time.
Nintendo has ramped up production to about 1.8 million per month, but its
manufacturers cannot increase production again, said Nintendo of America
President Reggie Fils-Aime, who spent Friday and Saturday spot-checking Wii
supplies at Wal-Mart Stores Inc., Best Buy Co., GameStop Corp., Target Corp. and
Toys ''R'' Us Inc. stores in Erie, Pa., and Redmond, Wash.
''I couldn't find a single Wii system on the shelves -- literally as I was
walking into a Wal-Mart at 11 a.m., someone was walking out with the last one,''
Fils-Aime said in an interview at the company's new Redwood City office.
''Consumers are buying every game we can put into the system.''
Fils-Aime predicted a new sales record the week before Christmas, despite being
''very concerned'' about the U.S. economy and the rising price of gasoline.
About 40 percent of Wii sales have been in North America and Latin America,
while 35 percent were in Asia, primarily Japan, and the rest came from Europe
and the Middle East.
He dismissed speculation online that the Kyoto, Japan-based company -- maker of
Pokemon and Super Mario games -- is deliberately constraining supply of the $250
console to generate buzz.
''A shortage benefits no one,'' he said. ''We're disappointed. This was all
about how we didn't accurately estimate demand. We need to be more bullish about
the potential for the Wii.''
Unlike consoles with joysticks that players operate with their thumbs, the Wii
responds to the user moving a wand-like wireless controller strapped to a wrist.
Wii games including tennis and bowling appeal to children, parents, hardcore
gamers and even senior citizens.
Sony Corp.'s top-line PlayStation model, with an 80-gigabyte hard drive, costs
$499 in the U.S., down from the original price of $599. A new low-end model with
a 40-gigabyte drive will go on sale Nov. 2 for $399.
Microsoft Corp.'s Xbox 360 costs $350 in the U.S.
The Wii has been a tremendous boost for Nintendo.
In the quarter ended Sept. 30, it more than doubled its sales to $6.1 billion
from a year earlier, when the Wii had not yet launched.
Nintendo has sold 5.5 million Wiis in the U.S. since the console went on sale.
(This version CORRECTS comparison data,
which is for broader geographic region
than the U.S.)
Nintendo Calls Wii Sales 'Fantastic', NYT, 27.11.2007,
http://www.nytimes.com/aponline/technology/AP-US-Holiday-Sales-Wii.html
Video Games
Plumber’s Progress
November
23, 2007
The New York Times
By SETH SCHIESEL
Mario, the
goofy, fat Italian plumber, is by far the most famous character in video games
and perhaps one of the world’s most-recognized fictional characters in any
medium. Think back, if you can, to 1981 and Donkey Kong. Mario was there.
After selling almost 200 million games over more than two decades and generating
untold billions in revenue for Nintendo of Japan, Mario is back. Super Mario
Galaxy, released this month for Nintendo’s Wii console, is the first major new
Mario game in five years and is certain to end up one of the best-selling games
of 2007.
But wait, there’s more! In a collaboration akin to an unthinkable Mick Jagger
team-up with Paul McCartney, Mario shares top billing with his longtime rival
Sonic the Hedgehog in a separate new game, Mario & Sonic at the Olympic Games,
that is a droplet in what will surely become a torrent of marketing for the
Beijing Olympics next summer.
There are plenty of games for serious gamers, but Mario has always starred in
games for everyone. So to test whether Mario could still appeal to an
overeducated, media-saturated audience, I assembled a panel of nongaming yuppies
in their 30s at my house last weekend, put the Wii controls in their hands and
sat back to check the reaction.
Judging by the hours of giggles, chortles and downright guffaws, especially from
two women who hadn’t played a video game in many years, Mario still has the
goods: the madcap visual humor, the cheesy yet oddly compelling musical score
and that incessant tug to play just five more minutes.
Watching the scene took me straight back to 1985 and a pizza parlor where my
friends and I would set up shop on Saturday afternoons to play the arcade
version of the original Super Mario Bros., one of the most influential and
successful games of all time. Mario made his debut as the protagonist in Donkey
Kong, but the fluidity and addictiveness of Super Mario Bros. made it a
revelation. “The only way to really put it is that Mario is the Man,” Andy
McNamara, editor in chief of Game Informer, the No. 1 game magazine, said by
telephone this week. “He’s definitely like the Steamboat Willie of the
video-game industry. Back in 1985 everyone thought the video-game industry was
dead, and when Super Mario Bros. came out, it revitalized the whole thing. Mario
is really in some ways the quintessential game experience, in that you get to
have fun and explore places you would not normally visit, with all these crazy
mixed-up worlds and the magic mushrooms and crazy stars. Also, every Mario game
gets fairly challenging in the end, but anyone of pretty much any age can just
sit down and start playing.”
Judging by the reaction in my living room and elsewhere around the world, Super
Mario Galaxy is more than a worthy successor to the franchise’s considerable
legacy of smiles. It is being widely hailed as the best game yet for the Wii and
is drawing plaudits like this, from Hardcore Gamer magazine: “What I’ve been
experiencing since first putting this game in my Wii is the culmination of
several lifetimes of game design mastery by its creators.”
Like dancing or physical intimacy, a great game can truly be understood only
through experience, not words. When reduced to a mere description — “Pass around
small bits of laminated card stock in place of money” (poker), or “Roll
imprinted cubes and buy fictional properties” (Monopoly) — even the most
captivating games can seem impossibly boring.
Likewise, Super Mario Galaxy is really just about jumping, spinning and flying
as you try to save the de rigueur kidnapped princess. There’s no rational reason
that hopping around giant mushrooms on a purple planet in space should be so
much fun, but it is. The best video games, like Mario, Ms. Pac-Man and Space
Invaders, have the ability to make the absurd irresistibly seductive. When you
do it, it makes all the sense in the world.
Super Mario is generally a single-player game, but in a nice innovation, a
second player can jump in and use a Wii remote to control a separate cursor on
the screen that can stun enemies, pick up treasure and otherwise assist the main
user controlling Mario. The game’s whole feel is so finely tuned, so
infectiously enjoyable, that it’s understandable why Shigeru Miyamoto, Mario’s
creator, has been one of the most famous game designers in the world for
decades. (Nintendo’s Japanese operation is almost as well known for its
reticence as it is for its creative talents; more than a week of
intercontinental negotiations failed to secure any comment from Mr. Miyamoto.)
Mr. Miyamoto’s stature in the game world is so grand that Simon Jeffery,
president of Sega of America, resorted to a religious analogy in describing how
his company collaborated with Nintendo in making the Mario and Sonic Olympics
game.
Asked recently if Mr. Miyamoto had set up a satellite office at Sega
headquarters, Mr. Jeffrey laughed and shook his head. “No, no, Muhammad doesn’t
go to the mountain,” he said. “The mountain goes to Muhammad. We would bring
versions of the game to him for him to consult on.”
My panel of nonexperts had a lot of fun with the game’s Olympic “events” (up to
four can play at one time), especially the trampoline, but that game still is
not receiving the praise being lavished on Super Mario Galaxy. As a reviewer on
Yahoo put it: “Super Mario Galaxy is a reminder that games don’t have to be
ultraviolent, make clever social statements or ride the marketing machine to
succeed. They simply have to be fun, and you’d be hard pressed to find one as
genuinely enjoyable as Mario’s latest.”
Super Mario Galaxy for Nintendo’s Wii, $49.99, rated E for Everyone. Mario &
Sonic at the Olympics for Wii, Sega of America, $49.99, rated E for Everyone.
Plumber’s Progress, NYT, 23.11.2007,
http://www.nytimes.com/2007/11/23/arts/music/23mari.html
Online
games
meet social networking tools
22 November
2007
By Matt Slagle, Associated Press
USA Today
Jo Ann
Hicks doesn't identify with gamers, but she spends hours online every day
playing Kaneva.
The
41-year-old homemaker likes the shopping-and-partying game — where she operates
a virtual nightclub and hosts parties — because it helps her interact with
people, not provide escape from them as traditional games often do.
Social and gaming networks, once considered polar opposites, are
cross-pollinating as online interactions replace prime-time TV and other, more
traditional media experiences. Games like Kaneva are attracting players that
games like Super Mario Brothers never did.
"I run around and act like a 40-year-old person. I have my little clan we hang
with. What people will say is more interesting to me," Hicks said of her
preferred game. "As opposed to Mario, who's only going to jump."
Game developers say there's money for both sides in this convergence.
Social networks that incorporate more features of "massively multi-player online
games" could enhance their already-substantial earning power. And gaming sites
would benefit from increased membership and broader acceptance.
David Dague, a 34-year-old executive in Chicago who runs a website called
tiedtheleader.com, said games have changed fundamentally since the early days of
Space Invaders.
"I've seen gaming go from a solitary thing to where there really is a cinematic
experience going on in front of you that you can share in a social capacity,"
said Dague, whose site coordinates matches in Xbox Live games like Halo 3 and
hosts forums about gaming.
"Video games have become the ultimate party line," he said. "The question is,
who are you sharing it with?"
Played in virtual worlds with advertising and goods for sale, games like
KartRider and Kaneva now go beyond the scope of early interactive games. They're
less about skill levels and escapism and more about joining friends and
strangers in virtual spaces where chatting, comparing fashions, going dancing —
and, yes, slaying monsters — are all options.
For their part, networking sites are encompassing more interactive features that
consume increasing amounts of users' time — long considered a defining feature
of computer games.
MySpace and Facebook are massively multiplayer games in disguise, says Gabe
Zichermann, who is developing "rmbr," which he says will make a video game out
of tagging and sharing digital photos.
"The reason why Facebook is a really compelling MMO is because it's fun and you
get something out of it," he said.
There are interactive titles like Scrabulous for Facebook, and MySpace is
rolling out a games channel early next year.
"They're going to be able to monetize their users at the same level (as the
games do)," Jessica Tams, managing director of the Casual Games Association,
said of the social network sites. "That's a lot of money."
If each of Facebook's 33 million and MySpace's 72 million October users —
according to figures from comScore Inc. — paid a dollar each visit for a new
outfit for his or her avatar in a game, that would have produced a lot more
revenue than the fractions of a penny the sites got for each click on an ad.
Nexon, which has offered free, socially rich video games for years in South
Korea, introduced its English-language version of KartRider for use in North
America in September.
In October, the year-old North American version of Nexon's Kaneva had 84,000
members, according to comScore. Once players download the game, they see
advertising and can buy all sorts of virtual clothing and upgrades for a few
dollars apiece.
It's a substantially different business model from online fantasy games like
World of Warcraft, which tend to require subscriptions, at $15 or so per month,
and usually don't allow users to buy things for real money, online or off.
"Think of World of Warcraft as kind of closing the book on this generation of
games," says Christopher Sherman, executive director of Virtual Worlds
Management. "Those folks who are developing the next generation of massively
multiplayer games really need to raise the bar anew."
Venture capital, technology and media firms invested more than $1 billion
dollars in 35 virtual worlds companies between October 2006 and this October,
according to a study by Austin-based Virtual Worlds Management, a company that
organizes conferences to discuss emerging online trends.
Second Life— where users can buy their own plots of land to build stores,
castles or anything else they can imagine — is creating a game within a game
with CBS, called The Virtual CSI: New York, that melds networking and gaming.
Avatars will be able to go to crime scenes and figure out what happened.
The lure of interactive online games is so strong it can cut into users' sleep
and boost the time they spend playing, according to a month-long study by
Syracuse University psychology professor Joshua Smyth.
Smyth found that MMORPG players spent on average 14.4 hours a week playing —
twice as long as video game players who don't interact online.
Stephen Prentice, a senior analyst for the Gartner Group in the United Kingdom,
believes the time is right for such online social video game services to take
off. The big question is who will succeed first.
"The huge opportunity is for a lightweight, three-dimensional environment, a
virtual world equivalent of Facebook," Prentice says. "Trying to predict who
that is going to be is difficult. Anything could happen here."
Online games meet social networking tools, UT, 22.11.2007,
http://www.usatoday.com/tech/gaming/2007-11-22-socialgames_N.htm
'Guitar
Hero III'
rocks with more of the same
8 November
2007
USA Today
The good —
and bad — news for Guitar Hero fans is that in the latest game in the franchise,
RedOctane didn't mess much with the formula that placed its predecessors among
the hottest game sensations of our time.
So if you
were looking for a fresh new experience in this sequel, you might be
disappointed. But if you can look past that, you will find Guitar Hero III:
Legends of Rock (www.guitarhero.com) a fun, challenging and (despite some
potentially offensive language) great way for the whole family to rock out in
front of the television.
Better than
strumming a tennis racket in front of the mirror, Guitar Hero games include a
guitar-shaped controller that plugs into the video game console. You must then
correctly press the right colored buttons on the guitar's neck (and strum at the
same time) to match the onscreen instructions. Play well and the familiar rock
songs sound like they should, and the virtual crowd cheers you on, but if you
press incorrect notes, some sour "twangs" are heard, and the crowd begins to
quiet down or even boo you offstage.
Guitar Hero III is the most ambitious of the franchise, with attractive graphics
of your cartoon-like band performing onstage (especially with the Microsoft Xbox
360 and Sony PlayStation 3 versions), downloadable songs from the Internet and
the ability to play with or against friends beside you or online (note: the PS2
version does not allow for Internet play). The wireless Gibson Les Paul guitar
(included) is comfortable, lightweight and durable.
One of the more fun (but tough) new features is "boss battles," where you must
play head-to-head against the likes of guitar gods such as Slash (Guns N' Roses,
Velvet Revolver) and Tom Morello (Rage Against the Machine, Audioslave). Play
well and you'll collect "power-ups" you can unleash on your opponent, such as
ones that make the notes harder to see, reverse the colors on the fret board and
lock the guitar until your foe rapidly presses down on the "Whammy bar" to shake
off the effect. These power-ups can be used in "battle mode" against a real
opponent in front of the same TV or over the Internet.
With more than 70% of the songs from the original artists (the rest are decent
cover versions), the impressive track lineup includes oldies like The Rolling
Stones' Paint It Black, Aerosmith's Same Old Song and Dance and Alice Cooper's
School's Out and newer hits like Guns N' Roses' Welcome to the Jungle, AFI's
Miss Murder and Kaiser Chiefs' Ruby. In total, Guitar Hero III: Legends of Rock
features more than 70 tracks. Some bands even re-entered the studio to re-record
their classics for this game, including the Sex Pistols (Anarchy in the U.K. )
and Living Colour (Cult of Personality ).
Guitar Hero III: Legends of Rock will hook you from the moment you strum your
first chord, but even with the battle mode and online options it's not too
different from past games — which is just fine for many.
Music game fans should expect our in-depth review of Rock Band
(www.rockband.com) in a couple of weeks, which lets you not only play guitar but
also have friends join in on the bass, drums and microphone.
'Guitar Hero III' rocks with more of the same, UT,
8.11.2007,
http://www.usatoday.com/tech/columnist/marcsaltzman/2007-11-08-guitar-hero-3_N.htm
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