Posted in August 2008

Death spank and odd news

Sorry for the lack of updates. Redesign and a new job makes my time short and the tech buggy as hell.

I just saw the first trailer from Deathspank… yeah, thats right!
It’s Ron Gilbert’s (anyone else who has no clue?), accoring to kotaku, “long awaited” episodic RPG/adventure.

Now re-read the previous paragraph a few times and close your mouth.

It’s supposed to be a mix between Diablo and Monkey Island, and judging from the trailer I saw they seem to have hit the spot dead on.
I’m excited, and not because another good game might be in the works. There are in fact a whole bunch of good games on the horizon. I’m excited because this game looks like it’s really, truly, funny.

Not entertaining. Funny.

A sitcom of games if you will. Can anyone say “main-stream hit”?
Readers of this blog will know that I love easy fun and that, at least I, find such entertainment really hard to find these days. Go on Guy, make a wonderful game!

[youtube=http://www.youtube.com/watch?v=FGWT6YPu4v4&hl=en&fs=1]

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New design wrecks havoc just like new tech

As you’ve probably noticed my blog is moved and redesigned (not final yet) because I needed to speed up my site updates. Sadly my domain host is restricting me from completing the change faster but it will be done in a couple of weeks.

Which is ironically very similar to the Moore’s Wall phenomena that Raph Koster has previously talked about. Moore’s Wall is basically states that because new, better and faster technology is usually thought to be the same as visual improvement (graphical in games) developers are implicitly forced to focus harder on visual representation then on interactivity or function. As technology improves this will become more and more work until development is so expensive that taking chances is never profitable.

Sound familiar? It’s basically the current state of the games industry.
Not until technological innovation has matured so far that new technology is not leaps and bounds faster or better then the previous tech or when the leaps between tech grow longer can we really focus on creating better gameplay.

Anyway, it’s a great read and the basic idea is perforating my day to day life so check it out.

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Play – the new medium

Here is a short thought that you might want to consider expressing next time someone near you doesn’t understand just how significant games are as a medium.

Please think about how the people near you consume media. They watch movies, read books and so on and then share their experience with others. Possibly as humor or as tips for others to try, but essentially media is a connective experience.

Media connects people.

Games are interactive media. Not all interactive media are games, but all games are interactive media. And games are in majority multiplayer.

Games will therefore make the normal use of media more effective and/or easier.

Because of this, I believe that games will become not a mainstream medium. But quite possibly the mainstream media.

Please feel free to disagree, but I’m not all wrong am I?

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LoL day!

Don’t forget to celebrate LoL day today over at icanhascheezeburger.com!
Vote for your favorite lols and just enjoy the fun.

cat
more cat pictures

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The chance of finding intelligent life in space

This post is a step outside my normal boundaries but when I though about this I knew I had to share.

All life is formed by the seemingly random process of evolution through external demands made on the life form. Evolution is basically each individual unit of each race trying it’s hardest to survive, the ones with better skills or genes will reproduce more and through hundreds of generations this process can form quite complex new biological patterns for life (the human eye for example).

Why am I talking about evolution with a title like this you ask? Well as life becomes more and more complex through adapting to a more complex ecosystem. Life forms will be forced to process more and more information. This brute force processing is not what we normally call intelligence but more the basis of intellect.

Couple a lot of brute force processing power with great complexity, for example living in a flock that has some form of communication and abstraction capabilities (communicating things that are not there at the time of communication), will lead to the right environment for the evolution of intelligent life.

This is a very short and shakily constructed version of how intelligent life comes about. We still lack enough knowledge to make more then guesses about the subject.

But tracing back to evolution all these components are important enough for any life form,in almost any stage of evolution, that they will happen if the external environment allows it.

This means that we can claim intelligent life to be an evolutionary imperative. A evolutionary stage that is a focal point of the evolutionary process. Not THE, but A. We have no idea what we, as a species, have been through or where we’re going.

If this is even partly true intelligent life, in some form, is extremely likely to exist. But will we recognize it? Or will humanity still exist when it comes about? Is it already dead?

No matter what the answer to these questions; it is a comforting thought that there is intelligent life somewhere in the universe.

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WAR release

Warhammer Online has finally received a release date: September 19.
Which gives it a months head start on the next expansion for World of
Warcraft in November.

Is this a good thing? There can be very little doubt that these two
games are direct competitors. The warcraft universe is basically a
ripoff from Warhammer and Warhammer Online has copied most of WoW’s
game systems.

WAR now has some time to gather a following. But will it divert attention
from Wrath of the Lich King or will it simply loose a million players
when the WoW expansion launches?

Hopefully WAR will survive with enough player growth to shake up the
MMO marketplace a bit. But only time will tell, for all the faults of
WoW it has proven again and again to be stronger then newcomers in the
arena.

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The spectrum of game audiences

Most articles and books about games give a certain skewed image of our audience, the gamers.
I can’t claim to know what most developers believe but from interviews and articles by some of them I get the feeling that we’re looking at a polarized view of game customers from the developer perspective. This could mean serious trouble for games.

By a polarized scale of gamers I mean that in almost all the interviews and articles I read there seem to be exactly two types of gamers. Hard core (or ‘gamers’) and casual (web games, wii and soduku). Anyone will quickly realize that there must be some space in between these two, but I think most people underestimate the scale of this… eh.. scale.

It’s always hard to categorize people, who all have different habits and ideals, but in this case it really isn’t that hard because the games industry have spent years defining these two groups.
Hardcore gamers are players that spend a lot of money and time on games. They buy the newest consoles and really consume games.
Casual gamers are players who would rarely define themselves as gamers. They spend time with really short games with little effort in preparation. Mostly they play games online but for the last year some of them have bought a Wii. Common for them is that they spend very short amounts of time on games and waste little time getting their entertainment, browser based games work better then downloadable and so on. They also spend only small amounts of money on gaming at any one time (micro transactions).

But where are the middle spectrum gamers? Who are they and how many of them are there? Well, statistics provide us with some answers here.

The Playstation 2 became a mainstream machine before the current generation of consoles were announced. Sony’s machine has sold something like 120 million units.
The current generation consoles, ps3 and xbox360, have together sold something like 40 million units. There is a gap of 80 million possible costumers who’ve still to adapt to the new technology.
Now according to our scale, what kind of games consumers are in this gap?
They’ve chosen NOT to buy the new exiting technology and instead hang on to old and outdated games. These are not hardcore gamers, they are also not casual because they do buy consoles. So who are they? In between gamers?

For another piece of the puzzle lets look at online gaming. Sadly it’s hard to find conclusive statistics on players from casual gaming sites. So the closest I’ve stumbled over is the least casual type of online gaming. Massively Multiplayer Online Games.

World of Warcraft, the most successful MMOG in the western world, currently boasts over 11 million subscribers. It has been online since late 2004 and had over a million players by 2005. It grew really quickly and has had many millions of subscribers for several years. Now we can’t know for sure what WoW’s churn rate is (churn = players dropping off – new players). But a somewhat safe bet is that it’s at least around 5-10%. That’s a lot of players.
That means that over the years WoW has had at least 20 million players. And most of them never saw end game content. That means that most gamers played the game without reaching hardcore goals, that should make them casual gamers in the polarized scale. But they’re hardly casual gamers in the sense of browser based games and non investment if they’re playing WoW are they?
No, these must also be in between gamers.

These in between gamers are actually an interesting bunch. Because if we do a quick search for games that target this demographic we’ll find only a few. One of the most famous, if not the most famous, is Sins of a Solar Empire – a spectacular RTS game by the way – that specifically targets PC gamers that used to play games but don’t care to make hardware investments to be continuously shot as cannon fodder for the ruling game elite (hardcore gamers).

An even more surprising move with Sins is that is completely free of DRM. It has no copy protection what so ever. Compared to another current RTS game, World in Conflict, Sins opted for use of ‘old’ graphics and easy to use installation as well as a really cheap development cycle.

Even without the copy protection Sins has outsold World in Conflict by a longshot. And WiC is a fantastic game.

From the statistics I so lightly touch upon we can deduce that somewhere in the range of 20-80 million “in between” gamers are out there. They are not being actively pursued by the games industry. From my quick look at Sins and World in Conflict we can also see that they are not as prone to piracy as the hardcore demographic. They are in other words; ideal game consumers.

Here the skewed image of our gamers set in. We’re not catering to a large part of our target audience. We’re simply creating for the top percentage of players and hoping the rest will follow suit. We need to focus on this hard to define group of people, let’s hire a marketing company to seek them out. Let’s give a million dollar budget to a small studio to make a mainstream game just to see how it turns out at the stores. Let us at least acknowledge that this part of our audience is important.

If we aim for lower specs, go for gameplay that has proved to be fun and make a small but good game. Sell it for a reasonable price and make it as easy to buy as it is to pirate. Not only will we make a game that will sell, we’ll probably be more or less alone in a 20-80 million strong demographic part of the gamer spectrum.

This is a huge mistake on the part of our industry. Someone at EA or Acti/Blizz should realize that.

(please comment for improvements or information)

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