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Monday, October 15, 2007

Rare questions Microsoft's marketing of Viva Piñata


"So much of the money went towards publishing Gears of War"



Viva Piñata developer Rare has questioned why its owner Microsoft decided to back Gears of War with such a high-profile marketing campaign, which left its own new franchise in the shadows last Christmas.

Software engineer James Thomas feels that the new family-friendly IP lost out to Epic's Gears of War, which enjoyed a much bigger marketing budget from Microsoft, helping it top the charts all over the world.

"Most interestingly I think from our point of view, it was interesting to see how the marketing budget was split last Christmas, because obviously everyone knew that Microsoft were publishing Gears of War and Viva Piñata," said Thomas, talking to Gamasutra.


"Yet, so much of the money went towards publishing Gears of War, which is going to sell millions anyway."

"It was a bit like, 'what about the other franchise?' I think we got left in the wake somewhat. Hopefully the PC version this Christmas, it might get something of a second wind."

In the same interview, Justin Cook, who worked as a designer on Viva Piñata, notes that the game has sold "close to half a million sales now, so that isn't a terrible debut for a game."

In contrast, Epic's Gears of War broke records on release, becoming the fastest-selling next-gen console game and hitting 3 million sales within ten weeks, as well as becoming the most played game on Xbox Live.

Epic Games president Michael Capps said earlier this year that much of the success of the game was due to a big marketing budget, and the company was "extremely lucky" to have the backing of Microsoft.

However, Microsoft does still has faith in the Piñata franchise. At E3 this year it unveiled Viva Piñata: Party Animals in development at Krome Studios, and Climax's Games for Windows version of the original is due shortly.

Source: Games Industry

Sims Creator Wright inducted into BAFTA


Creator of The Sims, Will Wright, joins legends such as Alfred Hitchcock, Charlie Chaplin and Steven Spielberg as he is inducted into BAFTA's Fellowship at this year's Awards ceremony
Monday 15th October/... Will Wright, the creator of The Sims, the world’s best selling PC gaming franchise with more than 90 million units sold, will shortly join an exclusive number of household names from TV and Film as he becomes the first recipient of the Fellowship from the video games industry at the British Academy Video Games Awards 2007. The Fellowship is the highest accolade the Academy can bestow on an individual for their creative work.

Until now, the much lauded Fellowship has remained an exclusive part of BAFTA’s more established pillars, TV and Film. But today’s British Academy recognises the massive impact of video games on popular culture and their huge contribution to the whole art form of the moving image.

Hilary Bevan Jones, Chairman of the Academy said “Will’s immense, creative body of work and his continued contribution to the industry make him a most worthy recipient of the Fellowship and being such a pioneer, we are thrilled that he will be the first person to receive this honour”.

Wright, who is widely accepted as one of the world’s leading visionaries in the field of video game design, has been passionately creating games for more than twenty years. Although he has worked on a number of hugely successful games, among them Raid On Bungling Bay (1984), SimCity (1989), SimCity 2000 (1993), SimCity 3000 (1989) and SimCity 4 (2003), he is best known for bringing to fruition one of the best-loved games franchises in history, The Sims – a game whose inspiration sprang from a combination of the aforementioned titles.

Other ‘firsts’ at this year’s Awards include the BAFTA Ones To Watch Award in association with Dare To Be Digital which recognises up-and–coming talent, and the PC World Gamers’ Award, the only publicly-voted award of the night (www.obsessedwithgames.co.uk). This year’s Awards will be held at London’s Battersea Evolution on 23 October. Music acts will include the indie rock band Athlete with another act being confirmed this week. The show will be broadcast on E4 on November 4 at 11pm and repeated the following weekend on Channel 4.

Panzer Tactics DS: Second Video Special Sighted


Developers present details on how to lead over 150 different types of units



Panzer Tactics DS is the first authentic, turn-based Second World War strategy game for the Nintendo DS™ and is a game of unprecedented depth. In the second release in the "Training films for future generals" series the developers show the variety found in the more than 150 different units and how they are controlled. The basic tips offered by Game Designer Christoph Quas from the Austrian development studio Sproing are not only valuable for the 30 nerve-wracking historical single-player missions, but are also important in multi-player battles with up to 4 players.

The video is available for download effective immediately at www.panzertactics.de!

In the coming weeks the next two videos will give an in-depth look at the special commando units and officers, and the games’ comprehensive multi-player modes. Panzer Tactics DS is due to be released in the fourth quarter of 2007 exclusively for the Nintendo DS™

Story

1939: The world stands on the brink of one of the greatest armed conflicts in the history of mankind: the Second World War. Players assume command of the most powerful armies of the time: The German Wehrmacht, the Soviet Army or the Allied Forces. Experience the demanding strategic level of the conflict across three historically-based campaigns for the first time ever on a handheld platform.

Features
  • Three exciting single-player campaigns on the side of the German Wehrmacht, the Soviet Army or the Allied Forces
  • 30 nerve-wracking, historically accurate missions, including undercover missions behind enemy lines
  • Over 150 different marine, land and air units as well as 20 different special attacks
  • 30 heroic officers who provide their units additional motivation
  • Exceptional depth of play and complex computer opponent behaviour give the game unprecedented replayability
  • Multi-player mode for up to 4 players on 10 different multi-player maps (LAN, Wi-Fi, Hot Seat mode)
  • Online ranking table
  • Playable using stylus, D-pad or a combination of both
  • Optional bonus mission goals to unlock additional missions and tactical optimizations
  • Wide variety of combat animations for all units and a wide range of special effects for explosion and weather depiction

Wii-kly Update: Three New Classic Games Added To Wii Shop Channel


This week marks the first appearance of a CD-ROM game for the TurboGrafx16 on Virtual Console™. Take control of the Hunting Dog ship and battle deadly Obbellon fighters in the classic horizontal sci-fi shooter, Gate of Thunder. If shooting's not your thing, you can go out and save the world from evil demons or a power-hungry general in this week's other offerings that bolster the Wii Shop Channel's catalog of action-adventure and real-time strategy games.

Three new classic games go live at 9 a.m. Pacific time. Nintendo adds new games to the Wii Shop Channel every Monday. Wii™ owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets.

This week's new games are:



Ninja Gaiden II™: The Dark Sword of Chaos (NES®, 1 player, rated E for Everyone - Mild Violence, 500 Wii Points): In Ninja Gaiden II: The Dark Sword of Chaos, a new villain, Ashtar, is revealed. Take on the role of Ryu Hayabusa and rescue Irene Lew, a former CIA agent, from Ashtar. Destroy the Sword of Chaos, a weapon of great power forged from the bone of a demon. Use techniques such as the Fire Wheel or the Windmill Throwing Star and attack while holding on to walls and ladders. Use the most innovative technique of all - the ability to create Shadow Clones, orange shadow versions of Ryu that will constantly follow him, repeating previous actions (moving or attacking) in a delayed cycle. Once again defeat henchmen, creatures and bosses with new fighting techniques and even more weapons as you progress through multiple stages on your way to destroying Ashtar, Jaquio and the Realm of Chaos.

Metal Marines® (Super NES®, 1 player, rated E for Everyone - Fantasy Violence, 800 Wii Points): Set in the near future, most of Earth's land has been disintegrated in the chaos of the Anti-matter War. This real-time strategy game portrays the Colonies' Allied Force - the Metal Marines - in their epic struggle against General Zorgeuf and the Imperial Federation, who are bent on world domination. Commanding the Metal Marines across a series of battles, the player must strategically allocate resources, ready supplies, manage funds and move troops in an effort to outwit and outmove the opponent. The real-time battle system rewards split-second decisions and adaptability in the struggle for military superiority. Unlike most turn-based strategy games, Metal Marines engrosses the player in a fast-paced and frantic battle in which both sides advance simultaneously. A constant eye must be kept on enemy movements to maintain a formidable defense and not miss the perfect chance to strike. Strategic foresight and quick judgment hold the key to victory.

Gate of Thunder (TurboGrafx16, 1 player, rated E for Everyone - Fantasy Violence, 800 Wii Points): The legendary sci-fi shooter is back! Gate of Thunder is a horizontal side-scrolling shooter that places you in control of special undercover agent Hawk, whose mission is to stop the deadly army of Obbellon fighters. Jump into the action as Hawk gets aboard his ship, the Hunting Dog, and heads out toward the enemy. Blast through stages while effectively using all three of the weapons at your disposal and receiving support from ally Wild Cat ships. Switch through equippable power-up options on the fly to change the direction of your attack. You'll have to blast in front of and behind you to survive all seven stages. Hard-core shooting-game fans looking for a challenge can select HARD or DEVIL mode to experience even more intense action!

WWE SmackDown vs. Raw 2008 free Demo


Number One Fighting Video Game Franchise Delivers Game Sample Prior to Official Launch in November



THQ Inc. and JAKKS Pacific, Inc. today announced the WWE SmackDown vs. Raw 2008 official game demo is now available for free download via Xbox Live Marketplace for the Xbox 360 video game and entertainment system from Microsoft. WWE SmackDown vs. Raw 2008 is scheduled for a European release on November 9 for the PLAYSTATION 3 computer entertainment system, PlayStation 2 computer entertainment system, the Wii home video game system, Nintendo DS and Xbox 360. The PSP (PlayStation Portable) system is scheduled for release on November 23, while the wireless version of the game is slated to launch on various mobile carriers worldwide throughout November.

“Our official game demo will allow consumers to embrace WWE SmackDown vs. Raw 2008 in the weeks leading up to the official game launch,” said Bob Aniello, senior vice president of worldwide marketing, THQ. “The demo strongly supports our campaign as we grow the franchise to seven platforms, giving players multiple ways to enjoy their WWE video game experience.”

“The WWE SmackDown vs. Raw 2008 playable demo on Xbox Live Marketplace will offer players a taste of what the game has to offer prior to its release this November,” said Nelo Lucich, vice president of interactive, JAKKS Pacific. “The new Superstar Fighting Styles and Struggle Submission System significantly enhance gameplay, and players can take advantage of Superstar and arena options from RAW, SmackDown and ECW.”

About the WWE SmackDown vs. Raw 2008 Playable Demo
The WWE SmackDown vs. Raw 2008 playable demo for Xbox Live Marketplace will allow players to experience exhibition match play using the RAW, SmackDown and ECW arenas. Superstars Rey Mysterio, Bobby Lashley, Undertaker and Randy Orton® are available for battle in both single-player and two-player, head-to-head gameplay. Throughout the demo, players can sample several of the game’s new features, including Superstar Fighting Styles and the Struggle Submission System.

About WWE SmackDown vs. Raw 2008


WWE SmackDown vs. Raw 2008 for the Xbox 360, PLAYSTATION 3 system, PlayStation 2 system and PSP system will let players take the fight into their own hands with the debut of eight Superstar Fighting Styles. Each fighting style has its own unique strategy with exclusive moves and abilities. A brand new Struggle Submission System gives players intuitive and natural control over their WWE Superstars using the analog sticks. Realism and strategy are at the forefront, as players can now control the amount of pressure they apply. WWE 24/7 Mode, which combines the popular Season and General Manager modes, embraces the intensity of the Superstar lifestyle. Multiple character development options, stat tracking and career goals will guide players toward the ultimate achievement of becoming a WWE Legend. In addition, WWE SmackDown vs. Raw 2008 includes numerous fan-requested updates, including new rosters, more environmental hotspots, improved out-of-ring action and much more.

WWE SmackDown vs. Raw 2008 for the Wii features unique controls and gameplay created specifically for the platform, resulting in quick response times and a more arcade feel. Ultimate control is taken to the next level, as players can act out slams, strikes, taunts and finishers as they take place on screen.

WWE SmackDown vs. Raw 2008 for the Nintendo DS lets players directly control a Superstar’s action with the stylus, while situation-based fighting includes over 80 unique holds for a variety of strategic options. Players can also experience a full year of WWE action, storylines and drama in WWE Season Mode.

More information about WWE SmackDown vs. Raw 2008 can be found at www.thq.com and www.smackdownvsraw.com.

Ninja Bee: Now with Extra Ninjas!


Band of Bugs latest expansion adds extensive downloadable content



NinjaBee, a division of Wahoo Studios and a leading independent developer of Xbox LIVE Arcade titles, announced yesterday its newest expansion pack, Ninja Sticks of Fury, for the Band of Bugs title. With this new expansion pack comes a new shadowy character, new achievements and a bigger challenge than anything that came before it.

The new campaign is set in a new desolate and mountain area beyond the known Insect Kingdom. Featuring a new unit class, players guide a ninja named Vail who leads a group of mercenaries while a mysterious group wreaks havoc across the snowy wasteland. The ninja adds a new level of strategy to Band of Bugs, forcing players to think in new ways.

Band of Bugs has gained popularity for its innovative level editor, which allows any user to create unique content for their friends and the community. Ninja Sticks of Fury adds a brand new unit and a winter tile set to the editor allowing level designers to push their creativity to the limit. The Snowy environment is not only available in the editor, but will automatically enhance select existing maps already in the game, adding new variety to old favorites.

Band of Bugs was released in June, 2007. It is available on Xbox LIVE Arcade as both a free trial and as a full game for only 800 Microsoft Points. It supports 1-4 players in co-op or in multiplayer versus modes and also supports the Xbox LIVE Vision camera. One of the few turn-based tactics games available, Band of Bugs provides gameplay deep enough to be satisfying to established fans of the genre, but friendly enough to appeal to casual gamers. Currently, the game has fifty levels, 3 map packs, 2 additional campaigns, and also features a level editor allowing gamers to design custom scenarios and play them solo or over Xbox LIVE with friends.

About NinjaBee



NinjaBee, a division of Wahoo Studios, is a leading developer and publisher of Xbox LIVE Arcade titles. They are dedicated to bringing retail quality family games back to the living room for people of all ages to enjoy. NinjaBee has developed and published games such as Outpost Kaloki X, Cloning Clyde and Band of Bugs.

For more information on Wahoo, NinjaBee or our titles please contact us at the numbers above or go to our website at http://www.NinjaBee.com.

The statements contained in this release that are not historical facts are "forward-looking statements." The Company cautions readers of this press release that a number of important factors could cause Wahoo's actual future results to differ materially from those expressed in any such forward-looking statements. Wahoo and NinjaBee are registered trademarks of Wahoo. All other company names mentioned herein may be trademarks of their respective owners.

Copyright 2007 Wahoo, All Rights Reserved.

Inside the Mind of Uwe Boll: “Halo” Not Emotional, “GTA” Old-Fashioned


He’s possibly the most hated man in gaming.
But love him or hate him, video game movie director Uwe Boll is here to stay.
Notorious for lashing out against critics of his video game adaptations (like “House of the Dead,” “Alone in the Dark,” “BloodRayne” and “Postal“), the German director somehow manages to keep making movies. His film renditions of “Far Cry” and “Dungeon Siege” are coming out next year, and recently Boll garnered the rights for independent games “Sabotage 1943” (Replay Studios), “Legend: Hand of God” (Master Creating) and “Zombie Massacre” (1988 Games). Last week, when I called the director to talk about how he acquired the movie rights to “Zombie Massacre” (as well as how the hell to say his name), I also wanted to learn what makes the man tick.

Click here to find out what he said...

Source: MTV Blog

Sunday, October 14, 2007

The Art of Video Game Design


Beginning in 1979, video games slowly started to invade homes and occupy young children and adults alike. The first video game was created in Japan and it has evolved greatly over the years. Video games have not only become a hobby for young children, but they have become an obsession for young adults. Individuals are constantly in competition with one another to have the latest and greatest video game. They also race one another to conquer all the levels of the most challenging games. With individuals constantly looking for new challenges, the area of video game design has increased in popularity.

Children are becoming fascinated with video games at a younger age. To prevent them from becoming zombies in front of the television, video game design companies are incorporation education, as well as physical activity to most of their video games. Games such as V-tech and Leap Frog use colors, numbers and words to educate young children on how to read and count. One recent game that has revolutionized the video game industry is Nintendos Wii. This game console uses video games to incorporate physical activity. Game users are required to use their physical skills to complete tasks such as fishing, bowling and tennis. While these games aim to educate and increase physical activity among youth, there are still traditional games on the market that simply aim to entertain.

What once started as a recreational activity, video gaming has now become a sport to some people. There are actually tournaments around the world where individuals compete against one another in the latest video games. Individuals also create teams to compete against individuals from all different countries. While most people think individuals play these games for fun, it is actually a very competitive sport. Individuals train for months, even years to master the skills need to conquer a game. They study each video game design and try to learn all the tricks and special features of each game. Individuals are not competing for bragging rights. Some tournaments offer prizes in excess of $500,000, proving that these games are not to be taken lightly.

With the increased popularity of video game tournaments and leisure activities, the career field of video game design is in high demand of qualified candidates. Colleges all over the country offer programs to teach students about video games and how to design them. Courses include work in graphic design, script writing and drawing. Classes are also offered in a variety of different specialties aimed to make individuals marketable in a variety of different fields. Students learn essential computer skills such as Photoshop, animation and cinematography. However, these computer skills are also important skills in different career fields, therefore opening numerous opportunities to graduates in this specific program

Upon completion of a video game design program, students can work for numerous different companies. Design companies are constantly looking for fresh thinkers and creative individuals to take their video games to new levels. Students in design programs learn how to conceptualize, design and plan animations and video games. They also learn how to produce and evolve character models and design levels in video games. Along with these important video game skills, students also learn marketing, business and entertainment law to make them a well-rounded candidate.

With a video game design degree, students can not only use their imaginations to create games, but they can also manage the production of games or be a critic with the skills they learn through this particular program. What was once thought of as simply entertainment has become an increasing popular industry.

About the Author:
Andy West is a freelance writer for Virginia College. Virginia College offers a professional Video Game Design program. Please visit Virginia College at http://www.vc.edu/site/program.cfm?programID=63 to learn more about earning a degree in Video Game Design.

Man creates computer game for the blind


It began with an e-mail.


Eelke Folmer, an assistant professor of computer science and engineering at the University of Nevada, Reno, had created a Web site that offered solutions to people who ran into problems when they tried to play computer games.
"Then, one day, someone said, 'Hey, I'm a quadriplegic, and the things you are doing could help people with disabilities,'" Folmer said.

Not long after that, he joined the International Game Developers Association and became a member of its Game Accessibility special interest group.

While some people might dismiss the project as merely providing the disabled with a frivolous pastime, it's much more than that, said Michelle Hinn, head of the Game Accessibility group.

"Computer games can be a way of relieving stress, but for the disabled, it's also provides social interaction," said Hinn, an instructor of game design at the University of Illinois, Urbana-Champaign.

Based on U.S Census Bureau statistics, about 10 percent of the population is disabled, she said.

Hinn said she gets numerous calls from doctors of patients, parents of children and families of Iraq and Afghanistan war veterans who are newly disabled.

"Computer games were something they really loved to do, but now they can't because they're missing a limb or they're quadriplegics or they've gone blind," Hinn said. "So, telling them there are games out there for them has worked almost like a miracle, but those games are rare and the availability is limited."

With the help of a $90,448 grant from the National Science Foundation, Folmer and graduate students David Carr and Bei Yuan are working to open the door to computer games for the disabled.

Their research focuses on developing a prototype that will allow blind players to use voice commands alone to navigate through the popular online 3-D virtual world "Second Life" and eventually interact with the other "residents" there.
"We just need to develop the right text output, and that is not a very easy problem to solve," Folmer said.

The world in "Second Life" is designed solely by its own residents, people from around the world who now number more than nine million, including the 30-year-old Folmer.

He has his own character -- or avatar as they're known in the game world -- that can talk with other residents, buy property, build a business or a home and visit places such as Paris to climb the Eiffel Tower.

Blind gamers will be able to press a button and a computer voice will provide information about their immediate surroundings, Folmer said.
"It would tell them, 'There are two avatars in front of you and a building to the north,'" he said. "You would classify what's around them based on its size and proximity to sketch (a mental) image for them."

A growing number of universities with virtual campuses online also have virtual auditoriums where people can attend lectures, so Folmer's research could have educational applications for the disabled. Under federal law, anyone with a disability must have access to such educational opportunities, he said.

While Folmer's research primarily targets the blind, he hopes it will convince major manufacturers to develop computer games that also can be used by players who are hearing impaired or have cognitive or physical disabilities.

It could be as easy as, for the hearing impaired, including closed captioning in every game, Folmer said.

"The game industry is very money-driven," said Folmer, who moved from the Netherlands to Edmonton, Alberta in Canada before joining the UNR faculty last year.

"When you try to sell your research, you really need to convince game developers they should make their games accessible to the disabled," he said. "And that's what we're trying to do first with 'Second Life.'"

Folmer and Hinn will be making the same pitch next week when they attend the Entertainment for All Expo in the Los Angles Convention Center.

The E for All Expo will be Thursday through Oct. 21 and attracts consumers, software developers, venture capitalists and entertainment industry representatives, including the big three: Sony, Microsoft and Nintendo, Hinn said.
Her Gaming Accessibility group has been given a free booth at the Expo.
"My job is the mouthpiece, the evangelist yelling for recognition of the needs of gamers with disabilities," she said. "I can lobby the president of a company, but without people like Eelke, we don't have anything to show them. He is the programmer. He creates the solutions."

Help for gamers


You can visit University of Nevada, Reno associate professor Eelke Folmer's Web site that describes problems novice gamers, the elderly and the disabled face when trying to play online games and offers solutions at www.helpyouplay.com

Game Accessibility


Visit the Game Accessibility special interest group's Web site at www.igda.org/accessibility

E-mail Michelle Hinn, head of the Game Accessibility special interest group, at hinn@uiuc.edu
Download free prototype game
Click here for AudiOdyssey, an experimental computer game designed to be accessible to the visually impaired and mainstream gamers. According to the Singapore-MIT Gambit Web site, "the user stars as Vinyl Scorcher, an up-and-coming DJ, on his quest to get club patrons dancing. Swinging the Nintendo Wii controller to the beat, Vinyl lays down the various component tracks of a song, and keeps the party jumping. If he does an especially good job, he can even freestyle! But beware: if dancers get too rowdy, they're likely to bump into the turntables, messing up Vinyl's tracks. Think you have what it takes?"

The Windows version of the game requires:

Windows 2000 Service Pack 4, Windows XP Service Pack 2 or Windows Vista
1.8 GHz Pentium-class processor or better
1GB of RAM
32MB video RAM For Wiimote play:
1 Nintendo Wiimote (Sensor Bar not used)
Bluetooth

Saturday, October 13, 2007

Nintendo: No Wii price cut


Hardware still selling well enough to justify full price



Nintendo has stated that it has no plans to introduce a price cut for the Wii in the US, and that it will remain at its USD 249 price point for the foreseeable future.

That's according to outgoing senior vice president of marketing for Nintendo of America, George Harrison, in an interview with Reuters.

"We'll stay at USD 249 for the foreseeable future. We are still selling everything we can make."

The statement comes shortly after Sony announced a price drop for its flagship console, the PlayStation 3, and couple of months after Microsoft's movement on the Xbox 360.

But Nintendo isn't under the same kind of pressure, as the Wii targets a different demographic, was the cheapest of the next-generation consoles to begin with, and consumers seem likely to face another hardware shortage in the run-up to Christmas this year - meaning that demand is still high.