Tuesday, March 04, 2008

Gary Gygax RIP

Apparently so.

http://en.wikipedia.org/wiki/Gary_Gygax

Particleblog's comments have moved to The Play Room.

Sunday, February 17, 2008

Not At GDC

Another year, another not-going-to-GDC.

Last night a friend of mine stopped over at my place, as I live reasonably close to Heathrow Airport. And why, you may ask? Well he's off to GDC of course. Lucky so-and-so that he is.

I have never been to GDC, or indeed any of the major game conferences except for ECTS (which was always a bit of a shambles to give it its due). They always seem to come along at inconvenient moments, such as periods of high business or dudgeon in my job, or low activity on the financial front. Mostly, I think it's because I've not really remembered that they're on until way too late.

I also find the whole conference circuit vaguely unsettling. A lot of my past comes from the world of rpg conventions and the like, so I know what it is to waste time in a hotel in some far-flung town getting drunk and talking crap with strangers. I'm aware that professional events such as GDC or E3 also have the illusion of business about them, but I can't quite tell if they're actually just pretending to be busy, or whether work actually gets done at them. It's quite an important question when you're talking about laying down 3 grand for a trip over to Northern Cal, especially if that ticket is not being picked up by your employer (and most in the UK don't send batteries of people over any more, as it is a lot of money).

A large part of the games industry likes to behave like as though it's the movies, with the image of deals being done and reputations being made at some grand insider carnival. Yet when you step back and take a look at the outside world, there doesn't usually seem to be a great deal of effect from the main conferences except as PR posts for the truly giant to announce their next big things? What does a small company get from sending a field agent out there apart from contacts, and wouldn't those contacts be better developed in individual sessions, trips, meetings, Linkedins and the like? Is there any actual value to what amounts to the gaming version of Sundance? Gamedance?

Why go?

Well the party atmosphere has to count for something. And the inspiration value as well. You can't forget that. Plus there is the thrill of being there, watching things happen (or at least pretend to happen). See? It's like I'm already there, liveblogging the whole thing.

Next year I'll get there. Promise.

Particleblog's comments have moved to The Play Room.

Tuesday, February 05, 2008

Sudoku Blocks

For those of you who have Sky TV, we've just released a game called Sudoku Blocks, developed by Craftwork. I'm rather proud of this game, so hence the web pimping. You can play it by accessing the Interactive menu on your Sky remote, selecting "Sky Games" and it's on the front page. All opinions welcome.

Particleblog's comments have moved to The Play Room.

Sunday, February 03, 2008

What are Kongregate etc missing?

I've become quite the fan of "neat gaming" in the last year. Not least because it has become my job (I now work for Sky Games as a development manager of casual games on interactive TV), but also because it is simply the most interesting and alive sector of the whole gaming world bar none.

Yes, you have your console shenanigans and your managed Live networks, your retro collections and your handheld cooking simulators, and most of these are perfectly valid enterprises. For a while, casual games was somewhat mired in the realm of big portals like real.com basically squeezing value out of both developers and customers, but that is changing.

There are hundreds of portals now selling games or subscription packages for games, and distribution networks from companies like Oberon are servicing that whole fragmented sector, as well as helping to publish. The distinction between casual and self-labelled indie games is also blurring considerably, which is why I use a broader name like "neat gaming" to describe what is essentially a taste for smaller applications.

Services like Kongregate - which basically are trying to be a Youtube of gaming - are emerging and doing a good job of capturing the innovation mindset, the neat idea set and the popularity contest. And it seems to be doing all of this via advertising, which is the aggregation model that is very "web". There are even such neat things as chat clients hanging beside many of the games on such services, and attempts to place ads in-game via the likes of Mochiads.

Flash is really the technology that is making all of this happen (finally) and providing a road toward a single platform that the hardware makers and devkit-obsessed developers of the classic industry are simply unwilling to face. You can play any game on an aggregator, such as Bowman 2, for free in your browser without any fuss. It is easy to see how such a game could be converted into an iPhone-friendly format, or a DS format if Nintendo saw the light and opened the DS up to indie development with no strings attached (maybe that'll have to wait for DS2). In a world of gaming dinosaurs, Flash is the fore-runner of mammals.

The problem that these would-be aggregators have is that they are not quite there yet in terms of really embracing the aggregator mindset. They still have some of the elements of a games directory about them, and they have not yet really gathered the full power of the social network to their cause.

For example:

Kongregate places a lot of advertising on its pages and offers a Digg This link to help popularise its games. What it's lacking, however, is sharing technology.

1. There should be a link on the page that allows the players to share the game with their friends, embed the game in their blogs and so on. This is a critically missing piece.

2. Each of the games should have a Kongregate watermark or small bar at the bottom of the Flash app, and also a short pre-game advertisement in the Flash app. Thus Kongregate-hosted content can travel anywhere and be monetised.

3. Each of the games should have a facility that puts its tagging to use, recommending other games on the page. A lot of the detail on the Kongregate pages are unnecessary (such as the description text, which can wax lyrical) and instead be replaced with small icons for other games that the player might like to try.

Significantly, AddictingGames does include the ability to share games, but it doesn't always seem to work (I attempted to embed a game in this post by copying and pasting the embed data, but it didn't work).

The problem that AddictingGames has is one of layout, in that their sharing/embedding code is very tiny on the page, so much so that it's easy to miss. They are also missing the lively chat and community sense that Kongregate has, and the overall site design is not particularly attractive in terms of colour choices etc.

I think that these are mostly teething problems, however. Services like Kongregate and AddictingGames are likely the forerunners of what's to come. Between the embedded Flash game sector and the downloadable PC casual sector, the future of much of the games industry is all about what the web can do to break down the barriers. It's so much more interesting right now than anything that the traditional games industry has been doing for quite some time.

Particleblog's comments have moved to The Play Room.

Saturday, December 08, 2007

New Blood, Old Blood

My old commander-in-chief Peter Molyneux was in the press recently making the case for new blood and new graduates in the industry, as well as advocating passion and communication skills over experience (here, via gi.biz). A fine sentiment, but I think he's not seeing the problem.

The problem that new blood has is simply one of obscurity. In any new field there is always the early-mover advantage for new blood, and by necessity the first-movers inevitably make it harder for follow-on groups to emerge. Look at the world of search engines, for example. In the early years there was room for Yahoo, then Google, and a few others to stamp out virgin territory. Nowadays although there are many attempts at redeveloping search semantically, with specialist focus, or whatever, nobody really expects the established players to become unseated.

This applies to people as much as it does to companies. The problem that new blood has is that Molyneux, Miyamato and about 50 other people and companies have already had the early-mover advantage and they eat up virtually all of the press inches with their comments. A late-mover like myself can express a hearty opinion on any subject but whatever my opinion I am unlikely to gain any widespread traction or awareness. It takes either acts of extremity to get noticed, or the stamp of big name legitimacy.

In strict terms, therefore, for new blood to emerge the old blood either has to make way or actually die off, and even then it's not guaranteed. While many game developers look to the movie industry and try to emulate that, the industry's behaviour is often much more closely affiliated to that of the comics industry.

In comics, even 60 years after their initial post-war explosion, it is still very hard to get past Jack Kirby and his long shadow. Comics and games share the common trait of having undying intellectual properties, unlike film or books. Tom Cruise may be huge but he will die, but Mario is immortal. As such, those IPs and their early creators influence and fame can very easily blanket out new blood long after their flesh and blood forms have kicked the bucket. To large companies like Marvel or EA, the IP is the thing and it actually serves their purposes in the long term to retain the legend of the old creator.

So if the old blood are serious about engaging with the new blood, what they need to look at is the idea of patronage. The advantage of having some celebrity is that you can use it to drive others' celebrity. Quentin Tarantino does this quite a lot by fronting movies that aren't his and giving other directors that he likes responsibility. We would not have seen some martial arts movies in the west without his influence, nor would we have heard of Eli Roth (which some say maybe we shouldn't have, but I digress).

Active patronage is something that we do not see a lot of in the games industry. It lies with Peter and a number of high profile developers to actually take action on it though. One example would be to try and do more through the likes of BAFTA, or even develop schemes of sponsorship and funding, like a startup foundation that promotes the people as well as the product or publisher relationship.

Particleblog's comments have moved to The Play Room.

Sunday, November 04, 2007

Xbox Live: Release the Hounds

Why are console manufacturers afraid of developers?

It's right at the heart of their whole business model that they place developers at arms' length purposefully, first by producing steep barriers to entry and second by instituting approvals processes that guarantee that developers will shape their games to the needs of the gatekeepers rather than the audience.

I speak specifically here about the online side of the major consoles. I have recently (finally) acquired a 360 and had a chance to really have a look at Xbox Live, and the one impression that I took away from it is that of over-management.

Firstly, it's obvious that the catalogue is entirely managed, like a TV schedule. And just like a TV schedule this means that there aren't many surprises but rather a series of checkboxes being ticked. It reeks of platform-holder side meetings in which they discuss how their catalogue has holes and those holes need to be plugged to gain the upper hand against Eastasia. I mean Nintendo.

Secondly, with such a managed catalogue and antiquated business model based on the retail model as invented by Nintendo, Atari and co, it's obvious that Live is going to run out of steam fairly soon. Once you have settled on a series of catalogue categories and holes-to-be-filled, well where do you go when those holes have all been filled? Where does your audience go, more importantly.

Thirdly, the front page of Live Arcade in particular is very drab and uninteresting, and the browsing mechanism doesn't really do anything to sell games, promote games, or basically work like an enthusiastic retailer should. When compared to Popcap, Big Fish, Amazon and Itunes, Live looks almost embarrassed to be seen selling games. It seems to actively want to downplay games and instead make it all about the multiplayer retail games like Halo 3 and the like, even though the online retail is where Live would make most of its money.

The great fear, and it's the same fear that Nintendo had back in 1988 with the NES, is that opening the floodgates leads to a drop in quality. It does. Opening the floodgates also leads to a rise in innovation, however. The reason why the casual market is so exciting these days is all to do with it being essentially anarchic. No one company can be the gatekeeper of the web, and so no one company's sense of catalogue aesthetics is going to over-run a marketplace. Casual gaming is the games industry's closest example of a free market, and it is where all the life is.

Microsoft, the company that brought you the OS that anyone could develop for and they would not control, is worried sick of letting evolution play its part in the evolution of Live, and this means they are very likely to run into the same issues that Nintendo did when their managed catalogue foundered in the face of competition. Managed catalogues don't really get the job done if you want to be the number one destination.

What they should do, especially with the roll out of the Windows extension to Live, is step back. They should behave like the company they natively are, which means:

  1. Provide the environment, and the tools, all at reasonable prices
  2. Create a standardised contractual model that gives them a slice of game sales that is fair and not punitive to smaller companies in particular
  3. Hire someone talented to redesign Xbox Live Arcade's portal as something attractive
  4. Step the hell back and let nature run its course.
Really all they have to do is set up the playing field and let the developers run with the ball. An avalanche of titles, some brilliant and some shit, will emerge. Not having seen PS3 or Wii networks in action, I'm assuming that the scenario is the same. But I guarantee any reader this:

The first manufacturer that realises the need to get out of the way is the one that will own the online space, and thus drive sales of everything else.

Particleblog's comments have moved to The Play Room.

Saturday, November 03, 2007

The Death of Console Generations

Though I am a supporter of a free and open standard console format, I don't think that it's likely to happen any time soon. First we need to get through the Age of Updates.

What this means is that the next direction for console manufacturers is clearly one of multiple configurations based on a standardised hardware type rather than trying to make a whole new leap again in 3-4 years. They spend all this time and effort developing their baseline, but rather than just let it sit there and grow old (as has been traditional), what they are doing - and should continue to do - is think like Apple.

That means constant revisions of the baseline product. Xbox 360, for example, could easily run and run with more features, better controllers, more hard drive space, HD-DVD drives and the like while keeping the common features of the console fairly static. PS3 can do likewise. Wii is probably less easily amenable and its not certain whether they have an audience that responds to that sort of constant-upgrade strategy.

Gamers clearly have an appetite for machines. Since 2000, including handhelds, there have been over half a dozen major hardware launches from the GBA SP to the PS3, and stores have become a Byzantine hive of formats with dedicated catalogues. For Microsoft and Sony this should be thought of as good news, because it means that they can tap their customers again, and regularly, perhaps as often as every two years.

Via the joys of eBay and second-hand sales in stores, customers can mitigate costs and be encouraged to upgrade to the new 360, the new PS3, with its shiny new stuff all in. They can also be assured that their old joypads and the like will still work, that the console network can update/patch any compatibility issues that arise, and possibly even transfer important data or download it again.

Of course multiple-configuration development would be more difficult for developers, publishers and QA-ing games, but it's probably absorb-able when traded off against the cost of another full generation shift.

So that's the future then. It's not Xbox 720 and PS4, it's Xbox 361 and PS3.1.
And probably Wii2 somewhere down the line.

Particleblog's comments have moved to The Play Room.