Nintendo vs Apple

A few years ago when we were feverishly playing PSone games on our Macs using Connectix’ Virtual Game Station, there was a rumour that not only was the Mac going to have a renaissance of games through Sony’s platform but Nintendo was also going to display their wares on the Mac considering the chip inside … Continue reading “Nintendo vs Apple”

A few years ago when we were feverishly playing PSone games on our Macs using Connectix’ Virtual Game Station, there was a rumour that not only was the Mac going to have a renaissance of games through Sony’s platform but Nintendo was also going to display their wares on the Mac considering the chip inside each GameCube was a PowerPC 750-based core. The 750 was also known, on the Mac, as the G3 and it shipped in several iBook and iMac models. Rumours were rife about a USB-based hardware dongle to provide the extra “Gecko” compatibility.

Of course it never happened. And that’s a shame as today we read this:

Satoru Iwata, the Nintendo president, is understood to have told his senior executives recently to regard the battle with Sony as a victory already won and to treat Apple, and its iPhone and iPad devices, as the “enemy of the future” . – TimesOnline

How many copies of Super Mario World for iPhone would sell? How many copies of Mario Kart for iPad would sell? Do you think Nintendo could make money on Pokémon for iPhone? How about the rest of their game library?

In my opinion, Nintendo need to get away from selling little pieces of plastic in large plastic boxes. My kids have a great deal of difficulty managing the safety and care of these chips and I’m sure some of them have found their way into the bag of a vacuum cleaner. Get out that scam of selling plastic! There’s no need for it considering every DS Lite and DSi has had WiFi for years. So, yes, in three years Nintendo has been made to look like a dinosaur but declaring war is not the right thing to do.

Apple has proved to be a formidable company with 100 million iPhone OS devices out there in consumers hands in just under three years. The DS range (including the DSi, DSi XL) has sold 129 million devices since 2004.

Nintendo and Apple are not necessarily enemies and I find it simplistic for them to consider themselves to be enemies. Look at SEGA – which has brought Sonic, Golden Axe and Football Manager to the iPhone among others. These aren’t going to create the same revenues as selling Wii and DSi units – but it doesn’t have to be an either/or. However, burning your bridges is unwise.

Photos from Thursday’s INGAGE

INGAGE = Innovation in Gaming in Education Related posts: So, about that game company… Education and Technology The Gaming Market: time to break in? Integrated Education – Segregated Education

INGAGE = Innovation in Gaming in Education

The iApp Pricing Dilemma

Around a hundred years ago in 1984, I owned a ZX Spectrum 16K (which my Dad had bought for Christmas in 1982). This tiny little computer cost £100 or so, hooked up to your TV and the games had to be loaded over a audio cable from a tape recorder. I remember my Christmas Day … Continue reading “The iApp Pricing Dilemma”

Around a hundred years ago in 1984, I owned a ZX Spectrum 16K (which my Dad had bought for Christmas in 1982). This tiny little computer cost £100 or so, hooked up to your TV and the games had to be loaded over a audio cable from a tape recorder. I remember my Christmas Day was spent with a hairdryer trying to resolve a hilarious problem where any dust inside would cause internal shorts and produce a little row of bombs across the screen. Ah, heady times.

176104-zxspectrum48k_large

The games I bought were sold in two shops. Tandy on the Antrim Road in Lisburn and a video rental store. At the time the full price of a game was around £7.99. The rental store also rented the game for 99p for two nights. This was achievable to my 11 year old mind and I rented the game which caught my eye.

You see.

TRON had been released in 1982 and I was obsessed. (In hindsight I really should have stayed with the computers thing.) And a company called Personal Software Services in Coventry (England) has produced a game called Light Cycle.

LightCycle

Evidently Disney wasn’t paying attention to computer games in 1983. But anyway – this game which entranced me (before I knew what the gameplay looked like), was £7.99. (I know it says it was £5.95 retail on the web site but I tell you, it sold for £7.99 in pre-globalised, pre-internet Lisburn).

So, iApp prices.

I think everyone knows that 59p (99c) is too cheap for anything of value.

That said, the iPhone has proved quite the opposite (and it seems to be everlastingly sustainable) as we fill our home screens with games and utility apps that are, quite frankly, too cheap to be good, but so good you’d be stupid not to try them. I’ve got pages of apps and games which cost very little and yet I get hours and hours of use out of them.

We knew that iPad apps would cost more. Sure, you can run your existing iPhone apps on the iPad by stretching them up to fill the screen, but there’s a heap of new apps coming. Some of them are refreshes of existing iPhone apps with new content but some of them are new and exciting.

So iPad apps and games will cost more.

They’re not going to cost like PC games or console games – between thirty quid and fifty quid for a single game – but they’re also not going to trend towards 59p! As you can see below!

These images are from MacRumors:

142304-ipad_top_revenue

150303-omni

Expect bigger prices from big names. We’re going to see some amazing content on this device. Just be prepared to pay for it.

What would Myth look like on a touch device?

I did a little cut and paste to see what UI elements would look like with a direct port should Bungie/Take2 decide to do something about Myth (and therefore render my efforts almost obsolete): So, have a look at the size of those targets – finger sized if you ask me? It’s unlikely to happen … Continue reading “What would Myth look like on a touch device?”

I did a little cut and paste to see what UI elements would look like with a direct port should Bungie/Take2 decide to do something about Myth (and therefore render my efforts almost obsolete):

War

So, have a look at the size of those targets – finger sized if you ask me?

It’s unlikely to happen so I’m going to keep working on this. Still seeking developers, artists and sound engineers who want to help build something?

Tax Breaks for UK Games Companies

From Pocket-Lint The chancellor of the exchequer, Alistair Darling, has offered tax breaks to video games developers in an attempt to encourage the burgeoning industry in Britain. Darling said that the “creative industries, including the video games industry, make a valuable economic and cultural contribution to the UK”, and added that a tax credit system … Continue reading “Tax Breaks for UK Games Companies”

From Pocket-Lint

The chancellor of the exchequer, Alistair Darling, has offered tax breaks to video games developers in an attempt to encourage the burgeoning industry in Britain.

Darling said that the “creative industries, including the video games industry, make a valuable economic and cultural contribution to the UK”, and added that a tax credit system will be on offer, similar to the one offered to the British film industry. It’ll make it cheaper to build games in Britain.

While the amount of tax break has not been made apparent, it should help spur some games development companies into forming in the province.

The question being – tax is a problem for companies making money. How is Northern Ireland placed to take advantage of this tax break?

[and as @jearle pointed out, he and I are both available to develop game ideas and settings. His website is http://nightfall.me and my games website is http://lategaming.com]

So, about that game company…

It’s been an exciting week. On Tuesday morning I met with Leo Galway, John Girvin, Conor McCluskey, Darin Smyth and Christian McGilloway regarding the formation of a local ‘games development cluster’. Everyone seemed to think it was a good idea and so now we’re looking for a good brand to help identify the cluster. This … Continue reading “So, about that game company…”

It’s been an exciting week.

On Tuesday morning I met with Leo Galway, John Girvin, Conor McCluskey, Darin Smyth and Christian McGilloway regarding the formation of a local ‘games development cluster’. Everyone seemed to think it was a good idea and so now we’re looking for a good brand to help identify the cluster.

This coming week (Thursday 25th March) I’ve organised an event with Belfast Metropolitan College called “INGAGE” which stands for “Innovation in Gaming in Education”. We’ve got an engaging calendar planned out for the day.

During the academic year 2009-2010, Belfast Metropolitan College, supported by Digital Circle and the Department of Employment and Learning, introduced a new extracurricular games development ‘club’ for students taking the games design courses at the college.

This event will serve to highlight the work undertaken by the students in the ‘l33t Creations’ club as well as highlight some work being done by other creatives in the games industry in Northern Ireland.

AGENDA

10.00 am Arrival / Registration
10.30 am BMC Welcome Trevor Smyth
10.40 am Welcome & Overview of Project
Darin Smyth / Christian McGilloway
11.00 am Guest Speaker Greg Maguire
Q & A
12.00 pm Demos
Lunch
1.00 pm Guest Speakers
Straandlooper
Mark Cullen
Brendan McGoran
2.00 pm Closing remarks – Reid Lynas

Attendance is free and refreshments will be provided. Local companies wishing to network are welcome. But you have to RSVP!

And lastly, but not least, I’ve been working on the UI for the game I mentioned the other day.

IMG_0937

I’ve spent this evening documenting the Touch Events which will need to be plugged into Unity3D. It’s my job to document the UI, then to write the story and do the research.

I’m still trying to think of a name for the games company (though I have some ideas) and I’m putting together a team of people who can actually manage to pull this together. I provide the ideas – it’s others who will provide the implementation in many ways.

Anyone want to help?

So, I want to start a games company…

While my iPhone is filled with three pages of games for my kids (and me, obviously), my Mac has only two games installed. Halo Myth II Both of these games were created by Bungie which was acquired by Microsoft and recently went independent again. But while Halo remains the darling of the media, Myth languishes … Continue reading “So, I want to start a games company…”

While my iPhone is filled with three pages of games for my kids (and me, obviously), my Mac has only two games installed.

Halo
Myth II

Both of these games were created by Bungie which was acquired by Microsoft and recently went independent again. But while Halo remains the darling of the media, Myth languishes in relative obscurity.

stair-of-grief

The Myth games are categorized as real time tactics, representing a departure from established real time strategy titles such as Warcraft and Command & Conquer; resource retrieval and unit construction were entirely removed to focus on squad- and soldier-level tactics. Some have argued that this has given the game a far greater sense of realism than its contemporaries. Reviewers have cited the series’ (at the time) revolutionary use of 3D environments, its use of weather effects, and its realistic physics engines as reasons for this. To many, Myth set the standard for the type of strategy that the Total War series of games made popular.

Myth provided exactly the level of game that I was seeking. I was dissatisfied with typical Real Time Strategy games which necessitated the collection and hoarding of resources and the building of strategically important buildings and units. This meant that playing WarCraft or StarCraft involved an hour of clicking around a window and then a combat that usually lasted about five minutes. It meant exercising the mantra that if you thought you had enough units to attack, then you likely needed to double your forces and then attack. It meant gambling by taking hidden ground, navigating the environment and sending workers off into the darkness to harvest with the hope that they wouldn’t get slaughtered.

In contrast, Myth offered the possibility of quick games. The playing field could be small or large, the story just as complex but there was no interminable resource collection, just the need to complete missions, fight battles. The multiplayer games could often be finished in ten minutes or less. The sides were evenly matched, it was up to the player to take advantage of the unit strengths and the advantages of terrain to win the game. You developed a keen eye for ‘flammable’ terrain for your archers to send their single flaming arrow into the midst of an enemy. You could hide undead units unseen in the depths of rivers and lakes. Floating units were not blocked by most terrain and could flee across terrain impassable to other ground-based units. You would use fast units to snipe, heavy units to hide behind. It was a tactical dream. The single player game, in addition, was intensely story focussed with excellent narrative, evocative images and a fabulous musical score. This was typical of most of Bungie’s productions. They had some of the best talent in the industry and that talent went on to create groundbreaking games in terms of gameplay and story. I still have the Halo theme on my laptop because it’s so evocative (You can read about it here. You can download it here.)

So, I am decided. The type of game I want to create will bring back my memories of Myth II. It will have an intensely inviting touch-based interface. It will be evocative of Google Maps on iPhone mixed with Google Earth on Mac (pan, zoom, rotate). It will have rich graphics (it will look amazing on a 9.7″ iPad screen), richer sound (audio experiences on devices with small screens are much more important). It will have a great story, great voice actors, great art. It will be the game I want to play on the devices I want to use. It will have a compelling single-player story and it will have local- and internet-based multiplayer games.

So I know what it will be. I need to figure out how to work back from that and find the path forward to it.

PvZ

What can I say. It’s an amazingly fun game. It sold $1 million in 9 days. Nearly 500 5-star reviews on the UK iTunes store. Nearly 5000 5-star ratings on the US iTunes store. Get it at the App Store. The gameplay is simple. It’s a relatively mundane tower-defence formula. But what I like is … Continue reading “PvZ”

What can I say. It’s an amazingly fun game. It sold $1 million in 9 days.
Nearly 500 5-star reviews on the UK iTunes store. Nearly 5000 5-star ratings on the US iTunes store.

Plants Versus Zombies

Get it at the App Store.

The gameplay is simple. It’s a relatively mundane tower-defence formula. But what I like is not just the quirky graphics or the fun subject matter. It’s simply the massive variations on plants, zombies or even arenas. You’re on the front yard, or the back yard with the pool, on the roof, there’s daytime, nighttime and fog – the whole idea is to mix it up.

SonySpeak about PSPMinis

Sony on Games Development for the PSP Mini One of the first things we tried to do with our new approach is lower the barrier to entry by bringing down the kit prices to about 80 per cent. The second thing we’ve done is take an approach on how people applied to be part of … Continue reading “SonySpeak about PSPMinis”

Sony on Games Development for the PSP Mini

One of the first things we tried to do with our new approach is lower the barrier to entry by bringing down the kit prices to about 80 per cent.

The second thing we’ve done is take an approach on how people applied to be part of the PSP development program – it’s a very open approach, definitely, but there’s still a [selection] process because you do need a dev kit.

On that website, all developers really have to do is explain their game and their company and very quickly we give them accessibility to the platform. That includes access to technology sites before they even commit to buying a development kit, so they can spec what they want to do.
So, incentive-wise, this is more a case of Sony reducing the barriers to entry more than anything else.

Right now, we’re looking for a good portfolio of games. Unlike with the App Store, we’re looking to support everyone that develops for us, instead of leaving developers out in the wilderness. We’re not immediately interested in giving developers free access and no help.

There are dangers in having total open access; having six thousand applications where probably only thirty are discovered by the consumer. Some of the developers working on the App Store and PSP Minis tell us that they prefer our approach because they get more visibility.

So, this is about reducing the barriers. If you’re one of the chosen few. So you get increased visibility. Among others of the chosen few. Who get barriers reduced. And because of this we’re better than the AppStore.

I think you’ve been very clear, Mister Sony Man.

All I needed to know about games…

…I learned from writing my own. Lewis Pulsipher at GameCareerGuide writes that All I Really Needed to Know About Games I Learned from Dungeons & Dragons He has some core points which apply to any game but especially one which involves multiple users (a Massively Multiplayer Online Game) for example. As a designer: You don’t … Continue reading “All I needed to know about games…”

…I learned from writing my own.

Lewis Pulsipher at GameCareerGuide writes that All I Really Needed to Know About Games I Learned from Dungeons & Dragons

He has some core points which apply to any game but especially one which involves multiple users (a Massively Multiplayer Online Game) for example.

As a designer:
You don’t need high-level technology to make an “immersive” game.
For human/psychological games (as opposed to computer-mediated challenge games), players enjoy the journey, not the destination.
Some people like to be told stories; others like to make their own.
The objective is to make the players think their characters are going to die, not to kill them.
We all like to improve.
User-generated content enriches a game immensely. (In this case, adventures, monsters, classes, etc.)

Lewis continues:
As a player:
It’s more fun with more than one person.
Cooperation is required for survival.
Think before you leap.
Get organized!
Don’t run headlong where you’ve never been.
Keep track of the stuff you’ve got; otherwise you may forget something that could save your butt.
Always have a viable “Plan B”.
Always have a way out.
Don’t depend on luck!

If your game can take into account all of the above points then you’re well on your way to developing a game that I’d like to play. Nintendo shows us that we don’t need the most cutting edge graphics to make a game that truly involves the players – in fact – the cartoony lack of realism in the games on the Wii platform serve to make it more memorable rather than less when compared to the Hi-Def Not-Quite-Realism that you find on the PS3 and XBOX.

For myself, the ‘fun’ in the game has always been in the story and there is some pseudo-theory around this, the concepts of ‘gamist‘, ‘simulationist‘ and ‘narrativist‘. I identify with the latter category, being more interested in the story, in the interactions and in the ‘soft’ outcomes. In contrast, a simulationist will strive to have the most realistic ‘reality modelling’ experience possible. They might enjoy Call of Duty more than Left4Dead or Halo because the content is ‘realistic’. Zombies and aliens, despite being fun, are not real. Lastly, the gamist is in it for the game. For the challenge, for the achievements and perhaps even competitively for the win. There’s nothing wrong with being in a category and it doesn’t make what you enjoy into BadWrongFun and it’s perfectly possible to jump between categories depending on the game itself. For example, while playing “Infamous”, I was in it for the story and I found “Prototype” to be an unenjoyable button-masher aimed at Gamists but when playing any first person shooter against other humans, I tend to be a determined gamist, it’s all about the challenge and all about the winning. Similarly I want a racing game to have realistic drift physics even if the content is all about superfast floating flying machines armed with missiles and if I die, I just come back to life. It’s a joint gamist/simulationist experience for me.

Games are more fun when you’re not alone and I find the co-operative balance of games like Left4Dead to be immensely compelling because it’s the first game I’ve ever played which must be played cooperatively. Yes, there’s a certain mechanics to making sure you have the right equipment and you know the way in a game like that but similarly the ‘chaos’ introduced by other humans in the game is just the very reason I play – especially as they, through communication, can add unobvious twists to the game itself (like playing Call of Duty using only knives or Left4Dead using only pistols). My love of the story means my motivation to have the right equipment and ensure effective communication with the team is entirely because there’s nothing more frustrating than having to play the same ‘level’ again and again due to the mechanics of a game being poorly thought out. I’ve experienced this mostly with console games which require you to have twitch fingers as well as intimate knowledge of which button has a circle and which has a triangle. The fact this ‘out of game’ knowledge is required, completely jolts me out of immersion in the plot and reminds me I’m mashing buttons on a game controller.

An aside to this is the necessity of controlling player character death. There’s nothing more frustrating than your character dying because her avatar edged a pixel over some mathematical value which dictates whether the character stands or falls. At least, again in Left4Dead, some designers have thought about this. It’s not perfect but it beats the extremes of either falling when your pixels are 51% past the border or being able to stand in mid air because one of your pixels is still touching the edge of the cliff. Always err on the side of playability – as it says above, your job is to inspire the fear of character death in the players, not set out to actually kill them. Don’t punish the player for the poor edge detection algorithm in your game engine or for touching something that doesn’t look dangerous in your description or image.

Don’t miss the point about user-generated content. Some companies see Open Source as being a method of saving on developer time or a political statement designed to attract a certain demographic. I have long been of the opinion that you should let people make up their own stories. Being too restrictive here means there’s no Harry Potter RPG and there are only videogames for the franchise which permit a very limited range of activity. The potential content is controlled, closed, censored and choked. Chairman Mao Zedong of China said:

“Letting a hundred flowers blossom and a hundred schools of thought contend is the policy for promoting progress in the arts and the sciences and a flourishing socialist culture in our land.”

before doing his own controlling, closing, censoring and choking.

Whether or not you think he was using this to entice dissidents out of hiding is not what I’m here to debate but what I will say is that this school of thought is pretty much responsible for Twitter and Youtube. What can be more fun than seeing your creation being used in new and innovative ways. Back a hundred years ago in 1996 when I produced my first book, I loved seeing that someone has written extra content or modified my rules – because it meant they read them. I was often asked to explain my design decisions and why several rules were labelled as ‘optional’ and entertained by someone else’s take, someone else’s story using the background and content I had originated.

I’d love to hear some opinions on what is your favourite game and why. Do you identify most with Gamist, Narrativist or Simulationist (also labelled Narratology and Ludology in Aphra Kerr’s book: The Business and Culture of Digital Games.)