Videogames don’t kill people, People do.

An EU report claims Video Games swill not rot your brain. Contrary to fears about the violent reputation of some games, there is no firm proof that playing them has an automatic negative impact on children’s behaviour, for example by causing aggression, said the report from the committee on the internal market and consumer protection. … Continue reading “Videogames don’t kill people, People do.”

An EU report claims Video Games swill not rot your brain.

Contrary to fears about the violent reputation of some games, there is no firm proof that playing them has an automatic negative impact on children’s behaviour, for example by causing aggression, said the report from the committee on the internal market and consumer protection.

Instead, “video games can stimulate learning of facts and skills such as strategic thinking, creativity, cooperation and innovative thinking, which are important skills in the information society.”

It’s about time that games (and serious games) were taken seriously. In Northern Ireland we have various discrete pockets of technologists who do digital animation, games, serious games, e-learning and other content without realising that through collaboration, they could create a real industry for these skills in the province.

The European parliament conceded that “violence in video games can in certain situations stimulate violent behaviour,” but said there was no need for Europe-wide legislation. It called for a Europe-wide approach to prevent the sale to children of games intended for adults and urged the introduction of stricter identity checks at the point of sale and a wider application of the age-rating system that currently applies to computer games in many European countries.

It might be more honest to admit that someone who commits a videogame-inspired crime was probably already doing it or thinking about it. This is an old argument. People don’t kill people due to videogames, they kill people for money or land, for abuse or betrayal, for their colour or creed or simply because they’re mentally ill.

If someone is already unbalanced enough that they’re going to be influenced by a game, then it’s hardly the fault of the game. The game itself becomes a scapegoat.

iPhone games in the Dub

John Kennedy recently updated his blog with a Post Mortem of his second game – explaining why the first one had to be pulled and why this second one took so long. He also includes a great screenshot. Yup, I’m buying it. Related posts: The Games Market is about to have a significant and violent … Continue reading “iPhone games in the Dub”

John Kennedy recently updated his blog with a Post Mortem of his second game – explaining why the first one had to be pulled and why this second one took so long.

He also includes a great screenshot.

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Yup, I’m buying it.

Mobile Console Gaming

Paul Malone sent me this link to an article on euroGamer. The article points out the rise of the smartphone in gaming and the inevitable changes this will make to the gaming industry. No-one would have guess that Apple’s iPhone would be the third place mobile console (behind the Nintendo DS and the Sony Playstation … Continue reading “Mobile Console Gaming”

Paul Malone sent me this link to an article on euroGamer.

The article points out the rise of the smartphone in gaming and the inevitable changes this will make to the gaming industry. No-one would have guess that Apple’s iPhone would be the third place mobile console (behind the Nintendo DS and the Sony Playstation Portable) – both of which have been out for much longer. Microsoft has yet to enter this market though they, with Sony and Nintendo, are still warring over the static console market.

“The latest shot to be fired in this unusual war came this week, when digital research group comScore revealed its latest figure for mobile phone game consumption. Yes, mobile gaming; the videogames industry’s unloved stepchild, launched to so much fanfare and so much subsequent disappointment. The sector has been quietly marshalling its resources and building its revenues for some years now, but it’s still never quite had the breakthrough which would make up for all the overstated ambition of its early years.”

“comScore’s figures show that the overall number of people downloading mobile games last year grew 17 per cent, to 8.5 million. In itself, that’s respectable growth – but the real news here is that this growth was in spite of a 14 per cent decline in those downloading games on traditional mobile phones.”

“Those pundits who looked at the early sales figures for games on the iPhone’s App Store, tapped their noses and predicted that this device would have a huge impact on the whole world of gaming on the go have, thus far, been proven correct. It’s hardly stunting the growth of the DS yet, but even at this early point, the iPhone is making waves.”

The iPhone is making waves. I love that turn of phrase.

Dicking around with QR codes..

This was generated using Rafael Machado Dohms’ QR Code Generator widget for Mac OS X’s Dashboard. I then tested it using Christian Brunschen’s Barcodes app from the iPhone App Store – which worked perfectly. I’m interested in QR codes simply from the point of view of using it to hide messages, whether this be for … Continue reading “Dicking around with QR codes..”

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This was generated using Rafael Machado Dohms’ QR Code Generator widget for Mac OS X’s Dashboard.

I then tested it using Christian Brunschen’s Barcodes app from the iPhone App Store – which worked perfectly.

I’m interested in QR codes simply from the point of view of using it to hide messages, whether this be for my own nefarious purposes or for communicating ideas in a Alternate Reality Game.

Over the next couple of days I’m going to see what sort of data I can get in there and still make it legible for the iPhone (which has possibly the worst camera in existence).

Then the game will begin.

Capture the Flag

Today I started a discussion on 38Minutes called International Capture the Flag ARG. With a radius of 10 km, you should probably aim for 20 flags and maybe up to 10 players. With a radius of 5000 km, you’d probably only want 20-50 flags and maybe 100 players. The idea is that games can work … Continue reading “Capture the Flag”

Today I started a discussion on 38Minutes called International Capture the Flag ARG.

With a radius of 10 km, you should probably aim for 20 flags and maybe up to 10 players. With a radius of 5000 km, you’d probably only want 20-50 flags and maybe 100 players. The idea is that games can work globally – the only needs would be a GPS-enabled smartphone (smart enough to run the client). Players should be divided into teams and the web site for the game should provide an overview of the flags in real time.

It’s not an FPS, it’s just a Capture the Flag. you go to the location and hit update. The client tags your location and sends it to the server. Bing, you have the flag. Note, the flag location is just going to be based in LONG/LAT so some locations might be harder to achieve than others (ie, middle of a private estate, in a hospital). The GPS location needs to be fuzzy – because GPS not work so well indoors 🙂

If two people update in the same time period (say, 5 minutes?) then the flag should go GREY on the map until they’ve timed out (5 mins?) and one goes back to reclaim it.

To be honest, this is a casual game. The server would host (and maybe send out) daily reports on the number of flags captured

Alternate Reality Gaming Flags

Alternate Reality Games really give me a buzz. I’m not 100% sure how they make money (it could be the dreaded advertising).

Simon Meek asks: What are you thinking the pay off will be? And where will the community needed for it come from?

I haven’t worked a lot of that out yet. A lot of this I’m assuming will come from good design, a great interface and the expansion of local games. To sweeten the pie, wouldn’t you dedicate any sales of the client (yeah, sell it, why not?)

The game only works if you convince others to play and only gets interesting when there’s lots of people doing stuff so updates need to be relatively frequent (ooh, tie it into a Twitter ID which broadcasts updates, I like it!). By itself it should be relatively viral.

Top Gaming Handhelds of Christmas 2008

Joystiq has the scoop now that Nintendo has announced the DSi, a sleek competitor in the world of handheld gaming, ready to take on the new challenger in the form of the iPod touch and iPhone. Massively also talks on the potential boon to the MMO market from these powerful, always connected handhelds. That said, … Continue reading “Top Gaming Handhelds of Christmas 2008”

Joystiq has the scoop now that Nintendo has announced the DSi, a sleek competitor in the world of handheld gaming, ready to take on the new challenger in the form of the iPod touch and iPhone.

Massively also talks on the potential boon to the MMO market from these powerful, always connected handhelds.

That said, the cost of entry to the DS party is high, as is the PSP. In terms of thousands of dollars. The iPhone/iPod touch cost of entry is $99….

Vivendi Games Mobile out the door?

PocketGamer writes: It’s an open secret that Vivendi Games Mobile isn’t long for this world, at least in its current form. Newly-merged parent company Activision Blizzard recently described it as a “non-strategic business unit” after all. … With Activision Blizzard now the world’s largest games publisher, it’s hardly a resounding vote of confidence in mobile … Continue reading “Vivendi Games Mobile out the door?”

PocketGamer writes:

It’s an open secret that Vivendi Games Mobile isn’t long for this world, at least in its current form. Newly-merged parent company Activision Blizzard recently described it as a “non-strategic business unit” after all.

With Activision Blizzard now the world’s largest games publisher, it’s hardly a resounding vote of confidence in mobile that it sees no need to have an in-house mobile division. Vivendi Games Mobile has recently seen big success with its Crash Bandicoot Nitro Kart 3D game for iPhone.

Crash Bandicoot Nitro Kart 3D was really successful but you have to ask what is success for a mobile game?

Desktop games these days are built with a huge budget and command huge profits. A mobile game would, in theory, be built with a smaller budget and due to the lower prices command much lower profits.

Is the mobile division unprofitable or just not profitable enough?

Dreigit, from Craic Design

Bit of a shout-out to John Kennedy of Craic Design, a software company producing games for the iPhone which so far has a single game on the App Store, Dreigit and an opportunity to highlight some of the work being done by local software developers. It’s an asteroids clone with updated graphics and some neat … Continue reading “Dreigit, from Craic Design”

Bit of a shout-out to John Kennedy of Craic Design, a software company producing games for the iPhone which so far has a single game on the App Store, Dreigit and an opportunity to highlight some of the work being done by local software developers.

It’s an asteroids clone with updated graphics and some neat features of John’s own making. As well as being one of the guys who pushed to get XCake on the map, John is on record on the Belfast Open Coffee Club mailing list for:

Once you have the knowledge and some experience, you will be surprised
what you can do. I (apparently) have started a successful company
using my laptop and my spare time on the Dublin – Belfast railway.

Available from the App Store.

Control: GamePlay in New Directions

When I started with computer games, you had a paddle with a button. Or a joystick with a button. And it was glorious. We swept through the skies, trundled our tracks upon the ground and raced upon the seas. We fired glowing balls of energy at rainbow walls and sniped at invading aliens who relentless … Continue reading “Control: GamePlay in New Directions”

When I started with computer games, you had a paddle with a button. Or a joystick with a button. And it was glorious. We swept through the skies, trundled our tracks upon the ground and raced upon the seas. We fired glowing balls of energy at rainbow walls and sniped at invading aliens who relentless floated towards our bases. The sky wasn’t even the limit.

With those simple controls we were able to wage our wars and fill our memory with what would now be called nostalgia for 8 bit gaming. These games were quick to start, quick to throw aside (unless your score was such that a personal best could be defeated) and everything was in the gameplay. They were casual games even before the term had been invented.

These days, now I have the opportunity to play more games because I carry around a phone with more processing power than the Dreamcast console and much more than the Nintendo Entertainment System or the Atari 2600 (icons of retro gaming both). I have the opportunity because casual games are quick to launch and quick to drop. It occupies the time in a waiting room (which would previously have been occupied only by uncomfortable silences) and makes sitting in a car while the other half pops into a shop a much more pleasant experience.

Apart from the adding of more buttons, game controls didn’t change that much. They did add force-feedback to game controllers in order to provide some sort of haptic feedback to gamers – and yes, in most cases it enhances the gameplay by involving more senses. But the model stayed the same – buttons, a joystick/D-pad and it didn’t matter if it was wired or wireless.

Nintendo’s ‘revolution’ device which eventually became the critically acclaimed and best selling ‘Wii’ is probably responsible for a lot of recent changes in interface and controller design. It was wireless but that’s not where the innovation lay. It used attitude, pitch and yaw to provide control cues. It transmitted location data via bluetooth and direction data via an infrared sensor. It was, in control terms, a revolution and opened up a whole new world of customers to Nintendo. And with the later addition of the Wii Fit, it showed that a set of pressure-sensitive bluetooth bathroom scales could outsell just about anything from the traditional controller world. Add to that a WiFi card and you’re now networked with millions of other people.

So, what did the other console makers do in response?

They put blue-ray drives into their consoles. And increased the size of the hard drives. And did nothing to address the shortfall in gameplay or game control which they now found themselves in. I presume they must be working on something revolutionary to compete.

Consider then the iPhone. It has accelerometers, proximity sensors, touch screen, GPS – and apply those to a gaming console.

Have a look at Radius (iTunes).

This sort of gameplay is new and exciting. Whether or not Radius itself holds your attention is not relevant – when you consider the possibilities for controlling the games we play, the Wii and the iPhone present some amazing opportunities. And we have but to wait to see what comes out as their successor.

Galcon

“Galcon is an awesome high-paced multi-player galactic action-strategy game. You send swarms of ships from planet to planet to take over the galaxy.” I love this game. This is the iPhone version of the Shareware (Mac and Windows) version of GalCon. The Mac/PC version handles multiplayer games as well with up to 12 players. Look … Continue reading “Galcon”

“Galcon is an awesome high-paced multi-player galactic action-strategy game. You send swarms of ships from planet to planet to take over the galaxy.”

I love this game.

This is the iPhone version of the Shareware (Mac and Windows) version of GalCon. The Mac/PC version handles multiplayer games as well with up to 12 players. Look fabulous (and only $19.95).

There’s no “Try before you buy” with the App Store so you might want to download the Mac/PC version and have a play and think about what that game would be like on a multi-touch handheld (considering the iPhone version can take advantage of multi-touch right now!)

Here’s the App Store link.