Select Categories

Sponsored Link



Forget reality TV. In Korea, online gaming is it

Keun Bae’s wife, Heejung, was worried. At midnight, her husband got a call that roused him from sleep. Keun Bae had stepped into the hallway and closed the bedroom door behind him, but she still heard him speaking angrily into his cell phone: "Sell. Do as I say. Sell."

Heejung fretted for the next couple of days, and finally broke down. "What was that call all about?" she asked tearfully. "Are you in trouble?"

Keun Bae assured his wife that he wasn’t about to lose his shirt on the stock market. Although Keun Bae is an average guy — 32, father of two, Internet café worker — he’s also a high-ranking feudal lord in “Lineage,” a massively multiplayer online game. And when you’re a high-ranking feudal lord, you’ve got to expect the occasional late-night phone call.

Online gaming is to South Korea what reality TV is to the United States: Huge. Really huge. An estimated 17 million people in the country of 48 million play games regularly. Consoles, so popular in the United States and Japan, have barely made the radar in South Korea. There, online gaming is it.

Hit hard by the Asian financial crisis, the South Korean government invested much of its IMF bailout package on building a national broadband network. These are no ordinary pipes: Korean’s wires can transfer data at speeds of up to 50 megabits per second (Mbps). The “elite” package from AT&T Yahoo! promises download speeds up to 6.0 Mbps.

The investment paid off. Close to 70 percent of South Korean households have broadband. And the “fat pipes” mean that it’s easier for these households to access media-rich content like games and video-on-demand, says Allison Luong, principal and managing director of San Francisco’s Pearl Research.

As such, young people in the technology-obsessed culture have grown up online — but not in the same way that the MySpacers have here in the United States. In South Korea, the home PC is as ubiquitous as a refrigerator.

South Korea also has a consumer culture that rivals the United States and Japan. And keeping up with new trends and technology is considered important to social status.

“If you want to move up, you have to have access to the Internet and a PC,” says Luong. “And that means to access online games.”

And there’s no place more popular to access online games than the Internet cafés. Called PC bangs, some of these joints are swanky hotspots with fancy drinks. Some are just smoke-filled urban dives. But there are approximately 28,000 of them in South Korea. They’re everywhere. Think Starbucks. Think Wal-Mart.

The term “online gamer” may conjure up images of a lone teenager playing “EverQuest” in his parents’ basement, but that’s not how it goes in South Korea. Group interaction is as strong a cultural more in that country as studying and shopping. Young people go to the PC bangs to blow off steam and to hang out.

“Community within games is really popular, as well as the ability to form groups, or guilds,” says Luong. “These social aspects are a big reason why people keep playing games [in South Korea.]”

Fame and fortune...maybe

Another is the prospect of fame and fortune — albeit slim. Professional gaming, or e-sports, draw millions of spectators in South Korea. The country has several cable channels dedicated to tournaments and gaming news. And pro gamers can pull down six-figure salaries playing “StarCraft” and “Warhammer.”

Every year, the best of the best gather for the World Cyber Games, a sort of online-game Olympics. A field of about a million gamers is gradually winnowed down over the course of a year, with a fall finale.

In 2006, 700 players from 70 countries battled for dominance in Monza, Italy. South Korea, which lost its best overall title in 2003, recaptured their “Grand Champion” glory, winning two gold medals, one silver and one bronze. South Korean players also dominated the “StarCraft” tournament.

“StarCraft,” Blizzard Entertainment’s real-time strategy game is a favorite of professional and recreational gamers in South Korea. All of the company’s games are popular, including the click-happy “Diablo” franchise and the quest-driven “Warcraft” series. But the nearly 10 year-old “StarCraft” is a phenomenon.

“’StarCraft’ is one of the main things that helped to spawn the PC bang business,” says Blizzard chief operating officer Paul Sams. “It was also a big part of what spawned professional gaming and game broadcasting.”

But even though bellwether titles like “StarCraft” and “Lineage” remain popular in Korea, game content has grown more diverse as the gamer population has grown. Casual games are the fastest growing genre in the country, says Luong. Nexon Entertainment says that one quarter of South Korea’s population has played its “Kart Rider” game.

While that claim is as disputed in the blogosphere as the results of the 2000 presidential election, there’s no doubt the cute little racing game has earned millions of fans — many of them young women and girls.

The gamer population is indeed getting much younger in South Korea. A survey by the South Korean Ministry of Information and Communication shows that nearly 64 percent of five-year-olds use the Internet. And 93 percent of preschoolers selected online games as the reason for going online.

“The popularity of gaming at such a young age helps to drive South Korea’s gaming-oriented culture.” says Luong.

But as important as gaming is to South Korea’s economy and way of life, the dizzying growth is bound to slow. Luong predicts that intense competition and increasing market saturation will slow growth by 2008.

And as in other industrialized countries, the birth rate is falling in South Korea, and the core-gamer market is aging. As gamers age, other responsibilities like jobs and family intrude on game-playing.

“My wife especially does not understand [my game-playing,]” says Keun Bae. “This causes friction on many occasions.”

But even so, he admits to sneaking an hour or two while at work or in the evenings. It is a necessary stress-reliever, he says. And it makes him feel good.

“It takes me to a different world,” he says. “One that allows me to have powers and do things I cannot do in my normal life.”

www.msnbc.msn.com

Labels:

New video game targets childhood obesity

ORLANDO, Fla. - Obesity may be a growing epidemic, but it's Obeez City that is spreading out of control in a new DVD game.

The game, "Body Mechanics," teaches youngsters how to avoid the ravages of being overweight.

Gamers join a team of superheroes called Body Mechanics and war against the Evil Coalition of Harm and Disease, battling villains with names like Col Estorol and Betes II.

The fighting takes place inside the body of Jack Decayd. If Obeez City is not contained, "Jack will die soon," says Neuro, the Yoda-like wise one who narrates the action.

"I remember how it started. A few snacks here, a soft drink there," Neuro says in an ominous tone during the opening. "And before we knew it, the Evil Coalition of Harm and Disease was threatening us all."

Neuro then makes his plea: "You must join the team of heroic Body Mechanics. They need your help in order to gain the knowledge necessary to save Jack's life. Only you can change how this story ends."

The game's real-life target: The fact that about 16 percent of U.S. children ages 6 to 19 are overweight, according to the Centers for Disease Control and Prevention. There is an 80 percent chance that overweight children will become obese adults and be at risk for high blood pressure, high cholesterol and type 2 diabetes.

www.ap.org

Labels:

Singapore to host Sept. game convention

SINGAPORE - Video-game developers, manufacturers, publishers and players from around the world will gather in Singapore in September for a convention expected to be the region's largest. Games Convention Asia, which starts Sept. 6, will address the development needs of Asia's rapidly growing digital interactive gaming industry, which is expected to triple in value to $7.5 billion by 2008, according to the convention's organizers.


Western companies must adapt to differences in the Asian market to take advantage of the potential business here, said Chris Thompson, Asia vice president of Electronic Arts Inc., one of the advisers to the convention. Thompson said Asian gamers tend to value being online and being mobile — the social aspects of gaming.

Several other heavyweight game developers — including Xbox maker Microsoft Corp., Atari Inc. and Nokia Corp. — have also endorsed the event.

Games Convention Asia is a sister event of the Leipzig Games Convention held in Germany. The Asian event will also consist of an international cyber-games tournament.

www.ap.org

Labels:

'Burning Crusade' was worth the wait

I’m standing knee-deep in bodies amid a bone-strewn hellish landscape. In front of me stands the demonic menace Highlord Kruul, who is only too happy to devour me in one gulp. The Dark Portal has opened, and my beloved Azeroth will never be the same.


Welcome to the "World of Warcraft: The Burning Crusade."

"Burning Crusade," by Blizzard Entertainment, is the company’s first expansion pack to “World of Warcraft.” In case you’ve been imprisoned in a magical tower for the past two years, here’s the rundown: “World of Warcraft,” or “WoW” in game parlance, is the staggeringly popular massively multiplayer online role-playing game responsible for countless lost hours, strained marriages, forgotten homework, and sleepless nights.

“WoW” recently tallied its 8 millionth subscriber, making its population close to that of New York City. It’s even earned its place in pop culture by being skewered by the “South Park” gang.

With numbers and notoriety like that, the stakes are high for this next installation of the “WoW” franchise. Blizzard has to knock this sucker out of the park, or face the wrath — and possible exodus — of millions of fans paying upwards of $15 a month. Do the math. That’s a gravy train Blizzard has no intention of derailing.

So does this $39.99 expansion pack (available for Mac and PC) have what it takes to please hardcore fans while still attracting new adventurers? At the risk of sounding like an unabashed fanboy — yes. “Burning Crusade” strikes that hard-to-achieve balance beautifully, offering plenty of fresh content for high-end players and a nice, friendly learning curve for newcomers. And, as with the original “WoW,” the opportunities for exploration and immersion are virtually unlimited. So find a comfy chair: That’s where you’ll be sitting for countless hours as you get addicted all over again.

Veteran “WoW” players will be comforted to hear that all the elements that made the original so great are still in place. To start, you create a character from eight races, which will put you on either the Horde or Alliance side, and then you choose from a variety of classes. Every race and class has its strengths and weaknesses, and there’s near-limitless ways to play your character. And if you don’t like what you’ve chosen, you can always roll again.

Like swinging a sword? Try out the warrior or paladin class. Want to get all Gandalf on someone? Check out the mage or warlock class. No matter which direction you choose, you start off in a safe homezone, gaining skills and riches as you take on bigger and more challenging quests.

New features in “Burning Crusade” include Outland, a massive new continent geared for experienced players. This virtual playground is loaded with bigger, badder monsters like the carnivorous Ravagers and juicier rewards, like powerful armor and weapons.

Speaking of rewards: Players who capped out at level 60 in the original “WoW” get to continue up to level 70 in “Burning Crusade.” This means players have new opportunities to invest dozens of hours amassing new talents and spells. And at the end of the level 70? Hop on a personal flying creature to cruise over the countryside — a nice perk.

Next to Outland, the heftiest “Burning Crusade” addition is the introduction of two new playable races: The interstellar-refugee Draenei and the magic-addicted Blood Elves. The supermodel-vain Blood Elves have the edge here, thanks to their magic-draining powers, and the Draenei handle more like an afterthought. They’re solid, but more generic characters, and play like an excuse for the Alliance to be able to play as the formerly Horde-exclusive Shaman class (the Horde, in return, now get access to the Alliance’s Paladin class).

In addition to the new races, this fantasy adventure contains plenty of new dungeons — and difficulty settings to make gameplay more challenging for advanced players. Meanwhile, the high-level dungeon raids have been capped at 25 players, down from 40 in the original "WoW." This is more challenging, forcing players to choose their teams with greater care.

If you prefer smack downs to dungeons, you’re in luck: “Burning Crusade” features a new player-versus-player Arena, where teams of two, three or five do battle for fortune and glory. You can also try out a new battleground, called Eye of the Storm, that mixes Capture the Flag and domination.

But “WoW” isn’t just about battles and exploring. It’s also wise to pick up a trade. And in this new installation, jewelcrafting is the newest profession. Don’t snicker. The gems here can bolster your armor and weapons. And judging by the monsters who roam Outland, you’re gonna need all the help you can get.

Here’s the rub with “WoW:” Players don’t really have much of a choice but to pony up for the new expansion. Existing “WoW” players can’t really enjoy everything the original game now has to offer without installing “Burning Crusade.” And on the flip side, you can’t play “Burning Crusade” without having invested in the original “World of Warcraft.”

If you can afford the cost of the expansion plus the $15 monthly online fees (as well as giving up every waking hour), “Burning Crusade” will extend your Azeroth adventures for a long time to come. Just look out for Kruul. Seriously.

John Ryan
MSNBC contributor
msnbc.msn.com

Labels:

Nintendo's Wii to provide AP news

SEATTLE -Two-year contract for wire services in seven languages. Rabid video gamers could get some help keeping in touch with the outside world this weekend as Nintendo Co. launches an online news service through its popular Wii console. The Wii News Channel, scheduled to debut Saturday, will primarily feature top news stories and photographs from The Associated Press.


Consoles with a broadband Internet connection and the Opera Web browser will be able to access the free news channel, which will offer AP news in multiple languages. Japanese-language news will come from a separate agency.

There were no immediate plans to sell advertising space, said Perrin Kaplan, vice president for marketing at Nintendo's U.S. headquarters in Redmond.

News will be displayed through an interactive map, which users can navigate with the Wii's wireless controller, Kaplan said.

"The beauty of it is it zooms in and out of areas of the world," she said. "So if you really want to focus on regional news or national news versus international, you just blow up the map of the U.S."

The AP has a two-year contract to provide news and photos to Nintendo and would like to provide multimedia in the future, said Jane Seagrave, vice president of new media markets for the New York-based news cooperative.

"It's a very innovative new application of what we're doing generally, which is to try to get our content to new audiences on new platforms," Seagrave said.

The AP will supply news for the Wii in English, French, Spanish, Dutch, German, and Swiss-German, Seagrave said. The Japanese news company Goo will supply Nintendo's Japanese-language news, Kaplan said. Terms of the deal were not disclosed.

The Wii has been a surprise hit for Nintendo as it competes with Sony Corp.'s PlayStation 3 and Microsoft Corp.'s Xbox 360 consoles.

A recent report from the market research firm NPD Group said the Wii has sold 1.1 million units since it was released in the U.S. on Nov. 19, with 604,200 of those units sold in December.

"The Nintendo Wii demographic is definitely a wider demographic than your traditional hardcore gamer," said Billy Pidgeon, a video game industry analyst at IDC in New York. "It kind of makes sense for other types of content to be made available on the Wii."

Nintendo isn't the only company hoping to offer more from video game consoles with online connections. The Xbox scored an early hit with its Xbox Live online gameplay system and has since begun offering more perks to Internet-connected users.

www.ap.org

Labels: ,

And the winner of the console wars is...

Much ink has been spilled over the so-called “console wars” between the new Nintendo Wii, the PlayStation 3 and the year-old Xbox 360. So now that 2006 is over and the numbers have been tallied, who won the home-console slugfest?


The PlayStation 2.

That’s right. The PlayStation 2 outsold all next-gen consoles by a fairly wide margin. Sony moved 1.4 million of the six year-old systems in the month of December, according to year-end sales data from the N.Y.-based NPD Group.

The PlayStation 3 sold a respectable 490,700 units in the U.S. in December, and 687,300 since its November launch. And Nintendo moved 604,200 Wiis in December, and 1.1 million since its November release. But still — the PS2 continues to dominate the console scene.

A key factor? Well, price for one. At $129 brand-new, the PS2 is roughly one-fifth the price of its tricked-out younger sibling.

“The price point means it’s easy for those who are less actively involved in gaming to pick one up,” says NPD analyst Anita Frazier. “Or, pick it up as a second system.”

Another issue? Games. And that’s a big one: The PlayStation 3 shipped with just 12 titles when it launched on Nov. 17. It added a few more for the holiday season, but the numbers pale in comparison to the 1,319 games out there for the PS2 in North America.

OK. Cheap and lots of games. Did we mention that the thing was actually on store shelves, unlike the Wii and PlayStation 3? That was a big factor in the legacy system’s success this year, too.

It’s definitely a chicken-and-egg situation for new consoles, though: Buyers aren’t going to pick up a new system — particularly not one with a base-model price of $500 — unless there are games to play. But developers are leery of putting millions behind game-development for a system that doesn’t move lots of units.

“There’s more risk in newer platforms,” says Frazier. “If you publish for the PS2, you’ve got a nice base.”

Brian Lam, from Red Octane, the company that publishes the “Guitar Hero” series, echoes that sentiment.

“We’ll be on the next-generation systems — it’s a natural progression,” he says. “But you need to go where your fans are.”

Now, lest you think the “console wars” were a total bust, consider this: Sony and Nintendo would have undoubtedly sold far more systems if not for manufacturing shortages.

It’s those shortages that weigh heavily on the minds of game developers. Even though teams salivate at the thought of creating games for the latest and greatest hardware, it’s not always a good business decision.

“With [game] budgets in excess of $18 million, if you don’t have enough hardware in the market, you’re not going to make money in software,” says Capcom’s Chris Kramer. “It’s like making tires for cars that don’t exist yet.”

From a bean counter’s perspective, the PS2 is a slam-dunk. It boasts a monster installed base: 32 million in the U.S. alone, and an estimated 111 million worldwide. Sell to just 1 percent of that audience, and you’ve moved over a million games. That’s a hit from anyone’s perspective.

But it isn’t only the third-party developers that keep going back to the PlayStation 2 well: The money generated by the cash-cow enabled Sony to plow resources into the creation of the PS3 — and numbers like the ones in December will help float the newer system for a good long while.

“We’ve got a full plate of games through the end of the year for the PS2,” says Sony’s PR chief Dave Karakker. “There’s still a lot of life left in this console.”

That said, don’t look for game studios to create marquee titles for legacy systems at this stage. While PS2 games may still sell well — two of the best-selling games this holiday season were, in fact, PS2 titles: Activision’s "Guitar Hero II" and Electronic Arts’ sports juggernaut "Madden NFL 07” — at some point, gamers and studios need to move on.

Rockstar Games, makers of the iconic PS2 franchise “Grand Theft Auto” released a PS2 game, “Bully,” late last year. But according to company spokesperson Rodney Walker, all development heretofore will be for next-gen systems.

Capcom isn’t pulling back that quickly, with PS2 titles slated until the end of 2008. “But after 2008? Not so much,” says Kramer. “As more PS3s and 360s come out into the wild, it’ll be easier for Capcom to get a return on its investment.”

Sometimes, a great game can move consoles, like “Halo” did for the original Xbox. But the notion of console-exclusivity is increasingly rare these days, unless, as Karakker puts it, the hardware company has a bag of money to give over to the developer. (Xbox and Halo are products of Microsoft Corp. and MSNBC.com is a Microsoft-NBC Universal joint venture.)

“Gears of War,” the best-selling game of December, didn’t ship with the Xbox 360 when it launched in November 2005 — it hit shelves almost a year later. But its popularity and critical acclaim netted it a whopping 815,700 units sold in one month. It wasn’t “Halo,” but it was darn close, and probably had a good deal to do with the 360’s banner year-end sales of 1.1 million units.

Again, availability probably also played a part in the Xbox 360s popularity this holiday season. Microsoft definitely played up the fact that the Xbox 360 was well-stocked on store shelves — while the newer Wii and PS3 were as scarce as hen’s teeth.

But what could explain the other top-selling system of the season, the Nintendo DS? Yep, this pocket-sized handheld actually trumped all the home consoles this holiday, selling 1.6 million units domestically, and a whopping 10 million since its 2004 launch. That’s a lot of “Nintendogs.”

The success of the DS can largely be attributed to quirky little titles like “Nintendogs” and “Brain Age.” Frazier says that Nintendo was smart to focus not only on their established audience, but on a market that doesn’t necessarily characterize themselves as gamers. “Nintendo created innovative content that wasn’t necessarily core-gamer focused,” she says. “But at the same time, they didn’t abandon their current audience.”

Clearly, the audience for games is bigger than ever — and that’s not just evidenced by the console and software sales in December. Overall, the game industry saw a record year, with revenues of $12.5 billion, up 20 percent from 2005.

Will 2007 be another banner year? Or was the excitement of the console launches the high tide that lifted all boats? Too soon to tell. But one thing’s for sure: It’s a good time to be in games. And to be a gamer.

www.msnbc.msn.com

Labels:

Manning, Colts will win, simulation shows

Peyton Manning will make sure his Super Bowl experience is worth the wait, according to a Super Bowl simulation on Madden NFL 07, powered by EA SPORTS. Manning will throw for 383 yards and three touchdowns as the Colts beat the Chicago Bears 38-27 in Super Bowl XLI on Sunday, the automated simulation shows.

The performance will make Tony Dungy the first African-American coach to win the Super Bowl.

In the first Super Bowl of his nine-year NFL career, Manning will deliver in the clutch, throwing two second-half touchdowns to rally Indianapolis, the EA SPORTS simulation shows.

Manning's performance will overcome a big day by Bears running back Thomas Jones, who will have 24 carries for 101 yards and a touchdown, and wide receiver Muhsin Muhammad, who will catch four passes for 72 yards and a touchdown, according to the simulation.

Embattled Chicago quarterback Rex Grossman will have a solid day, too, throwing for 231 yards, two touchdowns and one interception, the simulation shows.

The Super Bowl will be a classic, the simulation shows. Grossman will throw a 6-yard touchdown pass to Bernard Berrian to cut the Colts' lead to 31-27 with 12:07 left in the fourth quarter, the EA SPORTS simulation shows.

But Joseph Addai's 8-yard touchdown run with 4:44 left will give Indianapolis some breathing room, and the party will be on in Indy, the simulation shows.

Manning and the Colts will start off hot, throwing a 17-yard touchdown pass to Marvin Harrison and using a 42-yard field goal from Adam Vinatieri to take a 10-0 lead after the first quarter, the simulation shows.

Harrison will have a big day at the Super Bowl, finishing with nine catches for 102 yards, the simulation shows.

The Bears will respond when Jones rushes 12 yards for a touchdown just 21 seconds into the second half, the EA SPORTS simulation shows.

After a 4-yard touchdown run by Addai, the Bears will use two field goals by Robbie Gould, including one with 3 seconds left in the half, to make the score 17-13 at halftime, according to the simulation.

Grossman's 23-yard touchdown pass to Muhammad will give the Bears their only lead of the game, 20-17, with 13:32 left in the third quarter, the simulation shows.

But the Colts will respond quickly, scoring on a 36-yard touchdown catch by Dallas Clark just three minutes later, the simulation shows. A 32-yard TD pass from Manning to Reggie Wayne will give the Colts a 31-20 lead entering the fourth quarter.

msnbc.msn.com

Labels:

Role-playing game has an economic bent

NEW YORK - "Entropia Universe," an online role-playing game with a distinctly economic bent, will soon let players start up banks with the authority to lend money that's convertible to real-world dollars.

Entropia's parent company, Sweden-based MindArk PE AB, said it would auction five banking licenses, each valid for two years. The holders will be able to set up bank buildings on the science-fiction-themed planet of Calypso, charge interest on loans and advertise on in-game billboards.

Previous auctions by MindArk for virtual "real estate" have yielded bids of up to $100,000.

The Project Entropia Dollar is convertible to U.S. dollars at a fixed rate: 10 to 1. This makes it unique among virtual currencies, since most game companies shun links to the real-world economy.

MindArk, going the other way, last year made ATM cards available to players so they could withdraw game funds. However, its payment-processing company has run into difficulties, and it's no longer possible to transfer money to the card accounts from the game.

There was no word from MindArk on the legal implications of a game company giving out licenses for banking, which is highly regulated in most countries. A representative did not return an e-mail message Wednesday.

In another sign of the increasing economic sophistication of online games, players in "EVE Online," a science-fiction game published by an Icelandic company, in 2005 financed a virtual space station through an "initial public offering" of stock.

In November 2006, Ailin Graef claimed to own virtual property worth more than $1 million in "Second Life," a world whose currency is convertible to the dollar at a fluctuating rate.

Peter Svensson
www.ap.org

Labels:

Second Life opens its source code

The virtual world of Second Life is going open source. Linden Lab, the company behind the game, said it is making the software blueprint of its PC program available to developers to modify for their personal use and to share with others. It's the same model that's used to build the Linux operating system and the Firefox Web browser.


Philip Rosedale, Linden Lab's co-founder and chief executive officer, said he hopes the developer community will help his relatively small staff — 50 programmers or so — fix bugs in the code and optimize the software for use on older computers. He also expects some cool tools to emerge.

"There are lots of handicapped people using Second Life. It's one of the really inspiring things about it," Rosedale said. "There are a lot of ways of connecting people to their computers, not just mice and keyboards but gaze detection and neuromuscular stuff" that Linden Lab doesn't have the manpower to address, but he hopes outside programmers will.

Someone also could "hook up an exercise bike and fly around Second Life while exercising," he said, or write a program for accessing the world from a smart phone.

"All that becomes extremely easy to do," said Rosedale, who will speak tomorrow at the International Consumer Electronics Show in Las Vegas.

Second Life users create avatars of themselves and move about the virtual world, chatting with others, buying land, building homes and businesses. It has its own currency that's tied to the U.S. dollar. Numerous real-world businesses, including Circuit City Stores Inc. and American Apparel Inc., are setting up shop in the virtual space.

The code will be available under the GNU Public License, a widely used agreement among open-source developers that allows them to legally modify and share software. Linden Lab will review and test some add-ons, modifications and bug fixes, and incorporate them into the official version of the viewer, which can be downloaded for free.

Monday's announcement doesn't cover all the software behind Second Life. The program that controls the underlying infrastructure will remain proprietary, though Rosedale said open-source "is absolutely our direction."

The shift toward open source isn't expected to hurt the company's business model, which relies on charging residents for their use of land — also known as server space on one of Linden Lab's computers.

Jessica Mintz
msnbc.msn.com

Labels: ,

New mouse reacts to onscreen game action

LAS VEGAS - A new mouse expands on technology found in some video game controllers: It reacts to game action on the screen. The $189 Novint Falcon looks like a floating doorknob attached to a three-way axis that resembles a miniature alien space pod.


A demo at the International Consumer Electronics Show allows users to "feel" around a bumpy sphere or pick up a set of balls with a rubber band. Swinging around the balls creates a strange sensation of weight, before the rubber band snaps.

A first-person shooting game makes one feel the impact when the character whacks a crowbar against a wall, or the recoil from a shotgun when firing at an enemy. It's so real, it's hard not to feel a pang of guilt when splattering foes.

The presale version of the mouse, which costs $189 online, comes with a simple game pack. Shipments start June 18.

Novint Technologies Inc. aims to have standard PC games work with the controller in the future.

"The goal is to work with developers so you can make enablers for games that are on the market," said Novint spokeswoman Sabrina Cook.

Ryan Nakashima msnbc.msn.com

Labels:

Video game console shortage could linger into '07

LOS ANGELES (Reuters) - Shoppers are standing in lines to snap up Sony Corp's PlayStation 3 and Nintendo Co. Ltd.'s Wii video game consoles as they become available, and some analysts do not expect shortages to ease until March or later.

Shoppers are finding lots of PlayStation 2s and Microsoft
Xbox 360s, expected to do well as substitutes for the newest machines that are in short supply.

One employee at a Target store said the retailer issues a memo a couple of days in advance of Wii and PS3 shipments and passes the information on to shoppers, who sometimes stand in line to secure their booty.

As he spoke, shoppers snapped up PlayStation Portables and Apple Computer Inc.(Nasdaq:AAPL - news) iPods.

American Technology Research analyst Paul-Jon McNealy said that since Sony (6758.T)(NYSE:SNE - news) shipment numbers include units in transit or in warehouses, the company's target of 1 million could translate to 600,000 to 800,000 units at retail by year end.

McNealy said investors and game makers tempered their forecasts for the PS3s since initial numbers fell short. He added that the PS3 will likely remain scarce through the June quarter.

"They have to launch in Europe, and they're stretched," said McNealy.

Wii shortages could ease in the March quarter, he said.

Workers at a dozen Southern California stores, including Best Buy (NYSE:BBY - news), GameStop (NYSE:GME - news) and Target (NYSE:TGT - news) outlets, said PS3 shipments were small and sporadic this shopping season, ranging from as few as 1 or 2 to 25, and that shoppers snapped up consoles as they arrived.

"We get 1 or 2 every week to week and a half," said a weary Los Angeles GameStop employee.

Nintendo's (7974.OS) Wii was selling out fast but reaching stores in greater numbers than the PS3, store clerks said.

The $250 Wii, known for its motion-sensitive controller that can be swung like a tennis racquet or a sword, and the high-end $600 PS3 both launched in the United States in mid-November and take on the year-old Microsoft Xbox 360 in the new generation video game console battle.

Sony's PS2, which has sold more than 106 million units globally, is expected to be a top seller this season.

Toys "R" Us said its 587 U.S. stores expected more than 6,000 PS3s, thousands of Wiis and over 30,000 Microsoft Corp. (Nasdaq:MSFT - news) Xbox 360s in the week leading up to Christmas.

Lisa Baertlein
reuters.com

Labels:

Valve and IGA ink Counter-Strike ad deal

Five billion player minutes per month rival top TV shows, says Lombardi. In-game ad firm IGA Worldwide has signed an agreement with developer Valve to provide adverts in online shooter Counter-Strike. The companies believe the deal is one of the largest in-game ad deals of its kind, which hopes to take advantage of Counter-Strike's five billion player minutes per month.


"This exclusive agreement between IGA Worldwide and Valve adds significant value to our network and provides brands with a sure-fire way to reach millions of consumers with high impact advertising, and with highly measurable results," said Justin Townsend, CEO of IGA.

"We have created a new mass-reach advertising channel where we can deliver targeted 'above the line' advertising creatives to the living rooms of highly engaged, hard to reach demographics, yet with the measurability of below the line mediums such as online," he added.

"As the world's premier online action game, Counter-Strike's player minutes exceed its closest competitor by more than 100 per cent," said Doug Lombardi, marketing director for Valve.

"Additionally, Counter-Strike rivals many of the current top ten watched shows on American televisions. For instance, a top ranked, one hour, weekly program garners 20 million viewers and results in approximately 4.8 billion viewer minutes per month.

Conversely, Counter-Strike generates over 5 billion player minutes in the same period of time. And, nobody fast-forwards through any part of Counter-Strike," added Lombardi.

Matt Martin

gamesindustry.biz

Labels:

Lost Planet reaches 1 million downloads

Clocks up more than 300,000 hours through online multiplayer. Capcom has revealed that demos for Lost Planet: Extreme Condition have been downloaded over one million times over Xbox Live. The figure includes both single and multiplayer demos, and is a vote of confidence in the title, due for release early next year.


The publisher claims the multiplayer demo has clocked up over 300,000 hours of play time online since release last month.

The single-player demo was released on the Xbox Live Marketplace back in May as part of Microsoft's synchronised E3 showing, which also included playable demos for Test Drive Unlimited and Moto GP.

"Since we made the multiplayer demo available through Xbox Live Marketplace, there have been hundreds of thousands of hours spent playing the game, which is a great testament to the quality of Lost Planet," said Hiroshi Tobisawa, president of Capcom Europe.

"This latest demo has completely energized the Xbox community, giving them something to look forward to in the New Year, when the next big hit Xbox 360 title hits retail."

Matt Martin
gamesindustry.biz

Labels:

Konami offers free game demos for mobile

Konami has launched a download service for US consumers, allowing them to access free mobile game demos and other content for hit titles such as Contra, Castlevania, Frogger and Dance Dance Revolution.


The Konami Mobile Portal is a free download which the publisher hopes will make the process of choosing and buying mobile games a simple and efficient experience.

"Our customers appreciate being able to browse and sample the wide variety of products," said Joe Morris, vice president of mobile content for Konami.

"Once they do decide to buy, the speed of our store is unparalleled, with most customers receiving the content an average of 90 seconds after choosing it."

"Additionally the Konami Mobile Portal allows us to develop an ongoing relationship with our customers. We're committed to developing new ways of making the mobile experience easier and more enjoyable, and other companies are finding ways to use our technologies for a variety of applications beyond gaming," he added.

Matt Martin
gamesindustry.biz

Labels:

Ubisoft MD predicts bright future for gaming websites

Ubisoft UK managing director Rob Cooper has confirmed that the publisher plans to devote more of its marketing spend to online advertising as gaming websites become ever more popular.

Speaking in the latest edition of the Games Central podcast, Cooper said that "a lot, lot more" of Ubisoft's money is now being spent online.


"Only last week we were looking at ways and means we should further our spend in sites generally, because it is so active. You see such a big result on a website," he stated.

According to Cooper, it's access to instant information which makes gaming sites so popular with consumers.

"[Gamers] like to read it when they want to read it, rather than actually sit for a certain time or read when a magazine comes out," he observed.

"Certainly, if I'm looking on the Internet, I've tended to look at things because it's instant. Rather than wait for something to read it, I can read it there and then, which to me is much more important."

gamesindustry.biz

Labels:

UK Charts: FIFA is Christmas number one

Electronic Arts has claimed the Christmas number one spot for the fourth consecutive year, with FIFA 07 staying at the top of the All Formats charts. Need for Speed: Carbon also remains at number two in the charts, proving EA has some of the most popular franchises during the busiest retail period of the year.

THQ's WWE Smackdown Vs RAW 2007 has climbed up the top ten to number three, boosted by the release of the PSP version of the game, while Konami's Pro Evolution Soccer 6 slips one place to four.

Also dropping down the charts is Activision's Call of Duty 3 at number five, with the third EA title in the top ten, The Sims 2: Pets holding at six.

Climbing one place is Epic and Microsoft's Xbox 360 exclusive Gears of War, with Midway's seasonal movie tie-in Happy Feet breaking into the top ten at number eight.

Two charts stalwarts round out the top ten, with LucasArts' Lego Star Wars II: The Original Trilogy at number nine, and THQ's Cars at ten.

Matt Martin
gameindustry.biz

Labels:

SCi obtains 11 new licences as part of GBP 44m deal with Warner Bros.

SCi Entertainment has picked up 11 new licenses, including Looney-Tunes, Hanna-Barbera and The OC, as part of a new deal with Warner Bros. worth GBP 44.5 million (Euro 66.4 million). The deal sees WB acquiring a ten per cent stake in the company, subscribing at GBP 5.02 (7.49 Euro) per share.

"We continue to build a broad portfolio with a very strong focus on original IPs supported by strong licences," SCi CFO Rob Murphy told GamesIndustry.biz.

"The WB licences reflect the broadening demographics of games buyers and should be particularly well suited to new platforms such as the Wii and DS."

Under the terms of the deal, SCi's publishing label, Eidos, will create games based on Looney Tunes characters such as Bugs Bunny, Daffy Duck, Road Runner and Speedy Gonzales for handheld consoles.

SCi also has the right to produce up to ten games based on Hanna-Barbera characters including Tom and Jerry, the Flintstones, Wacky Races and Yogi Bear, plus titles based on DC Comics's Batman character and hit TV show The OC.

In addition, SCi has acquired the licenses for animated TV programmes Loonatics Unleashed and Legion of Super Heroes.

SCi will produce up to 20 games in total across current and next-gen platforms, and Warner Bros. will provide primary distribution and media buying services to Eidos in the US. The games will be developed at both internal and third-party studios, and will be released from 2008 onwards.

"These agreements represent a further step in SCi's development as one of the world's leading publishers of interactive entertainment," SCi chief executive Jane Cavanagh said in a statement.

"The share subscription will provide SCi with the firepower to accelerate growth initiatives such as increasing our development capacity and our new media and online strategies."

Ellie Gibson
www.gamesindustry.biz

Labels:

SEGA enlists heavyweight support for Alien games

SEGA has enlisted seasoned PC and console developer Gearbox Software to create a first-person shooter based on the Alien film franchise.

The news comes hot on the heels of an announcement that Neverwinter Nights 2 developer Obsidian Entertainment will be producing a role-playing game based on the films.

Earlier this week SEGA revealed it had secured the rights to create next-generation games based on the enduring sci-fi favourite.

The fact that developers of the stature of Gearbox and Obsidian are involved will be considered a significant show of strength from the one-time platform holder, which appears determined to buck the industry trend of producing low-expectation licensed properties under the assumption that the brand will carry the content.

"Gearbox Software has a storied history of bringing innovative and compelling design to the FPS category," said SEGA of America president and COO Simon Jeffery.

"Combining their design talents with the intense action of the Alien franchise ensures that gamers will have an immersive and action-packed experience."

Gearbox president Randy Pitchford said that the Alien series had been "a tremendous influence" on the developer and the games industry at large.

"The opportunity to work with the amazing people at SEGA and Fox to build a next generation videogame in the Alien universe is one of those dream projects that is a perfect fit for our capability and our passion."

Platforms have yet to be specified, but SEGA has previously said that both the RPG and FPS titles are in pre-production, with one due out in 2009.

Ellie Gibson
gamesindustry.biz

Labels:

China tightening control of online games

BEIJING - China is tightening controls on its booming online game industry, requiring distributors to closely monitor game contents after some were found that included forbidden religious or political material, a state news agency said Tuesday.

The announcement adds to government efforts to tighten controls over Chinese newspapers, television and other media.

Distributors must obtain approval to release new games and submit monthly monitoring reports confirming that operators haven't added forbidden content, the Xinhua News Agency said. It cited a notice by the Press and Publication Administration.

China has 23 million online game players, up from 13.8 million in 2003, according to Xinhua. It said revenues this year are expected to reach $850 million.

The latest crackdown was prompted by "a rash of problems with imported online games, some of which contain sensitive religious material or refer to territorial disputes," Xinhua said. It said some were criticized as pornographic or too violent.

The report gave no details about the religious and territorial issues, but the government is sensitive to references to Islam and Taiwan, the self-ruled island that Beijing claims as its own territory.

Regulators said distributors concealed the content of the games when applying for approval, and operators sometimes upgraded games with improper content, Xinhua said.

msn_news

Labels:

Guitar hero? Pitcher hurt playing video game

When the Detroit Tigers lost flame-throwing relief pitcher Joel Zumaya for three games of the American League Championship Series this past October, it hurt his team. The reason for the injury, however, is even more painful.

According to the Detroit Free Press, Zumaya was hurt playing a PlayStation 2 video game called "Guitar Hero", in which the player simulates playing an electric guitar for popular rock bands. Zumaya, a 22-year-old rookie, suffered inflammation in his right (throwing) wrist and forearm from playing the game.

When Zumaya went to the Tigers training staff about his injury, they noticed his pain was more consistent with a guitar player than a baseball pitcher, according to the Free Press. Since Zumaya was known to play the game, the team asked him to stop, and he pitched pain-free in the World Series.

The Tigers are certain that Zumaya's injury will not recur. Team president and general manager Dave Dombrowski told the newspaper that he was pretty certain the injury came from the game, and not from pitching.

"That was probably what was taking place," he said.

"He felt fine in the World Series, to tell you the truth," Steve Springer, one of Zumaya's representatives, told the Free Press. "I didn't even think twice about it."

www.msnbc.msn.com

Labels: