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July 12, 2008

COLUMN: The Z-Axis: 'Hardware Constraints Are Player Shackles'

['The Z-Axis' is a bi-weekly column from game writer Michael Zenke, stretching games and gaming trends out planarly to poke, caress, and pinpoint the innards of what makes them great. This week, he crankily denounces beautiful graphics in favor of focusing on other aspects of game development]

The modern face of game development is like that of Janus, the two-faced god. Out of one side game developers and industry commentators praise modern storytelling techniques, cheering on the fledgling stages of an up-and-coming art form. The other face (voiced by those same developers and commenters) is bellowing buzzwords and systems specs to a crowd of slavering graphics-porn aficionados.

Not only do both of these faces let slip a lie or two as they wail, they're working very much at cross purposes. In trying to work both sides of the coin, developers harm themselves, their audience, and ultimately their game. Ultimately the drive for more realistic graphics is a fool's errand, a tilting-at-windmills crusade undertaken by companies more interested in making a buck than in creating a compelling experience.

Today I'd like to explore how the drive for graphical excellence has forever muddied the waters of game creation. While PC game developers are particularly guilty of this, console developers bear just as much of the guilt.

There is hope, of course, as some developers turn their backs on the siren song of "moar pretty". Still, the laundry list of titles released too little or too late because game-makers listened to Janus is far, far too long.

But It Looks So Good

Let me clarify what I'm saying here. There is a fundamental difference between a game's graphical presentation (hardware requirements, architecture, technologies) and a game's artistic presentation (art assets). I love game art. I think that beautiful visual experiences are one of the main reasons to play games, be they simple handheld puzzlers or epic story-based console affairs.

Game art, though, is a measure of the skill of the artists on staff. The ability of talented women and men to put pencil to paper, digital ink to digital canvas. This skill, this art, is as much a part of a game's soul as the story, gameplay, and dialogue of a title.

The graphics engine used to render that art is technology. It's systems engineering, low-level design choices, hardware interactions and compliance tests. I have a lot of respect for the people that do that work, but fundamentally I think that these elements do not a game make. They're the substructure, the support, that allows a game to happen - and ultimately these systems should serve the game. The game shouldn't have to be bent, tweaked, or twisted to serve the engineering.

Games where the structure takes precedence are numerous, and ultimately even a great game can be weakened by overeager system specs. Wouldn't BioShock have been even more widely regarded if it had run on more systems? How much has Age of Conan's rocky launch been affected by the graphical fidelity Funcom sought out?

Why It Doesn't Have To Look So Good

The last few years of gaming have proven, on several levels, how successful games can be when engineering works to serve the game's best interests. My personal familiarity with online gaming leads me to draw from that genre for examples, and pulls up possibly the best argument on the side of art: Arena.net's Guild Wars.

Guild Wars is a wildly successful online RPG, an MMO with no reoccurring monthly fee. The game's unlimited playability is no doubt a contributing factor to its success, but the game's visual experience has to be seen to be believed. Sweeping vistas, alien landscapes, towering cityscapes, all pulled from the minds of Arena's stable of imaginative concept artists.

And everything renders without a stutter, pop, or slowdown on machines even three or four years old. Guild Wars is a liquid experience because the Arena engineers pride themselves on making a small, fast, tight game. Instead of striving for realism and falling inevitably short, Arena.net created a beautiful experience that still looks beautiful even years after the game was released.

This is what games should be about: fun without the fluster. Why try to reinvent the wheel for the 400th time? Say something meaningful through a well-turned phrase, a beautiful drawing, and a really fun level or two.

Not Just a PC Thing

Many players probably feel this way about PC games, but console gamers are suffering under the same yoke. While it's easy to point out the technological brilliance of Mass Effect, to ooh and ahh over the realistic facial expressions and conversation system, couldn't that goal have been reached sans five-minute-elevator-sequences?

More obviously, console games take just as long (or longer) to develop than PC games. What's going to result in a better game: a three year dev cycle with all new tech dominated by bug fixing, or a two year dev cycle based on existing technology dominated by content polishing?

Regardless of platform, design for the sake of engineering is a disservice to the player. Every second the player waits for your game to load because of that shiny rendering engine is a moment he could be having fun. If games are supposed to be doorways into new realms, doesn't it behoove the industry as a whole to make stepping across that threshold as painless as possible?

Forget About the Porn

My fundamental frustration with this element of the games industry is that it's all about pornography. It's about the conquest of new graphical terrain, hardware thrumming in straining boxes, and high-voiced smacktards grinning as their eyes consume polygons and framerate counts. Why does every game company have to be Marco fricking Polo when it comes exploring game spaces? Do they really think their revolutionary ideas about isometric hack and slash RPGs are going to remake the map? That their FPS-lite stealth game will shake the foundations of the industry?

Engineers are explorers. They break new ground in the sphere of possibility, opening up new realms to observe and utilize. Artists are communicators. They convey ideas and concepts, illuminating ideas within the human mind. These two disciplines are equally important, and equally valid approaches to making games.

We've seen a lot of exploration and engineering. We all know game developers can push NVidia's chipset past the breaking point. All I ask is, why not see what the industry can do with some year-old hardware, a decent writer, and a couple of great artists? Just for a change of pace?

PAX 10 Winners Announced: Indie Titles A-Go Go!

[Wanted to make sure all the GameSetWatch readers saw this it's great to see the Penny-Arcade Expo folks highlighting indie gaming, and this is a really good mix of student, PC indie, and console indie titles with intriguing and alternative gameplay aspects. Bravo.]

Organizers of the Penny Arcade Expo have announced the winners of its "PAX 10" independent games showcase, to be featured at the August 29-31st Expo in Seattle, including Audiosurf, Schizoid, and The Maw.

With the call for entries first announced in February, the now confirmed ten top winners have received four exhibitor badges and a floor kiosk to demonstrate the game at the forthcoming expo.

Expo attendees will vote on the games exhibited, and will award one with the "Audience Choice Award," which will be announced on the PAX website following the show, held at the Washington State Trade and Convention Center in Seattle.

The full list of winners - with further information available on the official Penny Arcade Expo website - includes:

- The Amazing Brain Train by Grubby Games (puzzle/strategy)
- Audiosurf by Dylan Fitterer (rhythm/action)
- Chronotron by Scarybug Games (puzzle/platformer)
- Impulse by a team of Rochester Institute of Technology students (puzzle)
- The Maw by Twisted Pixel Games (action/adventure)
- Polarity by a team of Carnegie Mellon University students (platformer/puzzle)
- Project Aftermath by Games Faction (tactical/action)
- Schizoid by Torpex Games (action/strategy)
- Strange Attractors 2 by Ominous Development (puzzle/strategy)
- Sushi Bar Samurai by Molly Rocket (exploratory puzzle)

Said Penny Arcade's Robert Khoo, "The variety and caliber of the titles blew us away. Narrowing down the group was a challenging process for the judges, but we're incredibly proud to have these ten games as our kickoff showcase and can't wait to see them on the show floor."

Analysis: 'Coopetition' - Digital Distribution's Enemy?

[How are exclusive titles affecting PC casual game portals? In an article that has wider digital distribution implications, Reflexive Entertainment's director of marketing Russell Carroll (Wik, Ricochet) delves into the "coopetition" between online gaming portals - and how developers can get caught in the middle.]

The casual games industry got its beginnings online with downloadable PC games. That birth was recent enough to rightly refer to the industry as "in its infancy." With infancy comes both growing up and growing pains, and currently, the industry is experiencing the later.

Competition

In the downloadable PC space, each of the casual game portals fights for customer eyes as it attempts to sell ever more copies of Diner Dash and Bejeweled. There are literally hundreds of websites selling casual games to online customers, but as is the case in any industry, there are a few locations that dominate most of the sales.

Much like Target and Wal-Mart, the largest portals fight over similar customers who are likely to pick one retailer and spend most of their time shopping there. There is nothing amiss in any of this. It's simply capitalism and business as applied to the casual games industry. That is, it's all normal, until you add the next factor.

Cooperation

Unlike other industries, most of the players in the PC casual space are both creators and distributors. They make games in addition to distributing games through their own portals. As a game developer, it is financially advantageous to distribute games not only through your own portal, but also through your competitor's portal.

Coopetition

This leads to a very tenuous balance in the PC industry, where the portals work both competitively and cooperatively with other portals in something I call coopetition. As you might guess, there are flare-ups in this relationship that depending on your point of view are good or bad for the casual game business on the PC.

In fact, one of those flare-ups has occurred over the last few weeks, which has me very interested, and so as a wartime reporter who happens to be entrenched in the action, I thought I'd share a little bit of the news from the front lines.

First Shots

Last October, I wrote an article discussing the differences between the portals and some of combative interactions between them. I want to revisit just one part of that article here, and that is the first maneuvers made by the portals in their coopetition battle.

I noted in that article that there was a large difference in game catalogues between the largest game portals. This came about as some of the portals felt that selling games created by their competitors was negatively impacting them.

In what was the first major offensive in the battle between portals, the major game catalog holders both pulled their game catalogues from each other and stopped distributing their own games on their competitor's portals.

The effect of this is portals that have increasingly unique catalogues. Personally I feel this division of game catalogues is negative for the industry - I can't imagine having to go to Target to get EA games and to Wal-Mart to get Activision games, but if you consider the situation to be more like Pepsi and Coke, then it is conceivable that it may be helping the industry.

Covert Action

Whatever concerns I've had about exclusive game catalogues, certainly the portals have seen value in having games that are exclusive. Over the last 18 months the major portals have worked feverishly to have exclusive games.

These games were exclusive for a period, typically two to four weeks, after which they were made available to the other portals. As a higher and higher number of games became exclusives, the portals started noting that once they received a game that had been exclusive elsewhere, the sales weren't what was expected.

To quote iWin, the sales were "spent."

In response to losing sales, a rumor of portals refusing to carry games that have been exclusive elsewhere has been circling the industry, and one company, iWin, has officially substantiated the rumor.

On iWin's developer relations contact page, it states that, beginning August 1, 2008:

"[iWin] will no longer be accepting games for distribution on iWin.com that are offered exclusively on another website other than the publisher's own site."

While iWin is the first to announce this policy of not accepting any game that was previously exclusive on another portal, it is not the only portal considering or implementing this, or similar, but less drastic policies that treat games that have been exclusive elsewhere as second-rate hand-me-downs.

iWin, in its thoughtful response as to why it is taking this approach (a must-read for anyone in or interested in the PC casual games industry!) compares the situation to movies, noting, "When Disney launches a blockbuster movie like Chronicles of Narnia, they don’t give Loew’s or United Artist an exclusive." The response further mentions that 70-80% of a movie's revenue comes in the first few weeks.

Though the comparison between movies and casual games isn't a perfect one, certainly if the casual game's industry follows a similar trend of a high spike of sales during the first few weeks, then missing out on those first few weeks would be extremely negative.

However, will refusing games that have been exclusive elsewhere solve the issue? What's the likely impact on the casual games industry in the PC space?

New Combatants

One of the most intriguing pieces of this new battle is how it brings the developers into the fray. Developers must choose between having exclusivity on one portal, potentially limiting their distribution, or fully distributing on all portals, and missing out on the rewards that exclusivity can bring.

There are certainly arguments that can be made as to which is the financially better approach, and certainly there is no clear path that is always financially more viable, but regardless of what path is chosen, developers are choosing a path that aligns them with one portal's approach or another's.

Developers are being unwittingly recruited into the battle and are at the forefront of the current skirmish, and as it true of all battles, those on the front lines are the most likely to be injured by the fighting.

Speculation

So what is the end result of this latest move? Until it has all played out we can only guess, but it turns out that guessing about the future of the games industry is a lot of fun, so let's have at it.

There are few industries that can support competing products that are very similar. In the PC downloadable Casual Games industry, the game catalogues between the largest portals still have a lot of overlap, but due to exclusives over the last year and a half, the titles in each portal's catalogue have become much more unique (even if the products remain VERY similar).

I expect that catalogues will continue to differentiate, and I think that is a bad thing for the industry. The separation of catalogues makes it more difficult for new brands to grow strong (notably that may mean older brands are strengthened in the current climate). Like iWin, I think creating a climate that makes it harder for new brands to grow will ultimately keep the PC space more niche.

When something is only available at Wal-Mart or at Target it hurts sales of that item overall unless it already has a strong established brand. Certainly the decreased availability of a new product does not help it in creating awareness and brand strength.

On the flip-side, exclusives, if continued, I believe are very beneficial to the individual portals. The fact that portals with an exclusive can command such a large portion of a game's sales works out tremendously to their advantage and can be used to build a base on which they can create more sales with each new exclusive. The additional earnings allow the portal to grow faster than its rivals.

While the growth of the largest portals may or may not help the developer, clearly the additional money gained from exclusives will directly help the portal and put it in a better situation than its competitors.

And The Band Played On

The casual games industry, like all other industries, exists to make money. It just so happens to be making money off of casual games, and so we tend to think that the competition is more friendly.

While certainly it's a friendly industry, the latest offensive in the battle has drawn more battle lines and has conscripted developers into the fray, making the tenuous balance a bit more tenuous and a bit less balanced.

The end results are uncertain as the battle rages on and competition heats up, but the change in how portals treat exclusive games is a major one that will greatly affect the landscape for the foreseeable future.

Best Of Indie Games: Split, Shift, Destroy

[Every week, IndieGames.com: The Weblog editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days, as well as any notable features on his sister 'state of indie' weblog.]

This week on 'Best Of Indie Games', we take a look at some of the top independent PC Flash/downloadable titles released over this last week.

The delights in this latest version include two freeware adventure games, a physics-based puzzle game, a dimension-shifting platformer and a new monthly game from this year's IGF Grand Prize winner.

Game Pick: 'Totem Destroyer' (Gabriel Ochsenhofer, freeware)
"A physics-based puzzle game where players must attempt to remove a certain number of blocks in each stage to progress. Plays a lot like Jesse Venbrux's Mubbly Tower, but in reverse."

Game Pick: 'Dirty Split' (Dreamagination, freeware)
"A point and click adventure game with gorgeous artwork, a catchy soundtrack, professional voice acting and decent writing all woven together to create one of the more impressive freeware releases this year. Take control of a private investigator named Baxter as you attempt to solve a criminal case, which will require trips between three different cities in order to gather new clues and evidence."

Game Pick: 'Shift 3' (Antony Lavelle, browser)
"A sequel to the series of platformers based on the idea of shifting dimensions, featuring more twisted puzzles and achievements to unlock in this episode. The story starts off with a feeling of familiarity but quickly turns into an open-ended adventure with multiple paths to explore."

Game Pick: 'Jimmy's Lost His Toilet Paper' (Petri Purho, freeware)
"Another awesome monthly game under the Kloonigames banner, made in under seven days. You play as Jimmy who embarks on an epic adventure to get his roll of toilet paper back, perhaps finding love or even the meaning to his life along the way."

Game Pick: 'Beauties and Beasts' (MashPotato, freeware)
"A short adventure game created by Marina Siu-Chong for a monthly AGS One Room, One Week competition. The quest basically involves stealing items from unsuspecting contestants who are preparing themselves for a local beauty pageant event."

July 11, 2008

Column: The Game Anthropologist: 'Game Community Interviews, Part 1 - THE CROAL'

typewriter.jpg[Regular GSW column 'The Game Anthropologist' is all about gaming communities. So, last week, Michael Walbridge interviewed a number of game writers and summarized their thoughts on why so many game writers spend their spare time writing even more on their personal spaces. In the coming weeks, Walbridge will be detailing some of the key points from the individual interviews conducted for the piece. This week describes the first interview with Newsweek writer N'Gai Croal.]

N'gai was the first writer I interviewed, but not the first person I contacted. On the first day I started asking, which was June 6th, N'gai responds with "Can you do a phone interview at 4pm EST...i.e. in 20 minutes?"

Um.

I realize that it's Friday. He's a busy man, he happened to be in his office, and he has about an hour left before his work week, if it has any semblance of normal standards, is over. In short, I get lucky, and I also don't have my questions because I assumed that I'd have the weekend to write them. Guess not.

So I don't have a way of recording phone calls. I still wonder how a good way to do this would be--not everyone will agree to Skype. They may have better things to do, and they may not be interested in using a headset.

I called him in what seemed an instant later--the last time I felt like this was when I called up a girl to go on a date, a feeling I thought would never resurface in my lifetime. Who the hell do I think I am? I could talk to some of these other people, sure, but an editor at Newsweek? As my very first interview that I'm doing in video games land? When I just have one commentless little first article on a column at GameSetWatch?

"Hi," I say. My first question is incredibly stupid, yet I don't realize how laughably bad it is until weeks later; I'm still embarrassed every time I remember. "So uh, how do you pronounce your name?"
"Guy," he says. Stupid Sprint service blind spot in my stupid apartment! "Excuse me, what?" I say politely.

"Guy," I hear again.

Crap. Well, I'd better get on with it--I can find out how to pronounce it from someone else. I can do that thing where I never use his name in the conversation, and he'll never know. He's an extremely polite fellow; in what little time I had for imagination I thought that he would sound like a New Yorker, with all the speed that implies that every word being said is worth money; and your money, too, so let's get this thing the hell over with.

But that's not what he sounds like--he sounds like he could be from the Midwest, or maybe California (he went to Stanford, I learn); I don't know where he's from, but he sounds very relaxed, and this relaxes me, despite what happens next.

“What is Level Up for, exactly? Why do you write?”

He was gentle with me. “Well, I’m curious to know what you think it’s for.” He sounded almost like a preacher who was trying to convert me--I'm not really sure where he's going with this. My interview skills are already being tested; I have to learn to talk with this Gai, not just interview him. Thankfully, I'm good at talking and bullshitting, or at least think I am, so I answer with some semblance of confidence.

“Uh…I would guess it’s a blog to discuss games and the game industry from different perspectives,” I gulped. Something like that--non-committal and without possibly conflicting with whatever he would surprise me with. Yeah, that'll work.

“Sure,” he said. “The short answer for why I made it is: to write about what interests me.” I was disappointed with this answer at first, but he elaborated: “I write about the art and craft of games. I’m aiming to writing intelligently about the games business with the knowledge and feel that what happens at game companies is affecting what we get to play.” He also spoke of trying to add more variety to his blog, “mixing in some essays about people, problems, trends, and a little bit of culture and art.”

Looking for a story, I said “What about these other blogs I’ve mentioned? Is there a common purpose or mission or method? Can the writing you’re all doing be labeled?” He mentions something about indie film and New Black Cinema and I have no idea what he's talking about, because I know don't know about those things.

I had to remember that more than almost any of these other writers with a heavy Internet presence, N’Gai has traditional, “regular” experience, and that hit home very hard by the time I was done. “It’s a lofty ambition to change coverage of games,” he told me. “I don’t think my writing could affect that. I’m just trying to fill it with interest.”

Oh! I get it. He's a journalist, after the old sort. He mentions one of the few things I already know--he has been writing since 1995. Level Up is an extension, a piece of his vast and superior multifaceted career (my words, not his). I remember something Leigh Alexander said to him on her own blog: that she views his position as the ideal place for her to end up, but that she doesn't begrudge him--he's earned it.

I take it in that direction, asking about coverage in the mainstream press. I treat him like a regular journalist and he gives me some juicy tidbits about journalism as a whole.

"Printed publications are shrinking and in the middle of layoffs, so the first area to go is the entertainment and arts section. And in there is video games. How high a priority are they going to place them? It's harder to convince editors that games merit coverage."

Awesome, and simple, and something I could have figured it if I'd thought about--game coverage struggles in the mainstream publications because (duh) mainstream publications as a whole are struggling. "We should be thankful we've got what we have," I think.

I still press the issue: why are games not desirable to be covered? What problems are there with game writing? He had said the traditional models are broken, after all.

Continuing with the issue of general difficulties in the publishing industry: "Less space contributes to reductivism; much space is used to compare games to other media. But it doesn't reveal enough. What we also usually see is a game's plot summary, what things the player can do, and how similar it is to other games."

There are exceptions; he dishes to me about some other publications and pieces and tells me what he likes and dislikes about them, and he talks to me about the state of the industry; as a professional he tells me it's all technically on the record; I know that he'd probably rather not see a quote about him talking about some other publication the next day, so I simply convey I'm interested in it but not for the sake of my article. This makes the interview extend to about 35 minutes.

Toward the end, and knowing he will be best qualified to answer, I introduce a new topic: "Do you think this is generational? Like, it's simply because most editors are baby boomers?"

Again, he gives me an opinion that is the most realistic and perhaps most depressing and encouraging at the same time. He says something different from what most of the other people I interview say.

"Sure, my editors are mainly boomers, so they have a harder time understanding. But it's my job to write well." He adds, "I have editors who indulge me--they did on GTA IV and MGS 4." I pause, distracted by the uninteresting fact that these games use different symbols for four.

Oh, right. But "no"?! Games aren't generally more accepted, played, talked and thought about by people between the ages of 10 and 40 compared to people between the ages of 40 and 70? Why? Why? "I agree. There's a lot of bad writing about games out there, but still, don't you think that some good writing about games is rejected due to simple differences?"

"Time won't fix it," he warns me. "There are editors you could call 'young fogeys' who don't know games. If they don't know, they don't know. It's my job as a writer to make it interesting."

I think on this. For the Xth time, he enunciates slowly and pauses so I can write. He gets that I'm not using a recorder, even if I probably should. He's a professional, he understands the older style of journalism I'm trying to do that he used to. Young fogeys? I'd have to agree, especially if that young fogey is a woman. I remind myself to ask the only woman I'm interviewing and indeed, the only other one who at this point has confirmed that she will interview, about what she thinks about the other divide. And I think for the Zth time: this guy is a professional, and definitely knows what he's talking about.

I gush as I thank him. He reminds me (okay, now he's definitely giving advice on how to write this) not to let his opinion color the whole thing as I write it, but it's too late. I've already had some conceptions shattered and I can't help but take a new approach when I talk to Kieron Gillen 5 days later. Any questions about games journalism are questions about journalism as a whole.

The original email I sent to N'Gai, with my wide eyes beaming, reflects one thing only: how I felt at the time I started this piece. By the time I was done, this was not the approach I'd taken when interviewing everyone else, even though I sent similar emails to everyone else.

"I write one of the columns at GameSetWatch. I'd like to do a piece on "intellectual" gaming websites and I'm contacting some of the people who make them. I was wondering if we could chat. If you are exceedingly busy, I'd be happy to just send a few questions along and get a few pat answers. If you're willing to talk, I'm open to Ventrilo, phone, Aim/Xfire, Gmail chat, email, etc.

Example question: what you would even call Brainy Gamer, SVGL, Level Up, and similar blogs? Do they merit a classification?

Let me know if/when/how you are available. It's not an extended interview--I'm going to talk to as many as I can and get some material from a variety of places, so it won't be putting you or Level Up on the spot. The format is casual/newsy with quotes from different figures and places.

Thank you,
Michael Walbridge"

COLUMN: Vox Populi: 'The First Of Its Kind'

[Vox Populi, a somewhat unexpected new development for GameSetWatch, is a bi-weekly column discussing things we've heard - and things you've told us - about video games today, and video games in the future.]

Welcome to the first Vox Populi column. As you can see, there's some information we thought it might be good to bring to light - so we have done just that. We hope you enjoy it:

- What's SuperNormal? Other than the state of being extremely normal, Vox Populi believes that it's the name of Ready at Dawn's new project - and may very well be the original IP targeted towards next-gen systems that the Irvine studio is currently working on. It's probably too early to see much of that game at E3, but watch for more information about it as it gets further into to development.

- EALA's acclaimed Wii physics puzzler Boom Blox looks to be getting some kind of spiritual successor, according to job postings Vox Populi dug up. Several of the naughty specifics cited: "Come join the team that created BOOM BLOX, here at Electronic Arts Los Angeles!"..."creating accessible, quick-to-the-fun games for all ages on the Nintendo Wii!"..."Interest or experience with physics gameplay a plus!" More throwing things at things, then?

- Funcom's Age Of Conan has been the most successful launch at PC retail in America since the last holiday season, according to Vox Populi's sources, with almost 250,000 retail units sold in just its first ten days on sale in the U.S., between standard and limited editions. This ties up with recent public figures that say 700,000 players have created accounts, worldwide.

- It appears that Activision has backtracked on its recent decision to shutter Underground Development (formerly Z-Axis) at the end of May, since the Foster City, CA studio is "currently working on an expansion for the highly rated Guitar Hero series," according to some web pages Vox Populi was pointed to. We're thinking Guitar Hero: Metallica, but who knows?

- Vox Populi has received word that Ubisoft's 'CamCam' product may currently be in private beta testing - but what is it? Other tipsters have uncovered trademark indications suggesting it's some kind of camera-related software - given Ubisoft's predilection for DS add-ons such as the pedometer for My Weight Loss Coach, perhaps the add-on is a DS camera/game combo? We vote for either that or something Wii-y.

- Sources have told Vox Populi that EA Chicago's now-canceled sequel to lukewarm-received hip-hop fighter Def Jam: Icon would have allowed players to create their own songs to use in the game, in a manner none too different from the highly touted create-a-song feature of the forthcoming Guitar Hero: World Tour. However, the opportunity for gamers to create their own beats with the legendary rap label may not be dead, if a recent Def Jam trademark filing for "RapStar" for use in games is any indication.

[DISCLAIMER: Vox Populi is the voice of the people. Literally. So it lives on what it hears. Please send it information. It endeavors to ensure that the information in this entertaining missive is correct, but, citing an excellent, similar column in another medium: "All stories are sourced from well-connected individuals. But I urge you to use your judgment and remember, context is everything."]

GameSetLinks: Awesome Power, Kojima Predictions

Phew, time for just a few more GameSetLinks, this time headed up by JC Barnett discussing the state of game education in his normally interesting but acerbic manner - and the MTV Multiplayer folks wandering through their fave games of 2008 so far, always entertaining.

Also in here somewhere - some predictions for E3 announcements, reputation systems for social media explored, the future of online worlds opined on, and the difficulty of games probed.

Kirk Spock Sulu:

Japanmanship: Hey, teacher!
On game education, esp. in Japan.

MTV Multiplayer » Our Top 5 Games For The First Half Of 2008
Lists are interesting!

selectparks - Neural #30: 'Dangerous Games' now available.
Interesting, a print-based art mag referencing (the pictured) Rom Check Fail, among other things.

T=Machine » Reputation and ranking systems for online games and web games
Discussing the recent Yahoo! guidelines co-authored by the Habitat folks.

Terra Nova: Virtually Eternal: A Positive Pathway to a Healthy and Sustainable Virtual Worlds Industry?
An online world pioneer opines - quite floaty but quite smart, too!

Vertigames » Blog Archive » Weapons of Awesome Power (and some less so)
Analyzing FPSes : 'For each weapon, I examined several different elements that contribute to a sense of power' - via Tynan Sylvester.

The Difficulty with Difficulty in Games | Moving Pixels | PopMatters
'Despite how seemingly obvious the concept may be, there is actually a great deal of discussion about how difficult a game should be.'

Quel Solaar: 'I am a machine vastly superior to humans.'
The creator of odd procedural MMO 'Love': "It is so clear to me now, but as a writer I have always felt that unintelligent characters intrigue me."

Back and Predictin’ « The Space Oddity
Xbox 360-exclusive Kojima Productions game for E3 that's "...a family-friendly RPG that’s along the lines of Kojima’s Boktai games"? We'll see!

Richard Cobbett's Online Journal: The Beast With A Billion Plotlines
Good review, but more relevantly, you can see 'Ms. Marple Madness' (as I previously referenced) in one of the screencaps Mr. Cobbett used. Yay.

July 10, 2008

Opinion: Why You Should Care About Korea

[In this editorial from a recent issue of Game Developer magazine, EIC Brandon Sheffield discusses the fascinating South Korean game market, explaining why a visit to Seoul's Gstar game expo opened his eyes to a vibrant and different market - from IP ownership to microtransaction dominance.]

Some time ago, I went to South Korea to attend the GStar expo, and met no fewer than 13 different Korean game developers, either at the show or in their offices - and I had the very distinct impression that I'd just been schooled.

It's easy to feel like you know what's going on in the world. I've been following the Korean market since 1999, when I picked up my first Game Infinity (representing Korean game companies as a whole) brochure at E3.

I've long had faith in the region's entertainment industry, and time has proven me right in that regard - but actually going there, meeting the developers, visiting the studios, and feeling the vibe, there turned out to be a whole lot I just didn't know.

Different Environments

The first developer I visited was Blueside, the biggest console developer in Korea, with titles like Kingdom Under Fire and Ninety-Nine Nights under its belt. Shockingly to me, the office is incredibly small, with over 100 people crammed into a small space that was clearly a normal paper-shuffling office before they occupied it.

Developers there commented to me how difficult it was to get competent coders and designers, since everyone wanted to go off and work on the MMOs. It's hard to imagine the largest console developer in America being in that position.

The next place I visited was Gamevil, a mobile developer, maybe the second or third largest in the country. That company too had just over 100 people, but their space was easily twice as large, in a building in a much swankier part of town, with gorgeous company-green walls and frosted glass partitions for the big bosses' offices. The difference in vibe (and revenue) was palpable. Gamevil, for its part, doesn't feel it's the right time to get into the console space.

Next there was Gravity, a middle-tier player in the online space, which had early success with Ragnarok - success that hasn't yet been repeated, as Ragnarok lumbers on with higher rates of use than its sequel.

Gravity for its part occupied five floors of the Meritz Tower in the Gangam part of Seoul - one of the nicest areas around. 380 people are spread across those floors, with plenty of space for all. The difference in scale was just staggering, and almost seemed inverse to the situation in the West, where console still rules.

Different Revenue

We all know about microtransactions, of course. But what surprised me is that Korean developers get much larger revenue shares than we do on this side of the pond. Gamevil gets 85 percent of the profits revenue from their games, while the carrier gets only 15 percent. For games that need servers (like mobile MMOs), it's more like 60/40.

Then there was N-Log soft, developer of B.O.U.T., which Acclaim brought to Western markets quite recently. N-Log is relatively small for an online developer, with (again) around 100 people, so I asked if it was difficult to keep their IP since they always partnered with publishers.

They looked at me like I was crazy. "You mean developers in the West don't keep their IP? It seems like you would really want to." It was tough to talk after that, what with my jaw permanently affixed to the floor.

Different Skill Sets

Korean companies are looking to expand into the West, so naturally they're toying with the idea of entering the console market. Trouble is, the industry grew up so fast around online games, which are never finished, that very few companies know how to make finalized, complete boxed products.

Blueside and Softmax (Magna Carta) are the only companies that have really done it in the current era, and I didn't realize what a large problem it was until I interviewed, well, everyone. The consensus was; "If we move into the console space, somebody has to help us figure out how to make a complete product out of our property." Their pipelines aren't even set up for it, given the different nature of the online space.

In terms of those who have done it, Blueside had help from Microsoft, and has hired a foreign graphics engine coder. Softmax had help from Bandai. Nexon, I learned, is getting help from Nintendo for its Maple Story DS port. Ntreev's Pangya for Wii was handled by Tecmo. Gravity is looking for partners.

It's basically ubiquitous - no matter how creative and lucrative these companies are, they grew in a very different direction, and while they're ahead of us in network infrastructure, they're behind in other ways.

Different Players

Gold farming and real money transactions are a fact of MMO player demographics, there's no denying it. But I didn't realize just how many players actually consider item sales their "jobs."

It was Blueside who first introduced the idea to me, cynically stating that consoles won't succeed in Korea until players start just playing games for fun, instead of treating them as work. I laughed then, but subsequent meetings only served to confirm the theory.

Companies from Gravity to Ntreev to Nexon agreed that a very large number - varying from 30 to 50 percent, depending on who you ask - of players in South Korea are playing games as a job. Generally, people didn't feel too good about it either, which at least indicates that people aren't designing them with that as a goal. But it's still disconcerting.

South Korea's got Seoul

The fact is, Western developers have ignored, discounted, or simply not known about the South Korean market for far too long, and now we're face to face with reality. Aside from World of Warcraft, they've taken a genre we invented, and perfected it to the point where an online dance game like T3 Entertainment's Audition has tens of millions of subscribers worldwide.

That's rather a lot of people, and we're ignoring it. When I first noticed that company in 2002, they were making a game called Raphael that was so rudimentary as to almost be freeware.

I know it gets tired, and people tend to scoff at the changed brought on by microtransactions and smaller web-oriented MMOs. But the industry has come a long way. It's time to start paying attention to what we can teach each other.

2008 Game Developer Career Guide Issue Available For Free

[Delighted to mention the free version of our yearly Career Guide magazine here - many thanks to Jill, Brandon, Jeff, and the other folks who made it possible, and try to check it out, if only briefly, since there's plenty of things in the mag of interest to everyone, not just industry beginners.]

For the first time ever, Game Developer’s annual Game Career Guide, a special edition magazine devoted to helping aspiring video game creators and guided by the editors of the Game Career Guide website, is being given away for free.

The special magazine - part of Think Services, as is this website - is now available as a digital version, with both web-readable and PDF downloadable versions to choose from.

The Game Career Guide issue includes a version of Game Developer's famed salary report for entry-level jobs in video game development, as well as numerous articles with tips on breaking into the industry - with former or current staffers from Secret Level, High Moon, Vicarious Visions and Linden Lab all contributing.

Also included in the 2008 edition is a postmortem of notable student game Gesundheit, as well as detailed advice on how to answer ten frequently asked questions in game development job interviews.

The editors of Game Developer magazine and the GameCareerGuide.com website, who created the special issue, say making the magazine free to readers this year will allow them to reach out to aspiring video game-makers as they never have before.

“There are so many people, both young students and experienced professionals from other industries, who contact us time and time again looking for information about working in the video game industry,” said Jill Duffy, editor-in-chief of GameCareerGuide.com and co-creator of this issue of Game Developer.

She added: “The game industry has this mystique of being inaccessibly glamorous and very restricted. Neither one of those things is really true. What the Game Career Guide does is remove all those perceived barriers and give people the information they need in an unintimidating and inviting way.”

Other highlights of the 2008 magazine include a lighthearted game development quiz, testing how much you know about video games from a developer’s perspective, and an index of more than 100 colleges and universities offering programs and degrees in game-related studies.

The Game Career Guide is now available for digital download, and physical versions of the magazine will be available for free at major game-related events over the next few months - including SIGGRAPH, Penny Arcade Expo, E For All, Austin GDC, Game Developers Conference 2009, and more.

COLUMN: 'Cinema Pixeldiso' – New York Asian Film Festival Part 2

['Cinema Pixeldiso' is a semi-regular column by Matt 'Fort90' Hawkins that takes a look at movies that are either directly based upon or are related to video games, with a focus on the obscure and the misunderstood. This week’s entry takes a special look at the recently wrapped up New York Asian Film Festival - and contains 'plot spoilers' for both shows/movies referenced.]

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The New York Asian Film Fest 2008 just came to an end, and it was easily the best one yet. The final few days alone saw a documentary that examined the rough and tumble lives that stuntmen in the Korean film industry lead, a spaghetti western a la Takeshi Miike, a love letter to Hong Kong and pick pocketing by the master of the heroic bloodshed Johnny To, and Robocop done Japan-style, plus numerous other eclectic reminders why I'm not the least bit interested in seeing Hollywood fare like Hancock or Wanted.

There were also plenty of video game-related offerings. As mentioned previously, you had the Beauty Chanbara, based on D3's small budget game gone (somewhat) big screen zombies and swords and boobs spectacular, as well as the US debut of Game Center CX, retiled Retro Game Master for American audiences. Last time I went over the first of the two episodes that made their debut, so let's take a look at the second one!

Retro Game Master Episode 2: Ghosts 'N Goblins

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Just as before, we have our man, the Kacho (television comedian, Shinya Arino), sitting down to face off against another classic from the yesteryears of gaming for the Famicom (or the NES its known in the land of the rising sun). Last time he tried his hand at a game so punishing that it's practically become legendary... at least in Japan. Meanwhile, even the savviest diehard gamers here in America have zero clue regarding the existence of Atlantis no Nazo, or The Mystery of Atlantis.

The game this time is Makaimura, better known as Ghosts 'N Goblins, a game that most know, as well as fear and loathe. And such familiarity makes this particular episode so much enjoyable than the first one. Because the viewer (at least those who have played G'NG, which at the very least is a lot more those who know about Mystery of Atlantis) is able to follow along the Kacho, knowing exactly what dangers and frustrations lie exactly ahead of him. And watching him tackle and suffer through the same exact punishment as we all went through in our youth... it's not just entertainment, it's catharsis.

Right off the back, the Kacho has major problems with the game. Aside from the fact that it's tough as nails to begin with, his biggest obstacle makes himself known almost immediately; the Red Arremer, a winged devil that swoops down at the player with a crazy, tough to figure out, pattern and makes the game in general a living hell.

First the Kacho tries to fight the demon head-on, and that doesn't work. Next he tries to simply pass it, but the devil follows relentlessly, so that strategy fails. After three plus hours and ninety-two failed attempts, there is finally success! But just then, "Assistant S" shows up to inform the Kacho that he has to go cross-town for an interview (the subject being legendary Sega designer Yu Suzuki, for later on in the program... which was not included... hopefully when the show finally manifests itself on these shores, whether it be on television or on DVDs, we'll get the total package).

To console the Kacho, and keep him sharp, Assistant S lends him a GBA with Famicom Mini version of G'NG for the car ride. And as he plays, S passes along some words of advice regarding Red Arremer, for next time (which in this case, is jump backwards and shooting as the devil swoops in for the kill).

After the interview, it's back to business, with the GBA training seemingly a success! That is, until the Kacho comes across the cyclops end boss, which quickly ends yet another game. So back to square one, yet again. And again. And again. Finally, after 5 hours and 23 minutes. the Kacho manages to best the first stage, and we hear from the narrator that it's easily the worst start thus far in the series.

Onto stage two! Where the Kacho is offed in a matter of seconds. Damn. Back to level one, all over again. This time, the Kacho gets killed right off the back for just being sloppy, and that's when Assistant S mention of "the forbidden trick"... a continue code (at the title screen, hold right and press B three times), which elicits a "why didn't you tell me this earlier!" from our host. But even with the continue code, the stone golems that litter the second stage prove to be a real nuisance, since they require so many hits. And once more, it’s Assistant S to the rescue, with an old Hudson Joycard controller that sports turbo fire.

Again, half the fun is not just watching Arino struggle, and how he deals with it, but also when he supposedly comes across some winning edge, yet still manages to fail, such as when, despite his new found ability to lop projectiles with the speed and consistency of a gun, still dies due to falling down some errand pit. Even better is the sometimes train of thought muttering as the game begins to become a chore, such as why your character gets naked.

Eventually, the Kacho makes towards the end of the second stage, which has not one, but two cyclops! Though with the help of the Joycard, they are (relatively) quickly dealt with. Finally, onto stage three, where the last boss is a huge dragon that's as much as a flying nuisance as Red Arremer, so fatigued and annoyed, the Kacho passes the controller to Assistant S. S handles the dragon, and the Kacho takes over for stage four, which not surprisingly isn't any easier, thanks to the reappearance of the Red Arremer.

As for the boss, it's the dragon once again, but since S was the one who handled him last time, the Kacho is totally unprepared, and the inevitable goes down. At this point, the Kacho has been playing for something like nine hours, and it's almost midnight. So the producer decides to hit the pause button and continue at a later date, which again is a first for the series up till now. But the Kacho is also given homework; figure out how to beat the dragon, since it was S who did the dirty work for him.

Day two of the G'N'G challenge, and the Kacho shows up clearly tired. But it's clear that he's done his homework, as he plows through both stages one and two with zero effort. "I've had lots of practice!" boasts Arino. But the dragon once again gets the win, so now it's time to hit the whiteboard to plan out a strategy. And it works! Stage four sees the return of the dragon as the end boss, unsurprisingly, and the stratagem works once more.

It would appear that the Kacho's got this game in the bag, but right on cue, the difficulty level once more flies off the chart, with tiny enemies that fly all over the place, simply overwhelming him. The Kacho's fingers are now starting to hurt. As for the boss this time around? Red Arremer's bigger brother, Satan. Back to the drawing boards! And with that, we're just one step closer to the end...

Stage six is just a boss rush, and is so uneventful (meaning that we've already seen Arino's ass being handed to him plenty of times) that we don't even get any highlights. It's at this point in which one wonders if the Kacho is actually going to accomplish his goal, but another four hours later, its the final showdown against the big boss, Lucifer. And, a grueling 16 hours spread across two days later, along with all the lessons learned along the way, the Kacho and his assistant is treated to the conclusion of this game's story...

... Or not. When they discover that they have to do it all over again to see the game's "true ending", Kacho immediately goes "HELL NO!" Simply because "there is a limit to how much one loves a video game!" Though afterwards, we're greeting with the Kacho addressing us, the television viewer; he knows that people want to know how it really all ends, so he plays for us the actual finale, as reached by his assistant. And unfortunately, it’s rather anticlimactic, but that was the case for lots of games back then, so there's no real need to start complaining about G'NG now.

So yeah, even know the Kacho is less than successful, especially when compared to the previous episode, it's actually more fun to watch him flail and fail, if only because of the familiar territory. Though once again, as awesome as the show is, it'll be all but impossible to sell to Peoria. I personally would like to see it just come out on DVD... there is simply no way in hell that the show will work on network television, without much meddling from network executives.

Plus, on DVD, there might be a far better chance to see the rest of the show, such as the interview segments; I myself am a hardcore Yu Suzuki fanboy, and I hear that he talks about his work on Virtua Racing and Virtua Fighter 1 in this same episode... I would kill to find out more.

Like A Dragon

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I already touched upon one Miike film in the beginning (whose presence is simply a staple of the festival), but he's the dude who helmed the big screen adaptation of Ryū ga Gotoku, better known as Yakuza here in America. And right off the back, how was it?

Now, when I told various colleagues that I was seeing this movie, I got the same reason as I did with Chanbara Beauty: "The movie kinda sucks... You know that, right?" Well, I have no idea what they were watching, because Like A Dragon was hella enjoyable, and LOT better than his other movies that also made its US debut at the fest, Sukiyaki Western Django, which had glowing reviews surrounding it. And not to get off track, since this is a column that's squarely on video game flicks, but watching a bunch of Japanese actors try to speak like cowboys in English got old REAL fast.

But anyway, we're here to talk about Like A Dragon, which again is based upon a video game that deals with the life and time of Japanese gangsters. So right off the back, Miike has some interesting stuff to mess around with. It also doesn't hurt that the original game was penned by Hase Seishu, a noted Japanese author (who also happened to have other novels turned movies by Miike himself).

But unfortunately... I must admit to not being all that familiar with the game; I have played it, but I simply never got that far into things. I honestly cannot tell you if how close it is to the source material or not. So it is up you, our fine readers, to let me know if it's the same or not, and in the case of the later, to also inform the rest of us if this film sounds more interesting or if it totally misses the mark.

Well, to me, it certainly feels as if the movie recreates the game accurately, at least the essence of it. The first thing I noticed was the dude playing the part of the Kiryu looks exactly as he does in the video game...

That's our star, the center of it all. The setting? Downtown Tokyo, on the hottest day of the year. The movie wastes no time bombarding the viewer with a ton of information, including all the major players, and there sure are a lot of them. You have our hero, a gangster who literally just got out of jail for ten years and is trying to figure out the world today, the young orphaned girl whom he becomes the guardian off, the detective that despite his difference in background is old pals with Kiryu, two incompetent bank robbers, a masochistic gun dealer, a Korean hit man, a teenage convenience store clerk and his dopey girlfriend, and crazy one eyed, bat-wielding gangsta that is eager to say hello to his old buddy Kiryu.

Another major complaint I've heard from other critics is that the plot is too dense, with too much stuff going on. Again, I have to disagree. Though I guess I'm about to contradict myself, because I will also admit that I didn't completely understand that was happening before my eyes, so my overview might seem a bit disjointed to those that is intimately familiar with the movie.

All I can say is that I only saw this movie once, in a theater, as opposed to watching something on a DVD where you can hit rewind as many times as one needs to. Plus in a dark movie house, its all but impossible to write plenty of notes.

Though that being said, I still understood what was going on for the most part... it's just the finer details that were lost. But were also ultimately not that important, or at least not integral to the enjoyment of the movie. And in fact, the total chaotic nature of absolutely everything simply accentuated the mood; it's hot out there, and all hell is breaking loose. Things kick off at a bank where two inept bank robbers has everyone on the floor, hands behind their heads as they empty the vault... which is already empty. Which leads to much yelling and screaming between the two.

Practically next door at a tiny little barber shop is a mess of cops and detectives at a steak-out, keeping an eye out on the situation, including Detective Date, who we would discover is the only man on the force who isn't a complete idiot. We also learn that ten billion yen has been stolen from the Tojo Clan, a Yakuza family (which is what's missing from the vault).

Just as the AC dies for both separate parties, we cut to a convenience store where one of the clerks has just gotten off work and is joined by his girlfriend. The girl needs something and wants to go to another store, which is also where we find Kiryu. Also present are some Yakuza thugs that want to act as a welcoming party.

These few errand tough guys prove to be easy pickings, but more show up, and Kiryu has to go into full-blown one-man army mode. At one point, blue flame emanate from his fist, which is basically his "heat mode" from the game, where the player's character becomes super strong.

Caught square in the middle of this conflict are our teenagers from before, and when the girl takes cover behind the cash register, she notices it's open and gets some ideas.

Enter into the picture, Majima the totally batsh-t insane gangster, which is a staple of any Yakuza flick, that one guy that takes things "too far". Dude sports an eye patch, loves assaulting his own men with a golden baseball bat, and is the easily bored type, hence beating up his own dudes for not coming up with any ideas for the rest of the evening. That is until one mentions the missing Tojo money, and how word on the street is that the recently released Kiryu (who Majima knows, of course) is rumored to be behind it. Time to say hello to an old friend!

After that we quickly go back to the teenage couple over a meal, in which the girl reveals to the boy that she took all the cash and how they should totally go on a crime spree, since have lots of money is fun. And they do, by mostly hitting places like beef bowl shops.

Next we stop by the bank, where the two dunderheads are dying from the heat, as are their hostages. There's also a few scenes at a club in which a quiet, and bleeding, guy shows up that the guys running the joint don't know what to do with, but they've been given orders to just let him chill and they allow him to do so. Dude ends up making for them a killer drink as a quiet sign of thank you. Oh, we also find out that the reason Kiryu was at the store was to pick up dog food for the pup that the little girl that Kiryu is apparently looking after has befriended.

Like I said, there's a lot going on! Some of these folks are from the game. Others... I believe not. Or maybe they pop up later on. I certainly remember the bit about the little girl and our hero trying to find her mom. The silent bartender and his M.O. not so much. And one might wonder why there's a need for additional characters since the source material was brimming with colorful folks.

Who knows what goes on in the brain of Takeshi Miike? Remember, this is the dude that gave us Ichii the Killer and Visitor Q (all HIGHLY recommended btw), and as for as his standard fare goes, Like A Dragon is fairly pedestrian.

It should be noted that the movie is an interesting mix of the stuff that he loves to deal with, such as gangsters and over the top violence plus over the top characters, but mixed with traditional Yakuza film sensibilities. The film deals heavily with the dichotomy that crime and chivalry that the Yakuza philosophy embodies... at least on the big screen. The reality is, most folks in the Yakuza are anything but glamorous and dignified, and they almost exclusively pray on the week and easily intimidated.

But back to the movie! We soon join up with Majima and his posse, as they walk the streets in search of Kiryu. Though that doesn't stop them from bashing the heads in of whomever they come across, leading to a big gangland brawl for all in the middle of some small Shinjuku alleyway, highlighted by the sounds of the Crazy Ken Band, a kitsch pop musical act that offers sound support to the visuals.

In the middle of the fight, Majima goes into a DVD shop, goes through a secret back door, and meets up with the weapons dealer in our movie, portrayed by that goofy, fresh-faced fellow that's in like 35% of all movies made in Japan these days (his name is Yoshiyoshi Arakawa, and this year's NYAFF was somewhat in honor of the guy, mainly due to his very first lead role in Fine, Totally Fine, but mostly cuz it's about damn time people began learning his name, and I am to help that cause).

Majima slaps this poor kid around for some info, but only cuz he likes it! Majima also helps himself to some firepower, which quickly ends the fight outside.

We then return to Kiryu, who runs into Detective Date briefly and learns of the current situation, as well as why he's all of a sudden a target. We also discover that Kiryu's former boss, the guy that used to run the criminal underground with some semblance of order has been missing for a while, with someone new filling his role.

Meanwhile, the bank robbers, and their hostages, as well as the cops eyeballing them all continues to sweat as the kids go for a meaty target, this time a fashion boutique, where the guy begins to wonder why his gal Friday is so damn greedy for green all of a sudden.

We then get a nice musical montage of all our major players, going about their own business, not knowing that their paths are about to crisscross in all sorts of ways in just a few. The critics can say what they will, but the build-up is very nice.

At this point, backstory and plot-points are literally shoved down the viewer's throat; Kiryu and the girl end up at that club, which appears to be a safe place for the gangster, where he discovers that the girl's mom might be hanging around the new big boss.

Another discovery is how Kiyru might be a pal of the girl's mother's sister (or something like that... again. so much was being revealed, all at once). We then join up with Date who is part of the clean up crew, investigating the scene that Majima's men created. But once he reveals that something big is going down, the cops run off not wanting to get involved since "it's not their jurisdiction" which in turn gives Kiryu a little bit a breathing room.

Meanwhile, back at the barbershop where all those other cops are at, the guy running that joint goes to the back and runs into the silent bartender from before. Passwords are exchanged, in Korean, and we then find out that mister silent is also deadly... a Korean hit man who is in town because some other top gangster is coming to town, to meet up and maybe join forces with the aforementioned brand new Yakuza top don. Not much is known about this new central bad guy, other than all Koreans vehemently despise him.

Back to Kiryu and his ward at some bar, where he was assuming to find the girl's mom, or some info. The place is trashed, and he then gets a call via cell phone given to him by his buds at the safe heaven club, which features a funny little scene in which our man, due to being incarcerated for ten years, has no idea how to use a mobile, but naturally the little girl knows how to.

As the search continues, Kiryu finally comes face to face with Majima, and it's time to put old scores to rest, as they finally exchange blows. Mid boss battle anyone?

Then it's back to the weapons dealer! You know, in most games, your character is the only person who seems to be keeping whatever virtual shop owner in business, so it's at least interesting to see him make money from other folks. And it's a busy night for him, as not only has the teenagers stopped by (it's mostly the girl's idea, who wants to upgrade from a blade to a gun, to hit bigger and better scores)...

... As well as the Korean hit man. It's here we discover that the weapons guy is also Korean, and basically gives his stuff away to the guy. Again, all Koreans seems to hate this dude coming to town. Anyway, back to the good stuff, the fight between Kiryu and Majima; even when he's getting his ass kicked by Kiryu, he still manages to find the time to slap his men around for being idiots. It's pretty clear at this point who the real star of the movie is. The dude playing Majima (Goro Kishitani) simply steals every scene.

Time to check in with everyone else: now the streets are jam packed with Yakuza all running around, frantically searching for the missing money. The bank robbers decided to order in some fine dining for themselves and the hostages, which they are quite thankful for. Korean hit man has found himself a spot on the roof of some building, reading for his target, which is expected to fly to the top of some building via helicopter.

The teenagers decide to take a breather due to the insane heat, but that's when one gaggle of gangster spots them. The gun dealer from before suspected that they're the one who stole the Tojo Clan's cash, since the girl was carrying around a duffle bag overstuffed with cash, so he passed along the pic he took of them with his cell phone to all the dudes on the streets!

And what a coincidence; one of the men knows the girl, thus somewhat explaining her sudden need for cash. So they run off, but not without taking one of them down... though it was actually the Korean hitman from above offering some assistance. As for the dude she actually knows, they exchange gunfire, and he's dead. But she's hit too, and that's when we discover that they used to be a thing, until he wanted a baby, so I guess she was trying to buy herself out of the situation, or something like that.

Hey, speaking of hurt, what about Majima? He's on route to a hospital via an ambulance, with his loyal men by his side, unwilling to trust the medical assistance that are trying to help him.

Though he's okay in the end, and hijacks the vehicle. As for Kiryu, finally he meets up with the weapons dealer and we find out that the kid's mom is big boss man's lady friend, who is coming to town. For whatever reason, aside from reuniting a family, Kiryu has an old score to settle, the reasons which I'm not too sure of, simply because my head was simply spinning with all the stuff that was going on at the moment. Sorry.

Kiryu and the kid end up at a swanky massage parlor, where the mom might be working at, which turns out to be an ambush; Majima's men are there, fully loaded. But showing some sense of decency, he lets the little girl pass by as to continue searching for her mama, and let the men get down to business. Eventually Kiryu gets his hands on a firearm and the numbers are evened out to just one and one.

Unfortunately Majima soon gets the upper hand, as he first starts hitting him with balls served via his trusty golden bat, and soon just starts wailing on him with it directly. Just as it would seem his number is sadly up, guess who comes to the rescue? It's Detective Date who managed to unearth the missing Yakuza head!

It then becomes crystal clear: Kiryu must take down the dude who holds the key to the missing money, the missing mom, and a bunch of other loose plot points that I'm forgetting about... again, the very first evil bad dude mentioned, the one running the show now, not the second one that's coming to visit that is going to be assassinated by the Korean. Just want to make that clear. Though just a few feet out the door, and Kiryu is shot, stopping him dead in his tracks, and the girl is kidnapped. We also take a break to see the teenage boyfriend carry his dying girl on his back, to a hospital, but not before passing by his place of work and wondering, my God, what has happened to us?!

But fear not... our hero is not dead, just REALLY banged up, and in no condition for a face-to-face battle to the end. But he stumbles out of the sanctuary of some medicine guy's place and makes his way down the street, and is almost knocked down by the extremely low flying chopper that's carrying the final boss to his lair, which also breaks all the glass of every building it passes by. Though Kiryu's jacket is swept away, and we finally get to see his badass tattoo that completely covers his back (like all Japanese gangsters sport), in a shot that is supposed to resemble the box art of the game.

Eventually Kiryu reaches the top of the building, where his target, also sporting a cool tattoo (though not as cool as our main man's) is waiting for him. And the final battle finally goes underway.

Not surprisingly, Kiryu gets throughly trounced. Though just when you think it's over, that's when he decided to use the ultimate power-up!

But what about the dude on his way in the dangerously low flying helicopter? And the Korean guy that wants to kill him? The guy carrying around his dying gf? Those two sweaty bank robbers? Is Majima actually dead? Where's the money? And the girl's mom? Believe it or not, as detail oriented as I've been, there's a lot I haven't touched upon!

In the end, I honestly can't say how Like A Dragon fares as a video game adaptation, since I don't know it front and back. As a video game movie, there's a few "game-y" parts, but not a whole lot. The funny thing is, whereas most movies based on games have to make much of the back-story up since there's not much to work with, the source material had plenty, yet some stuff was used, while others was not, so I unfortunately can't make the call whether the choices made, as well as the deviations, were good or not.

I can see fans of the games getting upset over a less than faithful translation. I already know Miike fans are not in love with this not so wacky Yakuza flick, but not everything can like his Dead or Alive series (no relation to the game series of the same name, btw). So in that sense, this movie is a real bastard child... but one definitely worth looking into.

Thanks btw to Wired for letting me "borrow" their pic of the Kacho!

[Matt Hawkins is a New York-based freelance journalist and Gamasutra contributor. He also designs games, makes comics, and does assorted “other things.” To find out more, check out Fort90.com.]

GameSetNetwork: Are You Looking Lively?

Well, it appears to be midweek already, so it's time to round up some of the best original content posted on GameSetWatch's big sister site Gamasutra and our other subsites so far this week - and there's been some pretty neat stuff, actually.

Particularly recommended - our full-length tech features on responsiveness by Mick West, and on dialogue systems for games, as well as a chat I grabbed yesterday with Google Lively co-creator Mel Guymon, and fine interactions with Microsoft and Ubisoft Montreal staffers, plus the legendary Nolan Bushnell.

Onward and upward:

Programming Responsiveness
"If you can't control your actions in a game, might the game be to blame? In a technical article, Neversoft co-founder Mick West examines the problem of - and solutions for - response lag in game code."

Q&A: Google Announces Lively Online World
"Internet giant Google has announced Google Lively, a browser-based, game engine-using online world which is embedded in major social networks such as Facebook - Gamasutra talks to Google's Mel Guymon about the surprising announcement."

Defining Dialogue Systems
"In an in-depth Gamasutra analysis piece, Ellison looks at the universe and history of player-NPC dialogue in games, analyzing titles from Mass Effect through Facade to The Sims and beyond."

In-Depth: Greenberg Talks The State Of Xbox 360
"Microsoft exec Aaron Greenberg targeted Xbox 360's rivalry with Wii in a much-discussed story last week - the full Gamasutra interview with Greenberg is now available, adding commentary on digital distribution, the Asian markets, and the concept of the all-in-one entertainment console - more within."

Nolan Bushnell: What The Game Industry Misses
"Legendary Atari co-founder Nolan Bushnell is still in the biz, chairing the board of casual in-game ad firm NeoEdge and working on restaurant gaming startup uWink - and Gamasutra quizzes him in-depth on his projects and video games today."

The China Angle: Reaching Into The Heartland Of China
"Why would one of China's largest online games company's invest in a dating site? In Gamasutra's latest China Angle column, Frank Yu looks at Giant Interactive's recent $51 million stake in 51.com, concluding that the move will give the MMO giant greater reach into the country's less populated but significant urban centers."

2008 Austin GDC Audio Track To Include Sony Keynote, fl0w Session
"Organizer and Gamasutra parent company Think Services has announced that the audio track at its Sept. 15-17th Austin GDC will include sessions from fl0w composer Austin Wintory, representatives from Slipgate Ironworks, and a keynote from Sony Audio Manager Jason Page (Coolboarders 2, Gran Turismo)."

[Want to get RSSed-up with all Think Services' game sites? Quick list goes like this: GameSetWatch's RSS (editor.blog), IndieGames' RSS (indie.games), WorldsInMotion's RSS (online.worlds), GamerBytes' RSS (console.downloads), GamesOnDeck's RSS (mobile.games), Gamasutra's RSS (main.site), and GameCareerGuide's RSS (edu.news).]

July 9, 2008

Not Quite Game Time With Mister Raroo: 'Harvest Mew: My Time as a Pokémon Rancher'

- [Adorable regular GSW columnist Mister Raroo has been specially funded by GSW to examine what we're elegantly calling “not quite games” - and he starts things off with a visit to My Pokémon Ranch on the Nintendo Wii. Anyone who has ever awkwardly been harassed by a farm boy for being a “City” should take special note with this piece!]

Not Much of a Farmer

In one way or another, farms have always been a part of my life. My family’s American roots are in the Midwest. My parents were both born and raised in Illinois and my mom’s family owned a farm since the time she was a young girl. It’s important to point out the difference between owning a farm and living and working on a farm. My mom was raised in the suburbs of Rockford, so she’s in no way a farm girl by any stretch of the imagination, but it just so happened that her family happened to own a farm in the nearby rural areas. Today, she and her brother both retain co-ownership of the farm and all things considered it’s been a solid investment for them.

When I was a kid, I didn’t fully grasp the concept of how farms worked. My view of farm life was primarily limited to the cartoons I watched, and since my family relocated from the Midwest to Southern California when I was still an infant, going to visit the family-owned farm wasn’t something I had an easy opportunity to do. To me, farms were places where Foghorn Leghorn stood just out of reach as he teased leashed dogs.

We usually visited my Grandpa’s home in Illinois during summers, but I spent most of my days there playing with amazing vintage toys in his basement, looking for treasures in his attic, and catching fireflies (who somehow managed to open the lid on the jar and escape after I went to sleep... which I discovered years later was my mom letting them free to live out the rest of their little lives). Going to visit the farm wasn’t something that was on the agenda.

One summer, however, when I was in my late elementary school years, we took a trip to the farm and I saw firsthand what life on the farm was like. The family that was living and working on the farm wasn’t performing all the jobs they were supposed to, so my Grandpa, uncle, and cousins had to regularly visit the farm to make sure everything was being handled correctly. Perhaps because of this tension between owners and workers, I wasn’t necessarily greeted in the most hospitable way by the teenage boy who lived on the farm.

- I was told to go outside and play with the boy while the rest of my family sat down and talked business with his parents. I was a shy kid, so I didn’t take well to situations where I had to meet and play with a new person. The boy was a few years older than me and gave me a suspicious look as I grudgingly walked toward him.

I managed to squeak out a “Hi” and he smiled and said, “Hello, City.” From that moment on I was bombarded with the name “City” in every sentence. “Where you from, City? You say you from California, City? What you doin’ all the way out here, City? Your family owns this farm, City? You rich, City? What, you want to play, City? Why would I want to play with you, City?” Needless to say, it was rather awkward.

Thankfully, before any Deliverance reenactments could occur, my family emerged from the back door of the farmhouse and I quickly made my way over to stand between my mom and my uncle. I tried to act calm and nonchalant, but every now and then I’d steal a glace at the farm boy and he’d give a menacing smile. He knew he scared me, all right.

Before we left to head back to the safety of my Grandpa’s suburban house, I was given a tour of the farm. I saw corn and soy beans. I saw cows, pigs, and chickens. And, on the drive back to my Grandpa’s home, I came to the realization that those cute farm animals would one day be someone’s dinner. That made me a little sad.

Still, despite the rather strange experience I’d had that day, I was quite fascinated with what I’d experienced. Though I certainly wasn’t interested in pursuing a career in farming, I couldn’t deny that farms were interesting and important. And, on a quick side note, my family’s farm no longer raises livestock, so at least I know that should I ever visit the farm again some day, I won’t have to guiltily look into the sad eyes of the farm critters.

My Attempts at Digital Farming

I’m a moderate fan of the Harvest Moon games. That is, I’ve played a handful of them and I’ve enjoyed them, but I’m not a serious fanatic. The problem for me is that the Harvest Moon titles just feel like a bunch of work. I suppose that’s the point, but tilling the soil, planting seeds, and watering crops gets old after a little while. Sure, as the games progress you get can some assistance with your chores, but by that point I’m often bored.

I do appreciate the fun rural atmosphere the Harvest Moon universe offers, and the harmless virtual romance involved with wooing and marrying your in-game love interest can be a lot of fun. I always try to chase after the girl who most resembles my wife and pretend she and I somehow exist in that colorful little world. Yet, it begins to dawn on me that it’s silly to chase a virtual version of my wife when I should probably just spend more time with the real thing instead.

- I have also spent a good deal of time on “Uncle Farm” in the Playstation 3 iteration of the Boku no Natsuyasumi (My Summer Holiday) games. In the game, you spend the month of August with your uncle and his family on their farm. Each day more or less grants you free reign to run around the farm grounds and surrounding areas as you please. You can collect butterflies, participate in beetle wrestling matches, go for a swim, catch fish, talk to neighbors, and much more. It’s a very relaxing game and I particularly like playing it before I go to sleep at night.

All in all, games involving farms are usually easy to enjoy. They might not test your reflexes or strain your brain, but they are almost without fail cheery and charming, two qualities that I always enjoy in my games. Real-life farm work is backbreaking and grueling, but virtual farm life is generally sunny and calming. Farm games might represent a niche market, but obviously there is a large enough farming fan base to warrant their continued development.

I am a Pokémon Rancher

The Pokémon games have introduced us to different types of ways to interact with the titular creatures. Trainers capture wild Pokémon and raise their abilities by battling them against other trainers’ Pokémon, with the victors gaining experience and leveling up their skills and moves. Rangers, on the other hand, don’t use Pokémon for battling, but instead employ them to help in do-good activities, such as moving boulders to save people trapped behind or burning fallen trees blocking roadways.

With the release of My Pokémon Ranch, gamers are introduced to a new category of Pokémon caregiver: the Pokémon Rancher. Ranchers don’t ask anything from their Pokémon, but instead give them a safe haven where they can frolic about, simply enjoying the easy life of not having to battle opponents or partake in rescue missions. Rather, the largest stressor Pokémon on ranches have to worry about is being picked up and tossed about by the on-screen hand icon controlled by players.

My Pokémon Ranch is certainly not what I’d consider a game, but instead acts more like an interactive screensaver. Still, it’s oddly captivating and I often find myself having My Pokémon Ranch on in the background as I pick up around the house or get ready for work. My attraction makes sense, though, as I’ve always had a strange fascination with screensavers and can fondly remember spending many Summer afternoons goofing around with After Dark on my family’s old Mac. To this day, images of flying toasters are permanently burned into my brain.

- Like many other Nintendo-published Wii games, My Pokémon Ranch offers Mii compatibility. In a nutshell, players’ Miis, adorably decked out in farming clothing, walk around and mildly interact with the Pokémon on the ranch, often to hilarious results. To spice things up, the game provides a number of “toys” that your Miis and Pokémon can play with. Seeing Miis and Pokémon frantically run from the odorous wrath of the Stinky Ball never fails to make me crack a smile.

My favorite activity, though, has to be snapping photos. My Pokémon Ranch equips Pokémon Ranchers with a camera to capture and share all shenanigans that occur on the ranch. A nice touch is that all photos can be saved to an SD Card in jpeg format. Of course, photos can also be sent between Wii users as well. I often can’t wait to show Missus Raroo the endless number of ridiculous photos I’ve snapped on my ranch.

It would be nice if My Pokémon Ranch offered more substance, such as some slight leveling up of your Pokémon for time spent on the ranch, but the software is essentially Pokémon Box mixed with the Mii Plaza. For me, that’s enough. But for most gamers, it probably isn’t. In fact, my initial impressions led to me imagine that the majority of Pokémaniacs would be very disappointed with the limited options offered by My Pokémon Ranch, though as I soon discovered from my brother-in-law Thomas, that may not be the case.

My Pokémon Ranch: Serious Business!

One of the many neat things about Thomas and his son Mario is that they get the most value out of every game they play, probably more than I do. Thomas is a single father who works as a mechanic and his income doesn’t allow for a great deal of luxury expenses, including video games. However, both Thomas and Mario love games, so he’ll often scrape together what he can to get a new game every now and again.

My wife and I know Thomas has an even tougher time buying new games than we do, so we always try to get him something game-related on holidays and birthdays. It’s not easy to guess the tastes of individual gamers, so this past Father’s Day we just gave him a Wii Points card and decided that way he could buy what he wanted. Thomas used those points to purchase My Pokémon Ranch.

Whenever Thomas and I discuss a game we’ve both been playing, I usually start to feel guilty because I realize he’s played it more than me, and My Pokémon Ranch is no exception. Players can import their Pokémon from Pokémon Diamond/Pearl to “level up” their ranch size and sure enough, the Pokémon population on Thomas’ ranch is leaps and bounds larger than mine—and I have imported just about every Pokémon I’ve ever captured! That means not only has Thomas probably put in more time with Pokémon Ranch than I have, but he’s also dug much deeper into Pokémon Diamond/Pearl than me, too.

- Recently when I was hanging out with Thomas and Mario, Thomas discovered that Mario had transferred many of the Pokémon on their ranch back to Pokémon Diamond, much to Thomas’ dismay. When he asked Mario why he had done this, the tone in his voice sounded like Mario had been caught red handed peeking at his presents before Christmas.

After a long pause, Mario finally managed to give a barely audible “I don’t know.” Thomas scolded him, saying, “If you want our ranch to get bigger, you’ve got to leave the Pokémon there!” Some fathers reprimand their sons for not taking out the trash or getting poor grades in school, but Thomas was laying into Mario for jeopardizing the progress of increasing the size of their Pokémon ranch. It took all my strength to keep from laughing and I couldn’t wait to tell Missus Raroo about the absurdly comic exchange I’d witnessed.

My Pokémon Ranch features a Bulletin Board listing a number of “Wanted” Pokémon and where they can be caught in Pokémon Diamond/Pearl. I’ve neglected this aspect of the game because, frankly, I don’t have the free time or desire to bother with it. Thomas and Mario, on the other hand, have been excitedly trying to capture every single Wanted Pokémon on the list, often racking up hours at a time on their Pokémon Diamond game clock.

Hilariously, Thomas recently confided in me that he’s a little disappointed with the fruits of his labor. When you capture a Wanted Pokémon, you have the option in My Pokémon Ranch to trade it with the ranch’s owner, Hayley, for one of her Pokémon. Thomas angrily vented to me that he’d spent hours catching a few of the more elusive Pokémon and was legitimately offended by what was offered in return. “I don’t need another stupid Pachirisu!”

Planting the Seeds of Fringe Gaming

The shallow but pleasant experience I’ve had thus far with My Pokémon Ranch is most likely representative of how far I’m going to go with it. I don’t foresee myself spending hours tracking down Wanted Pokémon so I can trade them with Hayley, and I probably won’t bother importing many more Pokémon to the ranch simply because that’d require a lot more play time with my copy of Pokémon Pearl—playtime I’d rather spend on other games.

Still, that doesn’t mean I won’t continue to keep enjoying My Pokémon Ranch. Like I said before, it’s a blast to have on as background entertainment as I do other things. Despite not really being much of a proper game, My Pokémon Ranch is a thoroughly harmless but engaging diversion. There’s not really anything to play, per se, but there is a lot to enjoy all the same. Sitting back and relaxing as my Miis and Pokémon happily prance around the screen is a nice way to wind down after a stressful day.

In many ways, I think it’s lovely that there exists a level of diversity in video games so enormous that Nintendo can release a piece of software that is really nothing more than a glorified screensaver. Obviously, many gamers won’t find any appeal with My Pokémon Ranch, but to me it signals the game market is so wide open that almost anything is feasible and marketable. It also means that more experimental and fringe titles will continue to be created and available for those of us who enjoy these types of things.

All the same, I’m not sure who My Pokémon Ranch is supposed to appeal to. Despite the fact that Thomas and Mario are definitely getting their money’s worth from the title, I can’t imagine most gamers would find the software to be worth the $10 asking price. Other than storing Pokémon and watching them walk around and bump into one another, there’s not a heck of a lot going on.

And yet I find it so intoxicating! My Pokémon Ranch isn’t necessarily a title I’d ever recommend, but for gamers like me, it’s charmingly compulsive. And, I must say, it’s refreshing that I have the opportunity to live a virtual farming lifestyle without fear of being called “City.”

BONUS ROUND! Photos from Mister Raroo's Pokémon Ranch

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Here we have a number of the Miis and Pokémon that live on my ranch stopping by to say hello. People in this photo (left to right): Uncle Harvey, Missus Raroo, Mister Raroo, Autumn, Granny, Mario, Isabelle, Yuki, Glenn, and Kazuo. Besides the five Wailords, how many other Pokémon can you see? Can you name them?
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Uh-oh! It looks like Granny got a little too close to the snowman. Don't worry, though, Granny. Before long you'll thaw out and you'll be free to roam about once more. It's fun how My Pokémon Ranch gives you a few different toys each day to play with. I bet that Wailord is glad it missed getting put on ice!
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Silly Isabelle! You don't look too happy! Well, that's what you get for playing around with a toy called the Stinky Ball. What did you expect? All of the Miis and Pokémon sure seem curious about the Stinky Ball whenever it's on the ranch, but unless they're unlucky like Isabelle, they get the heck away before they fall victim to its terrible stench. Go take a bath!
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Teenagers! My niece Autumn--or as we call her, Wubba--seems to have gotten into something that is making her see stars. That'd better not be what I think it is! Just say "no"! Oh well, as with the snowman and Stinky Ball, status changes in Miis and Pokémon are temporary and before long any problem they're experiencing soon goes away. Come on, Wubba, let's keep it clean.
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Well, it's getting pretty late and we should probably get back to doing whatever it is we do here on our Pokémon Ranch. We hope you enjoyed your visit. Feel free to send some photos of your own Pokémon Ranch. See you next time!

[Mister Raroo is a happy husband, proud father, full-time public library employee, and active gamer. He currently lives in El Cajon, CA with his family and many pets. You may reach Mister Raroo at mister.raroo@gmail.com.]

Analysis: Are Infinity Ward And Activision Learning From Blizzard?

[In an in-depth opinion piece, Gamasutra's Chris Remo takes a look at Infinity Ward's 'declaration of independence' within big publisher Activision, asking whether the balance of power has changed enough so that developers like Blizzard and Bungie are also tails wagging the publisher dog.]

A number of observers have hypothesized that the recent, vaguely-announced contract renegotiation between increasingly huge publisher Activision and star developer Infinity Ward may have been catalyzed by last year's surprise regained independence on the part of Bungie Studios.

The move was revealed by Infinity Ward community manager Robert Bowling, who stated that the studio has renegotiated its deal with owner Activision, and will have "complete control" over its next project, a new intellectual property. (In an email, Bowling told Gamasutra the company isn't ready to go into any further detail just yet.)

The Bungie Connection

The Bungie-related speculation is sensible, and almost certainly at least partially accurate, particularly from Infinity Ward's perspective. Like Bungie, Infinity Ward was founded as an independent studio, and was acquired by its publishing partner; both studios retain key leadership; and both reached their incredible retail success after they were acquired.

Both also left their major properties--Halo and Call of Duty--in the hands of their publishers after years of unbroken franchise development, freeing up the studios to get back to what put them on the map in the first place: developing new titles.

Seeing the kind of leverage Bungie leadership was able to wield when negotiating its amiable departure from Microsoft ownership surely inspired Infinity Ward's Jason West, Vince Zampella et al to knock on the doors of Activision brass, revenue sheets in hand.

Breaking The Never-Ending Dev Cycle

But inspiration may also have come from somewhere a little closer to home: Blizzard Entertainment, the fully-owned-but-nigh-untouchable rockstar developer of WarCraft, StarCraft, and Diablo, a subsidiary of soon-to-be Activision partner Vivendi.

Activision has long been praised by Wall Street as one of the best-run publishers in the industry, and much of its success has been built on being able to consistently churn out yearly iterations of its flagship franchises - Tony Hawk's Pro Skater, Spider-Man, and Call of Duty being some of the biggest.

The company must, however, be realizing that this strategy leads to diminishing returns. Tony Hawk and Spider-Man, once both critical and commercial slam-dunks, have become decreasingly relevant in both arenas. (The former was roundly spanked by EA's freshman offering Skate, the product of concerted development innovation.) Guitar Hero, the latest perennial addition to the lineup, is of course picking up the slack.

Despite that latter shot in the arm to the core yearly lineup, Activision must be realizing that those never-ending development cycles are hardly the best way to maintain innovation and quality over time. It has already announced plans to take some time to rethink and reinvigorate Tony Hawk - which no doubt comes as sweet relief to long-time developer Neversoft.

The Blizzard Connection

Blizzard - whose moniker will soon share equal billing with Activision's in the merger's resultant mega-corporation - has long been subject to corporate ownership, but it has never been subject to that kind of pressure, even long before the mind-boggling cash cow of World of Warcraft.

It is likely that Activision has taken notice of what happens when a studio with that kind of track record is given a much broader sense of freedom. And now Infinity Ward joins Blizzard as one of an extremely select few individual development houses that can boast ten million unit sales on a single franchise--even a single title.

We need only look back to earlier this month for an example of what happens when a studio of that stature is able to cultivate that kind of autonomy and identity. A simple series of teaser images on Blizzard's site spawned uncontrollable fervor among gamers (of which I admit to being part), fervor which manifested itself not only into tangible hype for one product that is in the works, Diablo III, but also managed to spur considerable sales for another product that is some eight years old.

How often does that happen in this business? And is there any chance it would be happening if Blizzard had been relegated to assembly line franchise production?

Meanwhile, the studio continues to release its titles whenever it feels like releasing them, to the point that it is now said to be on its third stab at Diablo III--and StarCraft II still doesn't even have a vague release projection.

At this point, Blizzard does not even go out of its way to flaunt its independence; it is simply a matter of course. Observe Blizzard's Paul Sams speaking to Gamasutra after the company's recent game announcement. "I don't think it's something any of us are concerned about trying to do," he answered when asked if the merger with relentlessly-multiplatform Activision would provide any increased incentive to develop for consoles, going so far as to add, "It wouldn't be because of corporate pressure or anything like that."

Fully-Owned And Autonomous

Is it a stretch to compare that nonchalance to the phrasing of Bowling's blog post? Bowling indicated that Infinity Ward "decided to reup on our contract with Activision publishing." While I am not privy to the terms of Infinity Ward's employees' contracts, the studio is certainly a fully-owned subsidiary of Activision, and I suspect whatever bargaining chips its leadership did play were given more value than they would otherwise contractually have held by Call of Duty 4's astonishing success.

Of course, that kind of image benefits both Activision and Infinity Ward. It gives Infinity Ward the benefit of looking autonomous--which, to some degree, it apparently is--and it gives Activision the benefit of looking like a publisher that Infinity Ward chooses to work with, rather than simply being the corporate overlord Infinity Ward must work with.

If this kind of thing becomes a trend (although, to be sure, few developers bring in the kind of sales Bungie, Blizzard, and Infinity Ward do), it could be amplified by the ever more obsessively informed hardcore gaming audience. With the sheer amount of information being pored over night and day by the dedicated audience, awareness of studio names and even individual developers is starting to increase.

Shift In Developer Awareness

In the 80s and early 90s, major publishers were much more upfront with development credits - early Electronic Arts staked its reputation on its creative talent, Activision was a reaction to Atari's policy of not crediting developers, LucasArts printed designers' names on its boxes, the PC arena was driven by arguably overhyped "game gods," and so on.

That trend decreased sharply as the 90s came to a close, but developer awareness seems now to be rising among the hardcore, albeit with a bit more of a focus towards overall studios. And while, to be sure, these days the prized audiences are the mass consumers and casual gamers, there's something to be said for the "tastemaker" phenomenon. No doubt part of Call of Duty 4's success was driven by an awareness that the series' original team had returned, after many gamers surmised that one reason they were less enthralled with COD3 than with COD2 may have been that it lacked that Infinity Ward touch.

Could these developments be indicative of a shift in thinking, or are they merely isolated examples of certain outrageously successful studios claiming appropriate influence? The cynic in me suggests the latter, but in an age when Electronic Arts' CEO freely admits EA stifled and killed once-vibrant studios with its overbearing management tactics, you never know.

GameSetLinks: Bit Blotting The Newtonica