Nintendo Reveals Wii Pay-For-Online Play, WiiWare Compression

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by [name redacted]

In a curiously confidential session, Nintendo Network Administration Group Group Manager Takashi Aoyama spoke at length on the thought process behind the Wii’s online offerings.

Amongst his anecdotes were a story of how WiiConnect24 came out of early dial-up concerns, during planning stages around 2000 for a GameCube network. (Maybe if users could download content overnight, that would alleviate some of the cost and delay — except, wait! This is dialup!)

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Emotiv Knows What You’re Thinking

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by [name redacted]

The svelte Emotiv headset uses an array of sixteen EEG sensors to detect electrical impulses in the scalp. These signals are then interpreted by a suite of tools, each with its own range of applications.

The “Expressiv” application identifies and interprets facial expressions; one of Wixson’s associates demonstrated winking, blinking, and an unnerving grin, each of which was replicated on a rough facial model. Another application, called “Affectiv”, recognizes emotional states.

The most substantial and interesting application is the most active one, “Cognitiv”, which “classifies conscious active intent”. That is to say, it interprets what the wearer wants to do, allowing a player to execute specific commands and actions through thought alone.

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The Media Myth Of The Casual Gamer

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by [name redacted]

Gabe Zichermann of rmbr.com spoke with ebullience and verve of the chutzpah that has to some extent defined the casual game industry since Bejeweled sprung from the void in 2001. Zichermann implied that, on a level, the whole idea of a casual gamer is more of a “media meme” than anything real. He attributes the myth of casual game market to a mixture of somewhat mundane factors.

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Filling the Void Between Casual And Mainstream Games

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by [name redacted]

Last Day of Work’s Arthur K Humphrey spoke extensively, if rapidly, of what he sees as the false and destructive conceptual divide between casual and mainstream games. Casual games are supposed to be accessible, and mainstream games are supposed to be deep. Games that are deep yet accessible are thrust into one or the other camp largely on the basis of their presentation.

Humphrey’s solution, in part: “in-between” games. His definition is “a game that takes the depth and qualities of a core game and brings it into a place where casual gamers can appreciate it.”

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Baer, Alcorn Talk ‘Brown Box’ Beginnings, Industry Birth

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by [name redacted]

Baer started off by leaping back to the late ‘30s, the time before “electronics” was a noun. Back then, it was all about radio. Radio enthusiasts were radio hobbyists, and radios were simpler to build than a model Gundam. They were also a cultural phenomenon. Baer showed off an advertisement that read “Big Money in Radio – become a Radio Serviceman!” “Hey,” the young Baer realized. “I think this could be me.” So he spent the next few years dangling off roofs, installing wires through people’s windows.

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GameLab’s Zimmerman Says Casual Games are Dead (Sort Of)

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by [name redacted]

You can’t make money making casual games, Zimmerman said. It’s a broken business model for developers, with low royalties, a ton of middlemen, a high turnover of software, a hugely saturated market, and ever-increasing production values, therefore production cost. Finally, now that the casual industry is no longer just a little club in a back room, the “big boys” like EA have shouldered their way in, driving independent developers ever more to the periphery.

On the creative end, “Casual games began with a promise.” They were meant to be a meritocracy, Zimmerman said; smaller in scope, and therefore more conducive to experimentation than big-budget mainstream games. Instead, the field has “almost become a parody of itself… The degree of shameless clones seems, to my eye, to be more prevalent than other sectors of the game industry… I’m not seeing that innovation is rewarded.”

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The Changing Face of Casual Games

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by [name redacted]

The prime message for the Casual Games Summit this year is that the casual game market is expanding so much, trickling over into so many demographics, that the old, rather lazy ways of thinking about the format and its audience have begun to stifle the potential of casual games, and turn them into a bit of a mockery of themselves.

The target audience, declared Microsoft Casual Games’ Chris Early, is no longer the stereotypical soccer mom. “Everyone’s playing casual games now, and they’re playing them in places we never thought they’d play them before.” Everyone who works with a computer is now either a customer or a customer in the making. So the big new question is, “who are you going to design your game for?”

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The News Game: Using Neverwinter Nights To Teach Journalism

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by [name redacted]

Back in 2001, Nora Paul of the University of Minnesota started to think about tossing together journalists with game designers and theorists to discuss ways in which the medium’s give-and-take trial-and-error self-motivated approach to learning could be academically applied to the process of news-gathering. The timing was unfortunate, however, coming just after the dot-com implosion.

A few years later she pulled together a more academic discussion group on the matter, yet quickly became frustrated with the substitution of chin-stroking for practical application of any of their ideas. Whenever she suggested developing an actual teaching tool, everyone backed away, afraid how it would reflect on his tenure to be actively involved with anything using the word “game”.

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Video Games To Build And Retain A TV Audience

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by [name redacted]

In describing his recent game based on Discovery Channel Canada’s Race to Mars TV serial, Virtual Heroes‘ Randy Brown admitted that people often question how his project was a “serious game”. As an audience member asked toward the end of the session, what makes a community-fostering game more serious than a traditional licensed game? The general answer is that whereas, say, EA’s Lord of the Rings games are just designed to entertain, the games in this session are meant to further understanding of and enthusiasm for the associated subject, through providing the audience a realistic or “synergistic” experience – a slower, quieter exploration of the concepts at hand than would be feasible in a dramatic context.

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Sawyer, Smith On Serious Gaming For Life

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by [name redacted]

As a specific concept, serious games have been drifting around the design sphere since at least the turn of the millennium. Yet for all the hype, and all of the yearly GDC conferences on the subject, the theory has had some trouble gaining traction as more than an academic or industrial curiosity.

According to Ben Sawyer of Digitalmill and Peter Smith of the University of Central Florida, some of the problem in the serious games movement is a general haziness as to exactly what serious games are, and are for.

Sawyer and Smith observe that the traditional view of serious games is vague exactly because of its specificity. “Often when we see people talk about serious games, we see them talking about them in a sort of narrow way,” Peter Smith mused.

Yet, at the same time, “Everyone has their own name for what serious games should be called. When they’re using these terms, they’re still talking about serious games… It’s not that these words are wrong. It’s just, they’re trying to categorize things. And there’s nothing categorical about any of these names.”

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The New Generation – Part Two: Masterminds

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by [name redacted]

Originally published by Next Generation.

Something is happening to game design. It’s been creeping up for a decade, yet only now is it striding into the mainstream, riding on the coattails of new infrastructure, emboldened by the rhetoric of the trendy. A new generation of design has begun to emerge – a generation raised on the language of videogames, eager to use that fluency to describe what previously could not be described.

First, though, it must build up its vocabulary. To build it, this generation looks to the past – to the fundamental ideas that make up the current architecture of videogames – and deconstructs it for its raw theoretical materials, such that it may be recontextualized: rebuilt better, stronger, more elegantly, more deliberately.

In the earlier part of this series, we discussed several games that exemplify this approach; we then tossed around a few more that give it a healthy nod. Some boil down and refocus a well-known design (Pac-Man CE, New Super Mario Bros.); some put a new perspective on genre (Ikaruga, Braid); some just want to break down game design itself (Rez, Dead Rising). In this chapter, we will highlight a few of the key voices guiding the change. Some are more persuasive than others. Some have been been making their point for longer. All are on the cusp of redefining what a videogame can be.

The New Generation – Part One: Design

  • Reading time:15 mins read

by [name redacted]

Originally published by Next Generation.

An idea is healthy only so long as people question it. All too often, what an idea seems to communicate – especially years and iterations down the line – was not its original intention. Context shifts; nuance is lost. To hear adherents espouse an idea, measureless years and Spackle later, is to understand less about the idea itself than about the people who profess it, and the cultural context in which they do so.

In 1985, an obscure Japanese illustrator slotted together a bunch of ideas that made sense to him that morning, and inadvertently steered the whole videogame industry out of the darkest pit in its history. Since that man’s ideas also seemed to solve everyone else’s problems, they became lasting, universal truths that it was eventually ridiculous – even heresy – to question.

So for twenty years, skilled artisans kept building on this foundation, not really curious what it meant; that it worked was enough. They were simply exercising their proven craft, in a successful industry. Result: even as technology allowed those designers to express more and more complex ideas, those ideas became no more eloquent. The resulting videogames became more and more entrenched in their gestures, and eventually spoke to few aside from the faithful – and not even them so well. Nobody new was playing, and the existing audience was finding better uses for its time. A term was coined: “gamer drift”.

The Wii that Wasn’t

  • Reading time:6 mins read

by [name redacted]

Originally published by Next Generation.

Market analysts call the Wii a return to form after the relative flop of the GameCube. Design analysts call it a potential return to form after the relative rut of the previous fifteen years. Whatever the spin, when people look at Nintendo’s recent misadventures, generally the Gamecube sits right on top, doe-eyed and chirping. Its failure to do more than turn a profit has made its dissection an industry-wide pastime. Everything comes under the microscope, from its dainty size and handle to its purpleness to the storage capacity of its mini-DVDs. The controller, though, has perplexed all from the start.

Touch Generations

  • Reading time:13 mins read

by [name redacted]

Originally published by Next Generation, under the title “FEATURE: A Short History of Touch”.

A few years ago, Nintendo launched the DS with a vaguely unsettling catch phrase: “Touching is Good”. Their PR team sent disembodied plastic hands to everyone on their mailing list, in the process creeping out Penny Arcade. As creepy and forward as the campaign was, it had a point. Touching historically has been good, for the game industry.

On a whole, videogames are an awfully lonely set of affairs. They paint an alluring well, then give the player rocks to throw, to see what ripples. From Spacewar! to Pong, you’re always shooting or batting or throwing some kind of projectile, to prod the environment. Even in some of the most exploration-heavy games, like Metroid, the only way to progress is to shoot every surface in sight, with multiple weapons. Little wonder art games like Rez are based on the shooter template: it’s about as basic a videogame as you can get. See things, shoot things, you win. If things touch you, you lose. Except for food or possessions, generally you can only touch by proxy; toss coins into the well; ping things, to see how they respond. To see if they break.

The Crowbar and the Trigger Finger

  • Reading time:10 mins read

by [name redacted]

A somewhat edited version of this was published by Game Career Guide, under the title “Phantom Fingers“; here is the article in full.

We make communication so darned difficult. We create languages, manners, rules, syntax, subtext, irony… We learn to love the language and its artifice – and the more we cherish our tools, the more signal that gets lost in transmission. Soon we get so caught up in what we’re saying that we no longer have any anchor in our surroundings, the foundations give way, and all our facades collapse around us.