Zen Of Design

The design and business of gaming from the perspective of an experienced developer

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NFL Players Have Opinions on Their Madden Stats

Another sign that video games have entered the mainstream: people in Pittsburgh are upset that Madden ‘06 gives Ben Roethlisburger mediocre stats – and this made the news.

Incidentally, Roethlisburger has his own critique of the game, which isn’t related at all to his stats.

“I think a lot of guys don’t like it as much because [the new vision cone system] makes it much harder. I know they’re trying to make it more realistic and stuff, but it makes it harder, and I don’t know if it’s as fun,” he said.

Yo, back off, dude. You don’t see me out there trying to do YOUR job.

Parents Let Their Kids Play M-Rated Games

In the other thread, Josh asks a study explaining why parents do the stupid things they do. Ask and you shall recieve. From an article not quite a month old…

A study commissioned by the UK games industry found that parents let children play games for adults, even though they knew they were 18-rated.

“Parents perceive age ratings as a guide but not as a definite prohibition,” said Jurgen Freund, Modulum chief executive. “Some may have not liked the content but they did not prohibit the game.”

The research showed that parents were more concerned about children spending too many hours playing games, rather than about what type of title they were playing.

Long story short: if parents are aware of the rating system and what ‘M’ means but still buys the game, at what point can all of the blame cease to be placed at the industry’s footsteps?

The original comments thread is here.

More on Game Violence Studies

On re-reading my comments from last Friday about the AC2 study, I realize that my poor, unfocused diatribe levelled pointed fingers in a direction I was completely not intending to. I blame the fact that my brain was in ‘Late Friday Mode’.

The study actually accomplished what it was trying to do, judging from the title of the study (“Internet Fantasy Violence: A Test of Aggression in an Online Game.”) To some degree, it clears my chosen genre of work (MMOs) from the charges levelled at the GTA’s of the industry. As an aside, it also is useful in that it successfully points out that simply having blinking images of very mild violence on a computer screen isn’t going to turn your kids into zombies. While obvious to some, this is still a useful data point to have, and highlights the importance of content, interactivity, and tone to the debate. Continue reading

Parks and Casinos

I generally haven’t been watching the blog because work’s been keeping me busy – Wolfpack’s preparing a dog and pony show of our new project for the Ubi brass. Also, when I’ve had time to poke my head out to look for my shadow, I’ve been too busy casting stones in this Terranova thread, which covers design of social spaces vs enforcement of them. A poster there insists that designers worry too much about enforcement, and not enough about designing compelling social spaces. Nonsense, I retorted. Central Park was considered a deathtrap until they stepped up enforcement, and now it’s one of the safest urban parks in the world. Somewhere along the way, Scott brought the snark.

Ironically, the Austin Game Conference has accepted my lecture proposal regarding what MMOs can learn about Casino design, and how more designers should take lessons from other fields when designing social spaces. It’s a lecture idea, I might add, I’ve been letting stew in my head for more than a year. I would have posted it as an article here but then none of you would have been able to get a response past Spam Karma. =)

We’ll Always Have Spore

Scott Miller is going on again about the importance of owning your Intellectual Property. A key snippet

If you look at the top 40 console games (lifetime sales) since 1995, 31 of them, or 77 percent, are original brands (including sequels within these brands). That leaves just nine out of 40 as licensed game brands. That’s near total dominance in favor of original IP. Some of these top selling brands include: GTA, Mario, Zelda, Pokemon, Halo, Crash Bandicoot, Tekken, Final Fantasy, Metal Gear Solid and Driver…

So, if original brands control nearly 80% percent of the chart every year, why aren’t we seeing a LOT more original games in development? It’s clear that the real gold mine in our industry is with original IP (and their sequels and spin-offs). Publishers would be so much better off in the long-run by creating original IP versus licensed games. Owning an arm’s length list of home grown IP should be the goal of every publisher, because it gives them ultimate control of their own destiny and revenues.

Yet we have a large publisher like THQ being out-IP’ed by a little game studio like Id Software, who’ve created three blockbuster IPs, Wolfenstein, Doom, and Quake.

Continue reading

Your Monday Morning Hot Coffee

J of Damned Vulpine was at the Hot Coffee panel I did last week, and wrote up a very thorough summary. The debate continues onward on the Austin Game Developers boards.

In other news, Jack Thompson has tried to get the people who run Game Revolution arrested, because someone who works on one of their affiliate sites made this AIM icon. This, combined with the VGCats exchange from last week, pretty much confirms that Jack is about three Doritos short of a salsa bowl.

In-Game Advertisements

In-game advertisements, courtesy of Massive Incorporated, have begun showing up in Planetside. SOE’s small Tribes-like cult favorite isn’t the first MMO to drink the Kool-Aid, but the previous game that did so, Anarchy Online, preceded the move with an option to play certain parts of the game for free. As of yet, no such price decrease has occurred in Planetside. A quote from SOE:

Louis Figueroa, Director, Business Development, Sony Online Entertainment, commenting: “Realizing another revenue stream in PlanetSide will ultimately be good for the entire PlanetSide community. The additional income will allow us to support the game with continued development and new features that the community has been asking for. Working with Massive’s network helps make this possible.”

Continue reading

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