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Thứ Ba, 19 tháng 7, 2011

Microsoft tailors Windows Azure for social game developers

 
Microsoft said today it is tailoring its Windows Azure cloud development platform for social game developers, making it much easier for them to develop, launch, and support online games.
The company will release a new Windows Azure tool kit for social game developers by the end of the week. The announcement shows that Microsoft wants to win over the allegiance of the developers that are making cutting edge social games that live or die based on the quality of interaction between users and cloud-based data centers.
Nate Totten, technical evangelist for the Windows Azure team said in an interview that Microsoft is releasing source code that makes it easy for developers to create games with built-in features such as authentication, gamer achievements, leaderboards, in-app purchases, monetization and other common requirements for social games. The platform is based on the HTML5 format for making cross-platform games.
“You just deploy it and it runs and it scales up as you add millions of users,” Totten (pictured right) said.
Microsoft also released a simple game, Tankster, that illustrates how to use the tools to create a two-dimensional game with a small amount of interaction. The platform is aimed at small developers who don’t have time to deal with a lot of the server-based code that has to support online games such as Facebook titles. Rival platforms includes Amazon’s web services platform, which offloads the server side of the business so developers can concentrate on their game code.
“If you just want to concentrate on the game and don’t want to deal with hosting or rebuilding your game for a lot of formats, then this is for you,” said David Appel (pictured left), director marketing for Azure. “We’ve got a platform that is cost-effective for startups.”
Some companies that have developed games using Azure include Three Melons, which made a soccer game last year for the world cup. That game reached as many as 5 million users a month. The benefit of using HTML5 is that it can be used to make cross-platform games, but its disadvantage is slow performance and an inability to easily use platform-specific features such as a camera in smartphone games.
Coincidentally, Dave Roberts, chief executive of PopCap, said that the promises of writing a game once and running it anywhere haven’t been fulfilled, even in the age of HTML5. But that’s not stopping companies from making that sales pitch to developers, and Microsoft is one of those delivering that pitch.

First Trailer for 'Zen Wars' – New Strategy Game with Online Multiplayer

posted July 19th, 2011 9:00 PM EDT by Jared Nelson in iPad Games, iPhone games, iPod touch games, News, Strategy, Upcoming Games
 
Earlier this year, angrt birth made a nice sized splash on the App Store with Legendary Wars [99¢/Lite/HD], their unique take on castle defense games that featured fantastic art, humor, and gameplay. Now they are teaming up with developer subzero.eu software to publish a new iOS game called Zen Wars.
Zen Wars is an arcade strategy title where you’re tasked with building up a base with both offense and defense in mind. Once finished, you’ll take on incoming attacks during the game’s multi-level campaign. When a battle is finished and you’ve come out on top, you’ll need to quickly repair the damage to your base and add any necessary offensive upgrades before the next attack hits.
It’s this rebuilding aspect in Zen Wars that sounds really interesting to me. Rather than just building up an epic base in preparation for a single battle, you’ll need to think on your toes in order to make the correct preparations for multiple attacks, adding an extra layer of strategy and planning over other similar games. You can see much of this in action, as well as the cool art style, in the following trailer for Zen Wars:
One of the most promising parts of Zen Wars is that beyond its single player campaign, you’ll also be able to engage in up to 3 player online multiplayer over Game Center. This type of gameplay definitely seems well-suited to some online play, and I’ll be interested to see how that turns out in the final version. The developers are hoping to submit Zen Wars in the next couple of days, and are shooting for a release at the end of July or the first week in August. It will be launching for an introductory price of 99¢ with a regular price of $1.99.
We’ll keep our eyes out for Zen Wars and will take a closer look at the game when it hits the App Store in the coming weeks.

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ALT1 Games USA Starting Troy Online Closed Beta

ALT1 Games USA is starting the closed beta test of Troy Online, a free massive multiplayer online roleplaying game(MMORPG) based heavily on the Trojan War mythos. In Troy Online, players pick one of three classes depending on their desired play style and use their character to defeat monsters. As each character grows, he or she will learn the reasons and mysteries surrounding their affiliation (Greece or Troy) and the greater reasons for their existence. As the player gains power, they will learn there is far more to the continent of Autis than what originally meets the eye. The closed beta test will be running from July 15th, 10am PDT to July 19th, 12 AM PT.
  • Troy Online Closed Beta Keys Giveaway Event
    Troy Online
    Troy Online currently supports three classes: the melee damage-doing and meat shield warriors, the long distance hunters, and the glass cannon mages. Players must learn to work together and figure out the strengths and weakness of their class to be successful. Along the way, players will be able to take advantage of features that are still in development. Some additional features include the cash shop where players can purchase additional equipment and abilities for their characters with real money and a socket system for items to improve their weapons. Troy Online is also adding in additional content including three new dungeons for players team up and conquer and five new battlefields for players to battle against one another. The balance of the three classes has also been worked on, as well as more informative and intuitive notifications.
    Troy Online
    ALT1 Games USA is calling all players to sign up for free at their website and download the Troy Online game.  The test will feature game masters keeping a close eye both inside the game, on the game’s official forums, and on social media services.  For a limited time, ALT1 Games will be giving out free currency (2500 ALT1 Coins) to test the technical back-end of the cash shop to two parties: players who registered accounts during the first closed beta or in between the first and second closed beta tests until July 8th 2011, and users who acquire beta keys from a number of websites including MMOsite, MMORPG, and MMOReviews. These two offers cannot be combined. ALT1 Games USA is looking to refine their game balance, latency, and item issues in this test.  For more information, visit the official Troy Online website. 
    Troy Online

  • Live Gamer acquires Brandport and GamerDNA as it moves into games ads


    Live  Gamer, a game e-commerce infrastructure firm, has acquired Brandport and GamerDNA as part of a move into the game advertising business.
    With these acquisitions, Live Gamer will have more ways to help game publishers make money from their online games. Not only will the company enable publishers to take advantage of virtual goods and micro-transaction business models, it will also help them make money from creative advertising inside their games.
    “We want to provide the total revenue solution for our game publishers,” said Andrew Schneider, president of New York-based Live Gamer, in an interview.
    With Brandport (pictured at top), for instance, game publishers can offer virtual goods to gamers who agree to watch video ads. IMVU, a fashion-oriented online world, uses Brandport to let users earn virtual currency. The users can watch up to 10 ads per day in order to earn virtual currency that they can use to pay for goods inside the game.
     
    The acquisition of GamerDNA  (pictured right) will give Live Gamer publishers accesss to a hardcore game advertising network that reaches 49 million gamers a month.
     
    Live Gamer now offers a one-stop shop for game publishers in the online web-based world. Schneider said that game publishers have a bunch of challenges to deal with these days. They have to acquire large numbers of users, since not every user pays for virtual goods in the free-to-play business model. They also have to convince a greater percentage of users to cross from free play to paid play. They must also try to increase the average amount collected from each paying user, and they must try to retain users for a longer period of time.
    By adding the new businesses, Schneider said that Live Gamer will be able to help publishers monetize their users. To date, Live Gamer’s customers have more than 95 million users.
    “We now enable content owners to optimize their entire revenue value chain end-to-end while giving advertisers direct access to Live Gamer’s 95 million users across the globe,” he said.
    GamerDNA is the fifth-largest gamer ad network in the U.S. and Europe, according to comScore. Advertisers include Blizzard, Best Buy, KFC, Ubisoft, Sony Online and Namco. Brandport will be re-branded as Live Gamer Ad Elements.
    Schneider said Brandport will let publishers monetize as many as 40 percent of free-to-play users, compared to only 10 percent for typical monetization.
    Live Gamer has seen 96 percent of users view all daily ads offered to them, resulting in $1 in incremental revenue per viewing user per month. That’s a five-fold increase in total revenue. A dollar per month is a lot of money, considering the average revenue per paying user in a month for a social game is typically around $5 to $7.
    GamerDNA was once a gamer social network, but it pivoted into the gamer ad network business more than a year ago. The company still operates web sites such as 360voice.com, Crispy Gamer, and GamerDNA.com.
    Rivals include WildTangent, GamePro, and IGN. The purchase prices for the companies were not disclosed.

    Hunger Games Motion Poster Online






    Though the team behind The Hunger Games has apparently opted not to make a big splash at Comic-Con (there’s always the chance for a surprise or two), the promotion for the film is not slowing down. The latest element to escape into the wild wide web? A fancy motion poster, which you can see over at Yahoo.

    Yes, Lionsgate seem to like their motion posters, given that there’s been at least two for Conan. And with web technology the way it is, you can actually make them look fairly decent.

    The Games poster makes use of the story’s iconic Mockingjay image and that well-used phase as the tagline.

    Just in case it slipped your mind, The Hunger Games is adapted from Suzanne Collins' book trilogy about a devastated future world where kids and teens are forced to fight to the death in a brutal series of gladiatorial games designed to keep the population in order.

    Jennifer Lawrence stars as Katniss Everdeen, a young woman who agrees to enter the games in the place of her sister and discovers that she’ll need all her wit and cunning to survive. The cast also includes Josh Hutcherson, Woody Harrelson, Liam Hemsworth, Donald Sutherland, Wes Bentley, Elizabeth Banks, Lenny Kravitz and many more.

    Gary Ross is busy directing the movie, which will be out on March 23 next year.

    Game of Thrones Season 2 Cast Grows by a Pair

    July 19, 2011
    Two major roles for Games of Thrones season 2 have been filled just ahead of when the new episodes are scheduled to begin production across the pond. Per Entertainment Weekly, British actor Stephen Dillane is on board to portray Stannis Baratheon, the eldest younger brother of the late King Robert who has his sights set on the Iron Throne. Dillane appeared in HBO's John Adams miniseries as Thomas Jefferson and also had a bit role in Tony Scott's Spy Game.
    The other role cast is for the character of Melisandre, a seductive sorceress who serves as a counsel for Stannis. She will be played by Carice van Houten who you may recognize from Repo Men and Valkyrie with Tom Cruise.
    Melisandre is the role Eva Green probably wish she had a shot at instead of playing a similar character on Starz' ill-fated Camelot.

    Unfortunately season 2 of Games of Thrones is not due to hit the small screen until spring, 2012. It seems so far away.

    10 things PopCap boss hates about casual games

    A week after orchestrating the sale of PopCap Games for up to $1.3 billion, the company's chief executive, Dave Roberts, unloaded on the casual games industry.
    2012378236.jpg
    Roberts was an opening speaker at the Casual Connect industry conference that's running today through Thursday at Benaroya Hall.
    Roberts took the opportunity to let loose a string of rants, urging game companies and developers to take the high road.
    His speech was titled "10 things I hate about casual games." They include:
    1. Gamification. He suggested it's a trend enriching conference organizers trying to get corporate money into their pockets by promising to make anyone an "engagement expert." "Really? Is everything a game?"
    2. Portals. "I am sick to death of portals," he said, specifically the commissions they charge game developers. "How can you charge developers 60 or 70 percent? I've been predicting for years that this would end ... and it continues to mystify me." Even with competition from Apple, Facebook and others, the portal rates haven't come down. Roberts said he makes more money selling a copy of "Bejeweled" at Wal-Mart - with physical stores and greeters - than at Yahoo's portal.
    IMG_1732.JPG
    3. Get rich quick. "More than any other business I've ever worked in it seems to attract people who think it's going to be really easy," he said, noting that "Angry Birds" was something like the 52nd game made by Rovio.
    4. Commoditization. "We have to figure out how to stop making shovelware ... it really cheapens the whole industry." Distributors need to be more selective and developers need to focus on quality, he said.
    5. Money over fun. This was a reference to "evil social games" that trick people, lead to people pressuring friends on social networks and let players pay their way to the top of leaderboards. "Really those games make you feel like a beggar," he said. PopCap is also making social games "but we don't start in the dark underbelly" and the company doesn't "want to ruin the environment for everybody."
    6. Simple games are easy to make. "This notion has been bugging me for years ... making simple products is way more difficult than making complicated products," he said. "Simple is more complicated, simple is elegant, simple is harder."

    7. Attack of the clones. Roberts showed a slide for a mock game called "VilleVille," then lambasted developers who look at the top-selling game charts and then copy the leaders. "Really do you think you can out Farmville Zynga? What's the point." This is "a blight on the industry that drives me crazy."
    8. Stupid venture money. A lot of investors Roberts talked to over the years "look at our business as if it's a manufacturing business" and expect it to be able to speed up production of its widgets. Money from these investors can "disrupt the entire ecosystem" putting in money "that makes it harder for people making great games."
    9. Middleware mania. Roberts called out "snake oil" vendors with tools promising to magically and instantly convert a PC game into a mobile and social title by pressing a single button. It never works, he said. "Usually the stupid venture money funds the stupid middleware companies," he added.
    10. Independent game companies. This was a self reference - PopCap was a standout independent, until last week's sale to EA.
    Roberts also added one thing that he likes about casual games:
    "We sell fun for a living. How awesome is that?"
    He didn't say anything about the awesomeness of the $25 million-plus bonus that he received last week.
    During a question session, Roberts touched on "frothy IPO" prices and said he doesn't envy chief executives running companies such as LinkedIn with high valuations based on expectations of their markets three to five years in the future.
    Zynga's going to have to "grow into" the valuation set by its offering, he said.
    "I don't think you can read into the frothy IPO market as a gauge of how the market will look three or four or five years from now," he said.
    Roberts said he's restricted in what he can say about the sale to Electronic Arts until the deal closes, but mentioned briefly at the end that "we did prety well with the deal with EA and we're excited about it."
    Even though he put up a slide showing EA as the Death Star
    IMG_1740.JPG.

    Deepak Chopra is making a video game about your chakra

    Deepak Chopra wants to accelerate biological evolution through video games.
    Many different kinds of stars have had video games made about them. Sports stars like Tiger Woods, exercise gurus like Jillian Michaels, and even the Black Eyed Peas have all had video games created around who they are and what they do.
    And now Deepak Chopra — controversial spiritualist, alternative-medicine guru and self-help author — is getting in on the video game action too.
    And no, he isn't making a first-person shooter.
    Chopra has joined forces (both metaphysical and real) with THQ to create the game "Leela" — which means "play" in Sanskrit and is due to launch Nov. 8 on the Xbox 360 and Wii. The game will use the Xbox 360 Kinect motion sensor or, in its Wii version, will have players hold a Wii Remote controller as it guides players through meditation exercises.

    According to the Associated Press, which got an advance look at "Leela," it is "less of a game and more of an experience."
    Seven different interactive exercises based on the seven "chakras," the points along the body that Chopra says serve as energy centers, task players with moving their bodies to control graphics onscreen set to a soothing soundtrack. The mini-games increase in difficulty, but "Leela" places no importance on a final score or even finishing the exercises.
    Peter Armstrong, director of product development at THQ, said the company created more than 500 different prototypes in an attempt to properly encompass Chopra's teachings into video game format.
    THQ/Associated Press
    "Leela" is more of an experience than a game. An experience that has your seven chakras in its sights.
    So why would Chopra — author of books such as "Synchrodestiny: Harnessing the Infinite Power of Coincidence to Create Miracles," " The Seven Spiritual Laws of Success: A Practical Guide to the Fulfillment of Your Dreams" and "The Third Jesus: The Christ We Cannot Ignore" — want to make a video game?
    "I personally believe that you can accelerate neural development and biological evolution through video games," Chopra told the Associated Press. "Unfortunately, that's not what we're doing right now. What we're doing is creating addictions to violence, adrenaline and mindlessness, rather than mindfulness. That was my personal motivation to get involved in this medium."
    Soooo, he's making his own video game because all of today's video games are violence-soaked, mindless wastes of time? Hmmm. I'm guessing he hasn't played "Flower," "flOw," "PixelJunk Eden," or any of the many many other games that eschew violence over ... oh never mind. Why do I even bother sometimes?
    advertisement
    If I want to meditate, I'll fire up "Bejeweled 3's" Zen mode. And if I want to accelerate my neural development, I'll dust off "Brain Age," "Professor Layton" or maybe some "Portal 2." If you don't mind, please leave my chakras out of it. Nuff said.
    The Associated Press contributed to this story.
    view all in : free Angry Birds game

    Chủ Nhật, 17 tháng 7, 2011

    Ubisoft buys free online game startup Owlient

    SAN FRANCISCO — Videogame publishing titan Ubisoft announced Tuesday that it is buying a French developer specializing in games played free on the Internet.
    The purchase of Owlient comes as part of a strategy by Ubisoft to follow players onto the Internet, social networks, smartphones, tablet computers and other venues while still serving up blockbuster titles for consoles.
    "We are thrilled to welcome the talented team at Owlient to Ubisoft," said Ubisoft chief executive Yves Guillemot.
    "Over the last five years they have developed an architecture dedicated to delivering and monetizing games as a service, as well as the skills of attracting and retaining online communities," he added.
    The acquisition follows the recent launch of a free-to-play online version of Ubisoft's "Tom Clancy" military action videogames.
    The list of Ubisoft games available for free play on the Internet includes "CSI Crime City" and "Heroes Kingdoms" as well as "Settlers Online," which has reportedly become a hit in Germany.
    Owlient was created five years ago by Olivier Issaly and Vincent Guth, who met at an IT high school in Paris, according to the startup's website.
    Owlient boasts nearly two million monthly users in an array of languages and countries.
    "Joining the Ubisoft team will allow us to accelerate our international business and to expand our expertise and our games to new platforms," said Issaly, Owlient's chief executive.
    "We are proud of what our team has accomplished and confident that joining Ubisoft will allow us to continue that success."
    Financial terms of the deal were not disclosed and the acquisition was expected to close by the middle of next year.

    Commonwealth Games 2014 gratuities published online

    Following chief executive John Scott having to resign from the organising committee for the 2014 Commonwealth Games for accepting ‘a gift’ from a potential supplier, a register of gratuities offered to the organisers has been published online.
    The list shows all declared gifts offered to the organising committee for the Glasgow 2014 Commonwealth Games – although the gift that Scott took is not listed, because it was not declared.  Event organisers say the principle of having the register would be undermined if the offer was included retrospectively.
    Details of 73 approaches made since 2009 by newspapers, hotel chains, professional services firms, sports bodies, IT companies, banks and charities are listed in the register. Most of the offers were for hospitality such as invitations to dinner, events or sports matches, and about half of the offers were accepted.
    The Glasgow 2014 gifts and gratuities policy says an offer must be declined if it is inappropriately lavish or disproportionate, or intended to influence procurement or sponsorship decisions.
    According to the Press Association, the Scottish Rugby Union treated Glasgow 2014 executives and guests to hospitality at four rugby matches, three of which were attended by Mr Scott.  Three approaches by News International Newspapers to a spa day at Stobo Castle and, via The Scottish Sun newspaper, to attend a Miss Scotland tiara ball and a "saints and sinners" evening at Ayr Racecourse were all declined.
    Multiple offers were also made by IT firms Atos Origin and Dog Digital, Event Scotland, Sports Marketing and Management, Hilton Hotels, Glasgow Life, the Daily Record newspaper and G4S Security, according to the register.

    Thứ Năm, 14 tháng 7, 2011

    Review: No Shortage of Addictive New iPad Games

    Everyone is looking for the next "Angry Birds."

     

    Since the avian menaces invaded Apple's iPhone in December 2009, the game and its spinoffs have been downloaded more than 250 million times. Since the iPad debuted last April, "Angry Birds HD" has been at or near the top of its Top Paid Apps chart. The characters have moved on to T-shirts, plush toys and board games, and there's even been talk of a movie or TV show.
    There's no way to duplicate such success, although there are enough critter-flinging rip-offs in the App Store to populate a good-sized zoo. But if any company has a shot, it would be Chillingo, the U.K.-based publisher that picked up "Angry Birds" from Finnish developer Rovio Mobile.
    — "Feed Me Oil" ($1.99 for iPad, 99 cents for iPhone) is Chillingo's latest brain-bender. Like "Angry Birds," it's a "physics puzzler" — to solve each level, you have to work around the somewhat unrealistic physics of the game's universe. In this case, you have a monster that is thirsty for the oil spewing from an inconveniently placed spout. You're given a limited assortment of simple tools, like rotating platforms, fans and magnets, to direct the oil flow into the monster's mouth.
    Your score depends on how many tools you have to use, and since there's never just one correct solution, you'll be tempted to retry levels to find more elegant solutions. Easy to grasp yet increasingly devious, "Feed Me Oil" is slick stuff. Three stars out of four.
    — "Tiny Tower" (NimbleBit, free for iPad and iPhone) is closer in spirit to another phenomenon, the Facebook-based time-killer "FarmVille." Instead of growing crops and breeding livestock, though, you're building an urban skyscraper. As the clock ticks, you earn coins to invest in your tower, adding residential and business floors; you need some of each, since the "bitizens" who work in your stores need apartments to live in.
    You can also earn "Towerbux" by completing simple tasks, like finding a particular bitizen, and you can use Towerbux to speed up construction or inventory restocking. If you want to rush things along, you can spend actual cash to buy Towerbux, but you can erect a perfectly good building without spending real money. Ultimately, "Tiny Tower" is pointless — the only goal is to keep going higher — but it is endearing and addictive. Two-and-a-half stars.
    — "Puzzle Agent 2" ($6.99 for iPad, $4.99 for iPhone) is the latest from Telltale Games, which has built its reputation on the kind of point-and-click adventures that have seen a major revival on the iPad. In this sequel, FBI agent Nelson Tethers returns to Scoggins, Minn., home to an eraser factory, a tribe of forest gnomes and the most eccentric locals east of Twin Peaks. Several of those locals have disappeared, and Nelson has to follow a trail of puzzles to find them.
    The brainteasers in "Puzzle Agent 2" are solid, with a good mix of visual, mathematical and logical challenges. The scratchy line art by Graham Annable fits the quirky nature of the story, and Telltale finally delivers answers to some of the questions left hanging in the original. It's a fascinating four-hour journey that left me craving the next installment. Three stars.

    UPDATE: MTR Gaming Withdraws Bond Offer, But Other Issuers Carry On


    (Updates with broader market context, Warner Music and other pricings.) 
    - MTR Gaming Group withdraws issue, unwilling to pay higher premiums
    - Other companies, raising funds for M&A, continue to tap the market
    - Warner Music Group raises $1.065 billion ahead of its merger
    By Prabha Natarajan 
       Of DOW JONES NEWSWIRES 
     
    MTR Gaming Group Inc. (MNTG), which was planning to sell $500 million in senior notes, has withdrawn its offer from the market because buyers were seeking higher compensation, according to investors familiar with the deal.
    On Thursday, the company removed its listing as it was unhappy with the final terms proposed for its eight-year secured transaction, these people said.
    But on the same day, a handful of other companies either launched or completed selling new issuance, including the sizable $1.065 billion three-part offering from Warner Music Group Corp. (WMG).
    Most of these deals, however, were to pay for mergers and acqusition financing. Warner Music Group's offer came ahead of its merger with Access Industries. MTR, the gaming and casino operator, planned to use proceeds from the sale to repay existing debt and finance addition of video-lottery terminals at its Columbus, Ohio, racetrack. J.P. Morgan was the lead banker on the withdrawn deal.
    Issuance of high-yield bonds had dropped dramatically since mid-June when the sovereign-debt crisis erupted. Since then, continued concern about that crisis, the slack growth of the U.S. economy and the chances of a lower credit rating for the U.S. have worried investors and made them more risk averse.
    In some recent transactions, jittery investors have pushed back to secure better compensation for the risk. So, most companies are sitting it out unless they have a compelling reason to raise debt.
    To be sure, two companies, ExamWorks Group Inc. (EXAM) and GFI Group Inc. (GFIG), on Thursday refinanced existing debt and were able to price at the tighter end of initial guidance.
    Warner Music Group's debt, on the other hand, sold at weak levels though the total size of the issue was upsized by $20 million. The media group priced its $765 million senior notes due October 2018, 11.5% coupon, at 97.763 to yield 12%. The price talk had been in the area of 11.5% to 11.75%. UBS and Credit Suisse were the bankers on the deal.
    Other companies, which are either acquiring or being acquired, also revealed plans to tap the market.
    SRA International Inc. (SRX), the Fairfax, Va.-based technology and consulting services company, has put out guidance on its $400 million, eight-year senior notes offering. The funds raised will be used to back Providence Equity Partners' $1.88 billion offer for the company.
    Ocwen Financial Corp. (OCN), a provider of residential and commercial mortgage loan servicing, is tapping the market with a $575 million senior secured term loan, according to a person familiar with the matter. Proceeds will be used to fund the acquisition of Litton Loan Servicing.
    -By Prabha Natarajan, Dow Jones Newswires; 212-416-2468; prabha.natarajan@dowjones.com
    (Anusha Shrivastava contributed to this report.)

    Gaming breaks out of its bo

    JOANNE HUNT
    ‘Casual’ gaming is a concept alien to many typical gamers – but it’s an important sector
    EVERYBODY’S AT it. Whether it’s tilling virtual fields on FarmVille or incessantly rearranging gems in Bejeweled, the world, and now literally its mother, is gaming.
    It’s no longer the preserve of young males, bombing things in dank rooms for hours on end, breaking only for a pot noodle. No, the new gamer is a far more varied species.
    The appeal of gaming was illustrated this week by the announcement that Electronic Arts, the second-largest US video-game publisher, has agreed to buy PopCap Games for as much as $1.3 billion (€917 million) in cash and stock to extend a drive into online titles played on websites such as Facebook.
    Electronic Arts will pay $650 million in cash and $100 million in stock for the producer of games such as Plants vs Zombies . PopCap’s owners may receive as much as $550 million more in performance-based payments.
    “The audience is very much changed,” says Paul Breslin, general manger of PopCap Games in Dublin of gaming’s growing fan base. “Historically, when you thought about gaming, it was male 14-25 year-olds. Now it’s truly the audience of everyone.”
    PopCap, which employs 75 people here, has developed hit game Bejeweled – a sort of virtual Connect Four, where players compete to match three gems in a row in 60 seconds. It attracts three million players a day.
    While the traditional gaming companies were battling for the thumbs of trigger-happy young males, PopCap charmed a new audience – their mothers.
    “We would look at who played our games and it tended to skew toward older, female gamers,” says Cathy Orr, director of PR of the company’s online origins. “What we heard from a number of them anecdotally and have since conducted research to prove is that they are playing to de-stress or relax,” she says.
    “With Bejeweled , we hear from people that their other hobbies include knitting or crafts, which seems really incongruous [with gaming], but when you think about the repetitive match-three nature of the game, there’s a kind of zoning out that goes hand in hand with that, like knitting,” says Orr.
    In the US, computer games are played in 72 per cent of households, with 42 per cent of them women aged over 18. In courting the fairer gamer, PopCap is clearly on the money.
    The company refers to itself as a developer of “casual” video games, a term that causes many traditional gamers to switch off.
    “It’s a challenging term to be honest,” says Orr. “You’ll hear most people say it refers to the nature of the audience that is playing, so they are casual as opposed to hardcore gamers – people who want to dip and out.” Casual games tend to reflect the player too, says Orr. “So they [the games] are easy to pick up and play with simple controls . . . our games in particular tend to be very colourful and friendly.”
    Favouring primary-coloured palettes and upbeat jingles to the dark landscapes and ominous audio of more traditional games, it’s no wonder that console-toting gamers feel they have little in common with the casual crew.
    But the term casual also refers to the devices on which gamers play, and perhaps it’s PopCap’s platform promiscuity that really differentiates its games from those of more traditional gaming companies.
    “We felt our remit was to very much make gamers out of non-gamers,” says Orr. “They were unlikely to be coming to us so we had to be going to them, and the way to get to them is to have your games on every technology they might encounter. It’s on their Mac, PC, the web, mobile phone and, of course, now it has progressed to things like social networks.”
    In fact it’s more and more the platform, not the game, that tells you who the player is – while Bejeweled Blitz on Facebook has a predominantly older female audience for example, Bejeweled on Xbox or iPhone has a completely different player.
    “Our goal is to get our games everywhere,” says Paul Breslin. “We want to connect your gaming experience across multiple devices so you can be playing on Facebook, leave your office and pick up your iPhone on your way home and continue on with your Bejeweled Blitz experience, and [when] you get home, turn on your computer and play a desktop version of the same game.”
    PopCap sells a copy of Bejeweled every 4.5 seconds, but “micro-transactions” – where those who play on Facebook for free but use Facebook credits to purchase “boosts” such as adding extra game time – are a thriving cash cow. “The cost per boost is very, very minute,” says Breslin, “but we have three million people playing Bejeweled every day, so it only takes a small proportion of those individuals to pay.”
    If arranging gems in a row isn’t your thing, there’s always CityVille and FarmVille , the progeny of Zynga, another US gaming company with offices in Dublin.
    Unknown four years ago, the company is now the world’s largest “social” game developer with more than 250 million monthly players who, like PopCap players, defy the traditional “gamer” stereotype. Originally made popular through Facebook, Zynga is now following PopCap’s lead into mobile gaming.
    In Dublin last month to open the company’s office, Zynga chief operating officer Marcus Segal was coy about the profile of the Zynga gamer. “God, I don’t know . . . I think we make big games that are global and universal.”
    However, he does say that, at a recent fan event for the company’s Café World game, there was a glut of women in their 70s, all with the same story – “My children or my grandchildren are on Facebook so I wanted to be there too, and they got me into the games.”
    Titling itself a “social” gaming company, Segal is keen to emphasise the sense of community he says Zynga’s games create.
    “In early video games, it was really just about a high score. You put your initials up and that was the game,” he says. “In our games the play is much more involved. So in FarmVille , you might need help to raise a barn . . . I visit you and you visit me and we give each other gifts we need to succeed in our games . . .”
    He says grandmothers who play Café World see the game as a means to connect with their grandkids, without being a burden. “They are living their lives and I’m living mine . . . but I don’t mind taking five minutes out of my day to visit their [virtual] café, I spice their dishes and give them these little [virtual] gifts. Then, when we are together on the holidays, our relationship is richer because there is all this context,” notes Segal of his grey gamers.
    Such virtual gifts are the big earner for Zynga, whose free-to-play games earn their keep by flogging virtual goods. With 44 million “farmers” now playing its FarmVille game alone, the company sells virtual animals, tractors and crops for their cyber farmyards. A tractor is 60-80 cents – a lot for a virtual item. “[With Farmville ] I can have the experience of owning a tractor and driving it . . . without any of the headaches. I don’t have to keep it clean, I don’t have to put fuel in it, and yet I can have this experience . . . and it’s really a joy, a great escape,” says Segal – almost convincingly.
    Zynga draws ire from many traditional game developers who say its titles are nothing more than challenge-free time-suckers, but Segal is dismissive of this: “They sound like people that don’t have a whole lot of fun.”
    Filing recently for a $1 billion stock market flotation, Zynga’s having fun all right. And with the news of what Electronic Arts is paying for the PopCap business, it is increasingly clear old divisions are breaking down.
    With their platforms and players mushrooming, “casual” and “social” are no longer just subgenres of gaming. The next step, as any gamer knows, is world domination.

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