Daily Archive: August 11, 2011

Aug 11

Investors Believe Nintendo Should be Developing for Smartphones

Nintendo titles on iOS and Android devices? It might not be such a terrible idea — and investors certainly seem to agree.

Investors Believe Nintendo Should be Developing for Smartphones

Third-party emulators show that many of Nintendo’s past titles work great on the small screen of the smartphone. Why doesn’t Nintendo embrace this?

At present, iOS and Android are home to some great games, but outside of Angry Birds, there are relatively few titles which can be described as truly iconic to the same degree as Nintendo’s titles. Despite this, though, players are shunning Nintendo’s latest handheld in favor of Apple’s devices for their portable entertainment needs — and investors have noticed.

Poor performance of the Nintendo 3DS following its launch — caused largely by a lack of quality games and the continuing growth of the smartphone app market — has led the company to slash prices for the system by $80 in the U.S. less than six months after the product’s debut. This is the earliest Nintendo has ever had to make such a substantial price cut so early in a product’s lifespan.

Nintendo president Satoru Iwata has said that he will only make titles for Nintendo’s own products for as long as he is in charge, but investors believe that it is foolish for Nintendo to continue on this course.

“Smartphones are the new battlefield for the gaming industry,” Masamitsu Ohki, fund manager at Tokyo-based Stats Investment Management Co., told Bloomberg. “Nintendo should either buy its way into this platform or develop something totally new.” Ohki’s words were backed up when recent rumors that Pokémon Co. were developing a game for iPhone and Android caused Nintendo shares to leap in value by the highest amount in four months. When Nintendo denied that this was an indication it was going to branch out into non-proprietary platforms, the share price dropped back down again.

The biggest threat to Nintendo’s livelihood in the handheld market is the changing perception of what a handheld game truly is and what it’s worth. You only have to look at reactions to the price of the iOS version of Final Fantasy Tactics to see how people’s view of handheld pricing has changed. Anything over $10 — even for a 40+ hour game — is seen as “expensive” in the age of the smartphone, making Nintendo’s new releases at $40 seem all the more unreasonable — particularly when several of them are simply remakes of N64 titles.

Is it time for Nintendo to go the way of Sega in the handheld market, then, and concentrate on bringing its iconic franchises to the widest possible audience?

Aug 11

Braid Creator Believes XBLA is ‘A Pain in the Ass’ for Indie Devs

Outspoken developer Jonathan Blow has expressed his dissatisfaction with Microsoft’s treatment of developers hoping to bring their titles to XBLA, but notes his assumptions are based on potentially outdated experiences.

Braid Creator Believes XBLA is 'A Pain in the Ass' for Indie Devs

Speaking with Gamasutra Braid and The Witness developer Jonathan Blow denounced Xbox Live Arcade as being a “pain in the ass” for indie developers.

“The thing that [Microsoft] don’t understand — between that and the [certification] stuff that they do — they just kind of make themselves a pain in the ass,” he said. “For a big game, for a triple-A game that costs 60 bucks and has a giant budget and all these people working on it, the amount extra that that pain in the ass adds is not that much. But if you make an XBLA game, the amount of bulls**t that adds is gigantic. It can take a third to a half of the effort required to build your game, in some cases, and I don’t think that they understand that they’re competing very heavily with Steam and iOS for developer mindshare.”

Blow notes that it’s possible for a developer to get its game on Steam without too much trouble, but that “the XBLA business people d*ck me around and give me a**hole contracts that I need to spend three months negotiating back to somewhere reasonable” making him question whether the whole process is really worth it or not. He points to the success of titles such as Terraria and Minecraft casting doubt on the sometimes-stated assertion that XBLA has a bigger audience than the PC in general, and specifically Steam, for certain types of games.

He did note, however, that his understanding of the situation was based on the last time he spoke to Microsoft regarding publishing — 2009, and that times might have changed since then.

“To have Microsoft as your publisher varies a lot from year to year because they change policies to do whatever they think is best, to steer the service,” he admitted. “They have personnel changes and all that. So who knows what’s happening?”

Blow’s new game The Witness, which we previewed here, hasn’t had its distribution arrangements finalized as yet. It will be launched on “at least PC and one console, others later,” according to Blow.

Aug 11

Hey, That’s My Fish! The Moral Problems of Mobile Development

Independent developer Vlambeer recently had the rug pulled out from under it when rival publisher Gamenauts released a game almost identical to their own. We speak to Rami Ismail from the developer about the moral issues surrounding indie development.

If you haven’t yet played Radical Fishing, stop what you’re doing and correct that situation right now.

Done that? Good. Then you know that despite its MS Paint visuals (which are oddly charming), it’s an excellently fun game from Super Crate Box developer Vlambeer, a two-man Dutch team made up of Rami Ismail, who handles business and development; and Jan Willem Nijman, who’s in charge of game design. The pair have been planning an iOS sequel to the game featuring upgraded visuals for some time now, but they were forced to announce the game earlier than they intended. The reason? This:

You’ll probably notice the somewhat striking similarities between Ninja Fishing and Vlambeer’s own Radical Fishing. The difference is that Ninja Fishing is already available on the App Store and, according to publisher Gamenauts’ Twitter account, already climbing the charts in Top Paid Apps. Vlambeer, conversely, are still working on their iOS version of the game and both they and the community were somewhat put out to see Gamenauts jumping the gun somewhat.

We caught up with Rami Ismail from Vlambeer to find out his thoughts on the matter.

Hey, That's My Fish! Vlambeer on the IP Problem

Vlambeer’s Ridiculous Fishing upgrades the primitive visuals of the original game with an attractive, angular design.

“Gamenauts admitted they were ‘inspired’ by Radical Fishing both on the Internet and in our negotiations,” said Ismail when questioned regarding the (admittedly unlikely) possibility of Gamenauts coming up with the idea independently and coincidentally. “If you want something outside of that, besides being inspired in terms of gameplay, Ninja Fishing pretty much uses identical upgrades to Radical Fishing.”

Gamenauts claimed that they had offered to put Vlambeer in the game’s credits prior to launch, but that Vlambeer had declined. They refused to go into further details. Ismail explained to us what happened:

“When the first wave of public tweets about the issues reached us, Gamenauts contacted us telling us they had always planned on crediting us and apologizing for not contacting us before,” he said. “We proposed to them that they would delay their game until our own iOS version of Radical Fishing launched, so we could launch simultaneously. They offered us credits and a revenue share, but we really didn’t want those: all we wanted was for both games to launch side-by-side and let the games speak for themselves. We don’t like taking money, we don’t like lawyering up. We want to make games.”

This isn’t the first time this debate has been raised: the meteoric rise to popularity of Rovio’s Angry Birds caused a number of people to point out that, in fact, Crush the Castle had already done it all before. Despite all this, Vlambeer isn’t planning any legal action to protect their intellectual property.

Hey, That's My Fish! Vlambeer on the IP Problem

The question of originality in iOS and web gaming is, sadly, not a new one.

“We want to earn money through our games, not through legal action,” Ismail said. “We don’t think the legal or financial aspects are the main problems here, it’s the morals: if you base something on another product so much, you should at least send an email up front to see if you’re not interfering with the original creators’ plans. We think creators should be original and creative. The problem with clones isn’t that developers should defend better, as defending IP — especially games — is a grey area and to be honest, we’re thankful for that. We don’t want the sort of patent wars that are plaguing the mobile phone hardware market to appear in our industry.”

This sort of situation is exactly why mainstream commercial publishers and their PR teams keep information surrounding new products on such a tight leash — it’s to carefully control the information flowing out to not only the public, but to competitors too. Did Ismail see the iOS and web game development industries moving in that direction?

“We don’t think that’s a desirable future for any industry,” he said. “We’re not going in that direction ourselves. We just want to make the best games we want and share those with the world. An [Edge] article wrote that ‘when you have no originality in your games, you can have no history, and you can have no personal quirks. You’ll end up with customers, perhaps, but not genuine fans — and games built around the concept of customers along are often pretty miserable.’ The last few days have been encouraging, with so many people speaking up without us ever asking for it. We’re just really proud and glad to have fans instead of customers.”

Vlambeer is currently working on Radical Fishing sequel Ridiculous Fishing for iOS alongside the promotional Serious Sam spinoff Serious Sam: The Random Encounter, due to arrive later this summer.

UPDATE: We contacted Gamenauts for comment on the matter, and this was their response:

“First of all, Gamenauts wanted to clarify that they made sure the mechanics in Ninja Fishing are not identical to Radical Fishing contrary to popular belief. Vlambeer’s original involved fishing for fish and then shooting them with bullets. Gamenauts made sure to change that, creating hazards underwater like mines when the player gets deeper into the water as well as dynamite flying up in the air with the fish, adding an extra challenge. They also made sure to change the shooting mechanics to slashing mechanics — with a katana — to keep with the ninja backstory that they also created.

Gamenauts also wants to clarify that they were unaware Vlambeer was planning on releasing an iOS version of Radical Fishing (Ridiculous Fishing) upon announcing Ninja Fishing. That is why they did not contact Vlambeer earlier, as Vlambeer did not announce Ridiculous Fishing until after the fact.”

Aug 11

Hey, That’s My Fish! Vlambeer on the IP Problem

Independent developer Vlambeer recently had the rug pulled out from under it when rival publisher Gamenauts released a game almost identical to their own. We speak to Rami Ismail from the developer about the moral issues surrounding indie development.

If you haven’t yet played Radical Fishing, stop what you’re doing and correct that situation right now.

Done that? Good. Then you know that despite its MS Paint visuals (which are oddly charming), it’s an excellently fun game from Super Crate Box developer Vlambeer, a two-man Dutch team made up of Rami Ismail, who handles business and development; and Jan Willem Nijman, who’s in charge of game design. The pair have been planning an iOS sequel to the game featuring upgraded visuals for some time now, but they were forced to announce the game earlier than they intended. The reason? This:

You’ll probably notice the somewhat striking similarities between Ninja Fishing and Vlambeer’s own Radical Fishing. The difference is that Ninja Fishing is already available on the App Store and, according to publisher Gamenauts’ Twitter account, already climbing the charts in Top Paid Apps. Vlambeer, conversely, are still working on their iOS version of the game and both they and the community were somewhat put out to see Gamenauts jumping the gun somewhat.

We caught up with Rami Ismail from Vlambeer to find out his thoughts on the matter.

Hey, That's My Fish! Vlambeer on the IP Problem

Vlambeer’s Ridiculous Fishing upgrades the primitive visuals of the original game with an attractive, angular design.

“Gamenauts admitted they were ‘inspired’ by Radical Fishing both on the Internet and in our negotiations,” said Ismail when questioned regarding the (admittedly unlikely) possibility of Gamenauts coming up with the idea independently and coincidentally. “If you want something outside of that, besides being inspired in terms of gameplay, Ninja Fishing pretty much uses identical upgrades to Radical Fishing.”

Gamenauts claimed that they had offered to put Vlambeer in the game’s credits prior to launch, but that Vlambeer had declined. They refused to go into further details. Ismail explained to us what happened:

“When the first wave of public tweets about the issues reached us, Gamenauts contacted us telling us they had always planned on crediting us and apologizing for not contacting us before,” he said. “We proposed to them that they would delay their game until our own iOS version of Radical Fishing launched, so we could launch simultaneously. They offered us credits and a revenue share, but we really didn’t want those: all we wanted was for both games to launch side-by-side and let the games speak for themselves. We don’t like taking money, we don’t like lawyering up. We want to make games.”

This isn’t the first time this debate has been raised: the meteoric rise to popularity of Rovio’s Angry Birds caused a number of people to point out that, in fact, Crush the Castle had already done it all before. Despite all this, Vlambeer isn’t planning any legal action to protect their intellectual property.

Hey, That's My Fish! Vlambeer on the IP Problem

The question of originality in iOS and web gaming is, sadly, not a new one.

“We want to earn money through our games, not through legal action,” Ismail said. “We don’t think the legal or financial aspects are the main problems here, it’s the morals: if you base something on another product so much, you should at least send an email up front to see if you’re not interfering with the original creators’ plans. We think creators should be original and creative. The problem with clones isn’t that developers should defend better, as defending IP — especially games — is a grey area and to be honest, we’re thankful for that. We don’t want the sort of patent wars that are plaguing the mobile phone hardware market to appear in our industry.”

This sort of situation is exactly why mainstream commercial publishers and their PR teams keep information surrounding new products on such a tight leash — it’s to carefully control the information flowing out to not only the public, but to competitors too. Did Ismail see the iOS and web game development industries moving in that direction?

“We don’t think that’s a desirable future for any industry,” he said. “We’re not going in that direction ourselves. We just want to make the best games we want and share those with the world. An [Edge] article wrote that ‘when you have no originality in your games, you can have no history, and you can have no personal quirks. You’ll end up with customers, perhaps, but not genuine fans — and games built around the concept of customers along are often pretty miserable.’ The last few days have been encouraging, with so many people speaking up without us ever asking for it. We’re just really proud and glad to have fans instead of customers.”

Vlambeer is currently working on Radical Fishing sequel Ridiculous Fishing for iOS alongside the promotional Serious Sam spinoff Serious Sam: The Random Encounter, due to arrive later this summer. We contacted Gamenauts for comment but as of the time of writing they are yet to respond.

Aug 11

Apple Guts UK Retail Stores Amid Riot Fears

The riots that have swept the UK recently have devastated a number of businesses, and retail giant Apple has shown it’s not taking any chances.

Apple Guts UK Retail Stores Amid Riot Fears

One of several Twitpic images posted by Twitter user @MTWomg apparently bragging about loot from the riots.

Razorianfly and Cult of Mac report that several Apple retail stores across the UK emptied their show floors amid fears of continuing riots in several cities across the UK. Photographs from users on Twitter show the normally-bustling stores devoid of the usual iPads, iPhones, iPods and Macs. Given the amount of exacting attention Apple puts into its visual merchandising, it would have been a big effort to remove all the stock from display — not to mention putting it back out again. But it’s a necessary precaution: a number of Apple Stores feature large street-level glass fronts, making them highly vulnerable to looters.

Apple Guts UK Retail Stores Amid Riot Fears

Liverpool’s Apple Store stands empty. (Photo from @PeterC)

Riots began in Tottenham, a district in London in the UK, after police shot dead suspected drug dealer Mark Duggan. Duggan was originally said to have fired on police, but an inquiry found this to have not been the case — though he was reportedly carrying a loaded weapon. A vigil demanding justice for Duggan on Saturday night turned nasty and set off the first riots, which over the course of the last few days spread to numerous other UK cities including Liverpool, Birmingham and Manchester. As the riots spread and looting problems grew, the original motivation for them was lost amid increasingly selfish, materialistic motivations. Many looters have posted pictures of themselves online with their hauls, which often include video games, computers and other technology, making it rather easier for the strained police force to identify and bring them to justice.

Following the troubles, Apple has reportedly emptied a number of its stores across the UK amid fears of further rioting, including one in Liverpool, one in the Manchester Arndale shopping mall (heavily attacked by looters) and an Apple reseller in Kent. There has been a strong police presence outside the flagship Apple Store on London’s Regent Street. The company is doing rather well right now, so it’s perhaps unsurprising it’s taking loss prevention very seriously.

Aug 11

Fourth Fallout: New Vegas DLC Delayed

Lonesome Road, the third scrap of DLC for Fallout: New Vegas, Obsidian’s post-apocalyptic RPG, has been delayed.


Fourth Fallout: New Vegas DLC Delayed

I WALK A LONELY ROAD/THE ONLY ONE THAT I HAVE EVER KNOWN

Because today could’ve used a few more mild inconveniences, a post on Bethesda’s official message boards from senior producer Jason Bergman has brought to light a delay for New Vegas’ latest pack of DLC:

“We just wanted to drop in here and let you know that due to circumstances beyond our control, Lonesome Road won’t be out this month. This isn’t due to any major issue with the code or content, but there are lots of factors involved in releasing these things, and one of those is causing us to slip past our intended release date.

We don’t have an exact date yet, but we’re working to get it out as quickly as possible. We’ll be announcing the final date, along with a couple of other interesting FNV-related items in the near future.”

Lonesome Road is set to tie up the Courier’s tale, and introduce a new character in Courier Six, the guy who originally refused to deliver the much-coveted platinum chip. We can certainly see how this delay could irk fans of New Vegas, especially after the fantastic Old World Blues has built up expectations, but here’s hoping it’ll release sooner rather than later.

[Source]

Aug 11

This Puppet of Portal 2′s Wheatley is Just Fantastic

Wheatley, the delightfully boneheaded bad guy from Valve’s stellar first-person puzzler, makes the leap to the real world with the help of a very talented cosplayer.

How cool would it be to have adorable and oft-idiotic A.I. core Wheatley pal around with you to school or work, spouting his well-meaning and barely-sinister one-liners to the delight of your classmates and/or co-workers? Well, that fantasy scenario that I just made up is a bit closer to reality, thanks to awesome cosplayer ~TRP-Chan‘s incredibly cool Wheatley puppet, seen in action below.

The puppet, who will be accompanying the aforementioned awesome cosplayer to this year’s Dragon*Con, says 10 lines of Stephen Merchant-voiced dialogue straight from the game. You can check out some impressive photos of the puppet’s production here, and a few hi-res glamour shots on her DeviantArt, right here.

[Source]

Aug 11

OnLive Launching in the UK in September, Giving Out Thousands of Free Systems

Cloud-based gaming service will be launching in the UK in September, and they’ll be handing out free MicroConsoles as Eurogamer Expo 2011.

OnLive will be rolling out its UK service next month; and in the process, they’ll be giving out thousands of free game systems.

The launch is set to coincide with Eurogamer Expo 2011, which is where the free systems will be distributed. UK customers will be able to buy the OnLive PlayPack Bundle, which will include unlimited access to 70 games including Borderlands and F.E.A.R 3.

OnLive arrived in the U.S. in June 2010, with the MicroConsole arriving last fall. Hard to tell how well it’s doing at this point, but CEO Steve Perlman claimed that subscribers numbers were “far beyond what we had projected.”

OnLive will be available in the UK on September 22, and will launch with more than 100 “top-tier” games.

Aug 11

OnLive Launching in September, Giving Out Thousands of Free Systems

Cloud-based gaming service will be launching in the UK in September, and they’ll be handing out free MicroConsoles as Eurogamer Expo 2011.

OnLive will be rolling out its UK service next month; and in the process, they’ll be giving out thousands of free game systems.

The launch is set to coincide with Eurogamer Expo 2011, which is where the free systems will be distributed. UK customers will be able to buy the OnLive PlayPack Bundle, which will include unlimited access to 70 games including Borderlands and F.E.A.R 3.

OnLive arrived in the U.S. in June 2010, with the MicroConsole arriving last fall. Hard to tell how well it’s doing at this point, but CEO Steve Perlman claimed that subscribers numbers were “far beyond what we had projected.”

OnLive will be available in the UK on September 22, and will launch with more than 100 “top-tier” games.

Aug 11

Target’s Also Selling the Nintendo 3DS for $170 a Bit Early

Because they’re a hardboiled department store that doesn’t play by the rules, Target is following Walmart’s lead, and offering the Nintendo 3DS at its discounted price a wee bit early.

Target's Also Selling the Nintendo 3DS for $170

As reported by Joystiq, Target has “gone Walmart,” one might say (nobody would say that) and is already offering the Nintendo 3DS handheld device at its reduced price of $169.99, a whole two days before it was supposed to. Crazy times we live in! First that whole debt ceiling thing, and now this.

But seriously though, if you live within walking or driving distance to a Target and are anxious to pick up a 3DS a tad bit early, and still get those free 20 games that Nintendo’s offering, then this is your chance. So get to it, before the offer ends tomorrow.

[Source]

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