Monday, May 27, 2013
Videogame console icon turns mobile play god
SAN FRANCISCO — Videogame industry legend Peter Molyneux says the time is right for people to play God on smartphones.
The former Lionhead Studio chief and Microsoft Game Studios executive has teamed with Japan-based DeNA to get his latest project — GODUS — on the array of mobile devices powered by Android or Apple software.
“There is something incredible happening on these devices,” Molyneux said while hefting a smartphone in one hand. “This is where the home of gaming should really exist.”
Molyneux, whose background in the computer game industry stretches back to the early 1980s, left Microsoft Studios last year and founded startup 22Cans.
He revealed his latest project, which 22Cans is building and DeNA will distribute, the same week that Microsoft unveiled a new Xbox One console designed to be at the heart of home entertainment in the Internet Age.
“When I decided to leave Microsoft and come to this space, the first thing I had to do is think in a completely different way,” Molyneux said of the shift to play on smartphones and tablets.
“Console games are the equivalent of making films, whereas mobile is much more like television soap operas,” he continued.
“In one you design for a defined time spent sitting, while in the other you design to keep the person coming back to see what happens next.”
GODUS puts a mobile Internet spin on a “God game” genre pioneered by Molyneux decades ago.
Players can shape and mold their in-game worlds with brushes, taps or strokes of touchscreens.
“At the heart of the genre is the ability of people to create and engage with their own unique world; being able to feel like this world is yours and that what you do in this world has amazing effects,” Molyneux said.
The more players get inhabitants to believe in his or her godliness, the more powerful they become.
GODUS also allows players to direct their wrath in the form of tornadoes, earthquakes or volcanic eruptions at the followers of rival gods in battles for dominion, according to Molyneux.
“You can take some of your precious followers into these battles; that is more edge-of-the-seat stuff,” he said.
Victory is rewarded with more followers or personalized gifts, such as additional powers or in-world items.
When GODUS is released later this year, it will be free to play, with revenue based on in-game sales of virtual items or abilities.
Molyneux praised mobile devices for the intimacy of touchscreens and rapid-fire innovation compared to years-long cycles for generations of videogame console hardware that put space between players and television screens.
“I would give up the big screen forever as long as I could keep touch,” Molyneux said as he sculpted landscape in GODUS with light strokes of his smartphone screen.
“It destroys this barrier between the audience and the gaming experience.”
Microsoft and Sony are set to release new-generation videogame consoles later this year. Nintendo launched a Wii U console last year that featured a tablet-style second screen, but sales have been dismal.
“Seven years it has taken us to get to the next Xbox and PlayStation, but in that time every three months there is a revision of this technology,” Molyneux said of the smartphone in his hand.
“This device is creating millions of new consumers enjoying games every day, and that is why the opportunities are massive.”
Molyneux said that veteran game industry giants understand the potential of mobile games but equated the firms to “supertankers” that take a while to change direction and remain anchored in the practice of selling game software disks.
“They all, Microsoft included, mistakenly thought that mobile games were just another iteration of Facebook games,” Molyneux said. “These games are more than that.”
Mobile games are on the verge of becoming hobbies, with people playing for free but investing in items, accessories or experiences that expand on their passions, according to the videogame wizard.
“Mobile is about designing a game around engagement instead of spectacle,” said DeNA West chief Clive Downie.
“You are designing something that has to engage people every day versus a packaged entity for a $60 price,” he continued. “That is something the Activisions and the Electronic Arts of the world don’t have.”
source: interaksyon.com
Saturday, August 18, 2012
Videogame players, the next Olympians?

COLOGNE, Germany — It’s not exactly an Olympic sport – not yet, anyway – but as the London Games drew to a close this past Sunday, thousands of professional videogame players geared up for an event that for some can be as lucrative as winning a gold medal.
Videogamers have gathered in Cologne, Germany this week for the Intel Extreme Masters (IEM) competition, a professional videogame tournament that runs through August 19.
Professional electronic gaming, or eSports, is relatively new and has been gaining popularity around the world in recent years. Germany and South Korea are two hot markets, and the United States is quickly catching up.
Pro gamers can earn anywhere from $20,000 to $100,000 or more in winnings and make even more in product endorsements, teaching and other sponsorships. Videogame makers say participating in an event can boost a game’s popularity.
The IEM event in Germany is expected to attract over 250,000 fans, about 10 percent more than last year, to watch the best videogamers in the world compete in games such as “StarCraft II” and “League of Legends”. An additional 20 million people from more than 180 countries will tune in to streams on the Web provided by ESLTV, TwitchTV and CBS Interactive (CBSi) Games.
More than 20,000 fans packed the Anaheim Convention Center in California in June to watch gamers compete for over $200,000 in the Major League Gaming Spring Championship. An additional 35 million online viewers streamed matches for games like “Mortal Kombat”, “Soul Calibur V” and “The King of Fighters XIII”.
“The Internet streaming phenomena is probably the biggest reason eSports is having a huge rise right now,” said Sean “Day(9)” Plott, a leading “StarCraft II” eSportscaster – pro gaming’s play-by-play sportscaster. “Streaming has allowed this huge international representation to view matches live or recorded at any time of day.”
Multiple leagues now exist with names such as IGN Pro League (IPL), North American Star League (NASL), Dreamhack, Electronic Sports League (ESL), Global StarCraft II League (GSL) and EVO Championship Series (EVO). And some multiplayer tournaments are set up to mimic any professional sports league.
Indeed, one game gaining traction among fans is “League of Legends”, in which teams of five compete in multiplayer online battle arenas (MOBA). Teams vie for $5 million in prizes in a format that replicates a real sports season and playoffs.
“Just like the NBA (National Basketball Association), we expect the competition to intensify in the playoffs – the Regional Finals and the Season Two World Championship,” said Brandon Beck, co-founder and CEO of Riot Games, which created “League of Legends”.
Beers and ‘barcraft’
Games from Riot and other makers such as Blizzard Entertainment have found success as spectator sports because they have features allowing fans to watch the competitions live in arenas, online at home or in places like sports bars. In fact, Blizzard’s “StarCraft II” has become so popular at local watering holes that some gamers have dubbed it “BarCraft”.
“We’ve seen a fair amount of anecdotal evidence that people who discover ‘StarCraft II’ through eSports eventually purchase and play the game,” said Mike Morhaime, co-founder and CEO of Blizzard. “One primary reason we support eSports is to build community and create long-term interest.”
Social media also have had a big role in the gaming leagues’ growth by allowing pro players to connect with their fans and even play against them.
And even though men dominate the players’ groups, women such as Florence “flo” Yao, Sasha “Scarlett” Hostyn, and Madeleine “MaddeLisk” Leander are rapidly working their way to the top.
Kelly “Mrs. Violence” Kelley, a professional “Call of Duty: Black Ops” player who works with CBSi Games, believes these young women will encourage more female gamers to go pro and compete in the male-dominated eSports arena.
Sponsors have taken notice. Big brands including Dr. Pepper, Sony Ericsson and Bic Razors pay anywhere from $500,000 a year in multimillion-dollar, multi-year deals to connect with the growing audience at league events.
Energy drink Red Bull has organized its own competitions, such as the Red Bull Battlegrounds Invitational in Austin, Texas where 16 of the world’s top “StarCraft II” players competed for $41,000 in front of 5,000 paying fans.
“I think in the future we’re going to see more of these types of events with sponsors getting directly involved and connecting with not only the professional players, but also this growing fan base,” eSportscaster Michael “Husky” Lamond said.
source: interaksyon.com

