Monday, March 30, 2009

Video game makers grow up


SAN DIEGO – It’s no coincidence that most of the blockbuster video games of the past two decades have been gorefests and war simulations. Their creators were single guys in their teens and 20s whose all-night coding sessions were fueled by Doritos and Mountain Dew.

John Smedley was one of them. In the mid-1990s, he helped make the trailblazing online game EverQuest, a slash-’em-up fantasy world that only a Dungeons & Dragons-obsessed geek could love.

But Smedley has grown up, and so has the industry.

Now 40, he is broadening his definition of fun and putting the finishing touches on a game that he wants his four children to be able to play. Free Realms, expected to go live on the Web in early April, reflects a level of maturity that’s starting to change the nature of games now bursting onto the market.

“The clich?of game developers 20 years ago is that of socially inept young men who sleep under their desks,” said Billy Pidgeon, an analyst with IDC who worked as a game producer in the late 1980s and early 1990s. “Many of those have now climbed out from under their desks and started families.”

Smedley and the San Diego company he runs, Sony Online Entertainment, are prime examples. Sony Online has gone from creating Cash Money Chaos, a bang-bang game released in 2006 that features guns, girls and gold, to Free Realms.

Instead of death, blood and foul language, Free Realms has tutu-wearing goblins, puppies and snow angels. Like EverQuest, the game has adventures, but these quests involve exploration rather than combat.

“I wanted to make a game that would be fun for my kids,” Smedley said. “But I also wanted to make it safe enough so parents like my wife wouldn’t have to worry about them.”

Smedley is in a good position to reinvent the nature of virtual worlds. He pioneered the game genre. As a computer science student at San Diego State University, Smedley spent $600 — and hundreds of hours — a month playing an online game called CyberStrike. It was so much money that he quit college after 18 months to get a job developing games for Alien Technology Group.

(2 of 2)

In 1993, he shifted to Sony. Three years later, he proposed the idea for EverQuest, which could be played simultaneously by thousands of players in a lush graphical environment. It was a radical departure from the crudely rendered, text-based online games that existed then. Six years later, EverQuest was released.




Its creators hoped the game would break even within two years by garnering 70,000 players paying $10 a month. They doubled that in six months.

Today, these figures pale in comparison with the 11.5 million people who play World of Warcraft, an online game released in 2004. But in 1999, the EverQuest flood nearly ground San Diego’s Internet traffic to a halt.

“John really helped invent this genre,” said Geoff Keighley, executive in charge of game content at MTV Networks.

Players loved EverQuest, sometimes a little too much. Some clocked more hours in the game than they did for work, leading people to call the game “EverCrack.”

The game is rated “Teen,” meaning it’s suitable for players 13 and older. Smedley once took a call from an outraged parent who demanded to know why his son was banned.

“I told him his son used bad language,” Smedley said. “The parent insisted that his son never cursed. So I pulled up the logs of what his son had typed in the game and e-mailed it to him right then. He read it and said, ‘I’ll take care of this. ‘ “

The incident taught Smedley to be more aware of what his own kids were doing online.

Smedley is also motivated by the business opportunity.

“To succeed in this new market, developers are going beyond just making entertainment for themselves,” he said. “They’re now getting greater satisfaction, personally and financially, from entertaining a broader audience. That includes their families.”

 

 

In 1993, he shifted to Sony. Three years later, he proposed the idea for EverQuest, which could be played simultaneously by thousands of players in a lush graphical environment. It was a radical departure from the crudely rendered, text-based online games that existed then. Six years later, EverQuest was released.

Its creators hoped the game would break even within two years by garnering 70,000 players paying $10 a month. They doubled that in six months.

Today, these figures pale in comparison with the 11.5 million people who play World of Warcraft, an online game released in 2004. But in 1999, the EverQuest flood nearly ground San Diego’s Internet traffic to a halt.

“John really helped invent this genre,” said Geoff Keighley, executive in charge of game content at MTV Networks.

Players loved EverQuest, sometimes a little too much. Some clocked more hours in the game than they did for work, leading people to call the game “EverCrack.”

The game is rated “Teen,” meaning it’s suitable for players 13 and older. Smedley once took a call from an outraged parent who demanded to know why his son was banned.

“I told him his son used bad language,” Smedley said. “The parent insisted that his son never cursed. So I pulled up the logs of what his son had typed in the game and e-mailed it to him right then. He read it and said, ‘I’ll take care of this. ‘ “

The incident taught Smedley to be more aware of what his own kids were doing online.

Smedley is also motivated by the business opportunity.

“To succeed in this new market, developers are going beyond just making entertainment for themselves,” he said. “They’re now getting greater satisfaction, personally and financially, from entertaining a broader audience. That includes their families.”

 

 

Posted by JImmy at 02:19:23 | Permalink | No Comments »

Graphic Violence

Mark Essen’s brutal, lo-fi video games are about to make him an art-world star.

Upon graduating from
Bard College last May, Mark Essen and his friends planned to buy cheap, damaged bikes on the Hudson Valley Craigslist, fix them up, then sell them in Manhattan. But they were too lazy to move them down to the city. Months later, after he was laid off from a tech job, Essen moved back in with his parents in Los Angeles, where he listened to a lot of Led Zeppelin. Since returning to New York, he’s been living out of his backpack, camped on friends’ couches.

Sounds like your typical slacker’s postcollegiate year, except for one thing: At 22, Essen is about to erupt on the art scene. He is the youngest of the 50 artists in the New Museum’s “The Generational: Younger Than Jesus,” the international exhibition exclusively showcasing the work of artists 33 and under (it opens April 8). His medium is as slacker-appropriate as it gets: Essen creates video games that are lo-fi in the extreme, evoking not the elegance of Shadow of the Colossus but dim memories of your old Commodore 64. “We looked at hundreds of portfolios,” says New Museum curator Lauren Cornell. “The way we made the selection was partly through the themes we saw, and one of the themes was obsolete technology. Mark’s working with video games because they’re cheap, available, and outdated, and he’s original in terms of applying his knowledge of avant-garde cinema to their creation.”

Until the New Museum called, he’d been showing in art festivals and fringey spaces like Brooklyn’s Light Industry. Ed Halter, Light Industry’s founder, is thrilled the Establishment is taking note of Essen. “It’s extremely fitting that they chose someone who works in computer gaming as a medium—not just referencing gaming, as someone like Cory Arcangel has done so well, but actually designing games as art. Independent game design is absolutely one of the most interesting emergent art forms right now.”

Essen studied film and video at Bard, where many of his teachers were experimental artists, and has been making video games since high school. He has a big fan base, many of whom download his games off his site (messhof.com), but he has yet to make money from his work; his only compensation so far: seven pairs of Nike sneakers, for a hurdling game he made for a French art magazine. “Younger Than Jesus” will project one of his games, Flywrench, so that visitors can play it. Except when testing games, Essen rarely sees laymen navigate his dizzying creations. In the first level of Randy Balma: Municipal Abortionist, for example, the hero, as the artist explains it, is “drugged up on drugs” and must steer a school bus along a convulsing, rotating highway. “I got nauseous making that, but now I’m used to it,” he says. “You can play World of Warcraft for days, and you don’t leave with anything. Play mine, and you’ll leave with horrible memories, maybe.”

A mellow and affable guy, Essen lights up when he talks about the brutality in his games. It’s hard to tell where this fascination comes from, though he is a fan of experimental filmmaker Paul Sharits, whose visually stunning “flicker” films of the sixties are filled with overwhelming, epileptic violence. Halter likens Essen’s approach to punk music: “For Mark, cunningly frustrating game-play functions the way a musician might use carefully orchestrated noise.”

Though Essen is learning to code for commercial Flash and iPhone games, his programming skills are intentionally minimal. For most projects, he uses Game Maker, free software intended mostly for teenagers, through which he imports images he either draws with Microsoft Paint or finds on the web. “I like the limitations,” he says. “It makes you think more about what you want to put in it, because you can’t [rely on] high-resolution images or a complex animation.” He shows me a new game that will debut at Toronto’s Museum of Contemporary Canadian Art next month; it’s like Operation, only with a more complicated and horrifying premise. In the portion we watch, he lasers preternaturally glowing orange intestines, blue lungs, and a pink liver out of a body cavity. That it’s beautiful is incidental to the artist, who’s more interested in the soundtrack: “It will be brutal!”

He considers galleries the best setting for his work, even if “you can’t really sell games in a gallery”—his first reference to making, you know, a living. But who knows what will happen after “Younger Than Jesus”? “It hasn’t sunk in yet, the implications of being in the show,” says Essen, who is, however, excited about wearing one of his brand-new pairs of Nikes to the opening.


 

Posted by JImmy at 02:18:16 | Permalink | No Comments »

Hawaii-based gamer offers free Tetris

Job cutting in every industry makes this a bad time to play video games on company time, but, hey, it was for work. Honest.

And it was only two games. For real.

Hawaii-based Tetris Online Inc. has unveiled Tetris Friends Online Games.

It is currently in beta testing, but it is for real.

Tetris Online has developed and published Tetris titles for the Nintendo Wii and Microsoft’s Xbox Live Arcade, while related company Blue Planet Software has worked with companies to develop Tetris games for mobile devices.

For Tetris Friends, however, there is no need to purchase a console for hundreds of dollars and spend more money buying games on disc or via download, or on additional controllers or other paraphernalia.

One also needn’t spend a few to several dollars to download the game onto your mobile phone; it is right there on the World Wide Web — free, providing you already have a computer with an Internet connection.

“We are proud to offer fans of Tetris unlimited access to
America’s favorite casual game on Tetris Friends Online Games,” said Minoru Arakawa, president and chief executive officer of Tetris Online, in a statement.

Players register with an e-mail address, screen name and password, and have the option of keeping one’s date of birth from being displayed.

There are six versions of Tetris to be played on the site at the moment, two of which pit you against other online players.

Given Tetris’ worldwide popularity over the past 25 years — yes, 25 years — there is bound to be somebody else playing the game no matter the time of day.

“Our goal is to continue to expand Tetris Friends Online Games over time with additional games and community features to become the premiere social gaming network on the Web,” Arakawa said.

Ding, ding, ding!

Social networking rears its head on the gaming level, though gaming and social networking are not exactly new to each other.

World of Warcraft is a … “M-M-O-R-P-G,” your columnist’s daughter said, finishing the sentence for her noob of a mother. (Noob is the new way to say “newbie,” for fellow noobs out there.)

It stands for “massively multiplayer online role playing game,” she helpfully explained.

Old-timers also remember online game-play from when the Internet was in its infancy — it was text-based back then.

Beyond advertising on the Tetris Friends site, which exists, it was unclear how the company plans to further monetize the site, as officials could not be reached.


 

Posted by JImmy at 02:17:10 | Permalink | No Comments »

The Daily Grind: Is it luck?

If you’ve been paying attention to the MMO blogosphere at all recently, you’ll notice there’s been some banter back and forth between Syncaine and Tobold in regards to what Syncaine calls “WoW Tourism”. If you’re not familiar with the concept, the idea is that someone who has only played WoW, and thus has that shiny “first mmo love” with it (as anyone who has played MMOs over the years can attest - the first one that really gets you always has a part of your heart long after you leave) but then proceeds to judge everything else by World of Warcraft. The further away it is, the more it sucks, the more it will fail, etc. This is really telling when they are talking about a game with completely different mechanics like say, EVE Online, which you can’t even begin to put into the same general neighborhood if you’ve ever actually played the two games. But we digress…

In all the bantering back and forth, one thing was stated that’s been ringing around in our heads ever since. In his most recent posting, Syncaine ends off with “Perhaps then we can finally stop using 11 million as the size of the MMO genre, and realize WoW (along with being a good game) was a product of market timing and luck.” Regardless of your feelings on the recent banter, this is an interesting observation, and one we wanted to ask you about this morning. Do you think that World of Warcraft’s 11 million players was just a fluke that no other MMO will ever see again - including Blizzard with their next MMO? Was WoW just a product of right-place, right-time? Or do you think that there really is some type of ‘magic formula’ as it were; more properly will Blizzard - or anyone else - ever be able to repeat that 11 million players number?


 

Posted by JImmy at 02:16:17 | Permalink | No Comments »

Trunk Fishing in World of Warcraft

Fishing can turn into quite a profitable career for a midlevel World of Warcraft character. Fishing is a secondary skill, meaning that it will not interfere with the two professions a character can take in the game. Fishing is learned by a fishing trainer and needs a fishing pole. Baubles and lures can up your skill, along with specialty items and some enchantments. Some fish bring high gold on the auction house, but if you want a quicker and easier method for getting gold on World of Warcraft, you’ll need to learn about trunk fishing.

 

World of Warcraft has pools where you can fish for a specific fish or item. These pools are animated swirls of water that are darker and easily recognized. You will have to keep casting your fishing line until it gets inside this swirled circle of the pool. Landing outside of it will not give you what the pool is for. You are looking for pools called “Floating Debris” or “Floating Wreckage”. These have crates and boxes in them. You may get some other items, but generally you will get a trunk out of these pools. There are four types of trunks: a Tightly Sealed Trunk, a Watertight Trunk, an Iron Bound Trunk, and a Mithril Bound Trunk. What you will find inside will vary according to the trunk that you fish out. The types of trunks will also be determined by the level of the area you are fishing in.

 

Trunks contain money, potions, recipes, cloth, leather, and some armor and weapons. Not all trunks will contain multiple items; some will just have a single item. However some will have many things inside. I fished out an iron bound trunk that had 8 items in it once. It is all the luck of the draw. These items are handy for leatherworkers and tailors that would rather fish than kill for their basics. Also, it is good for anyone wishing to make a fortune off the auction house. These bolts of cloth and the stacks of higher grade leather sell for quite a bit, and in a matter of a couple of hours you can have quite a few gold worth of items.

 

Items you can hope to find according to the trunk:

 

Tightly Sealed Trunk:

Light Leather

Medium Leather

Bolt of Linen

Bolt of Woolen Cloth

Minor Mana Potion

Lesser Healing Potion

 

Watertight Trunk:

Medium Leather

Heavy Leather

Bolt of Woolen Cloth

Bolt of Silk Cloth

Lesser Mana Potion

Healing Potion

 

Iron Bound Trunk:

Heavy Leather

Thick Leather

Bolt of Silk Cloth

Bolt of Mageweave Cloth

Mana Potion

Greater Healing Potion

 

Mithril Bound Trunk:

Thick Leather

Rugged Leather

Bolt of Mageweave Cloth

Bolt of Runecloth

Greater Mana Potion

Superior Healing Potion.


 

 

Posted by JImmy at 02:13:38 | Permalink | No Comments »