Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Thursday, June 16, 2011

How Mobile Gaming Will Re-Shape The Industry (Again)


They're a growing threat, these simple games with their simple designs, simple controls, and simple graphics. They don't offer the full, premium experience that the real gamers want. They aren't hardcore enough. They aren't serious enough. They're just too... casual.





In the '90s these were all complaints used to describe the strengthening console menace. Back then, a younger me squandered his meager income at the local Babbage's or Electronics Boutique, stores full of PC games in cardboard boxes -- console titles relegated to a few little shelves. It wouldn't take long for those consoles to take over those stores and, along the way, the entire industry. Between just 1998 and 2006 console software sales more than doubled, from $2.5 billion to $6.7 billion, while PC game sales dropped from $1.8 billion to $970 million. Even the FPS, once exclusive domain of the PC, is now a console enterprise, with Call of Duty: Black Ops launching on 4.9 million sales on the Xbox 360 and PS3. The PC version, meanwhile, sold less than 400,000 copies (the NPD lumped them in with sales of the Nintendo DS and Wii versions).

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How Mobile Gaming Will Re-Shape The Industry (Again)


Backlink: http://feedproxy.google.com/~r/typepad/alleyinsider/silicon_alley_insider/~3/6M3KlCokn9U/

Saturday, May 7, 2011

Is the Gaming Industry Moving Online Too Fast?

RyanDJ writes with his reaction to the Sony PSN outage, wondering if our rush to online services and digital distribution for games is a bit too enthusiastic. "I love technology, I just want it to slow down. I know I sound like an angry old 'get off my lawn' kind of guy right now, but until my 8-bit Nintendo dies from plastic corrosion and age, it will continue to play any game I find just as it was supposed to. Online dedicated games, one day, will lose servers. System crashes, such as the Sony problem, will cause interruptions. I feel if we don't slow down, stabilize the current technology and ensure its safety, find ways to guarantee that items bought are permanently owned even without a physical copy, we might see a company such as Nintendo saying that online isn't worth it!"

Read more of this story at Slashdot.




Is the Gaming Industry Moving Online Too Fast?


Backlink: http://rss.slashdot.org/~r/Slashdot/slashdot/~3/AqDu9IcQcSA/Is-the-Gaming-Industry-Moving-Online-Too-Fast

Thursday, March 17, 2011

Microsoft’s Internal Video Shows Plans for Next-gen Gaming

According to ZDNet an internal video dated May 2010 showcases some of the WGX (Windows Gaming eXperience) team's ambitions for next-generation gaming between Windows, Xbox Live, and mobile platform.

Microsoft’s Internal Video Shows Plans for Next-gen Gaming


Backlink: http://feedproxy.google.com/~r/DTWB/~3/LMO-EcWp1WA/

Sunday, November 14, 2010

Social Gaming: Where We’ve Been, and Where We’re Headed

So there was this guy named Ken who was working a 9-to-5 at some giant software company writing tons of code for something whose importance and value was exceeded only by its monotony. Ken's wife, Roberta, had been playing some newfangled PC game and thought to herself, "Man, this game sucks! Ken and I should totally make a better one!" The husband-and-wife team then worked nights and weekends for three months building a game. The final product? Mystery House. And it was awesome. On the heels of this success, they raised money, made more hit games, and eventually sold their gaming empire for $1.5 billion. For those of you who aren't familiar with this story, it could just as well be the founding story of a Playfish or a Zynga today. But this is the story—or my version of it—of the founding of Sierra Online back in the '80s. It was an exciting time back then. Technology had enabled game developers to develop new game mechanics and immerse players in new worlds in ways that had never been imagined before. And the best part? A husband-and-wife team could work nights and weekends and knock out a meaningful and entertaining game in three months.

Post originale: http://feedproxy.google.com/~r/Techcrunch/~3/ygglek7rEhY/