Wednesday, December 25, 2013

Games we can’t wait to play in 2014

By Joe Jasko on gamezebo
We’re really in the homestretch of 2013 now, and it’s been quite a good year for those of us in the gaming world. Don’t believe me? Then you should probably check out our ongoing lists of what we thought were the very best games to come out over the last 12 months. But just because we’re knee-deep in all of this gaming reflection, that doesn’t mean we’re not also looking ahead to see what awesome new games that 2014 is going to bring!
If 2014 winds up being even half as great as 2013 was for gaming, then I think it’s safe to say that we’re going to be in for some truly unforgettable experiences in the very near future: but something tells me that 2014 is going to be even better. After all, when you’ve got new games from both the makers of Super Meat Boy and Bastion coming up on the horizon, how can it not be anything short of glorious? So in that case, here are a few of the biggest games that we absolutely cannot wait to play in 2014.
news
The Banner Saga – The development cycle of The Banner Saga has almost been a saga in of itself in trying to make its way through the snow to our warm computer screens over the years. Having first learned about the game in early 2012, we can now finally expect to experience the stylish Viking-themed turn-based strategy game in just a few short weeks, on its official release date of January 14, 2014. No gimmicks, nor flashy bells and whistles, The Banner Saga merely promises to be an outstanding strategy RPG with absolutely stunning visuals and illustrations: something the game has already achieved with flying colors. Seriously, this thing looks like it belongs on your TV as a feature-length animated film. Just make sure you get some blankets out and start up a fire before playing: with a story that’s set at some point in history “after the end of everything,” it looks like things are going to get extremely chilling before long!
news
Mew-Genics – As a colossal fan of anything that has Edmund McMillan’s name attached to it, from the tough-as-nails platformer Super Meat Boy to the addictive roguelike The Binding of Isaac, I couldn’t be any more excited to finally get my hands on Team Meat’s newest creation in 2014. Everything we know about the quirky Mew-Genics so far makes it look no less awesome than McMillan’s previous efforts, and of course, no less completely bizarre. Described as a “cat lady sim” by the developers themselves (which I’m certain has to be a first of its kind), Mew-Genics will let players command their very own home that’s positively crawling with all sorts of cats. From there, you’ll be able to do everything from breeding your cats, to making your cats battle, to entering your cats in beauty pageants of sorts: because being the creepy old cat lady at the end of the street isn’t as weird as being the creepy old cat lady in a video game, right?
news
Transistor – When a little roguelike game called Bastion came out of nowhere in 2011, it not only left gamers all over the world completely floored, but it also rose to the very top of Gamezebo’s Best PC Games of 2011 list. So needless to say, we’ve been waiting to see how Supergiant Games was planning on following up such a modern masterpiece, and the answer to that burning question is a game called Transistor. Borrowing a few of the same gameplay elements as its predecessor, the upcoming Transistor focuses on a protagonist named Red, who falls into the possession of an all-powerful weapon that many warring factions will stop at nothing to retrieve. But what sets this new game apart from Supergiant’s early efforts is that Transistor is set to feature a gorgeous landscape of 3D visuals and some pretty huge sci-fi cinematics. All we need now is another smooth-as-silk narrator and we’ll be all set!
news
Rollers of the Realm – It’s not too uncommon these days to find a new video game that tries to mesh together two vastly different genres: such as football and adventure, or even slot machines and role playing. But when you say “pinball meets RPG,” well you don’t need to sell me twice on such an unbelievably amazing idea. And the upcoming Rollers of the Realm from Phantom Compass looks to be exactly that. Taking the traditional core mechanics of a pinball arcade machine like the ball and the flippers, but putting them all against a sprawling fantasy backdrop, players will be met with multiple dungeon areas to explore, countless enemies to battle, and just as many NPCs to befriend. In fact, you might even say that the game is an RPG first, and an innovative pinball game second. But whatever it is that you ultimately want to call it, all we know is that we can’t wait to play it!
news
Framed – Simply put, the upcoming Framed from Loveshack Entertainment is unlike anything we’ve ever seen before; and so naturally, it’s something we’re positively bursting out of our own frames to play. The name of the game also cleverly holds a double meaning, which might put the actual gameplay into a clearer perspective: not only has your character in the game been framed for a crime that he did not commit, but you’ll also need to help him escape by rearranging the different frames of a noir-style comic book. Each scenario presents the player with a number of illustrated comic book panels, or frames, with which the action will begin to unfold. By changing the order of the different frames in a scene, you can influence or redirect the ultimate actions that occur by the time you hit “Play” for your little noir pal to make his daring escape. Now that’s what I call thinking outside of the box!

Thursday, December 19, 2013

What was the biggest gaming event of 2013?

Question:
So what happened in 2013?
King almost floated but didn’t, possibly over one hit wonder concerns.
Oculus Rift raised $75 million to become launch VR headsets.
Angry Birds launched it’s first F2P game.
Two consoles had their fastest-selling launch ever.
GTAV grossed $1 billion in no time flat
Supercell sold a 51% stake for $1.5 billion to a Japanese acquirer.
If you had to identify the event or datapoint that emerged in 2013 which gives the best indication of where the future of games is headed, what would it be?
Answers:
       Teut WeidemannTeut Weidemann Online Specialist at Ubisoft
For me, it would be this:
playfirst-3

Ben Cousins1Ben Cousins Head of European Game Studios at DeNA

The same two games swapped the top grossing slot on iOS in most countries for the ENTIRE YEAR. A year in which the total revenue spent on Apps in the same store DOUBLED.

Martin DarbyMartin Darby CCO of Remode

For me it has got to be the Supercell share sale that sums up the zeitgeist. Not that the other things aren’t significant too though: More that they are just very close to things we have seen before.

eric seufertEric Seufert Mentor at Gamefounders

In terms of signals of future trends, I think the PlayHaven / Kontagent merger was pretty telling. The tools and services space around F2P (and mobile in general) exploded a few years ago and I think 2014 will bring a lot of consolidation within the mobile analytics and mobile advertising markets.

harry holmwoodHarry Holmwood CEO of Marvelous AQL Europe

Of course the Supercell valuation is a huge event, but I think I’ll pick the industry’s CPI hitting its highest ever cost as an indication of the direction we’re headed for 2014.

tadhg kellyTadhg Kelly Developer Relations at Ouya

Microconsoles

andy payneAndy Payne MD at Mastertronic

For me the fact that Google, Amazon and Samsung have got serious about games this year is pretty significant. Along with Apple they will make the trad console manufacturers look increasingly niche although some games developers should be able to make profitable games for Xboxone and PS4 and that can’t all be bad!
But as we approach the celebration that is Christmas, given that we have been marketed to since the day after Halloween, I would offer this;-
Can King find a queen?
Supercell is not an oxymoron
Will the consoles need consoling ?
And will Greedy Grinders for iOS and Android be a hit?

Wednesday, December 18, 2013

The 10 Best Games of 2013

By Shelsea Stark on Mashable
Next year's games have some big shoes to fill. Whether it was a blockbuster, Triple-A title or a scrappy indie game, we saw glorious examples of games reaching their full potential in 2013.
This year, games pushed the envelope in narrative, whether through a strongly written story or subtle character-building clues left in dialog. But where strong narrative stopped, great gameplay stepped in to make what we played this year some of the most fun and challenging games in recent memory.
No matter what your choice is for Game of the Year, this was undoubtedly a phenomenal year for gaming.

Tuesday, December 17, 2013

The 5 trends that defined the game industry in 2013

By Kris Graft on gamasutra
Gamasutra editor-in-chief Kris Graft steps back to look at the big picture in 2013.
We tend to like to talk about 2013 as a transitional year, mainly because two major new game consoles arrived. But while those launches were vehicles for some overarching trends in the game industry this year, they weren’t the sole source of transition.
In 2013, we saw new ways to share, new ways to involve the community, new ways to experience games, across various platforms and systems. Here are the trends that shaped the year in video games, and that will influence game development and business in the years to come.

The 5 trends that defined the game industry in 2013
Video game voyeurism
Livestreaming games and sharing gameplay videos had been around before 2013, but it was this year that video game voyeurism gained real traction and headed towards mainstream acceptance and usability.
Twitch has been leading the charge. Game developers, from Sony Online Entertainment to Mojang to CCP and others, have updated their games with Twitch integration, for easy livestreaming of gameplay. PlayStation 4′s controller introduces the “Share” button, which makes broadcasting gameplay a seamless, simple experience. Xbox One is a little behind on Twitch livestreaming, but the Upload Studio and ability to yell “Xbox, record that” to save gameplay to share later is still a little next-gen miracle.
Moving forward, integrating the mere functionality of livestreaming and video sharing will become standard for games and platforms — the next step is for game developers to design games with observer-friendliness in mind from the start.
Virtual reality gets real
The new wave of virtual reality excitement has been going strong since summer 2012, when the Oculus Rift became a big crowdfunded success. But 2013 is when thousands of Rift dev kits shipped to developers, and the potential of this hardware began to materialize.
The company told us before that it’s indies who would be pushing the capabilities of the VR goggles, experimenting with new kinds of interactive experiences, and that’s exactly what happened this year. Developers are bringing holodeck-style experiences to the Rift; they’re giving users the feeling of getting their heads chopped off; they’re creating horror games in horror games, just to name a few examples. Momentum is gaining, too — the already-talented team at Oculus VR recently added former id technical head John Carmack to its ranks.
The marriage of VR and video games isn’t limited to Oculus VR. Sony is rumored to have a PlayStation VR solution in the works, and other startups, including former Valve engineers at Technical Illusions with the augmented/virtual realty CastAR system, will be exploring the mainstream commercialization of VR in the years ahead.
Major console makers court independent developers in a big way
This year, we saw major video game console makers give small independent developers more attention than ever before. Particularly with the introductions of the PlayStation 4 and Xbox One this year, there were significant shifts in publishing policies and overall attitudes toward small developers — instead of game developers begging to be let into the walled console gardens, console makers were courting indies, inviting them in to help them boost their software lineups.
One of the biggest components of this trend has been the ability to self-publish on consoles. Sony, Microsoft and Nintendo’s strategies for self-publishing vary (Microsoft famously heeded the cries of game devs and changed its self-publishing policy for the better), but the main point is that none of them require a publishing partner to get onto these heavily-marketed game consoles that control a sizable mindshare of the video game market. That’s good for players, and it’s good for game developers.
Selling games before they’re done
Alpha funding — allowing players to purchase early, in-development games essentially as they’re being made — become considerably more commonplace this year.
Mojang’s Minecraft is one early example of the practice, but a big factor for alpha funding in 2013 was Valve’s introduction of Steam Early Access. Kerbal Space Program, Planetary Annihilation, Natural Selection 2, Project Zomboid — the list of alpha-funded games goes on and on. Developers are finding that players are willing to pay to experience a game while it’s being developed, as long as the developer is transparent that the the game is a work in process. Alpha funding is yet another way that developers are able to include their communities in the game development process, and it will continue to shape the way modern video games are made.
Indie reality check
Indies made a lot of great strides in the past year, but as the video game market matured, finding financial success has become even more difficult than before.
I could talk in-depth about how certain platforms, namely mobile, are increasingly crowded, how a small amount of larger companies are dominating top-grossing charts, how paid games have given way to metrics-driven free-to-play, how production quality, and therefore cost, is ramping up on “indie friendly” platforms. I could talk about how we’re not halfway through the month, and dozens of Steam games have already released in December, and that the churn will only get more intense.
But instead I’ll link you this recent, excellent Gamasutra comment from Dan Cook, lead game designer at Triple Town developer Spry Fox. It’ll give you some perspective on 2013, and some realistic expectations for the year to come.

Wednesday, December 11, 2013

10 Signs You are Hooked on a Mobile Game

by Yaniv Nizan on gamasutra
People have been talking about games as seriously addictive. Newspapers have written articles about teenagers needing an intervention. Is there a substance in them that chemically affect the brain? Probably not. There is something else going on here. Good games are simulating real life and the user start confusing the virtual world with the reality (let’s leave Matrix like conspiracy theories aside). This is how people end up paying for virtual goods in games, this is why people can get depressed if they were banned from their clan and get obsessed with being the best and winning.
It happened to me as well. I would download a game to see what the fuss is about. After all, that’s part of my job. A few weeks later I would start writing less, miss my deadlines and become less social. Not something I can afford while starting a company from the ground up. Here is how I learned to detect and preempt:
You Are Waiting for Life/Fuel to Refill
Most successful games have energy based mechanics that limit the amount of continuous game play. To the non addicted user, this serves as a reality check. You played 15 minutes. Time to do something else. If you are addicted, you will find yourself waiting with the device in your hand and waiting for the bars to add up.
You Set Up an Alarm Clock
Let’s say you just planted tomatoes in your field and they will be ready for picking in 8 hours. Some games have this kind of mechanics built into them. If you set an alarm clock it probably means the game got under your skin.
Asking Your Friends for Favors
Have you ever asked a friend to give you a hand in a game. Need a life? Want to form a clan together? Not a good sign if you want plan on actually having a life in the real world.
Spending Premium Currency on Consumable Goods
Most games have premium currency. These are the coins that you can’t get with normal game play regularly but are extremely rare unless of course you pay with real money. Pay special attention to how you spend this type of currency. If you buy things that are being consumed most likely that you will end up buying these coins sooner or later.
Getting Others Into the Game
Do you tell your friends about the great game you discovered and try to convince them to try it? “It really helps keeping my brain sharp” you claim and “I only play it while waiting in the subway”. If you are, you might be hooked. Hooked enough to push the drug to others.
You are Willing to Like, Tweet or Download other Apps
How far will you go in order to get ahead. You might not be willing to pay yet but how about liking, tweeting, watching video ads or downloading other apps? It’s a slippery slope from there.
You are Saving Up for Something
Are there special items in the game that you really need and are willing to save your virtual currency in order to get them? Do you find yourself calculating how long will it take for you to accumulate enough to by Nitrous Level 4? In real life we encourage saving up. In games it’s a good sign you got confused there for a second.
Your Battery Runs Out Mid-day
While your mind finds it hard to track how much time you actually spending on playing, your battery meter is a good indication for that. Does your batter start running out sooner in the day than it used to? Games are usually power hungry as they require the screen to be lit all the time.
You Talk to People While Your Eyes are Glued to the Screen
Can’t take your eyes of your screen to talk to people? Missed a station at the subway to complete the level before time runs out? These are not good signs.
Grind Work
Is there a part of the game that feels like work after a while? Do you still do it because this is how you get virtual coins? Many successful games have a component like that. A special way for you to turn a repetitive task into virtual coins. After all, once you are willing to work for virtual coins how different it is from real money?

Tuesday, December 10, 2013

The three mistakes every game developer should avoid when starting out

by Zachary Strebeck on gamasutra
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Mistake #1 – Going into business without a plan
A business plan is a valuable tool for any business venture, including all types of game development. Too often, developers start a project on crowdfunding sites like Kickstarter without a clear idea of what the development of the project will actually cost. Cost overruns, delays, and other catastrophes can potentially be avoided with proper planning and business advice.
A properly drafted business plan should have several sections that cover certain aspects of the proposed business. The plan document should start with a summary of what is to come, letting anyone who reads it see the big picture on page one. Next should be a description of the business and the industry that the business will be a part of. The document should then describe how you plan to profit with the endeavor. This can be any business model that makes sense, as long as it is described in enough detail to convince someone who reads it that it can work.
Cost overruns, delays, and other catastrophes can potentially be avoided with proper planning and business advice.
The market for the product and how you plan to appeal to that market should be addressed next. Pricing and distribution should also be touched on, along with how the product will be advertised and promoted in the marketplace. There can be much more to the business plan, but the bare bones of how the business will function and succeed as laid out above are the minimum to get started.
Once completed, the business plan can be used to craft the business strategy going forward, help in drafting partnership agreements, and to show investors when seeking funding. This planning phase is invaluable in avoiding future trouble for any project or business.
Mistake #2 – Going into a partnership without an agreement
It is not uncommon for a group of friends to get together with the idea that they will make a game. Often they get started without creating any kind of written agreement, either assuming that they will sort out the details later or that the details aren’t important at all. These details, however, can make or break a project or a friendship. For instance:
What happens when the game that they created together becomes profitable?
What if the amount of work done by each member of the group was not equal?
What if there is an impasse over an important game design decision? Who is in control?
If one partner is doing 90% of the work, then they would naturally expect to get most of the money.
Deciding how the money should get split up and who controls what is imperative for all partnerships. The roles must be defined before any work is completed. Legally, absent an agreement, profits and losses in a partnership are split equally among the partners. The same goes for voting, with each partner getting an equal vote. If one partner is doing 90% of the work, then they would naturally expect to get most of the money. Without a prior written agreement, this would not be the case.
Mistake #3 – Raising money without a separate business entity
Whether you are using crowdfunding sites like Kickstarter, or raising money in exchange for equity or other securities, attempting to raise capital without first creating a separate business entity could lead to a lot of trouble if something goes wrong. It is not unheard of for a crowdfunded project to go belly-up, leaving backers or investors empty handed and ready to litigate. In that case, the project creator may be personally liable for the losses to the backers if the project was run as a sole proprietorship.
The benefits of a separate entity are very helpful in such a situation. The entity, whether a corporation or an LLC, creates a limited liability for the owners or members, usually up to the amount that they have put into the business. If there is no separate entity, then the people running the business can have their own funds liable for the damages. The results could be disastrous for an individual.
For more information about the benefits of having a separate business entity, check out my blog post on the subject.
Wrapping Up
For creative people, these are not usually the issues that come up in the initial excitement of game design. However, a little work up front can save a ton of headache later, especially if something goes wrong during development. Consult your local game attorney for consultation and advice before things get too far along.

Sunday, December 1, 2013

6 tech gifts you shouldn't buy this holiday season

by Kim Komando on USA TODAY

These tech no-nos are either on the way out, or not quite ready for prime time.

The holidays are a great time to buy your family — or yourself — exciting new gadgets. Smartphones, tablets, TVs, headphones, computers, streaming media players, soundbars, gaming consoles, robots, cameras — the list seems endless.
Unfortunately, you should avoid some items on that list. These tech no-nos are either on the way out, or not quite ready for prime time. Here are gifts to avoid this holiday.

Sub-$400 Laptops
Looking for a bargain laptop to surf the Web, watch movies, listen to music, read books, play casual games and perform other light computing tasks? You'll find plenty.
More people are finding that for the same money — or less — they can do just as much, or more, with a tablet. A tablet is ultraportable, has better battery life, is more versatile and less susceptible to malware than a laptop.
Start by looking at the Nexus 7 ($230), Kindle Fire HDX 7-inch ($229) or iPad mini with Retina display ($399).

Surface RT Tablets
Speaking of tablets, I don't recommend spending your money on Microsoft's Surface RT or Surface 2 RT tablets. The hardware is good, but these tablets come loaded with Windows RT, which only has 100,000 apps and doesn't run regular Windows programs.
If you must have a tablet that can run Windows, consider the Surface 2 Pro. It starts at $899, which is much more expensive than most tablets. However, it works using the complete version of Windows 8.1 so you can use your favorite Microsoft programs.

Smart watches
Samsung made headlines when it announced the first high-end smart watch. And the new Samsung Galaxy Gear SmartWatch ($299) looks good at first glance.
You can make phone calls, check email and even take photos and video. If you want to feel like James Bond, this gadget can get you there.
Don't buy the Gear — or any smart watch — just yet. Your smartphone already does everything a smart watch can do — only better and faster.
To date, there are only about 70 apps available for the Gear, and battery life is not much better than the average smartphone. Plus, the Gear only works with a Galaxy Note III smartphone or Galaxy Note 10.1 tablet. If you don't own one of these, the Gear is just a regular watch.
Another much-hyped smart watch is the Pebble ($150). It has a better battery life than the Gear — up to one week — but uses a black-and-white e-Ink screen and has few apps.

Video game consoles
Two next-generation gaming consoles — the Xbox One ($499) and Playstation 4 ($399) — launch this month. You're better off ignoring the rush and waiting until next year to buy.
Supplies will be better and more games will be available. If you're after an older Xbox 360 or PlayStation 3, prices will be lower next year as well, and they'll still have the newest games like Grand Theft Auto V, Call of Duty: Ghosts, Battlefield 4 and Madden. Microsoft has said it will continue to support the Xbox 360 until at least 2016.

Ultra HD TVs
Ultra HD TVs, sometimes called 4K TVs, have four times the screen pixels of HDTVs. That results in a clearer, sharper picture. The downside? Ultra HDs can cost four times more!
The main reason to pass on Ultra HDs this season is there's just not enough 4K movies and TV shows available to really show it off. In addition, unless you are sitting with your nose pressed on the screen, it's difficult to notice the increased resolution.
Wait for prices to come down and new screen technology like OLED to go mainstream.

Low-cost point-and-shoot cameras
Point-and-shoot digital cameras made photography convenient and affordable. Sorry, the days of low-cost point-and-shoots are over.
Today, decent image sensors, creative editing tools and simple photo sharing apps have turned smartphones into the go-to carry-everywhere camera of choice.
If you want a dedicated camera, spend more for a good mirror-less hybrid model. They offer many features of a DSLR without the bulk or price tag.