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Archive for May, 2008

Opinion: Why Artificial Scarcity Could Boost Digital Game Downloads

Posted by wowgoldeu on 30th May 2008

Source:Opinion: Why Artificial Scarcity Could Boost Digital Game Downloads

- [In this thought-provoking opinion piece, industry commentator Matt Matthews suggests that artificial scarcity of digital games - only making them available for limited times - could be a way to get the public excited about games.]

The Problem with Infinite Shelf Space

Years ago Qwest produced a memorable television commercial of a bored hotel clerk telling a guest that each room had access to “every movie ever made, in any language, any time, day or night.”

As color television was to the radio audience of the 1920s, so was this commercial’s promise to the generation of dialup Internet users.

For the record, we still don’t have all those movies on demand. However, the video game world is expanding its online offerings every day and we’re beginning to get a taste of what it might be like to browse through “every game ever made, in any language, any time day or night”.

From Xbox Live Marketplace to GameTap to the PlayStation Store to Steam to the Wii virtual console, a staggering number of video games are available to consumers at the click of a button. (For the sake of a cleaner discussion, let’s put aside the seamy world of ROMs and emulators.)

Observers of the on-demand gaming world took note when the creators of N+ colorfully observed that Microsoft’s Xbox Live Arcade offers “a hundred games, and they’re all shit.” This isn’t just a problem for developers; consumers have to wade through all that “shit” to find a game worth playing.

Prior to those comments, Gamasutra’s Simon Carless argued that downloadable game prices cut developer margins too short. Obviously less money is a serious problem for developers (no mystery there) but raising the prices will incur the wrath of consumers who’ve become conditioned to expect cheaper games.

The problem, in a nutshell is this: An infinitely long tail gluts the market, confounds the consumer, and commoditizes developers. And that’s why I’d propose a new strategy for making games available online: artificial scarcity.

Disney Has a Solution

Disney offers a good example of this practice in the physical marketplace. Every so often the company publishes one of its famous animated movies, repackaged in the latest video format - just “for a limited time.” For example, “The Lion King” was released on DVD in late 2003 and was discontinued in early 2005.

As of this writing, third-party resellers through Amazon list new copies of “The Lion King” anywhere from $40 to $65. If you want a new copy of Disney’s “Beauty and the Beast” (published in 2002, discontinued in 2003), Amazon resellers can help you out to the tune of $40 to $125.

Disney even uses clever language to promote this process. A title is brought “out of the vault” and published for a limited time. After that, an ominous “moratorium” is instated. The current moratorium period is 10 years, up from the 7 year standard during the VHS era. Incautious parents can easily learn a painful lesson: when Disney brings your child’s favorite movie “out of the vault”, you’d buy it sooner rather than later.

By pulling titles in and out of print Disney gains several benefits. Its own extensive library of properties certainly dominates the child movie market, and artificial scarcity reduces the extent to which the company competes with itself. Consumers are kept apprised of an ongoing parade of older and newer movies, making the Disney movie market feel more dynamic and less like a static set of old products.

As consumer demand builds after a movie leaves the market, Disney can gauge when conditions will guarantee a tidy profit on a re-release. Finally, Disney’s products resist commoditization: the price of a newly repackaged Disney movie (always referred to as a classic, regardless of age or quality) is $20 or more.

The Obvious Examples

Consider this hypothetical: Microsoft announces that Halo 2 will soon be available as an Xbox Original download on Xbox Live Marketplace, at a price of 1800 Microsoft Points - but only until the end of July 2008. One can easily imagine the scramble, bringing the Xbox Live network to its knees, as Xbox 360 owners everywhere download the more-convenient, discless version of the classic shooter.

Or perhaps Sony publishes the original Metal Gear Solid on its PlayStation Store for the month of June 2008, as a promotion during the launch of Metal Gear Solid 4. Afterward it is pulled from the virtual shelves and returned to the digital vault.

In both examples above, you can easily imagine that the games could be reintroduced to the market again later, at a time of the publisher’s choosing. Nintendo might we wise to offer Goldeneye 007 for download on the Wii during the two weeks after Christmas, right when owners will be going online for the first time with their new consoles, ready to download a classic game or two.

Good Games Get to Live Forever

Of course the conceit of the above examples is the use of popular, established franchise games. Would lesser-known titles (especially those from smaller, possibly independent, developers) also benefit? In the sense that the virtual shelves could be a little less crowded, yes. With less competition games of all types could enjoy greater visibility and, presumably, more sales.

In return for the higher visibility, developers will have to accept an artificially shortened period on the market. Instead of being available essentially forever (and lost in a sea of other games) each developer’s product will enjoy a make-or-break period, then return to cold storage. To help ameliorate the situation, prices should be ratcheted up to make each purchase more profitable for the developer.

And those new games that are legitimate hits - the PixelJunk Monsters and Pac-Man CEs - can promote the final days of their stint on the market as a carrot (or stick disguised as a carrot), prodding fence-sitters to make the leap before it’s too late.

After a negotiable time out of print, a game can be revived - a classic in true Disney fashion - and promoted as yet another limited time offering. If the developer has made modest modifications in the meantime, then all the better to advertise the product as a remastered improvement over the original.

For consumers, there will be some discomfort in adjusting to artificial scarcity. Buyers will either have to purchase games during the availability window, or suffer some regret at letting the deal slip away. Moreover, the higher prices will make impulse buys less likely. In return, consumers will browse a less daunting catalog of wares, increase exposure to lesser-known games and genres.

Undoubtedly some software (the aforementioned “shit”) will suffer under this system. After a bad game ends its time in the marketplace, there would be little incentive to bring it back. That’s just as well, since the garbage filling up the system now serves little purpose. Artificial scarcity provides a convenient means of purging the system of unwanted games and then keeping them out on the basis that they didn’t warrant a second publishing.

A New Secondary Market

Publishers no doubt see digital distribution as a means to rid itself of the used game market, which some contend cuts into publisher profits. Whether this is true or not should be a discussion for another time.

But this new artificial scarcity opens up an opportunity for a publisher-controlled secondary market where the used version of a game need not compete with the new version.

Imagine that a popular game — say flOw on the PlayStation Store — is put into the vault. Now Sony opens up a section on the PlayStation Store where existing owners of flOw can sell their license to another user.

The existing owner can set the price (according to demand), prospective buyers can shop around for someone willing to sell at a lower price, and Sony can take a small percentage for providing the means of commerce. When flOw comes back on the market, the used copies on the store are removed, of course.

Existing Scarcity Experiments

I’d love to make a financial argument based on hard data, but that’s just not possible. The numbers behind the current digital markets are nebulous, to say the least. All we know are that prices are generally low and the truly high-quality titles get lost among the mediocre-to-poor. The gatekeepers - Sony and Microsoft and Nintendo and Valve and Turner - are in the best position to know whether artificial scarcity might have a positive impact on bottom lines.

However, there are some small experiments with limited availability right now. Nintendo has just started making demos for the Nintendo DS available through the Wii’s online service. While some demos may be available permanently, some are already slated to be removed from the service.

For its part, Sony will be offering additional levels for echochrome, its Escher-inspired puzzle game, for only a limited period of time. And GameTap has an advertisement-driven client that offers certain games for free for a period of time, after which those games are available only with the subscription-driven client. Finally, Valve has scheduled weekends during which some games on Steam are free to play.

In each of these cases, the companies controlling the platforms are getting data on how limited availability translates into sales. I’m suggesting that at least one company take it one step further: follow Disney’s vault/moratorium model and start training your consumers to buy early and often.


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RGCD Issue Four

Posted by wowgoldeu on 30th May 2008

Source:RGCD Issue FourRGCD is a downloadable CD-ROM based magazine containing retro reviews, features and developer interviews. Each issue of RGCD contains direct links (to files on disc) of each game, emulator or tool reviewed irrespective of platform.

Previews of each issue are available at www.rgcd.co.uk, but in order to actually read the rest of the articles and reviews you’ll need to download the .ISO image and either burn it to disc or mount it on a virtual drive. There is also a cut-down ‘lite’ version (excluding all games and emulators) provided as a downloadable .ZIP archive.

RGCD is 100% spyware free and all files are virus checked before uploading. Magazine contents are posted in the comments section.
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Coming this fall: Madden NFL 09 PSP Entertainment Pack

Posted by wowgoldeu on 30th May 2008

Source:Coming this fall: Madden NFL 09 PSP Entertainment Pack

Madden NFL 09 PSP Entertainment Pack

We know a lot of you PSP fans out there are big into sports games, and, with that in mind, we’ve just announced a special new hardware bundle built around the biggest sports franchise in gaming. Of course, I’m talking about Madden NFL, which is celebrating its 20th anniversary this year (big up to anyone who still has a copy of the original game).

The Madden NFL 09 PSP Entertainment Pack will include a limited-edition “Metallic Blue” PSP system, the highly anticipated Madden NFL 09 game, “NFL: In Just One Play” on UMD Video, a PLAYSTATION Network voucher to download Beats from PLAYSTATION Store, and a 1GB Memory Stick PRO Duo. That’s a pretty good deal for $199.99 (MSRP).

Our friends at EA will be pulling out all the stops with this year’s edition of Madden NFL, so it’s an ideal game to sport on your shiny new Metallic Blue PSP to make the other kids drool. Check out the close-up below, and look out for this limited-edition bundle everywhere on August 12.

Madden NFL 09 PSP Entertainment Pack


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Interview With SK-Gaming On Kil’jaeden World First (and more)

Posted by wowgoldeu on 30th May 2008

Source:Interview With SK-Gaming On Kil’jaeden World First (and more)

The big bad boss of the whole Burning Crusade expansion, Kil’jaeden, has finally been killed for the first time by the famous SK-Gaming guild from the Vek’nilash-EU realm. This feat puts them ahead of another top guild Nihilum, who has had several world first kills in the past too. First of all I want to congratulate SK-Gaming for a great job well done for this feat.
World Of Raids gives us in English an interview of Mackzter & Mekon, two leader of SK-Gaming done by Csulok & Hancu of the Hungarian blog Frostshock.

So first of all grats to the Kil’jaeden first kill! You’ve been behind Nihilum for a really long time, what do you think was the turning point that made you guys gain lead? What do you think changed in the guild?

* Well for starters we never really took the race as serious as we do now, but for Sunwell we really prepared ourselves to be more competetive and the whole guild already had that mentality automatically so :). Nothing really changed in the guild, its just that me and mek and also the other leaders made sure that people understood what our goals were and that we’d do everything we could to achieve them.

So the morale change was the most important factor in your opinion?

* The morale change and a bigger focus on trying to become the best guild.

The time you spent raiding at M’uru and Kil’jaeden was incredible, 40+ hours over 4-5 days. How do you manage the guild during this time? what are your guildmembers doing IRL to be able to raid so much? how much support do they get from families, school and employers?

* I can’t believe we hear so much whine about this, I guess its just because I’m young and live in Sweden. But I can’t really see any job where you can’t take 10(?) days off over a whole year just to play, you have vacation days and its up to you how you want to use them. People ask this question all the time and I just don’t get it :) Its only during progress, and now when we’ve killed Kil’Jaeden for example we’ll be going back to raiding 2 days a week or so at normal times, Its a hobby and if you want to be the best at the hobby you think is fun you can afford to take some days off to do it.

How much did the M’uru and Kil’jaeden tries cost in terms of repair and consumables? how did the guild bank handle this hard time?

* Not that much in repairs, we had the guildbank pay everything and we still have ALOT left so its no problemo on that part. However consumables cost alot for each individual, but it was the 2 most important bosses which we’ve been waiting for over 12 months so it was well worth it :). We have alot of free time now to save up for the next expansion aswell so its not going to be a problem at all really.

(click the link below to see more)

Due to the length of the interview, it would be best that I just post part if it. You can see the whole interview here. Enjoy the read and I hope this will inspire other guilds who are aspiring to kill Kil’jaeden too to try their best and kill him for yourselves.

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Git your chat on

Posted by wowgoldeu on 30th May 2008

Source:Git your chat on

I know that everyone is off playing GTA IV… but we are having a chat night tonight… answering any questions about the 360voice/GamerDNA merger! We will be announcing a fun little distraction, and giving away a few GamerDNA T-shirts.

ENTER THE ROOM
 

Update 11:50pm ET

Thanks everyone who attended! That was some good fun. We gave away some GamerDNA T-shirts and answered all sorts of questions. Master Devwi was nice enough to type up a transcript of what he could capture. Check it out posted in his comments. It isn’t word for word… but it will get you started. As always feel free to contact us for more questions or ask them in the comments of this blog post (by clicking the title of this entry)… or the forums!


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Xbox Live Arcade Game Size Limit Raised To 350MB

Posted by wowgoldeu on 30th May 2008

Source:Xbox Live Arcade Game Size Limit Raised To 350MB

Xbla

Xbox Live Arcade’s worldwide games portfolio planner David Edery revealed that the size limit imposed upon XBLA titles has been raised from 150MB to 350MB, according to a recent interview with GamesIndustry.biz.

Q: And you’re upping the size of Xbox Live Arcade games as well to 350 megabytes?

David Edery:

Yeah, it’s a steady progress. We’ve been listening to our partners,
listening to our customers to try and get a feel for what’s right. We
don’t want the size limit to hit the roof because we think there’s some
value in promoting small pick and play experiences that don’t cost USD
20 million, it’s good for the ecosystem.

Obviously, this should please those developers looking for more space for their titles, but those gamers stuck with the Xbox 360’s default 20GB hard drive might not be so pleased about the $180 hard drive upgrade they may need very soon.

Xbox Live Arcade’s David Edery [GamesIndustry.biz]

Image: Xbox.com



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Genetos

Posted by wowgoldeu on 30th May 2008

Source:Genetos

Genetos is a vertical shooter by Tatsuya Koyama featuring stages with design styles from different eras of arcade gaming classics. Use the cursor keys to move your ship, and tap the Z key to shoot. Press the X key to launch a bomb if available.

Name: Genetos
Developer: Tatsuya Koyama
Category: Shooter
Type: Freeware
Size: 5MB
Direct download link: Click here
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New Super Mario Bros’ Lost Levels

Posted by wowgoldeu on 30th May 2008

Source:New Super Mario Bros’ Lost Levels

GameSetWatch has an interview with a teenage hacker named Treeki who has uncovered some locked-away levels in New Super Mario Bros.

The discovery of hidden/unused levels is undoubtedly one of the most interesting aspects of gaming culture. Well, it’s one of my favourite things about games, at least. Especially since I lack the skill to dig up what others far younger than me seem to find more easily than a clean pair of socks.

Here’s one such lost NSMB level. Gaze upon the Forbidden Desert! Then remind me and the rest of the world to stop applying Indiana Jones to Super Mario.

Tags: media, New Super Mario Bros

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GTA IV Game Night Tonight

Posted by wowgoldeu on 30th May 2008

Source:GTA IV Game Night Tonight

Hey all don’t forget tonight is GTA IV Community Night.  You can join us in the chat room, starting around 9:00EST if you want to chat while waiting to get into a game.  If you have signed up you will get an invite from the gamertag you signed up with, either www360voicecom, communitynight, or gamerdna.  We will be running two simultaneous games, and we will work in new players every few games.

As a reminder, we have a diverse group of folks in our community, so we ask everyone be considerate with language and play style.  I know we have such a great group of people that this won’t be an issue, but I hope at least people take it easy on me as I am kind of noobish on GTA IV still.

People playing from 360voice.com

www360voicecom: Fatty Chubs
communitynight: Squidpunch
gamerdna: QforQ

ChangeAgent wont be joining us tonight, because he’s scared he’s traveling, so the 3 of us our holding it down.  For those of you who don’t know QforQ, he is new to our small family here.  He is the Game Talent lead at GamerDNA.  And although he is new to our site, he is no noob to gaming.  QforQ, (or Sam Houston) got his start with consoles like Genesis and N64 but also computer games where he joined competitive FPS clans for Call of Duty and Call of Duty: United Offensive.  He was introduced to the MMO genre with Final Fantasy XI but it wasn’t until The Matrix Online released that he had developed an interest for massive worlds. With the Matrix Online Sam began broadcasting internet radio for gamers and podcasting for internet video gamers. This hobby has taken Sam across the US to interview game developers and broadcast live from Sony Online Entertainment’s Fan Faire in Las Vegas.  Lately he joins myself and ChangeAgent regularly for Rock Band, putting my skills to shame on all instruments.

Sam will be jumping between games tonight and hopes to meet a lot of you.


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Clans: Give n’ Take in an Online Community of Adults

Posted by wowgoldeu on 30th May 2008

Source:Clans: Give n’ Take in an Online Community of Adults

Gaming is fun, I truly love it, but I have a daughter, a husband that I love, and want to spend time with them. Then there is a pile of dirty laundry that I should spend time with, and, oh yeah, soon I am going back to work and I will be in a job I must spend time with.

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