Archive for March, 2009

Will Rockfree become the Club Audition of the US?

Tuesday, March 31st, 2009

Rockfree is like Rock Band online, only you’re using the keys to navigate instead of an actual instrument. While it has potential because it doesn’t have that many competitors, I don’t know if the game will become hugely successful because of two things: the broadband situation in the US and the poor graphics.

A crucial part of the game is to hit the keys in time to the music. But with Internet connection being what it is in the US, you may experience a slight lag, and that can ruin the entire experience. Hopefully, the publisher will be running a lot of servers to alleviate the problem when more users join up. A lot of flash-based games are already using this DDR-type thing with the arrows, but again, network connection has to be extremely good.

The second and MAJOR flaw of the game is that the graphics suck. The avatars are two-dimensional and really ugly. There’s no visual pleasure.

The best thing for the publisher to do is to look at Audition. Although I really hate the avatar designs in Audition (their eyes are huge like Anime characters) Audition has done a really great thing in tying in social networking so that it is “the” social networking site to go to if your a teen or in your early twenties (it was also the best online dating place for young people). You dance together, chat together, etc. It has also done a great job in using microtransactions to pimp up your avatar- because people kids don’t mind spending a dollar or two to make their avatar look cool.

The thing is, without the social networking, a music or dance game that you play with your fingers is just not fun. The reason guitar hero is fun is because you have an actual toy guitar that you can pretend to play. It’s that element that makes the game enticing- because why would the average person be interested in meticulous rhythm? (If you’ve seen people doing karaoke, you’ll know that perfect rhythm is the last thing on people’s minds)

I would be interested to see how virtual worlds aiming for teens such as Habbo integrate this. Until now, social networking in virtual worlds has been two-dimensional (except for sex, but that’s not really a major feature of the teen VWs). Even if you’re playing games, the interface is mainly 2D. But playing games (think of what happens in the real world) should be a 3D experience, where you can see the other people and interact with them as the gaming takes place. Game developers for virtual worlds are really missing that point. If you get a 2D game (say, playing tetris against someone) in a 3D virtual world, what’s the point of going into the virtual world in the first place?

That’s why of all the games I played within Second Life, the ones I liked best were extremely interactive. The funnest ones were a game of paintball, walking through a haunted house with a couple other people, and playing checkers. The cute thing about the checkers game was that someone had actually made a 3D checker board, so there were two people playing the game, and people standing around watching and talking- you know, like real life. That totally beats playing checkers online where you can’t see your opponent or have any interaction with other people other than chat.

Sony Digs Its Own Grave, Then Tries to Fill it in

Wednesday, March 25th, 2009

Last week, MTV Multiplayer had an interesting scoop about how Sony has been charging game publishers for content that users can download. According to this article, Sony started charging publishers a “network bandwidth fee” since Aug. 1 last year– 16 cents per Gigabyte. Because MTV is a publisher, the article did have a whiny tone, but it wasn’t making anything up and definitely put Sony in a tight spot.

Sony’s spokesman responded to the article saying that it still anticipates good content, but people are pointing out that the incentives for game makers to make games for the PS3 has dropped down even more because 1)Ps3 games are more difficult and pricier to make than xbox games and 2)ps3 has less users. Some blogs (Here and here) even suggested that developers avoided releasing PS3 demos because of this fee. Basically, it’s the vicious cycle theory: Xbox doesn’t charge publishers, so publishers will develop more Xbox games =>fewer ps3 games are developed=>people migrate to Xbox.

Interestingly enough, Sony announced today that it is going to make things easier for third-party developers– by lowering the price of development tools and offering technical support. Maybe it was thinking about this all along and the timing was a coincidence, or maybe it took this incident to point out its disadvantage. Who knows?

But I think this addresses a really important issue about content distribution- now that everything is digital, it’s very easy to distribute content. But there’s no such thing as a free lunch. Even if the distributor is willing to make the product free for marketing purposes, someone has to bear the cost of transmitting those bits. It’s interesting to see that in the game community, the end users are willing to pay, while in the news community, users are not. Is it because users wanting high-quality games have to receive them through an architecture that does not allow more flexibility? How come there isn’t a huge trend of migration from console to PC?

Ubiquitous human computing and personal connectivity

Monday, March 2nd, 2009

(cross-posted on arcticpenguin)

In a recent episode of the cartoon King of the Hill, Bill– an overweight and depressed character who loves to eat– falls in love with the woman who takes his orders at the local fast food drive-in, only to find out that she is working from a call center in Arizona. He drives out from Texas to meet her, but discovers that she is a young girl who is repelled by him at first sight. Crestfallen, he comes home.

Such scenarios may even increase in the future, according to JZ. In an interview with Nokia’s Ideas Project, Z talks about “ubiquitous human computing” where an organization uses human resources like fungible resources– combining the minds of people in various locations to solve the problem at hand. He gives examples of people working at home “plugging in” to various jobs from one location.

“Our technology has outpaced our social development, and our ability to build the kinds of social and cultural structures around the new technology that tend to temper and channel its use,” he says in the interview, adding that the “cheap networks” are what make ubiquitous human computing possible.

While this collective force–one that moves Wikipedia and one which Z hopes will fuel Herdict– is certainly cost efficient, how effective is it in utilizing advanced human resources? I still believe that some kind of personal element is required to make the most of people’s abilities and is that personal connection combined with the incentive of networks that brings out true productivity. Without that personal connection, you can only reach a certain level of quality.

I’m sure that in the future, people will develop tools to make communication via technology a more personal experience, but I’m worried that before it gets to that point, people will stop wanting to make the extra effort it takes in dealing with face-to-face communications. Even now, as I work remotely– most of my assignments/conversations with Z are through email– I wonder if I am becoming less sociable, burrowing deeper into my hole of specific interests. Email communications cuts out small talk because you can get right to the point. I find that my work emails are becoming more like archived instant messages or brief tweets with less full sentences and only absolutely necessary information. Mobile computing (iPhones and Blackberrys,etc) encourage this.

On the plus side, I can dress comfortably, feel inhibited about multitasking, and not be bothered by officemates who talk loudly on the telephone or smell bad. I don’t have to wait in front of someone’s office for a 15-min. slot. I can pick my nose, fart, or belch at will. I can play computer games full screen without worrying about someone looking over my shoulder. However, I don’t know if someone’s mother is sick, if their kid was in the school play, if they have an obsession with Battlestar Galactica… or have attention disorders. Such things may not seem important and are things that may bog down productivity in the short run, but are elements that keep people connected even after the task at hand is finished. And when it comes time for the next project, they are reasons for those people to work more efficiently– a relationship that becomes more productive over time.

At the end of the day, I always seem to be coming back to the idea of sociable networking (not social networking) and craving for a way to make technology a more personal experience. I think integrating more voice and video is a step in that direction. While text is certainly rich in terms of the expanse of creative interpretation that it lends, I think sound and sight adds the degree of personal connection that can enhance relationships. Ultimately I think that touch and smell are what seal personal experiences, but hopefully we won’t invest in technology to the extent that we want those elements remotely instead of in person.