Clickable Culture   Official Research Blog of Phantom Compass
  Entries tagged "" at ClickableCulture.com  
  Subscribe to this tag: RSS 2.0 ATOM 1.0  
     
  SXSWi 2008 Notes:  ‘Casual Multi-Player Online Games: Serious Revenues’  
 
 
Posted 2008-03-11 by Tony Walsh
 
 
     
 
Following are my rough notes from the SXSW panel "Casual Multi-Player Online Games: Serious Revenues," featuring Michael Smith (Mind Candy), Adrian Crook (FreeToPlay.biz), Joe Hyrkin (Gaia Online), Jeremy Liew (Lightspeed Venture Partners), and Nabeel Hyatt (Conduit Labs)...

Moderator: What constitutes immersiveness for a virtual world? 3D? 2D? HTML?

Crook- A casual MMO is like Puzzle Pirates, in terms of delivery platform, java, etc. Facebook and Travian are other examples. For me, a Casual MMO is a place where people gather online with some kind of game structure, like Club Penguin with a loose game structure. A casual MMO is an online world with reduced barrier to entry in terms of price or platform.

Hyrkin- A range of categories apply. Casual MMO success depends on the community and engagement between users.

Smith- Presentation matters, we've stayed from avatar-based virtual worlds. At the last SXSW, I heard a lot about avatar-based worlds, but that space is getting very crowded now. Room for other types of games, such as PMOG.

Hyrkin- Not being 3D has a lot of benefits; nothing to download, easy access, reduces barrier to entry. MTV has 4 virtual worlds, built around their shows, they came top us and asked for a Gaia-like experience. We had huge success with Virtual Hills in Gaia.


Continue reading: SXSWi 2008 Notes:  ‘Casual Multi-Player Online Games: Serious Revenues’
 
     
 
   
 
  0 comments  
  SXSWi Reminder: ‘What Can the Video Games Industry Learn From ARGs?’  
 
 
Posted 2008-03-10 by Tony Walsh
 
 
     
 
As previously threatened, I'll be kicking off a conversation today at SXSW about how the video games industry might pick up a few useful tips from Alternate Reality Games. The conversation takes place between 3:30pm and 4:30pm in Ballroom E. I'll be joined by Steve Peters of 42 Entertainment, probably Dan Hon of Six to Start, and whoever else wishes to drop in.

The idea for this so-called "Core Conversation" was pitched months ago, so I hope to freshen and expand the topic by identifying some areas in which video games have already adopted ideas and mechanics made popular by ARGs. Looking forward to the chat, hope you can make it.
 
     
 
   
 
  0 comments  
  SXSWi 2008 Notes:  Human and Property Rights in Virtual Worlds  
 
 
Posted 2008-03-09 by Tony Walsh
 
 
     
 
SXWi 2008 rough notes: "Human Rights and Property Rights in Virtual Worlds"

Susan Wu- If we don't address legal issues as publishers and developers, we will lose control [presumably through regulation]

Scenario: Your Tier 5 armor which took 6 months to acquire gets nerfed, do you have legal protection against devaluation?

Eric Bethke- No.

Boyd- Game world designers should have control over that decision [to nerf the armor, I think].

Scenario: You lose equipment following a server crash, do you have the right to have that property replaced?

Andrew Schneider- yes

Bethke- yes
Boyd- publishers can treat you however they want within the law. If I were running a game I would bend over backwards to give it back.

Schneider- This is all covered in EULAs, ToS, how rules are communicated to gamers

Continue reading: SXSWi 2008 Notes:  Human and Property Rights in Virtual Worlds
 
     
 
   
 
  0 comments  
  SXSWi 2008 Notes:  Stories, Games and Your Brand  
 
 
Posted 2008-03-09 by Tony Walsh
 
 
     
 
Liveblogged from SXSWi in Austin, my rough notes from the panel "SXSW 2008 Notes: Stories, Games, and Your Brand."

Dan Hon case study: Cloverfield.
-- More people heard of the marketing than saw the movie (based on informal audience survey)

Rachel Clarke case study: Honda.
-- Puzzles built into posters, web site, game play engages viewers, every time you play the game it takes you closer to the brand

Roo Reynolds case study: Perplex City.
-- PC had a nice collecting element, but a great backstory, bits of everything in it... in my work in virtual worlds, I've been disappointed to not experience this level of depth (although VWs are good at turning people into participants)...

Continue reading: SXSWi 2008 Notes:  Stories, Games and Your Brand
 
     
 
   
 
  0 comments  
  SXSWi: ‘Cross-Media Cross-Pollination: Mashing Up Video Games and ARGs’  
 
 
Posted 2008-03-09 by Tony Walsh
 
 
     
 
Thanks to Dee Cook and Dan Hon of Six to Start for joining me yesterday on a last-minute SXSWi panel entitled "Cross-Media Cross-Pollination: Mashing Up Video Games and ARGs."

We chatted about how ARGs and video games relate, and how these two game-forms might learn from each other. There were at least 60 people in attendance, many of whom were probably expecting the original panel "ARGs: The Future of Entertainment." Given that we only lost a few people during our panel, and given the number of eyeballs focused on the panelists, I think it was a success. Attendees joined in the discussion during and after the panel--I'm hosting a follow-up conversation on Monday at 3:30pm if anyone at the conference is interested in further conversation about ARGs and video games.
 
     
 
   
 
  1 comments  
  SXSW 2008 Notes:  What Teens Want  
 
 
Posted 2008-03-08 by Tony Walsh
 
 
     
 
Liveblogged from SXSW... rough notes...

7 tweens and teens on the panel, Goodstein moderated.

-- 12 yo: "goodreads.com" social networking and book reviews. "Purevolume.com" signed and unsigned bands.
-- MySpace, Facebook, "you can create your own layout," "customize your own designs," "communicate with friends and family after school"
-- MySpace, Facebook, prefers FB because of the add-ons "if everyone from my school wasn't there, I wouldn't be there", Digg.com, favorite game is Counterstrike Source
-- MySpace, "high five," helps her keep in touch with friends, "can't live without music," meet new people, talk a lot, make new friends. 12 yo in real life, 16 yo on MySpace
-- MySpace, "Mix Matters" music site, and "DATpif" (?) mix tape web site, keeps him up to date on recording artists. A gamer, plays sports games, plays Halo 3
-- 17.com for hair and makeup tips, Hipster.com for playlists and new artist discovery
-- MySpace, Runescape online roleplaying game, likes to make new friends with people around the world, 12yo in real life, 99yo on MySpace.

Continue reading: SXSW 2008 Notes:  What Teens Want
 
     
 
   
 
  0 comments  
  ‘Second Skin’ Documentary Debuts Friday  
 
 
Posted 2008-03-04 by Tony Walsh
 
 
     
 
Those of you in Austin, Texas this week for South by Southwest may be fortunate enough to take in the debut of Second Skin on Friday. I've been following the documentary about virtual worlds and the real people who inhabit them for some time, and can't wait to see the final film (having weaseled my way into its trailer). The makers of the film will be vlogging their Texan misadventures for your enjoyment, and have been keeping a production blog for millions of internet-years.

Here's when and where you can catch this potentially generation-defining documentary:

Friday March 7 - 9:00pm - Austin Convention Center Theater

Tuesday March 11 - 7:45pm - Austin Convention Center Theater

Thursday March 13 - 1:45pm - Austin Convention Center Theater

See you at the Convention Center!
 
     
 
   
 
  0 comments  
  Quick Links for 2007-12-31  
 
 
Posted 2007-12-31 by Tony Walsh
 
 
     
 
 
     
 
   
 
  0 comments  
  2008 Producers Institute At BAVC  
 
 
Posted 2007-12-18 by Tony Walsh
 
 
     
 
Applications are due February 1, 2008, for next year's Producers Institute for New Media Technologies, a 10-day program designed to give eight teams of documentary-makers a taste of new media, gaming, and cross-platform possibilities. Hosted and organized by the Bay Area Video Coalition (BAVC) in San Francisco, the Producer's Institute is intense, energetic, and highly productive. The program runs May 30 - June 8: For complete information, or to submit an on-line application, please go to: bavc.org/producersinstitute.

I was a mentor at the 2007 Institute (held earlier this year), and thoroughly enjoyed working both with BAVC and the invited documentarians. It was a fantastic opportunity to teach, learn, and cross-pollinate, and I'm sure the 2008 event will offer more the same.
 
     
 
   
 
  0 comments  
  Toronto Indie Games Conference Shrivels  
 
 
Posted 2007-12-10 by Tony Walsh
 
 
     
 
The Toronto Independent Games Conference will not be going ahead in 2008 as was originally planned. Essentially, the conference was too indie for its own good--my impression as an occasional adviser to the organizers is that there wasn't enough motivation, time, or interest from behind the curtain to stage a robust event. Although it drew an enthusiastic crowd of developers, students, and academics last year, failure to hold the event annually will probably kill any momentum the conference might have been building.

Fortunately, TIGC is not the only games-related meetup in town. Unfortunately, I'm not connected with any of the local people organizing these things, and am often the last to know about indie game events in my own city. For example, GameCamp Toronto happened this past weekend, but I didn't hear about it until a day previous. How many other events like this are hiding in the shadows? I only know of one more--the T.O. Game Jam, which was staged last May--no word on a 2008 date yet. I'd be happy to publicize local events, but I can't do that if I don't know about them ahead of time.
 
     
 
   
 
  5 comments  
[ Detailed Search ]
Clickable Conversation
5224 comments
on 4159 entries

Dinozoiks wrote:
Wow! Thanks for that Tony. Just posted a bunch of other tips here... http://www.dino.co.uk/labs/2008/45-tips-when-designing-online-content-for-kids/ Hope it helps someone... Dino...
in Dino Burbidge's '10 Things To Remember When Designing For Kids Online'


yes, many of the free little games are crappy. but as an artist who has recently published free content on the itunes app store,…
in Free iPhone Games Are Awful: Strategy?


I vote for popup radial menus. Highlight a bit of text, the push and hold, Sims-style radial menu pops up with Copy, Paste, etc....
in More iPhone Gestures, Please


Hey Tony! A client of mine is looking to hire an internal Flash game dev team to build at a really cool Flash CCG…
in Dipping Into Toronto's Flash Pool


Yeah, there's a lot of weird common sense things I've noticed they've just omitted from the design. No idea why though....
in More iPhone Gestures, Please


It also bears noting there's no mechanism right now for a developer to offer a free trial for the iPhone; the App Store isn't…
in Free iPhone Games Are Awful: Strategy?


@GeorgeR: It's on my shopping list :) I've heard good things about it as well. And Cro Mag Rally. @andrhia: meh, I don't know…
in Free iPhone Games Are Awful: Strategy?


...you get what you pay for, you know? I actually bought Trism based on early buzz, and it's truly a novel mechanic. I've been…
in Free iPhone Games Are Awful: Strategy?


The only one I've heard good things about is Super Monkey Ball. Have you given that a whirl yet?...
in Free iPhone Games Are Awful: Strategy?


Advance warning: this frivolent comment is NOT RELATED or even worth your time ... But whenever i hear "Collada", i think of that SCTV…
in Electric Sheep Builds Its Own Flock


Clickable Culture Feeds:

RSS 2.0 ATOM 1.0 ALL

Accessibility:

TEXT

Clickable Culture
Copyright (c)1999-2007 in whole or in part Tony Walsh.

Trademarks and copyrights on this page are owned by their respective owners. Comments owned by the Poster. Shop as usual, and avoid panic buying.