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  ScreenBurn at SXSW Game Design Competition  
 
 
Posted 2008-08-19 by Tony Walsh
 
 
     
 
I've joined the SXSW ScreenBurn advisory board for a third year, and will be helping with the public panel selection process. This year, ScreenBurn seems to be wrapped a little tighter into the Interactive component of the festival, and is bound to get more exposure as a result.

ScreenBurn announced its first game design competition yesterday, aimed at "emerging designers," who merely have to write and package/present a 200-word pitch for their game. The contest opened yesterday. Semi-finalists will be announced in mid-January 2009. These semi-finalists will then construct a 3-minute slideshow presentation that graphically illustrates their concept. Finalists will be chosen to present at the event after the jury reviews these slideshow presentations. There is no fee to enter the Game Design Competition, however, each person may only submit two proposals.

Wish I could play along, I've got a back pocket bursting with ideas. Oh, wait. Those aren't ideas...
 
     
 
   
 
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  Guest Check  
 
 
Posted 2008-04-25 by Tony Walsh
 
 
     
 
I meant to post this last month during SXSW, but life got in the way:



Geneviève Cardin of Baroblik handed the above Guest Check to me after one of my two gaming panels, and I thought I'd post it for interested readers. I don't hear much about Alternate Reality Games and related interactives going on in non-English languages. Cardin is a French Canadian working on some interesting projects--right now, she's doing a billingual (English/French) ARG known as The Rivard Project. She permitted me to keep her email address in the above photo, and she's looking for ARG-makers in the Montreal area, so drop her a line if you can help.

For those without graphics support, here's a list of Cardin's projects:
 
     
 
   
 
  4 comments  
  Alternate Reality Band:  ‘The All-For-Nots’  
 
 
Posted 2008-03-14 by Tony Walsh
 
 
     
 
While in Austin for SXSW, I caught the launch of The All-For-Nots, described by BuzzFeed as "a new web comedy about a fictional indie rock band," except that what I saw on stage was just a band--the comedy occurs offstage, apparently. As explained by a friend of mine at the event, the band's scripted between-gig antics are shot for webisodes, which you can check out on the band's official web site. Not entirely clear on the target demographic for this--I'm going to guess 12 - 24 year-olds (the project is going after both MySpace and Bebo users, which seems around that age range).

I suppose what I saw on stage was a salad comprised of alternate reality bands like The Monkees, Josie and the Pussycats, Jem and the Holograms, and Spinal Tap--a pref-fab band appealing to your love of music (if you like derivative indie-rock), comedy (via webisodes rather than on-stage), and presumably to your wallet as well (merch? albums?).

I kept waiting for something crazy to happen during the band's energetic set, but no. What would have been cool is for them to fire their drummer on stage... anything involving fire, actually. Oh well, will keep my eye on this project, maybe it'll blossom.
 
     
 
   
 
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  SXSW 2008 Notes:  Jane McGonigal’s Keynote  
 
 
Posted 2008-03-11 by Tony Walsh
 
 
     
 
Rough notes liveblogged from Jane McGonigal's keynote presentation at SXSW...

The Lost Ring has been in pay for a week, there are already over 100 screen grabs from the game trailer posted to flickr.

We need more alternate realities... the real world needs to be redesigned as a game...

Slide: "A game designer's perspective on the future of happiness"

Research around the subject of happiness... the science of happiness... we've started to see a backlash after a period of happiness study... one area of study looks specifically at what makes us happy and function well... it's been all over the popular press...

There's an amazing parallel between what makes us happy and the core tenets of game design...


Continue reading: SXSW 2008 Notes:  Jane McGonigal’s Keynote
 
     
 
   
 
  2 comments  
  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’
 
     
 
   
 
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  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.
 
     
 
   
 
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  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
 
     
 
   
 
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  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
 
     
 
   
 
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  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
 
     
 
   
 
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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


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