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    <title type="text">Online Matters</title>
    <subtitle type="text">Online Matters:</subtitle>
    <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/blog/" />
    <link rel="self" type="application/atom+xml" href="http://www.poweredbygamespy.com/blog/atom/" />
    <updated>2008-04-30T21:45:50Z</updated>
    <rights>Copyright (c) 2008, Sean Flinn</rights>
    <generator uri="http://expressionengine.com/" version="1.6.1">ExpressionEngine</generator>
    <id>tag:poweredbygamespy.com,2008:04:30</id>


    <entry>
      <title>Can’t Shut Us Up: ION Interview</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/cant_shut_us_up_ion_interview/" />
      <id>tag:poweredbygamespy.com,2008:blog/5.1143</id>
      <published>2008-04-30T21:36:00Z</published>
      <updated>2008-04-30T21:45:50Z</updated>
      <author>
            <name>Sean Flinn</name>
            <email>sflinn@ign.com</email>
                  </author>

      <content type="html"><![CDATA[
        <p>It&#8217;s a fact: we LOVE talking to people. All kinds of people. About all kinds of things. 
</p>
<p>
What we really love talking about, of course, is multiplayer gaming (that&#8217;s our day job, after all ... heck, it&#8217;s our night job too, and quite often it rolls into an early morning gig to boot). To wit: this ION network <a href="http://ionnetwork.ning.com/forum/topic/show?id=2011764:Topic:3201" title="interview" target="_blank">interview</a> with Director of GameSpy Technology Todd &#8220;Tungsten&#8221; Northcutt, which does a great job of fleshing out the GameSpy &#8220;connected gamer&#8221; worldview, among other things.&nbsp; 
</p>
<p>
It also does a good job of teasing Todd&#8217;s speaking engagement at the upcoming <a href="http://www.ionconference.com/" title="ION Game Conference" target="_blank">ION Game Conference</a>, which takes place May 13 – 15 at the Waterfront Marriott in Seattle, Washington.&nbsp; He&#8217;ll be giving a talk entitled, &#8221;<a href="http://www.ionconference.com/session.php?id=4795" title="Follow Me" target="_blank">Follow Me: 7 Cool Things You Can Do With Buddy Lists</a>,&#8221; which, given our experiences in facilitating in-game buddy list / messaging systems and building <a href="http://comrade.gamespy.com" title="GameSpy Comrade" target="_blank">GameSpy Comrade</a> (our desktop social gaming application), promises to be chock full of good ideas, best practices, and other terms you’d expect to see in a conference presentation abstract. 
</p>
<p>
GameSpy / IGN will have a sizeable contingent at the ION conference, in addition to Todd&#8217;s talk – no booth, but representatives from GameSpy Technology, GameSpy Comrade, <a href="http://www.fileplanet.com" title="FilePlanet" target="_blank">FilePlanet</a> and <a href="http://www.direct2drive.com" title="Direct2Drive" target="_blank">Direct2Drive</a> will all be on hand to soak up the sessions, converse, and maybe (OK, certainly) buy folks a few drinks and meals.&nbsp; If you’re planning to be at the conference – or just in the area – please <a href="http://www.poweredbygamespy.com/contact" title="drop us a line">drop us a line</a> and let us know!&nbsp; Don&#8217;t be shy. As we said at the beginning of this post, we love talking to people.
</p>
      ]]></content>
    </entry>

    <entry>
      <title>GTA IV: Carjacking Connected Gaming</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/gta_iv_carjacking_connected_gaming/" />
      <id>tag:poweredbygamespy.com,2008:blog/5.1135</id>
      <published>2008-04-17T15:48:00Z</published>
      <updated>2008-04-17T15:58:04Z</updated>
      <author>
            <name>Sean Flinn</name>
            <email>sflinn@ign.com</email>
                  </author>

      <content type="html"><![CDATA[
        <p>When it comes to &#8220;connected&#8221; gaming, Rockstar clearly gets it.
</p>
<p>
No, that&#8217;s not something we ever expected to plunk out on the old keyboard - after all, it took the <a href="http://www.fileplanet.com/120253/120000/fileinfo/GTA3:-Multi-Theft-Auto-v0.3b" title="mod community" target="_blank">mod community</a> to drag the studio&#8217;s <i>Grand Theft Auto</i> juggernaut into the online realm.&nbsp; And while the company&#8217;s <i>Midnight Club</i> franchise does have a respectable multiplayer pedigree (full disclosure: Rockstar partnered with GameSpy to enable online multiplayer gameplay in several installments of <i>Midnight Club</i> on the PlayStation and PC), it&#8217;s tough to point to those games as doing anything besides dipping a racing slick into the waters of true gaming connectivity.&nbsp; 
</p>
<p>
View Tuesday&#8217;s worldwide press blitz on <i>GTA IV</i>&#8216;s multiplayer modes through that historical lens, then. (Miss the coverage?&nbsp; You can get an in-depth hands-on preview over at <a href="http://xbox360.gamespy.com/xbox-360/grand-theft-auto-4/865122p1.html" title="GameSpy.com" target="_blank">GameSpy.com</a>). The <i>Grand Theft Auto</i> franchise, venerated for revolutionizing both gameplay and storytelling mechanics, has finally shifted its focus to online multiplayer - and they&#8217;re approaching the task with the same zeal applied to developing open-ended sandbox game worlds, non-linear storytelling and hooker jiggle physics. 
</p>
<p>
To wit, not one, but FOUR very distinctive multiplayer modes: Team Deathmatch, Cops &amp; Crooks, GTA Race and Hangman&#8217;s Noose (a co-op mission). At first blush, this sounds fairly run-of-the-mill; we&#8217;ve seen co-op and TDM before.&nbsp; But Rockstar has several surprises in store. Team Deathmatch, for example, goes beyond the vanilla implementation of that game mode by allowing players to do pretty much everything they love to do in singleplayer in a multiplayer setting: dive out of speeding cars, take out pedestrians, you name it. GTA Race literally allows you to hurl the game&#8217;s full arsenal in your competitors&#8217; ways.&nbsp;  To cap it all off, GameSpy.com also reports that, &#8220;&#8230; some elements of Rockstar&#8217;s <a href="http://www.rockstargames.com/socialclub/" title="Social Club" target="_blank">Social Club</a> [which launches today!] will integrate with multiplayer.&#8221;  In essence Rockstar has carjacked multiplayer gaming, and is mashing its pedal to the floor to bust through the in-game, out-of-game barrier.
</p>
<p>
The point here isn&#8217;t to wax rhapsodic about <i>GTA IV</i>, however - it&#8217;s to point out what&#8217;s possible when a developer puts the full spectrum of connected gaming front and center in its design. Rockstar is committing the same level of revolutionary thinking to multiplayer, community and competition that it applies to the actual gameplay experience.&nbsp; Truly, for <i>GTA IV</i>, the two are one and the same - obviating the excuse you typically hear from developers that they&#8217;ve &#8220;sacrificed multiplayer features in order to spend more time on the core gameplay.&#8221;  We&#8217;ve long argued that the two are not mutually exclusive.&nbsp; Rockstar seems to agree.&nbsp; We&#8217;ll let <i>GTA IV</i>&#8216;s sales numbers finish the story.&nbsp;  
</p>
      ]]></content>
    </entry>

    <entry>
      <title>For Mario Kart Nerds, A Dream Come True</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/for_mario_kart_nerds_a_dream_come_true/" />
      <id>tag:poweredbygamespy.com,2008:blog/5.1126</id>
      <published>2008-04-15T16:53:00Z</published>
      <updated>2008-04-15T17:39:29Z</updated>
      <author>
            <name>Sean Flinn</name>
            <email>sflinn@ign.com</email>
                  </author>

      <content type="html"><![CDATA[
        <p>As <i>Mario Kart</i> fanatics in Europe and Japan are finding out this week, the much-anticipated <i>Mario Kart Wii</i> is living up to its hype - a fact that we modestly think may have something to do with its stellar multiplayer experience. (Cue rubbing of knuckles on jacket collar.)  The game has hit shelves in both territories, and we can confirm that people are already racing their wheels down to nubs online in unprecedented droves.
</p>
<p>
US fans (at least, those who haven&#8217;t already picked up their copy of the game from their favorite import shops) will be waiting until late April to hit the starting line - but, in the mean time, they can revel in some of the coverage being given to the game&#8217;s online features. 
</p>
<p>
As IGN UK&#8217;s recent <a href="http://wii.ign.com/articles/865/865110p1.html" title=""Online Impressions" article" target="_blank">&#8220;Online Impressions&#8221; article</a> details, there&#8217;s a lot to love here: Up to 12-player racing across 32 tracks; interactive, graphically fun leaderboards; the ability to race against &#8220;ghosts&#8221; of top-ranked players; and weekly &#8220;Competitions,&#8221; objective-based challenges that show off Nintendo&#8217;s ability to reconfigure individual tracks-on-the-fly. The cap on the mushroom?&nbsp; Virtually lag-free online multiplayer races and dead-simple matchmaking, which put players into matches quickly and delivered quality races the minute their wheels hit the track.&nbsp;  
</p>
<p>
As with all Wii titles, the Nintendo <i>Mario Kart</i> team worked directly with GameSpy Technology to power all of these online features, putting a unique spin on the standard tools and services that we make available to all Wii developers. We&#8217;ll detail all of this in depth in a future case study when the game launches in North America - for now, start revving your engines.&nbsp; 
</p>
      ]]></content>
    </entry>

    <entry>
      <title>Race Driver: GRID Does User Gen</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/race_driver_grid_does_user_gen/" />
      <id>tag:poweredbygamespy.com,2008:blog/5.1090</id>
      <published>2008-02-29T05:51:00Z</published>
      <updated>2008-02-29T05:12:05Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <category term="Implementation"
        scheme="http://www.poweredbygamespy.com/site/category/Implementation/"
        label="Implementation" />
      <content type="html"><![CDATA[
        <p>CVG had a great <a href="http://www.computerandvideogames.com/article.php?id=183138">interview with Peter Shea</a>, Creative Director at <a href="http://www.firebrandgames.com/">Firebrand Games</a>, talking about the forthcoming DS version of Race Drive: GRID.  (See <a href="http://ds.ign.com/articles/851/851755p1.html">IGN UK's preview</a> for a more general overview.)</p>

<p>The interview really focuses in on what Firebrand is doing differently for the handheld version of the game.  It sounds as if they're really doing a great job in taking the special capabilities of the DS into account when it comes to track creation, as well as tweaking gameplay to match the handheld experience.  I'm glad to see that more and more developers are taking this approach.  Shoveling out ports helps no one.</p>

<div class="blog-image-block">
<div class="blog-image"><img src="http://www.poweredbygamespy.com/images/blog/race-driver-grid.jpg" width="300" height="169" /></div>
<div class="blog-image-caption">Race Drive: GRID does user-gen content</div>
</div>

<p>Perhaps the most interesting bit for me, though, was Shea's discussion of how they're taking all of the user-created content the track editor is going to spawn to really make GRID something special:</p>

<blockquote><p>Shea: It's very straightforward. You can save six different tracks on your Game Card, and then by connecting to Nintendo Wi-Fi Connection, you can upload any of these tracks to your own space on the Gamespy servers.</p>

<p>You can then tell your friends about it, and they can look for your tracks online using your Friend Name, and download them to save on their own copy of the game. They are then free to race or edit the track, or upload it to their own bit of the server.</p></blockquote>

<p>There's a wealth of great content out there that people are creating every single day.  The hardcore folks know to head over to FilePlanet and look for the latest maps or mods on the PC.  The more mainstream gamer, and those on the console, aren't necessarily going to want to jump through those hoops.  What they need is a dead simple means of sharing that content from directly within the game.</p>

<p>That, my friends, is exactly what we built Sake, our Persistent Storage system, to do.</p>

<p>We saw a similar approach taken in <em>Mini Mario vs. Donkey Kong 2</em>, a single player title, and the first game to ship with Sake.  The additional content spawned a thriving, if small, community and gave the game huge legs.  You can read more about it in my presentation from last year, <a href="/news/view/breaking_the_in_game_out_of_game_barrier/">Breaking the In-Game/Out-of-Game Barrier</a>.</p>

<p>I'm excited to see Sake put to great use again on the DS, this time by Firebrand.  We'll definitely be doing a case study on this bad boy when it hits shelves later this year.</p>
      ]]></content>
    </entry>

    <entry>
      <title>They Got A Million of &#8216;Em</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/they_got_a_million_of_em/" />
      <id>tag:poweredbygamespy.com,2008:blog/5.1088</id>
      <published>2008-02-12T15:02:00Z</published>
      <updated>2008-04-02T22:22:46Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <category term="Implementation"
        scheme="http://www.poweredbygamespy.com/site/category/Implementation/"
        label="Implementation" />
      <content type="html"><![CDATA[
        <p>Well, that certainly didn&#8217;t take long!&nbsp; <em>Super Smash Bros. Brawl</em> was unleashed upon Japan just two short weeks ago and, already, the game is breaking sales records.&nbsp; (I refrained from making any &#8220;smashing&#8221; jokes.)
</p>
<p>
<a href="http://kotaku.com/355351/super-smash-bros-brawl-sells-a-million">Kotaku</a>, courtesy of <a href="http://www.famitsu.com/game/news/1213532_1124.html?ref=rss">Famitsu</a>, are reporting that <em>Super Smash Bros. Brawl</em> has become the fastest selling Wii title, beating out hits like <em>Wii Fit</em> and <em>Wii Sports</em>.
</p>
<p>
We&#8217;re hoping that the killer online feature set - from straight-up multiplayer action, to betting on replays, to sharing home-brew stages - are helping to contribute to those numbers.&nbsp; Nintendo pulled out all the stops when bringing one of my favorite franchises to the Wii.
</p>
<p>
Look for a full case study on <em>Super Smash Bros. Brawl</em> when the game becomes available to the rest of the world in a few more months.
</p>
      ]]></content>
    </entry>

    <entry>
      <title>January Titles Powered by GameSpy</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/january_titles_powered_by_gamespy/" />
      <id>tag:poweredbygamespy.com,2008:blog/5.1086</id>
      <published>2008-02-04T14:21:00Z</published>
      <updated>2008-02-19T13:31:16Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <content type="html"><![CDATA[
        <p>January would have been a slow, slow start for 2008 had it not been for a few powerhouse titles.&nbsp; Perhaps you&#8217;ve heard of a little game called Super Smash Bros.?&nbsp; Apparently the kids in Japan have been looking forward to this one or something.</p>

<p>Congrats to all of our publisher and developer partners who braved the snowy, cold month of January and released the following great titles with superlative online play:</p>

<ul>
<li><em>Super Smash Bros. Brawl</em> (Wii)     Nintendo</li>
<li><em>EXIT DS</em> (DS) Taito  </li>
<li><em>Mario &amp; Sonic at the Olympic Games</em> (DS) Sega</li>   
<li><em>Advance Wars: Days of Ruin</em> (DS) Nintendo</li>
<li><em>Wii Chess</em> (Wii) Spice Games</li>
<li><em>Nitrobike</em> (Wii) Ubisoft</li>
<li><em>Sonic Riders: Zero Gravity</em> (Wii) Sega</li>   
<li><em>Rune Factory 2</em> (DS) Neverland</li>
</ul>
<p>Those of us outside of Japan will have to wait until March for the Smash Bros. Brawl goodness to come our way.&nbsp; In the meantime, take solace that the boys at GameSpy.com have more <a href="http://wii.gamespy.com/wii/super-smash-bros-wii/838117p1.html" title="Super Smash Bros. Brawl screenshots, movies and opinions">screenshots, movies and opinions</a> than you can shake a stick at.&nbsp; Pay particular attention to <a href="http://wii.gamespy.com/wii/super-smash-bros-wii/850892p1.html">the online write-up</a>!
</p>
      ]]></content>
    </entry>

    <entry>
      <title>December Titles Powered by GameSpy</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/december_titles_powered_by_gamespy/" />
      <id>tag:poweredbygamespy.com,2008:blog/5.1074</id>
      <published>2008-01-14T22:34:00Z</published>
      <updated>2008-01-14T21:50:59Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <content type="html"><![CDATA[
        <p>The year ended with a bang as far as online gaming was concerned.&nbsp; Heavy hitters like <em>Unreal Tournament 3</em> set the PS3 on fire while old favorites, like the <em>Warhammer</em> franchise, made their debut on handhelds.&nbsp; A good trend to see as we wrapped up 2008.&nbsp; Pay special attention, too, to all of the &#8220;casual&#8221; titles that are doing interesting things online with the Wii.&nbsp; Would have guessed it when 2007 began?</p>

<ul>
<li><em>Arkanoid</em>	(DS)	Taito</li>
<li><em>Power Pro Kun Pocket 10</em>	(DS) Konami</li>
<li><em>Faces of War: Brothers In Arms</em>	(PC) 1C</li>
<li><em>Warhammer 40,000: Squad Command</em>	(DS)	THQ</li>
<li><em>Unreal Tournament 3</em> (PS3)	Epic Games</li>
<li><em>Chocobo&#8217;s Dungeon</em>	(Wii)	Square Enix</li>
<li><em>NiGHTS: Journey of Dreams</em>	(Wii) Sega</li>
<li><em>MX vs ATV: Untamed</em> (PS2) THQ</li>
<li><em>Heisei Kyouikuiinkai DS: Zengoku Touitsu Moshi Special</em> (DS)	Namco Bandai</li>
<li><em>Jikkyou Powerful Pro Yakyuu Wii Ketteiban</em> (Wii)	Konami</li>
<li><em>Kousoku Card Battle: Card Hero</em> (DS)	Nintendo</li>
<li><em>Puzzler Number Placing Fun &amp; Oekaki Logic 2</em> (DS)	TDK</li>
<li><em>Rising Eagle</em>	(PC)	Invasion Interactive</li>
<li><em>Anime Slot Revoluion</em> (Wii)	Namco Bandai</li>
<li><em>Simple Wii Series, Vol 3: THE Party Casino</em>	(Wii)	D3P Publisher</li>
<li><em>Simple Wii Series, Vol. 4: THE Shooting Action</em> (Wii)	D3P Publisher</li>
</ul>
      ]]></content>
    </entry>

    <entry>
      <title>November Titles Powered by GameSpy</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/november_titles_powered_by_gamespy/" />
      <id>tag:poweredbygamespy.com,2007:blog/5.1036</id>
      <published>2007-12-10T20:12:00Z</published>
      <updated>2008-01-09T23:44:10Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <category term="Implementation"
        scheme="http://www.poweredbygamespy.com/site/category/Implementation/"
        label="Implementation" />
      <content type="html"><![CDATA[
        <p>November was a prolific month for online play across all of the different platforms we support.  More PSP goodness from Red Lynx and THQ with <em>Warhammer 40,000: Squad Command</em> after last months PSP resurgence is always a good thing to see.  <em>Timeshift</em> kicked things off for the PS3 this holiday... look for more PS3 titles in December and gaining strength into the new year.</p>

<ul>
	<li><em>Panzer Tactics</em>	(DS)	10Tacle</li>
	<li><em>Mario &amp; Sonic at the Olympic Games</em>	(Wii)	Sega</li>
	<li><em>Empire Earth III</em>	(PC)	Vivendi Games</li>
	<li><em>F.E.A.R.: Perseus Mandate</em>	(PC)	Vivendi Games</li>
	<li><em>Ultimate Mortal Kombat</em>	(DS)	Midway Games</li>
	<li><em>Warhammer 40,000: Squad Command</em>	(PSP)	THQ</li>
	<li><em>Rayman Raving Rabbids 2</em>	(Wii)	Ubisoft</li>
	<li><em>Need for Speed: ProStreet</em>	(DS)	Electronic Arts</li>
	<li><em>Crysis</em>	(PC)	Electronic Arts</li>
	<li><em>Word Jong</em>	(DS)	Destineer</li>
	<li><em>TimeShift</em>	(PS3)	Vivendi Games</li>
	<li><em>TimeShift</em>	(PC)	Vivendi Games</li>
	<li><em>Unreal Tournament 3</em>	(PC)	Midway Games</li>
	<li><em>Geometry Wars: Galaxies</em>	(Wii)	Vivendi Games</li>
	<li><em>Trauma Center: New Blood</em>	(Wii)	Atlus Software</li>
	<li><em>Yu-Gi-Oh! World Championship 2008</em>	(DS) Konami</li>
	<li><em>Tank Beat 2</em>	(DS)	Milestone</li>
</ul> 
      ]]></content>
    </entry>

    <entry>
      <title>The End of Single Player?</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/the_end_of_single_player/" />
      <id>tag:poweredbygamespy.com,2007:blog/5.1029</id>
      <published>2007-11-08T03:26:00Z</published>
      <updated>2007-11-08T02:29:55Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <category term="Single Player"
        scheme="http://www.poweredbygamespy.com/site/category/Single Player/"
        label="Single Player" />
      <content type="html"><![CDATA[
        <p>Is the single player experience nearing an end?  I would argue not.  We've seen a raft of great single player games in just the past few months.  <em>Portal</em> or <em>Bioshock</em> anyone?</p>

<p>But MTV thinks otherwise.  <a href="http://multiplayerblog.mtv.com/" title="The MTV Multiplayer blog">The MTV Multiplayer blog</a> has an interesting bit of speculation up, <a href="http://multiplayerblog.mtv.com/2007/11/05/the-no-more-solo-zelda-theory-nintendo-and-the-end-of-single-player-gaming/">suggesting that the "solo-only" experience is on the way out and more simultaneous play is on the way in</a>.</p>

<p>For proof they cite <em>Super Mario Galaxy</em> and the inclusion of a two player mode.  One guy is jumping about as Mario while the other shoots incoming enemies and collects golden goodness.  There are also all of the ads featuring groups of happy people on couches - even if the game in question (<em>Metroid Prime 3</em>) is single player.</p> 

<p>Perhaps MTV are on to something here... though I would hesitate to say that Nintendo is the only one leaving the solo experience out in the cold.</p>

<p>If anything, I'd say Nintendo are just now catching up with a wave that the industry has been riding for some time now.</p>

<p><em>Gears of War</em> did a phenomenal job with the co-op campaign last year and looks poised to repeat it in the "single player/tournament" mode in <em>Unreal Tournament 3</em>.  <em>GRAW 2</em> and <em>Lego Star Wars</em> also had stellar co-op campaigns.  In fact, there were entire sections of the game that practically required co-op play in order to access.  <em>Guitar Hero 3</em> is in the same boat here, with co-op play being required to access songs like "Reptilia"" and "Sabotage."</p>

<p>I believe that Nintendo are, however, doing what they do best: taking a fairly straight-forward concept and applying it new and in novel ways.</p>

<p><em><a href="http://www.poweredbygamespy.com/projects/view/mario_strikers_charged_wii/">Mario Strikers</a></em> lets you take local co-op to a new level by competing against another team of two humans sharing the same Wii.  The same will be true in the new Smash Brothers title due out next year.</p>

<p>While MTV makes some great points, I'm more inclined to believe that Nintendo's recent designs are less about leaving the solo experience out in the cold and more about offering Player 2 a cozy seat by the gaming fire.</p>
      ]]></content>
    </entry>

    <entry>
      <title>Competing Against Myself</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/competing_against_myself/" />
      <id>tag:poweredbygamespy.com,2007:blog/5.1004</id>
      <published>2007-10-22T19:58:01Z</published>
      <updated>2007-10-22T18:16:25Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <category term="Community"
        scheme="http://www.poweredbygamespy.com/site/category/Community/"
        label="Community" />
      <category term="Competition"
        scheme="http://www.poweredbygamespy.com/site/category/Competition/"
        label="Competition" />
      <content type="html"><![CDATA[
        <p>Last week we had an <a href="http://joystiq.com/2007/10/10/metareview-the-orange-box-pc-xbox-360/">"Orange Day"</a> and, while the media gushed over <em>Episode 2</em> I was far more excited about the full version of <em>Team Fortress 2</em>, to be quite honest.  <em>Episode 2</em> will come and go but I suspect I'll still be playing 2fort for years to come.  (<a href="http://www.serverspy.net/site/?link=1&action=result1&page=1&orderby=s.currentPlayers&orderway=desc&game=44&type=fortress">Just like these die-hards.</a>)</p>

<p>If you haven't had a chance to listen to the developer commentary included in <em>Team Fortress 2</em> you definitely should.  It offers a unique look into the minds of some very talented designers.  Miss grenades?  Learn why they aren't there.  Curious about the choice of art direction when so many other games are going beyond photorealism?  Hear why Valve scrapped their approach and went in the opposite direction.</p>

<div class="blog-image-block">
<div class="blog-image"><img src="http://www.poweredbygamespy.com/images/blog/team-fortress-2-best.jpg" width="300" height="169" /></div>
<div class="blog-image-caption">Your personal best is tracked in TF.2</div>
</div>

<p>I was especially intrigued by the developer commentary Kerry Davis gave on the design of the stats system.  Davis says something I've long maintained: global leaderboards are dumb.</p>

<blockquote>Games usually approach stats by comparing a player to everyone else in the world. This is only really of interest to those who are near the top.  With <em>Team Fortress 2</em>, we decided that a better approach might be to compare the stats to the players previous successes, turning them from a world-wide comparative system into a personalized motivational one. <br /><br />
The beginning player gets encouragement and acknowledgment, that while they are not highly skilled yet, they are getting better all the time.<br />
<em>Kerry Davis, Valve Software</em>
</blockquote>

<p>What a global leaderboard lacks is context.  I'm never going to be at the top of the list so it is irrelevant to me.  Why show the top 100 to me as the default view?  Are you trying to make me feel bad?  Do you want me to give up on your game and go play someone else's game?</p>

<p>(Not only that, but it can encourage exploits and cheating.  Witness Bungie outright removing leaderboards from Halo 2.)</p>

<p>By applying a buddy filter, for example, I'm no longer competing against 450,000 <a href="http://archive.gamespy.com/fargo/january02/normandy/">anonymous smacktards</a> any more.  I'm duking it out for #1 against my 14 closest gaming friends.  Better yet, I've now got an acceptable joke about performance to throw out at meetings at my boss's expense.  You can see this put to great use in <a href="http://www.fileplanet.com/promotions/ut3">the new <em>Unreal Tournament 3</em> demo</a>.</p>

<p>Or, if the information is available, a regional or zip code filter could, again, provide some context.  Are you the best <em>Madden</em> player in Orange County?  (I can assure you that I am not!)</p>

<p>While on the right track, I think Valve takes it a bit too far and eliminates leaderboards all together.  Leaderboards themselves, of course, aren't all bad.  With the application of a little context the information in a leaderboard can be relevant, interesting and a great community builder.</p>
      ]]></content>
    </entry>

    <entry>
      <title>Your Site Is Lame.&amp;nbsp; Is Your Game?</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/your_site_is_lame_is_your_game/" />
      <id>tag:poweredbygamespy.com,2007:blog/5.999</id>
      <published>2007-10-19T03:46:00Z</published>
      <updated>2007-10-21T22:25:24Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <category term="Marketing"
        scheme="http://www.poweredbygamespy.com/site/category/Marketing/"
        label="Marketing" />
      <content type="html"><![CDATA[
        <p>There's an excellent new article up on GameDaily.biz today <a href="http://biz.gamedaily.com/industry/feature/?id=17810">examining how effective game websites are at driving sales</a>.  In it Scott Meldrum of <a href="http://www.hypecouncil.com/">HypeCouncil</a> (<em>warning - ANNOYING music!</em>) takes a critical look at the websites for <em>Bioshock</em>, <em>Guitar Hero 3</em> and <em>Metroid Prime 3: Corruption</em>.</p>

<p>The sites, while in many cases beautiful, come up sorely lacking when it comes to some of the key functions you expect from a major marketing vehicle.  There was little call to action for purchase, little or no attempt to create a community around the sites and almost no attention paid to turning your users into Mini-Marketers for the games.</p>

<p>Bummer... but not at all unexpected, to be quite honest.</p>

<p>Where are the feeds for game news?  Where is the link to purchase <a href="http://www.direct2drive.com/2/4645/product/Buy-BioShock-Download">Bioshock digitally</a>?  Where is my AIM icon pack?  What about keeping people coming back once the game has launched?</p>

<p>Now, <a href="http://www.2kgames.com/cultofrapture/articles.html">The Cult of Rapture</a> does have some awesome goodies but it is so, so hard to find... and doesn't really seem to fit in at all with the big, Flashy main <em>Bioshock</em> site.  Could it be that the two were designed by different folks?  <em>The Cult</em> by people who "get it" and the main site by people who, quite frankly, don't?</p>

<p>The <em>Guitar Hero 3</em> site does offer a glimmer of hope with the Backstage Pass but breaks one of my cardinal rules for websites: the dreaded "coming soon."  I can almost guarantee you that I'll never come back to see if you finished what you promised.</p>

<p>We're always preaching to developers about how community needs to be a part of game design from day one.  It looks like that message needs to be expanded to more forcefully include marketing as a part of the design process.</p>

<p><a href="http://www.poweredbygamespy.com/projects/view/command_conquer_3_tiberium_wars/">Commande &amp; Conquer 3</a> was an excellent case study for this approach.  We worked very closely with the team at EA LA to get as much of the site up and functional as soon as possible.  <a href="http://www.commandanconquer.com/">C&amp;C Online</a> was there to provide a constant stream of information for fans of the game.</p>

<p>There were forums for users to chat with one another, developer blogs on the design process and in-depth podcasts for users to download and listen to again and again.  In addition to a wealth of information we gave them a real reason to visit: gamers were allowed to pre-register their nicknames for the retail release.</p>

<p>Perhaps most importantly the site morphed once the game was released.  The marketing material was still there for new users but new, live content appeared.  Ladders, clans, Battlecast and other features were exposed giving people a real reason to return time and time again.</p>

<p>It pains me to think of all the time and money spent on the ineffective sites Meldum profiled.  How much more effective could they have been in driving sales by recognizing and using the simplest of tools the Web has to offer?  What more could have been done post-launch to keep users coming back, priming them for the next installment in the franchise...</p>
      ]]></content>
    </entry>

    <entry>
      <title>Sweat The Small Stuff</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/sweat_the_small_stuff/" />
      <id>tag:poweredbygamespy.com,2007:blog/5.981</id>
      <published>2007-09-27T21:14:00Z</published>
      <updated>2007-09-27T19:15:30Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <category term="Community"
        scheme="http://www.poweredbygamespy.com/site/category/Community/"
        label="Community" />
      <category term="Implementation"
        scheme="http://www.poweredbygamespy.com/site/category/Implementation/"
        label="Implementation" />
      <content type="html"><![CDATA[
        <p>Word on the street is that there's this great new game in town.  Halo something or other.  I hear it is <a href="http://www.gamasutra.com/php-bin/news_index.php?story=15647">breaking all kinds of sales records</a>, causing rampant truancy at schools across the nation and is also <a href="http://www.loadingreadyrun.com/videos/view/228">the future of gaming</a>.</p>  

<p>What impresses me most, though, about Halo 3 aren't the big things but rather the small things, the niceties, that most people are probably going to ignore.</p>  

<p>The Forge?  It reminds me of the skate park editors in early Tony Hawk games.  I've seen better level editors and, let's face it, most user-created maps are crap.  I admit, though, that I am curious to see what the little twist playing games while editing takes place will turn up.  Those of you who played <a href="http://www.sourcefortsmod.com/">SourceForts</a> can probably relate.  An 8-player deathmatch with all eight players simultaneously editing the very same map has fascinating potential.  A small twist sure to reap rewards.</p>

<p>The replay system, too, has all be done before.  There's a long history in the Quake community of making games, Half-Life gurus took it to another level and then, of course, there's the rabid RTS replay-consuming community.  (See also the great <a href="http://www.poweredbygamespy.com/projects/view/command_conquer_3_tiberium_wars/">BattleCast feature we worked with Command &amp; Conquer 3</a> on earlier this year.)  What I love about the replay system in Halo 3 is just how drop-dead easy it is to use.  A hallmark of the Halo series is the attention paid to usability.  While usability is certainly no "small thing" it definitely is oft overlooked.</p>

<p>Truth be told, I think the matchmaking in Halo 3 is just average.  It's fairly easy to find a match but, being the fast-twitch gamer that I am I'm frustrated any time I have to sit and watch my Xbox tell me "Searching for close match."  Thankfully there's a gorgeous little map on the matchmaking screen that has little dots on the globe showing me from where online players hail.  (We had a similar feature in <a href="http://gamespyarcade.com/support/help/playgames.shtml">GameSpy Arcade</a>'s lobbies - see "Playing Peer to Peer Games.")  I love it!  I could stare at this thing all day.  It's a tiny little feature, but one that distracts me from the tedium of matchmaking and makes me feel connected to the community.</p>

<p>I haven't seen much hooplah about the player stats shown on Bungie.net perhaps that's because, given what the Battlefield franchise and others have done on the web many find it fairly ho-hum - aside from the slick presentation.  What I absolutely think is a small but important feature is the feed available for every player.  I can now <a href="http://www.bungie.net/stats/halo3rss.ashx?g=Brilliantcrank&md=3">add a friend's feed</a> to my favorite reader and get hourly updates on his ownage.</p>

<p>All of these little things, along with dozens more, take a game that is <a href="http://xbox360.ign.com/articles/822/822714p1.html">"merely great"</a> to all new heights.  I hope that more developers take note and start sweating the small stuff.  As consumers grow more savvy they're going to expect these niceties and, maybe, start to punish developers for "merely" making a great game.</p>
      ]]></content>
    </entry>

    <entry>
      <title>Does The New E3 Work?</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/does_the_new_e3_work/" />
      <id>tag:poweredbygamespy.com,2007:blog/5.967</id>
      <published>2007-08-13T16:49:00Z</published>
      <updated>2007-08-13T14:57:04Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <content type="html"><![CDATA[
        <p>We participated in the last Gamasutra Podcast and debated with a few other industry folks <a href="http://www.gdcradio.net/gamasutra_podcast/2007/07/gamasutra_podcast_does_the_new.html" title="Does the new E3 work?">whether or not the new E3 works</a>.  </p>
<p>Susan Arendt, from <a href="http://wired.com/">Wired</a>, N'Gai Croal, General Editor of Newsweek, and John Davison of <a href="http://1up.com/">1UP</a> were there to represent the media.  Denny Thorley, President of <a href="http://day1studios.com/">Day 1 Studios</a>, and I were there to represent developers.  Opinions on the new format varied, with media being disappointed while Denny and I thought the new format largely worked.  <a href="http://www.gdcradio.net/gamasutra_podcast/2007/07/gamasutra_podcast_does_the_new.html">Give it a listen</a> and let us know whether or not you agree.</p>
      ]]></content>
    </entry>

    <entry>
      <title>Simplicity FTW!</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/simplicity_for_the_win/" />
      <id>tag:poweredbygamespy.com,2007:blog/5.954</id>
      <published>2007-07-25T01:33:01Z</published>
      <updated>2007-07-25T00:39:39Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <category term="Implementation"
        scheme="http://www.poweredbygamespy.com/site/category/Implementation/"
        label="Implementation" />
      <content type="html"><![CDATA[
        <p>I was recently listening to <a href="http://www.sciencefriday.com/">Science Friday</a> on <a href="http://www.npr.org/">NPR</a> and heard a fantastic interview with John Maeda, Associate Director of Research at <a href="http://www.media.mit.edu/">The Media Lab</a> at MIT.  During the interview Maeda discussed his book The Laws of Simplicity.</p>

<p>The laws range from the obvious (<a href="http://lawsofsimplicity.com/?p=50">Law 1: Reduce</a> "The simplest way to achieve simplicity is through thoughtful reduction.") to the nearly contradictory (<a href="http://lawsofsimplicity.com/?p=58">Law 9: Failure</a> "Some things can never be made simple.")  You can - and should - read more about each of the laws on <a href="http://lawsofsimplicity.com">Maeda's blog</a>. It struck me as I was listening that complexity is among the greatest barriers we in the game industry face.</p>

<p><strong>Complexity prevents us from expanding our audience.</strong><br />
Need proof?  Just watch a non-gamer struggle with a controller.  The 360 controller, which I consider quite usable, has two stick controls, a D-pad, 7 buttons on the top of the controller and 4 triggers hidden from view.  Over time, of course, using the controller becomes second nature - a natural extension of the player.  But not everyone has the time to commit to learning, nor the desire to learn some new skill in order to play a game.</p>

<div class="blog-image-block">
<div class="blog-image"><img src="http://www.poweredbygamespy.com/images/blog/ds-lite.jpg" width="300" height="169" /></div>
<div class="blog-image-caption">Touching is good.  And intuitive.</div>
</div>


<p>A large part of Nintendo's success with the DS and the Wii, I would argue, comes from stripping away the complexities of the controller.  What could be simpler than tapping directly on the screen of the DS?  Or swinging the Wiimote just like you would a golf club?  My three year-old quickly figured out how to pet her <i>Nintendog</i> (named 'Anchovy' in case you were interested) and my father has no problem playing <a href="http://www.nintendowifi.com/gaminghub/ClubhouseGamesGamingHub.jsp">Clubhouse Games</a> - <a href="http://www.poweredbygamespy.com/news/view/nintendo_ign_entertainment_join_forces_to_create_a_new_portable_gaming_netw/" title="Nintendo DS is Powered by GameSpy">online, even</a>!</p>

<p>That's Law 1 in action, folks.  How could you put it to use in <em>your</em> game?</p>

<p><strong>Complexity prevents users from discovering (and enjoying) higher-order functionality.</strong><br />
We've focused a good bit in recent years in adding more and more complex functionality to <a href="http://poweredbygamespy.com/services/" title="GameSpy Technology Services">our suite of products</a>.  One of the questions that constantly comes up during design meetings is how to add Feature X such that the interface doesn't become needlessly complex?  Or, perhaps more importantly, whether or not anyone will really make use of a feature if it requires too much thought on a user's part?
</p>

<p>We are, for example, big proponents of lots of filtering in a <a href="http://poweredbygamespy.com/services/view/connect/" title="GameSpy Server Browser">server browser</a>.  It allows users to get a smaller list, making the browsing process faster (<a href="http://lawsofsimplicity.com/?p=52">Law 3: Time</a>).  It also makes the list far more relevant, making it easier to select a server that meets your criteria.  Great!</p>

<div class="blog-image-block">
<div class="blog-image"><img src="http://www.poweredbygamespy.com/images/blog/browser-options.jpg" width="300" height="169" /></div>
<div class="blog-image-caption">So many options, so much complexity.</div>
</div>

<p>Sort of.  In practice, though, we often see filtering implemented as a jumble of drop-downs, multi-state checkboxes and text-entry fields.  Worse still?  The filter options are all present but defaulted to none.  Why not pre-select some?  Like "not empty/not full" or "not passworded."  Law 5, people.  <a href="http://lawsofsimplicity.com/?p=54">Simplicity and complexity need each other.</a></p>

<p><strong>Complexity causes frustration, fatigue and failure.</strong><br />
As a game developer you want to evoke emotions in your players.  You want them to feel attached to the characters.  You want them to feel a rush of adrenaline in the heat of battle.  You want them to <a href="http://www.poweredbygamespy.com/blog/archive/buddy_list_limitations_are_silly/">forge strong friendships</a> with the people they play with online.</p>

<p>You don't want them feeling frustrated because they don't understand how a feature works.  Or feel fatigued by having to do the same tasks every time they play.  Law 7 states that more emotion is better than less.  So long as it is positive I'd say that's true.  The last thing you need, though, is more negative emotion.</p>

<p>Immediately after hearing the interview I put in an order for <u><strong>The Laws of Simplicity</strong></u>.  <a href="http://www.sciencefriday.com/pages/2007/Jul/hour1_071307.html">Download the podcast</a> and see if it has the same effect on you.  Who knows, maybe the game you're working on right now could use a little simplicity!</p>
      ]]></content>
    </entry>

    <entry>
      <title>E3 I Love You But You&#8217;re Bringing Me Down</title>
      <link rel="alternate" type="text/html" href="http://www.poweredbygamespy.com/site/e3_i_love_you_but_your_bringing_me_down/" />
      <id>tag:poweredbygamespy.com,2007:blog/5.951</id>
      <published>2007-07-17T18:09:01Z</published>
      <updated>2007-07-17T18:16:30Z</updated>
      <author>
            <name>Todd Northcutt</name>
            <email>todd@gamespy.com</email>
                  </author>

      <category term="Trade Shows"
        scheme="http://www.poweredbygamespy.com/site/category/Trade Shows/"
        label="Trade Shows" />
      <content type="html"><![CDATA[
        <p>I really welcomed the disappearance of the week-long assault on my senses that E3 had become in recent years.  Our primary focus at the show has been to meet with our publisher and developer partners to discuss current projects as well as begin talking about things they had announced at the show.  The mega-event had grown so over-the-top that it was difficult to get anything done.  As the E3 booths grew more elaborate and the decibels increased meetings held on the show floor literally turned to exchanges shouted between drum beats.</p>

<p>I was relieved when the ESA announced the format change last year.  President Doug Lowenstein cited making the show more "business-friendly" among their key reasons for the change:</p>

<blockquote>"When we asked key audiences what they wanted in the new event, we heard that they wanted opportunities for high-level meetings in a business-like setting, to play games, network, and socialize, to see major company offerings while also preserving the sense of discovery that is so much a part of the show, and to hear substantive presentations on the most important issues and trends facing the industry," Lowenstein said.</blockquote>

<p>Sure enough, this year's format was great for business.  The 30 minute shouting matches were gone and replaced by leisurely conversations with publishers and developers in private, quiet locations.  It was easy to bump into someone walking down Ocean and have an impromptu discussion on the way from the Fairmont to Lowes.  What a change!</p>

<p>What was missing, though, was the "sense of discovery."  What was missing, more specifically, was Kentia Hall.</p>

<p>Kentia always held a special place in my heart.  You never quite knew what you would <a href="http://www.penny-arcade.com/comic/2006/05/15">discover there</a>.  There were crazy peripherals, like the CyMouse, that you controlled with your head instead of your hand.  I saw the first cool use of a USB camera on a PC at Kentia in Gaijin's <a href="http://gaijinent.com/projects/flight.htm"><em>Flight of Fancy</em></a> in which you controlled your dragon and cast spells via gesture recognition.</p>

<p>Kentia was always the home of the risk-taker.  While there was certainly a large number of flat-out kooks (God love 'em!) showing their wares in Kentia you could always find one or two gems that you knew would go on to greatness.  You can never forget the biggest thing to ever come from Kentia: <em>Guitar Hero</em>.  Would <a href="http://xbox360.gamespy.com/xbox-360/harmonix-music-project/802155p1.html">Rock Band</a> be all the rage this year without the help of Kentia oh so many years ago?  I tend to doubt it.</p>

<p>There was no place at this year's E3 for the smaller developer to participate.  If the ESA can crack that nut next year I think that the new E3 will be on the right path.</p>
      ]]></content>
    </entry>


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