This week's controversy over President Obama's speech to America's school children has morphed into a rather unfortunate online game.
Obama's School Camp comes from Scottish firm T-Enterprise, which often mocks political issues with their Friday game offerings. Today's game challenges players to press letters on their keyboards which correspond to paper airplanes floating toward an animation of the President. Press the right letter quickly enough and the paper airplane disappears. Otherwise, it strikes the Obama character.
The paper airplane imagery seems to be an especially poor choice for a game published today, September 11th. It seems an even worse decision given that the game comes from T-Enterprise, which was the firm behind the now-canceled Rendition: Guantanamo project. A consultant to that game was alleged to have ties to Al Qaeda and the Taliban.
The debate over graphic Japanese sex games such as the disgusting and controversial RapeLay continues with word that the United Nations is stepping in.
At a meeting earlier this month, the U.N.'s Committee on the Elimination of Discrimination against Women called for a ban on explicit video games and anime. As reported by Anime News Network, the committee urged Japan to ban "the sale of video games or cartoons involving rape and sexual violence against women which normalize and promote sexual violence against women and girls."
The committee also expressed concern "at the normalization of sexual violence in the State party as reflected by the prevalence of pornographic video games and cartoons featuring rape, gang rape, stalking and the sexual molestation of woman and girls."
Via: Kotaku
Eidos president Ian Livingstone (left) is the latest game industry exec to complain about used game sales.
The BBC spoke to Livingstone about the issue. Here are the Eidos exec's comments:
The pre-owned market is a serious problem, because there is no benefit to developers or publishers...
A shop makes a bigger margin on a pre-owned title, and can sell them six or seven times, so there is no incentive for them to reorder and the content creator gets no slice of the action.
GP: "No slice of the action," of course, is the operative phrase in Livingstone's mini-rant.
Frankly, I have no sympathy for the industry's used game whiners and even less when I remember that digital distribution is inching ever closer. When that happens, the publishers will be in the driver's seat.
Enjoy your used game savings while you can.
Via: gi.biz
UGO reports that Playlogic's upcoming Fairytale Fights has an achievement to kill 1,000 kid characters.
Sounds like a public relations nightmare in the making. It's hard to believe that anyone smart enough to design video games could be that dumb.
From the UGO story:
Fairytale Fights may be the first game that not only features the innocent murder of children, but also an achievement to reward it.
After speaking with Playlogic last week, it sounds like the achievement's on the chopping block waiting for the axe to fall, but the children and the you killing them parts, those will definitely be served in the final dish...
Playlogic producer Poria Torkan told UGO that the company does have some concerns about the achievement. The game is scheduled to release on PS3 and Xbox 360. We wonder if Sony and MS will have concerns about licensing it with the dead kids achievement.
The video game industry continues to find new and creative ways to stick it to PC gamers.
In the latest example, EA has announced that the much-anticipated Command & Conquer 4 will require players to constantly be connected to the Internet, even for single-player campaigns.
That requirement, however, violates one of the basic tenets of the Gamer's Bill of Rights, a document released at PAX 08 by Stardock CEO Brad Wardell and Gas Powered Games CEO Chris Taylor. EA, however, is not a signatory to the Bill of Rights. No surprise there.
Specifically, the C&C4 requirement violates this point:
Gamers shall have the right to demand that a single-player game not force them to be connected to the Internet every time they wish to play.
Ars Technica reports comments on the connection requirement made by EA Community Leader "APOC":
As of right now, you need to be online all the time to play C&C 4. This is primarily due to our 'player progression' feature so everything can be tracked. C&C 4 is not an MMO in the sense of World of Warcraft, but conceptually it has similar principles for being online all the time.
While some may be taken aback by this, we've been testing this feature internally with all of our world-wide markets. We wanted to make sure it wouldn't take away any significant market or territory from playing the game. We have not found or seen any results that have made us think otherwise...
GP: This smells like backdoor DRM from here. Even if it's not, what if you're on a laptop? What if you're on an airplane? What if your Internet connection is down?
As a longtime PC gamer who has owned every version of the C&C and Red Alert games, this just sucks.
There is perhaps a glimmer of hope in APOC's comments. We note that he starts off with "As of right now..." Does that mean that this gamer-unfriendly policy is subject to change?
It's time for PC gamers to make some noise about this nonsense.
When Ontario's Premier Dalton McGuinty (left) announced on Monday that the provincial government planned to give $263 million to Ubisoft to offset the cost of opening a new game studio in Toronto, some eyebrows were raised.
Game industry types seemed understandably pleased, but an editorial in the National Post expresses shock and dismay over the amount of money involved and the fact the that those funds are going to a highly profitable company:
Ontario gives $263 million to company that makes $111 million in profit. Smart. Weren't we supposed to have learned something from the recession? Apparently not...
It’s bad enough that companies with terrible balance sheets get cash from taxpayers, but encouraging software companies that make money to play the same game is something else again. If you're losing money, Ontario wants to support you. If you're making money, Ontario wants to support you.
Commenters to the editorial were, by and large, not receptive to the plan, either.
- Soooo, do the math: That's 80 jobs per year. At a cost to the taxpayer of........ wait for it......................... $328,750 EACH !! WHAT A "DEAL" !!
- Let's call a spade a spade: Ontario liberals pissing away $300.000 per job created. You know what? I am not paying any more taxes. That's it... Why paying taxes, if everything I pay is getting just given away to the foreign businesses? I'd rather move to Honduras...
A few commenters, like the one below lauded the deal, however:
The author of this article clearly misses the point. The $263M "invested" by the Ontario government are in the form of tax breaks over ten year as an incentive to set up shop here, so no cash outlay. Further, the tax breaks are kind of a moot point since these taxes wouldn't have been paid anyway had UbiSoft not set up shop. The fact that they're spending $500M to open a studio, clearly they'll be here for a while, thus creating more jobs...
By all accounts, the Independence Day debate between Jack Thompson and gamer/lawyer Mark Methenitis was a froth-free success. Thompson, who can be a charmer when he cares to, appears to have impressed the SGC09 audience with a respectful demeanor and self-effacing humor.
Of course, expo attendees sampled but a small slice of the disbarred attorney's act. Naturally, he didn't compare any of them to Saddam Hussein and didn't report them to various law enforcement agencies. Tactfully, Thompson also avoided dredging up any of the various negative generalizations he has made about gamers over the years, such as our personal favorite, "Nobody shoots anybody in the face unless you're a hit man or a video gamer."
We are still hoping to see full-length video of the debate and a subsequent Q&A session, but have been tracking some of the early reactions by attendees. Destructoid's Jim Sterling live-blogged the debate:
After seeing JT's unvetted Q&A earlier, I don't think this'll be the trainwreck people are expecting. Thompson was level-headed and well-behaved earlier...
JT... calls GamePolitics his favorite videogame site. [GP: LOL]
"We are getting to the point where we will understand that adult-rated games are just as harmful as seeing two naked people have intercourse"... "I'm the pro liberty, pro personal choice guy here..."
[JT said] that he got disbarred because he went on 60 Minutes but he'd do it all again.
The normally cynical Sterling, who appears to have sipped liberally from Thompson's Kool Aid, was even more complimentary toward the disbarred attorney in his coverage of the SGC09 Q&A session:
I think Jack Thompson did an amazing job yesterday. I don't agree with all his views, and I certainly disagree with the way he's put them across over the years. I think everyone who watched him yesterday will agree, however, that if he continues the rest of his crusade in the polite and intelligent manner with which he carried himself at SGC, he really wouldn't be such a bad guy to have around.
Overly Positive offers its impressions of the debate:
It seems the audience left the presentation and Q&A with at least a small amount of respect for Jack Thompson, not just for making his points in a rational manner, but for showing up at all. It seems that even if this is to some cynics a desperate grab for relevance, that Thompson honestly believes that presenting his side of the video games violence debate is worthwhile.
SCG09 attendee Sean Hinz also live-blogged the debate.
GP: I caught Thompson's debate performance at VGXPO 07. He is, as described by various SGC09 attendees, an engaging speaker. If he behaved that way all of the time he would almost certainly still have his law license and might still be an effective advocate for his cause.
UPDATE: More in the vein of the Miami Jack we remember here at GP, Thompson e-mailed his reaction to our coverage:
Dennis, pay attention, you might learn something:
1. The comment about GP being my favorite game site was a joke, and everyone knew it. That's why the laughter. Not a lot of folks there care for you or GP.
2. I got about a 60-second standing ovation after the Q & A. Did you talk to Craig, who is the head of ScrewAttack, about his impression of me? [GP: we did send Craig an e-mail inquiry this morning; no response so far]
3. I don't need advice from you about how to be effective. I'm the guy making a difference not you, and it bugs the Hell out of you.
The recent discussion concerning the ESA's desire to have its rating organization, the ESRB, evaluate game content for the iTunes App Store brings a number of questions to mind:
1.) Why?
Having watched how corporations, lobbyists and their related entities do business for some time now, I'm too jaded to believe that ESA/ESRB wants to jump into rating App Store games for the good of society or because it's the right thing to do. This would, after all, be a significant commitment of ESRB resources. Generally such things happen because there is revenue to be made or there's power to be grabbed.
Despite its present chaotic nature, the App Store is a rising star in the game space. Getting in on the ground floor would be a coup for the ESRB. Apple has a lot of money, too, and the ESRB is paid a fee by the developer/publisher for each game it rates. Despite my cynicism, ESRB spokesman Eliot Mizrachi told me that it's not about the Benjamins:
ESRB is a non-profit organization funded by the revenue generated from the services we provide the industry. Given our highly discounted rate for lower-budget games, rating mobile games is not a financially attractive proposition; however we believe making ESRB ratings available for those games would serve consumers well. Parents are already familiar with ESRB ratings and find them to be extremely helpful in making informed choices for their families.
To be clear, our desire is to see Apple integrate ESRB ratings as an option in its parental controls and display a game’s rating (if it has one, the ratings are voluntary after all) in the App Store or on iTunes prior to purchase, not to require that every game available via an iPhone carry an ESRB rating (just as not every piece of video content available will carry an MPAA or TV rating).
Apple’s integration of ESRB ratings into its parental controls for iPhone games would afford parents the ability to block those video games that carry an ESRB rating utilizing the same tool they are being offered to block video content that has been rated by the MPAA or carries an official TV rating. It’s about giving parents the same ability to do on the iPhone what they are being offered with other entertainment content and can already do on game consoles and other handheld game devices.
2.) What would it cost?
I asked the ESRB what it costs a developer/publisher to have a typical console game rated? Would the cost to rate an iPhone game be less? Mizrachi said:
Our standard fees for getting a game rated cover the costs of providing that service. However, to make accommodations for lower-budget product like casual and mobile games, several years ago we introduced a highly discounted rate - 80% less - for games that cost under $250,000 to develop. We believe most iPhone games would likely be eligible for the discounted rate.
3.) Isn't this a lot of extra work for ESRB?
Mizrachi was asked whether the ESRB has the capacity to handle an influx of iPhone games for rating. His response:
ESRB has seen increases in rating submissions each year since its founding and has always been able to keep pace. We have rated more than 70 mobile games to date and will undoubtedly rate more in the future as the market grows. Consumers of those mobile games that have been assigned ESRB ratings should have access to rating information, and if parental controls are available, the ESRB rating should ideally be operable within that framework.
4.) If the ESRB plans to do App Store games, what about Xbox 360 Community Games (soon to be known as Indie Games)?
I also asked Mizrachi about the indie games on XBL. Wouldn’t they seem to be a more natural focus for the ESRB before targeting iTunes? Mizrachi said:
Once XNA games graduate to XBLA they are rated by ESRB... ESRB isn't "targeting" iPhone games.
5.) Who would pay for ESRB to rate App Store games?
Not the creators of $0.99 games, for the most part. They are apparently not making significant revenue. Apple has a deep pocket, of course, although they are not the creator of the games for sale on the App Store. Perhaps the larger industry players such as EA, Namco, etc. would foot the bill for their games. They are already accustomed to dealing with the ESRB.
6.) If only some games are rated, why bother?
But then again, if only the commercial game apps from major publishers are rated, how does that stop your kid from downloading Baby Shaker or Hot Dog Down a Hallway? The foundation for the retail employment of ESRB rating is its ubiquity. Major retailers won't carry non-rated games. Thus, parents have a reasonable expectation that their 12-year-old will be turned down if he tries to buy GTA IV. If not all App Store games are rated, such an expectation is not applicable. So, what's the point?
Hopefully we will learn more about the ESRB's plan as we go forward.
In an editorial published this morning the Albany Times-Union offers support for a federal lawsuit filed last week against the city of Troy, New York and its public works commissioner, Robert Mirch (left).
GamePolitics readers will recall that in 2008 inspectors invoked the city's building code to shut down an art gallery which was displaying Virtual Jihadi, Iraqi artist Wafaa Bilal's controversial computer game exhibit. From today's Times-Union editorial:
What constitutes free and protected speech in Troy, and what constitutes public safety and unacceptable building code violations, aren't merely matters of fiat. They aren't simply up to the whims of Robert Mirch. They shouldn't be, at least...
The public works commissioner, not to mention the majority leader of the Rensselaer County Legislature, had effectively appointed himself arbiter of public morals...
Mr. Mirch, meanwhile, seems to have a new beef with the media... He's bothered that the lawsuit, which after all is a public document, has made it into the hands of the media. Let's hope he doesn't try to use the building code to further retaliate...
Free speech and the building code should be kept separate.
Wedbush-Morgan analyst Michael Pachter has publicly apologized for saying that Sony was "ripping off the consumer" by setting a $249 price point on the PSP Go. The eminently quotable Pachter made the damning comment about the new handheld last week during an E3 segment of Bonus Round.
Apparently thinking better of his words in the interim, Pachter penned an apology yesterday as he debuted a new monthly column for IndustryGamers:
I sincerely regret the choice of words... where I said that Sony is "ripping off" the consumer by pricing the PSP Go at $249.99. I made a poor choice of words, and I do NOT think that Sony is doing anything nefarious in choosing their pricing strategy.
The company has the right to price its products at a point that they think is competitive, and has no obligation to sell products at lower than a competitive price. They have been subsidizing purchases of the PS3 since launch, to the tune of 22 million sold at a loss of $100 or more apiece (on average), so if they are able to make a profit on the PSP Go, more power to them. They are pricing at a point that positions the PSP Go competitively with the iPod Touch, and the PSP Go arguably has much more value than the Apple product. Notwithstanding my view that the price point is too high to generate more than a few million units sold, I really think my comment was unfair, and would appreciate your allowing me to clear the air...
GP: Pachter is a straight shooter and, apology notwithstanding, I believe he was speaking from the heart when he made his original comment. It's not too much of a stretch to imagine that there were a few angry phone calls from Sony HQ to Pachter between the airing of the "rip off" remark and yesterday's mea culpa.
But the fact is, Pachter got it right. Why does the PSP Go, which does away with the UMD drive assembly, cost $80 more than the current PSP-3000? There's no good reason, and gamers knew that even before Pachter spoke out. From the moment it was announced at E3, the PSP Go's $249 price point went over like the proverbial lead balloon.
Nor do I think much of the PS3 justification floated by Pachter in his retraction. Sony is losing money on the PS3, certainly, but that's no excuse to try to make a few million back by skinning consumers with the PSP Go. Personally, I love my PS3. But if Sony overdid the hardware, over-estimated their market and totally screwed up the worldwide launch, that's on them.
For an industry that's supposed to be all about fun, the video game biz is tightly managed from a P.R. standpoint. Not too many people speak their mind publicly or wander too far off message.
That's why we enjoy Mike Pachter, who tracks the industry for Wedbush-Morgan. The guy may not always be right, but he always says what he thinks.
And when Pachter says the $249 PSP Go announced at E3 is "ripping off the consumer," we must agree. The analyst, who was otherwise complimentary toward Sony's E3 presentation, slammed PSP Go pricing to host Geoff Keighley on an E3 edition of Bonus Round:
$249 is too much. Period... The [current] $169 PSP-3000 is a profitable device - the disc assembly, for a UMD, costs more than 16 gigs of flash does. So this new device doesn't cost them as much to make as the PSP-3000 and they jack the price up $80...
I'm sorry to say it. I don't want to get bad fan mail from the Sony fanboys, but... They're ripping off the consumer until they sell a couple million and if consumers don't buy it then the price is going to come down... they're making a lot more money on the PSP Go than the PSP-3000. And the PSP Go helps them because there's no piracy...
Maybe I like Pachter because his take on the PSP Go echoes my own. Here's what I tweeted about the system during Sony's E3 press conference last week:
Kaz [Hirai] is holding up PSP Go, but sez PSP 3000 won't go away...
Kaz PSP Go $249... Too much. Sense Me feature will match ur PSP music to ur mood. Um, thank you, no...
[Jack] Tretton: Resident Evil Portable. Let's hope that's a working title. LBP for PSP looks sweet. Crowd not really into PSP news, tho.
Via: Joystiq
Does game downloading on P2P networks have a negative impact on sales?
If so, you'd never prove it by looking at the case of The Sims 3. A late May report by Bloomberg indicated that The Sims 3 had been leaked and downloaded 180,000 times between May 18 to May 21. At that rate the not-yet-released PC game was on pace to eclipse Spore's record as most downloaded.
Despite the piracy, the DRM-less Sims 3 is experiencing the best-selling PC launch in EA's long history of publishing games. Says who? EA. The publisher issued a press release yesterday trumpeting 1.4 million legit units sold during the game's first week of availability.
At $50 a pop, that's $70 million in sales. In a week. And yet industry types like EA's own Peter Moore still maintain that piracy is killing the PC games market and use that mantra to justify saddling consumers with unwanted DRM or worse, not releasing PC versions of popular games.
A year ago I pronounced E3 dead.
I was wrong.
Of course, when I wrote those words, the impressive expo staged last week was not what I had in mind. Instead, as 2008's pitiful show wound down, I checked E3 for vital signs and found none. I wasn't alone, of course. E3 2008 was awash in criticism from media and industry types. Even Mr. Sims himself, Will Wright, termed the show "the walking dead."
But this year's E3 has to be - by any measure - rated a success. While it wasn't the exercise in rampant game biz excess that we experienced in prior years, it had ample excitement and plenty of buzz. And, truth be told, sharing the L.A. Convention Center with 41,000 other attendees was a far more pleasant experience than the godawful crush caused by the crowd of 80,000 let into the last big E3 in 2006.
In any case, kudos must be paid to the ESA and its member companies for following up on their commitment to turning E3's sinking ship around. The expo, of course, is the video game industry's annual chance to strut its stuff and it deserves to be a showcase. Hell, gamers want it to be a showcase. It's no secret that gamers drool over E3, yours truly included. Personally, 2009 was my 12th trip to the big dance. I've attended E3 in Atlanta, Santa Monica, and - a bunch of times - at the LACC. Afterward, I return home feeling re-energized about games and maybe even a bit let down by the prospect of life without 50-foot high displays, pulsing lights, amped-up music and booth babes.
To let E3 and its storied history just fade away might seem unthinkable, but that's exactly the direction in which the industry was heading when it allowed bean counters to dictate policy. Thankfully, those who understand just how important E3 is to the video game community stepped in and saved the day.
The embers of the RapeLay controversy were stirred a bit yesterday with a report that the game - and others of its ilk - had been banned in Japan. Not by the government, mind you, but by an industry standards organization.
As it turned out, the report was false, but it prompted a great deal of hand-wringing about Japanese censorship. And yet, RapeLay is already banned - in advance - in the United States by an industry standards organization: the ESRB. Again, it's not a government ban, but it is a de facto ban.
Think about it. Video game retailers won't carry unrated games, which would require RapeLay's publisher to submit the software to the ESRB for a rating. Given its digusting subject matter, RapeLay would certainly be tagged with the quickest AO (adults only) rating ever issued by the ESRB. If you think back to the 2007 Manhunt 2 situation, you'll recall that major retailers won't carry AO-rated games and console manufacturers won't license them. That last bit wouldn't be a problem for RapeLay, of course, since it's a PC game.
Yes, the game could still be sold online by independents. Even governments have a hard time stopping that. But the AO rating is retail death and everyone in the video game business understands that. No publisher would waste their time and money submitting a RapeLay to the ESRB, which is why I maintain that such games are banned in advance. I don't have a problem with any of this, by the way. It's how the system was designed to work. True, there are occasional calls for a marketable AO rating. But the ESRB would probably need to create an XXX rating to accomodate games like RapeLay if AO ever became acceptable to Wal-Mart and GameStop.
And while RapeLay's developers are within their rights to create a game based upon sexual violence and pedophilia, retailers are certainly within theirs not to carry the game. Women's groups are free to protest its messages. And the rest of us are free to be creeped out by RapeLay.
It has only been a few days since publisher Konami bailed on the controversial Six Days in Fallujah, but the CEO of developer Atomic Games discussed the situation at the Triangle Game Conference in North Carolina this week.
As reported by the Raleigh News & Observer, Peter Tamte (left) said:
Every form of media has grown by producing content about current events, content that's powerful because it's relevant. Movies, music and TV have helped people make sense of the complex issues of our times.
Are we really just high-tech toymakers, or are we media companies capable of producing content that is as relevant as movies, music and television?
This is what brought us close to many of the Marines who fought in Fallujah. After they got back from Fallujah, these Marines asked us to tell their story. They asked us to tell their story through the most relevant medium of the day -- a medium they use the most -- and that is the video game.
'Six Days in Fallujah' is not about whether the U.S. and its allies should have invaded Iraq. It's an opportunity for the world to experience the true stories of the people who fought in one of the world's largest urban battles of the past half-century.
GP: Setting aside the issue of whether it's too soon for a Fallujah game, frankly, the P.R. surrounding Six Days was incredibly bungled from day one. There is no precedent for a game project to crater with such velocity. A mere three weeks passed from the initial article about the game in the L.A. Times to Konami's sudden withdrawal from the project.
Here are a few questions I'd like to see Peter Tamte to address:
Terming it "a bullet dodged," the Salt Lake Tribune has lauded Gov. John Huntsman's veto of HB 353 in an editorial.
Although it did not mention the disbarred Miami attorney, the editorial was unsparing in its criticism of the Jack Thompson-conceived bill:
Somehow, this misguided piece of legislation zoomed through the Legislature with hardly an opposing vote, and, we suspect, without a thorough vetting...
This was patently ridiculous legislation, easily challenged in court as unconstitutional...
The bill ignored the fact... [that] the ratings can provide helpful information to parents, but should not supercede a parent's decision to let a child buy a game or DVD. In that, HB353 flew in the face of Utah's traditional support of parents' rights...
Is that really what legislators believed they were voting for... ? Probably not, but the legislation's broad language invited a whole set of consequences that were not intended...
In their misplaced zeal to limit access to media they don't like, our legislators might have eliminated the very tools parents need to set limits on what their children see and hear. We dodged a bullet on this one. Having misfired badly, the Legislature should not bring it up again.
Violent video games have been under fire in Germany following the horrific school shooting carried out by a 17-year old earlier this month.
But while some German political and law enforcement officials have called for bans on violent games, the Harvard Crimson urges the government not to rush a judgment against the medium.
Instead, suggests an editorial, political officials' efforts would be better channeled toward keeping real guns, not virtual ones, away from toubled youth:
Few crimes are more disturbing than violent murders at schools... In the aftermath [of the recent German rampage], a call has gone out to remove violent video games from store shelves. Banning video games or enforcing a blanket social restriction, however, is not the answer.
After a tragedy such as this, video games often receive immediate scrutiny... Studies may have found corollary evidence linking violent games to violent behavior, but... correlation does not equal causation, and there is no convincing evidence of a causal effect here. There are simply too many lurking variables—socially awkward teenagers may play violent video games, but so do many perfectly happy teens. We cannot prove that playing the games somehow morphs teens into serial killers.
Many people are concerned and look to lawmakers to respond. We must be reasonable, however, in our expectations. There will always be sociopaths and oddballs... We cannot hope to make every single person happy or non-violent. Exaggerating the link between video games and teen violence in this case smacks more of political ploy than effective measure...
More of the weight of such crimes must fall on the parents and others who leave such weapons in reach... Stricter penalties and regulations on gun sales could help keep such weapons out of troubled hands, but, as long as licensed guns are available, we must work harder to keep them secure.