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Electronic Gaming Business, July 16, 2003
News-o-Matic Whassup?: Andrew Huang's upcoming book Hacking the Xbox will be published by No Starch Press ($24.99 at www.nostarch.com) in late July after the troublesome manuscript was rejected during the last stages of the publishing process at John Wiley because of legal concerns. In recounting how to reverse some engineer systems, Huang may have run afoul of the 1998 Digital Millennium Copyright Act and revealed ways of disabling Microsoft's copy protection scheme, Wiley feared. This comes on the heels of the public release of a supposed hack of the Xbox operating system that allows users to install Linux and perhaps skirt game copy protection. Say What?: Consider this just the opening shots in an ongoing war for Microsoft and probably Sony as well. By connecting proprietary operating systems and highly controlled networks with the Web, console manufacturers are conflicting with a world of open architecture PCs and open source Web culture. Against so many hackers and so much tradition, this is not a war that Sony and Microsoft win by threatening to sue the butts off anyone who even talks about cracking their protection. Some accommodation will have to be made ultimately to making these and next-gen consoles more malleable by users for general Web use and alternative operating systems. Likewise, eventually the Digital Millennium Copyright Act itself is going to get heavily revised or tossed out altogether by the courts because of it invasiveness. Whassup?: Both Taiwan and Afghanistan cracked down on demon gaming this month. In Jalalabad, Afghanistan, 300 "video game parlors" were shut down by police after parents complained their kids were spending too much time and money there and authorities alleged these were drinking and gambling dens. Meanwhile, Taiwanese authorities imposed a nighttime curfew on online gaming, blocking servers between 10 pm and 6 am. The Taiwan government fears that young people are becoming addicted to some high-profile MMOGs. Say What?: Just in case the video game industry was feeling singled out, Afghan authorities pulled the plug on cable TV in this vice sweep as well, claiming its content violated Islamic code. We're guessing they are talking about Baywatch re-runs, in which case we approve of the ban. Taiwan is serious business, and much of the concern surrounds the Korean online game Ragnarok, which has 600,000 members in Thailand alone. Whassup?: Game sales are driving revenues way up at some video stores. Hollywood Entertainment reports that same stores sales were up 11% in the second quarter in large part because of 483 Game Crazy game sales departments in their 1,846 Hollywood Video stores nationwide. In 2Q alone, the company added 122 Game Crazy areas to its stores. Likewise for Blockbuster. According to its Q1 earnings, 20.9% ($62 million) of its merchandise sales revenues came from games, up from 5% in Q1 2002. Say What?: Video stores are fast becoming an important sales channel, a way for people to buy games very locally and without a trip to the mall. Hollywood's same quarter merchandise sales climbed from $32 million to $59 million between 2002 and 2003, and the company seems to admit readily that game sales were behind this inordinate jump. Publishers should be exploring some innovative cross-merchandising to take advantage of this opportunity: free video or game rental vouchers. Whassup?: Despite tepid sales, EA's The Sims Online is starting to generate interesting phenomena. According to some reports, the online parallel suburbia is suffering from some criminal incidents, gamers extorting and harassing their neighbors. More interesting is the artful use by other players of Sims "albums," the feature that lets Sims take and share snapshots of their lives. Players are using albums to create a new Sims art form, visual narratives. Some are elaborately staged soap operas. In a Wired News article on the trend, Sims designer Will Wright says he is thinking of incorporating the idea into The Sims 2. Say What?: This phenomenon is called "emergent play" by designers, which simply means that audiences use the game in ways never intended by the authors. We'll see more of this as MMOGs gain penetration, but the fact that even Will Wright is surprised by it shows how far we have to go before the game industry truly appreciates what interactivity has wrought. Successful game design in the future may include post-release monitoring of actual gameplay to understand how players make use of a game's possibilities so that the designers can optimize the design to accommodate new styles of play that come from the audience. Interactivity is not a buzzword meaning players press buttons. It means publishers and designers truly interacting with audiences on levels we haven't even imagined yet. Whassup?: In another bold, spectacular expression of the obvious from the halls of academe, the American Physiological Society released research showing that game playing can interfere with sleep. Tracking high speed action on a backlit display can suppress the body's secretion of melatonin, the researchers theorize, which helps trigger proper sleeping cycles. Say What?: More interesting than the findings were the methodologies involved in the study. Saliva swabs were taken from the seven male subjects in the study before the computer tasks involved, and rectal temperatures (Whoa there!) were monitored at two-minute intervals during the tasks. Okay, so these misguided lab geeks may not have discovered anything stunning about computer use but they sure did invent a new way of playing Warcraft. Whassup?: Electronic Arts announces it will add a fee-based premium service called Club Pogo to its casual game site Pogo.com for $4.99 a month or $29.99 annually, members will get exclusive access to some games, including titles with more elaborate graphics and audio, plus first looks at new Pogo titles. EA will eliminate ads for members as well and give access to better online community features. Say What?: Claiming 3 million log-ons a day at Pogo.com, EA may be making one last stab at salvaging the debacle of its online strategy. Like every other Web site in existence, Pogo seems to be banking on the hope of flipping just a small slice of its massive traffic to the subscription model. And like every other Web site that dabbles with this model it surely will find that offering a few extra games and no ads is not exactly a reason for anyone to reach for a wallet. We expect EA either to sell the thing off to a portal or get very aggressive very quickly about limiting available free play at the site if it wants the fee-based model to fly. Whassup?: The long-promised, super hush-hush Phantom gaming console from Infinium Labs finally will see the light of day at the upcoming Ultimate Gamers Expo in Los Angeles (Aug. 15-17). Essentially a Windows XP PC that connects to the Web and your TV, the Phantom will allow for PC games distribution into the living room via broadband. According to recent reports, the Phantom will come in at a $400 price point, less than previous estimates, and the business plan is to work with broadband ISPs to deliver access to the Infinium game library. Say What?: Infinium promises high levels of copyright protection on games it licenses into the library, since the Phantom connects directly to the company servers and offers no removable media drives for offloading games or passing them along to others via the network. Convincing developers and publishers to buy into this scheme is a hill that Yahoo is trying to climb with its online distribution system, and even the portal admits that the going is rough. Consider this model in serious test mode and most likely to attract B and C- level titles at first. U.K. Game Sales (Week Ending July 12) This Week Last Week Game\Publisher 1 1 Tomb Raider: Angel of Darkness\EIDOS 2 2 Eye Toy\Sony 3 4 Enter the Matrix\Atari 4 3 SOCOM: Navy Seals\Sony 5 8 Hulk\Universal 6 5 Sims Superstar\EA 7 6 GTA: Vice City\RockStar 8 7 Starsky & Hutch\Empire 9 12 The Sims\EA 10 15 007: Nightfire\EA This Week Last Week % Sales By Platform 1 1 PS2 (88%), PC (12%) 2 2 PS2 (100%) 3 4 PS2 (72%), XB (14%), GC (7%), PC (7%) 4 3 PS2 (100%) 5 8 PS2 (71%), XB (16%), GC (9%), PC (4%) 6 5 PC (100%) 7 6 PS2 (65%), PC (35%) 8 7 PS2 (82%), XB (15%), PC (3%) 9 12 PS2 (36%), XB (8%), GC (5%), PC (51%) 10 15 PS2 (76%), XB (6%), GC (8%), GBA (5%) Source: ELSPA
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