Nintendo boss labels ‘cheap mobile games’ biggest risk to games industry

Reggie Fils Aime Train2Game blog image

The Nintendo of America boss has labelled low price mobile phone games are one of the biggest risks for the games industry. Reggie Fils-Aime made the comments in an interview with GameTrailers TV.

“I actually think that one of the biggest risks today in our industry are these inexpensive games that are candidly disposable from a consumer standpoint,” said the Nintendo Executive.

“Angry Birds is a great piece of experience but that is one compared to thousands of other pieces of content that for one or two dollars I think actually create a mentality for the consumer that a piece of gaming content should only be two dollars.

“I actually think some of those games are overpriced at one or two dollars but that’s a whole different story.”

The comments could be seen as a direct attack on the Apple App store, which sells many games for less than £1…with each iOS owner downloading an average of 60 apps. The remarks come just weeks after Capcom suggested that mobile gaming is drawing people away from traditional handheld consoles. It’s an opinion that Train2Game forum users agreed with.

Nintendo themselves are preparing for the global launch of the 3DS, and you can find out about the device on the Thoughts of Train2Game blog. The price of Nintendo 3DS games is expected to be as much as £39.99, but the company still believe the device will have a ‘rocket start’

Meanwhile, it’s been predicted that the revenues of social media gaming will surpass $1 billion this year.

So Train2Game, what are your thoughts on Reggie Fils-Aime’s comments? Does he have a legitmate concern or is he just ‘trash talking’ one of Nintendo’s biggest rivals? Are the games too cheap? Or do you think the Nintendo 3DS titles are too expensive?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum. Alternatively, you can let us know what you think via Twitter.

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

UK Charts: Dead Space 2 stays No. 1

Train2Game blog Dead Space 2 image

Dead Space 2 remains top of the UKIE/GFK Chart-Track All formats top 40 for the second week in a row.

As reported on the Train2Game blog, EA’s survival horror made its chart debut last Monday, and a second week of strong sales sees it remain Number 1.  FIFA 11 is also still selling strongly and once again holds onto second place in what is its 19th consecutive week in the UKIE chart. Assassin’s Creed: Brotherhood moves up the table once again to take Number 3.

Activision’s Call of Duty: Black Ops shows that there’s still life in the shooter yet – despite a complete lack of pricediscounting – by moving one place up to fifth.  It’s Black Ops 13th week in the top ten. Meanwhile, LittleBigPlanet 2 drops down to No.5, two weeks after it claimed top spot when released.

There’s no change at 6 and 7 with Just Dance 2 and Need for Speed: Hot Pursuit both non-movers, while Art Academy for the Nintendo DS climbs one to No.8.  The Sims 3 re-enters the top ten in ninth spot while Wii-Fit Plus drops to tenth.

Nintendo titles Mario vs. Donkey Kong: Mini Land Mayhem and Mario Sports Mix enter the UKIE/GFK-Chart Track All Formats Top 40 in 11th and 12th places, with the only other new entry being The Sims 3 expansion Outdoor Living Stuff.

The full UKIE/GFK Chart Track All formats top ten or the week ending February 5th is therefore as follows:

1. Dead Space 2 (EA)
2. FIFA 11 (EA Sports)
3. Assassins Creed: Brotherhood (Ubisoft)
4. Call of Duty: Black Ops (Activision)
5. LittleBigPlanet 2 (Sony)
6. Just Dance 2 (Ubisoft)
7. Need for Speed: Hot Pursuit (EA)
8. Art Academy (Nintendo)
9. The Sims 3 (EA)
10. Wii Fit Plus (Nintendo)

So Train2Game, are you at all surprised to see Dead Space 2 hold onto No.1 for the second week in a row?  With arguably no major releases this week, could EA’s shooter stay on top for a third consecutive week? Or can FIFA 11 re-take No. 1 in its 20th week in the chart?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum. Alternatively, you can let us know what you think via the Train2Game Twitter.

(Leisure software charts compiled by Chart Track, (C)2010 UKIE Ltd)

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Crowd sourcing website funds first game, good news for Train2Game students?

8-Bit Funding Train2Game blog image

You may have seen this story on the Thoughts of Train2Game blog last week about the introduction of crowd source funding for indie games.

Now just days later,  Expedition: TheNewWorld has become the first game to be fully funded by 8-Bit Funding. While the game has reached beyond its $700 funding goal, the project remains open for 56 more days in order to acquire the most funding possible.

It’s encouraging news for Train2Game students who may consider using the website in future.

“ I would like to thank all the supporters and to the guys at 8-Bit Funding!” says creator of Expedition: The New World Santiago Zapata.

“With your help I will continue developing Expedition and make it even more fun and interesting. Expect a new version with “port cities” and “strategic resources” in the map before the end of the deadline. Also, if you haven’t contributed yet, please feel free to do it and claim our contribution prizes.”

In addition to Expedition: The New World, another project has far exceeded initial predictions. Having only been created 10 days ago, project CardinalQuest has acquired the most funds at $2,936 in total contributions thus far, just $64 shy of the “Grace Period.”.

“Our experience with Cardinal Quest on 8-Bit Funding has exceeded all expectations,” says Ido Yehieli, lead designer for Cardinal Quest,

“In only a week we have received almost three thousand dollars! I think that proves that there has been a gap in the market for an indie-games related crowd funding service and that 8BF came in to fill it not a moment too soon. I also think it is important for us to have our own site that focuses on indie gaming, since more general-use sites tend to push games to the side compared to other types of work and their community does not particularly care about indie-games.”

So Train2Game, what are your thoughts on the early success of 8-Bit Funding? Will it be a long term success?  Do you think you’ll turn to it in order to help you develop games?

As usual, you can leave your thoughts here on the Train2Game blog or on the Train2Game forum. Alternatively, you can let us know what you think via Twitter.

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Dragon Age 2 demo confirmed

Dragon Age 2 Train2Game blog image

Train2Game students will be able to get a taste of Dragon Age 2 later this month when EA release a demo on February 22nd.  Completing the demo will allow players access to a special weapon for the full game.

The official press release from EA says the Dragon Age 2 demo will let players experience two different sections of the game and as any of the three playable classes:

“In the demo, players will venture through the game’s prologue, choosing from three different character classes. They’ll also learn more about Hawke and hone their skills and abilities that will make them the ultimate hero.

After finishing the prologue, players will enter a key new location in the world of Dragon Age, Kirkwall, befriending Isabela, a romantic interest in the game who is also a deadly smuggler. Upon completion of the demo, players will unlock a special weapon, Hayder’s Razor, an ancient dwarven blade which increases health, mana, and combat abilities, in the full release of Dragon Age II.”

The Dragon Age II demo will be available on the PlayStation 3, Xbox 360 and PC from February 22nd, while the full game is released on March 11.

Train2Game students interested in the Game Design of Dragon Age 2 should check out this Developer Diary, previously posted on the Train2Game blog The information that’s been revealed about Dragon Age 2 so far seems to suggest that it’ll match or even beat the expert character development and story telling of the original game.

So Train2Game, will you be checking out the Dragon Age 2 demo? What do you think about EA’s promise of a special weapon for completing the demo? And will releasing a demo increase the sales of the game?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum. Alternatively, you can let us know what you think via Twitter.

[Source: EA]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Almost 70% of internet users play casual games

Train2Game Games Survey blog image

Almost 70% of the UK’s online population now use the internet or mobile phones to play games. The good news for Train2Game students – who may look to develop casual games in future – comes from the Newzoo National Gamers Survey 2010 of US and key EU markets.

The number of people playing on social networks, mobile devices or dedicated casual game websites has grown to 67% of the online population in the US and UK.The report says:

On average, online casual game destinations, such as RealGames/Zylom, King.com and PopCap.com reach two-thirds of this audience. As these players extend their games offering to social networks and mobile devices, they find themselves servicing the majority of the nations’ online population and 73% (Germany) to 88% (US) of all gamers. Overlap between platforms is considerable, illustrated by the fact that 46 million Americans – or 33% of all casual gamers – play games on all three platforms.
Graphs on US, UK, Germany, France, Netherlands and Belgium are available at www.newzoo.com

Peter Warman, Newzoo MD adds

It is clear from our data that there is no such thing as “the typical casual gamer”, as almost everyone plays a casual game at least now and again, including people playing World of Warcraft or Call of Duty Black Ops. As games become a more integrated part of people’s lives, there is a place and time for every type of game, regardless of platform”.

The Newzoo survey comes less than a month after the Social Gaming Smart Pack from Econsultancy revealed one fifth of all consumers play social media games. You can read about the report here on the Train2Game blog.

With more and more reports suggesting social media and casual gaming is on the rise, a small team of Train2Game students who produce a good game could potentially find that takes off thanks to how relatively simple it now is to distribute a product online.

The massive success of casual game Angry Birds has seen merchandise based on the game appear in stores around the world. While the ever increasing recognition of social media gaming has seen it become part of BAFTA. (See the Thoughts of Train2Game blog for more information)

So Train2Game, what are your thoughts on yet another survey reporting an increase in casual gaming? Are you starting to think this might be a market you want to develop games for? And how big do you think it can get?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum. Alternatively leave us a comment on the Train2Game Twitter.

[Source: Newzoo]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Sony want NGP to ‘match install base’ of PSP

Sony has stated they expect the upcoming NGP – formerly know to Train2Game students as the PSP2 – to equal the sales of its predecessor. That’s according to Sony Computer Entertainment President Kazuo Hirai who told the PlayStation Blog:

“One of the things we want to accomplish with the NGP is match the install base that we have on PSP worldwide.”

“Over and above that try to go beyond that. The fact that we’re working hand in hand with the worldwide studios internally but also with a lot of the third party publishing partners already. That, combined with some of the exciting features, is a really strong combination to really match the install base we have for PSP and certainly go beyond that as well.”

Hirai also told the PlayStation blog that Sony have long term plans in place for the handheld.

“Whether it’s a homebased console like the PS2 or PS3 or a handheld like the NGP, it’s very important that we have a stable platform that is in it for the long haul.

“Once [the consumers] invest in our products, it doesn’t go by the wayside in two years or three years, but they are able to really enjoy that particular console for a very long time.

“It’s my expectation that NGP is going to have a similar sort of lifespan in the portable space as well.”

The President added Call of Duty would be a big thing for the NGP.

Train2Game blog readers can watch the interview with Kazuo Hirai below.

Sony are also keen to use the NGP to break into the casual gaming market. Train2Game blog readers will know that social gaming is set to pass the $1 billion mark this year!

The NGP was officially revealed last month, and you can take an in depth look at Sony’s new handheld on the Thoughts of Train2Game blog.

So Train2Game, what are your thoughts on the Sony NGP? Will it surpass the sales of the PSP? Do you think the new handheld will have a long lifespan?

As usual, you can leave your comments here on the Train2Game blog, or on the Train2Game forum. You can also let us know your thoughts via the Train2Game Twitter account.

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Enslaved fails to reach 500,000 sales

Sales of Ninja Theory’s Enslaved: Odyssey to the West haven’t even reached 500,000. That’s according to the Namco Bandai money report which states the new IP only sold 460,000 copies worldwide.

Namco had predicted sales would reach 800,000.

The disappointing figures suggest that Enslaved becoming a franchise might be unlikely, although only last week the Train2Game blog reported that  Namco Bandai  were looking at a sequel.

“It didn’t perform as well as we hoped it would, but we’re very proud of how it was received by both the media and the gamers who have experienced it,” said Namco Bandai Marketing Director Lee Kirton.

“I can’t discuss where we are in terms of a sequel, but we’re looking at reviews and feedback from the press and because of the gameplay and quality that Enslaved delivered, we see it as a great catalogue title going forward.”

Ninja Theory also want to produce a sequel, but for now are working on the reboot of Devil May Cry for Capcom.

Train2Game tested out Enslaved: Odyssey to the West at last years Eurogamer Expo, you can read our thoughts on the game here.

There’s also a report of the Enslaved Developer Session with Ninja Theory’s Tameem Antoniades a highly interesting read too. It contains information that will be of interest to Game Designers, Game Developers and Game Artists! It’s a must read.

You can also check out the thoughts of Train2Game Blog for more information.

So Train2Game, what are your thoughts on the sales figures of Enslaved? Does it show that producing a new IP is a huge risk? Or was the game just released at a bad time?

As usual, you can leave your comments here on the Train2Game blog or on the Train2Game forum. Alternatively, you can tell us your thoughts via the Train2Game Twitter account.

[Source: Eurogamer]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Michael Phelps swimming game for Kinect revealed

Push The Limit Train2Game blog image

Many Train2Game students have a desire to push the boundaries of Game Design in the future, so may take an interest in the newly announced swimming game for Xbox 360’s Kinect.

Publisher 505 Games will be producing the first ever controller free swimming game and are being helped by multiple Olympic Gold Medal winner Michael Phelps who was motion captured for it.

The Xbox 360 exclusive title will be called Michael Phelps: Push the Limit will help players learn advanced swimming techniques. The Blitz Games developed title is expected to be released in June.

505 Games describe Michael Phelps: Push the Limit as “one of the most realistic and intense sports simulation video games ever” and “the first controller-free swimming experience to capture your true movements and translate them into accurate gameplay”

Speaking about the game Phelps said:

“Push the Limit is a fun, innovative, and physical way to game that is complete with elements that will challenge serious gamers, swimmers and casual fans,”

“I’m really excited to help bring a one-of-a-kind swimming video game to the market that is reflective of my competitive nature and passion for swimming. This definitely isn’t your typical video game; much like my training in the pool, Push the Limit is about improving and  mastering every race element – from controlling your adrenaline on the block to perfectly timing your finish

“In my world, it takes a lifetime of dedication to get one-hundredth of a second ahead and I believe Push the Limit offers players a unique journey inside swimming that will challenge themselves as much as their in-game competitors.”

505 president Ian Howe added: “It is an honour for myself and everyone here at 505 to work with Michael Phelps, a truly transcendent athlete who has brought unprecedented glory to competitive swimming.

“His guidance and feedback have proven invaluable to the development process, and in-game he will mentor players in their journey from an unknown challenger to a powerful swimmer capable of beating the best in the world.”

So Train2Game, what are your thoughts on Michael Phelps: Push the Limit? Do you think it’s an innovative new way of using Kinect?  Will people buy a swimming game? And which sports do you think would make for an interesting new Kinect game?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum. Alternatively you can tweet us.

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Deus Ex: Human Revolution writer talks Game Design

Deus Ex Human Revolution Train2Game blog image

Here’s something that’ll be of particular interest to the Train2Game Game Design students; Eurogamer have published an interview with Deus Ex: Human Revolution lead writer Mary de Marle.

Here’s an extract from the wide ranging interview:

Player choice is important in Deus Ex, but from your point of view it must be difficult to accommodate that. How do you achieve it with writing?

From a broad picture of just story, and all the different branchings on that, overall our story from a very high level is linear. You go from A to B to C. But we identify early on moments of choice and consequence where you can make a decision that will change and affect the lives of the people around you and the world around you.

Before we started writing the story we knew what the story, basically, was, but then we worked to say, ‘How do we manifest that story in the game through the level design, and where are those key moments where their lives would be changed? And then, if so, how can they be changed, and where do we see the repercussions of those changes?’

So from that standpoint, it wasn’t just me alone. It was working with a bunch of people to spur those ideas and to get it all down on paper before so we had something we could always refer to that we wouldn’t forget three years later.

But what about the dialogue? How do you write dialogue for all these permutations?

First of all, when you’re writing a dialogue, it’s often moments in the writing process where you’re debating, should the character say this or should he say that? When you’re trying to write a dialogue in a film or a book, you make that choice right away and then you follow that dialogue to its natural conclusion. But in a game like this you actually get to go, well, I don’t know. Let’s try them both. The challenge becomes, how do you link them back in together?

So in one way it gives you a lot of freedom to explore things you normally wouldn’t, which is fun. But the challenge becomes not so much about what the character says, because you take it from the character himself and his personality, but identifying all the possibilities of things the players could do.

For instance, I might have a very solid opinion of who Adam Jensen is, and I will play him non-lethal and nice. And I have a hard time thinking, well, he could be an asshole at this moment. So the challenge comes from breaking that convention to think of those possibilities, rather than actually dealing with the possibilities when they come through.

But luckily I’ve got a lot of different personalities on the team who don’t want to play Jensen as the nice and non-lethal person, and they point them out for me. Sometimes.”

You can see the whole interview on Eurogamer.

It’s certainly interesting stuff and will give the Train2Game Game Designers something to think about. You can also see more information about Dues Ex: Human Revolution both here on the Train2Game blog and on the Thoughts of Train2Game blog.

What are your thoughts on what Mary de Marle has to say? Would you like to write a game with many different dialogue options? And are you looking forward to Deus Ex: Human Revolution?

As usual, you can leave your thoughts here on the Train2Game blog or on the Train2Game forum. Alternatively, you can let us know what you think on Twitter.

[Source: Eurogamer]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Train2Game blog student interview special: Artist Fiona Stewart post-Scottish Game Jam

Last weekend, Train2Game Art & Animation student Fiona Stewart (AKA FeeTheGiraffe on the Train2Game Forum) joined a team of experienced game developers at the Scottish Game Jam. After the big event,  the Train2Game blog caught up with her to see how it went.

You can also see the pre-Scottish Game Jam interview here.

Train2Game blog: First of all, how do you feel Scottish Game Jam went overall?

Train2Game Artist Fiona: Fantastically well! We all worked brilliantly as a team with excellent communication. Even through problems and lack of sleep no one got irate. We just all got on with what we were supposed to be doing. It was an amazing experience and to come 3rd out of 16 teams is just the icing on the cake. This is what one of the judges (Square Go) had to say about our game:

Shoal
Escaping an oil spill that is destroying your natural habitat, Shoal allowed you to take your fish to meet others, and hopefully a potential mate, in order to continue your species. With some differing moves to avoid obstacles your fishy friends should be saved.

A gorgeous looking game was slightly marred by being a little slow and having a control system that wasn’t as intuitive as it could have been. The glyphs to perform special actions were great and a final version with more levels would be wonderful.

Train2Game blog:  What did you contribute to your team?

Train2Game Artist Fiona: Initially I was going to do all the backgrounds but unfortunately the lap top I was using wasn’t coping with large file sizes so had to hand that over to Mike. I then did the plants, front end menu, logo, end screen and hunted around for all the sounds and music for the game.

Train2Game blog: What did you enjoy the most?

Train2Game Artist Fiona: That is really difficult to say just one thing… really it was the whole experience, everything!

Train2Game blog: What did you find the most difficult?

Train2Game Artist Fiona: Not being able to help the guys with flash and animation…. and living off junk food for three days.

Train2Game blog: Will it encourage you to take part in the Train2Game Jam next month?

Train2Game Artist Fiona: Oh I’m hooked! No way am I going to be missing any jam I can get to now!

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.