Inception Star Reportedly Tapped For Batman 3

While attention now shifts for director Chris Nolan from Inception to the next Batman film, it looks like he might be tapping the former film for his new one. Reports are that Inception star Tom Hardy is being tapped for a role in the next Batman.

Tom Hardy has also recently starred in Tinker, Tailor, Soldier, Spy and This Means War and was set to take the starring role in Mad Max: Fury Road. Nolan’s next Batman movie is believed to be starting its shooting in early 2011 for a 2012 release date.

Source: Deadline

Redbox Goes For Games

Redbox has done about as much to hurt movie rentals at Blockbuster Video as Netflix and now it looks like they’re shifting to games. After a successful pilot program, Redbox confirmed that its game rentals will be launching in late October.

Game rentals will run at the rate of $2 per day. By contrast, DVD movies run at the rate of $1 per day. Find out more at Redbox’s new game website {link no longer active}.

Complete [a]list summit Now Available For Viewing

Over the summer, the Ayzenberg Group hosted its annual [a]list summit in beautiful Napa where brand and product managers gathered to talk about advertising, social media and the changing landscape in the games business. In its third year, the invitation-only event had 32 publishers represented with over 100 people in an intimate gathering that encouraged dialog and idea exchange.  The speakers and panels were comprised of industry leaders focused on electronic entertainment and how to connect with this audience.

We conducted interviews on site with folks like EA’s Rich HIlleman, and now we’re happy to share all the summit presentations if you couldn’t get out to Napa this year.

You can check out all the great sessions about Gaikai, Facebook, 3D Gaming, Online Content and more, and there’s even a special presentation from Atari founder Nolan Bushnell.

All the videos are available right here.

Feature: EVE Online: Marketing Where No MMO Has Gone Before

EVE Online is an odd duck among MMO games, catering to a very hardcore market of science fiction enthusiasts. Despite being a brand new IP, it’s managed to attract a fairly sizable audience with many zealous believers. It presents an interesting marketing challenge, something that EVE Online/CCP Public Relations officer Ned Coker was kind enough to talk about with us, and he even shared some info about CCP’s other upcoming projects.

[a]list: While most MMO titles seem readily eager to imitate World of Warcraft, EVE Online seems to thrive in its own unique culture.  How do you seek to emphasize those differences with your promotions?

Ned Coker: While EVE exists as the same “game category” as World of Warcraft – massively multiplayer online game – our design is fundamentally different on many levels. Things like our extensive death penalty and single-shard server architecture (everyone plays in the same game world) really push it more into the realm of a virtual world, which is fitting with our company goal of maximizing human interaction. The “sandbox” approach to the game systems that make up EVE puts the power of the world and its history into the hands of the players, but also to a degree the burden of their game experience. People play EVE in wildly different play styles – not just mission runner or fleet commander, but diplomat and forum warrior. All are valid and some don’t even require undocking your ship.

When promoting EVE, we seek to show people that it’s almost as if EVE is a different form of entertainment altogether that makes true use of two of the most powerful game mechanics a company can put into their game-player choice and human “AI.” It’s a tough paradigm shift for many who are used to content coming directly from the developers on a silver platter (something World of Warcraft does AMAZINGLY) instead of sitting out in the wilderness for them to discover, gather and take back to their workbench and craft into their own game experience. So while we pitch EVE Online for all of its regular game components – a deep, rich sci-fi universe where you are a powerful pilot – we also try to spend equal amounts of time talking about the metagame aspects of EVE. You can see such efforts in the Butterfly Effect trailer {link no longer active}, the newer Causality  {link no longer active} trailer and even in the in-game intro  {link no longer active} movie. In fact, we created the first two in an effort to help give our players a shortcut to explaining EVE to their friends and families, since EVE often eludes definition and an “easy” explanation because of its depth and breadth.  We also try to mirror the metagame as much as we can in banner advertisements and interviews as well, like the one you are kind enough to be giving me now!

[a]list: It’s our pleasure, really. So tell us about the importance of recruiting new players to EVE to refresh the player base.

Ned Coker: We’ve been very fortunate that EVE has grown relatively steadily since it launched in 2003. The game’s evolved to a stunning level through over a dozen free expansions.  But constant expansions aren’t the key to EVE’s growing player base. Nor is the scalable game design structures and server architecture (although they help). It’s the strong player community of players who are EVE. It’s the kind of game that draws you in and keeps you there, but only because of the interactions with the people already inhabiting the universe. So, for us, keeping people playing EVE is just as important, if not more so, than actively recruiting new players. Our pilots are the aspirational targets, but also the social backdrop of any new players’ experience. They provide a rich one.  Therefore we spend significant resources and effort in making sure that we, as developers, are doing the best we can to make sure we are giving them the EVE they want. They are incredible evangelists, better than we could ever hope to be. Of course there are still vast swaths of “untapped” potential players out there, from economics students to military strategy enthusiasts to players of other MMOs and even to people who jaunt over to Vegas for a weekend to feel the rush of high-stakes gambling. Each player we add could become the next Alliance leader, feared pirate or Microwarpdrive mogul, so we know that adding more players and recruiting them isn’t just about adding funds to reinvest in the development of EVE, but also about adding another bit of true, dynamic content for players currently in the game.

[a]list: Tell me about the importance that CCP attaches to reaching out to the development community in events like SIEGE.

Ned Coker: CCP views the development community as a whole as a wider social circle. Gaming, and in particular MMO development, is still very much in its infancy and that infancy sits in the wild west frontier of entertainment. Baby on a mesa! Therefore, there’s still so much that we can all learn from each other that it’s just stupid not to support the community as a whole. We attend a lot of conferences like SIEGE (and larger ones like GDC) because there’s always tricks and tips to be learned from other developers, fans, and even those still in school.  We have a pretty unique take on things – approaches to game creation forged from experience – and we definitely feel an obligation to “pay it forward” to other people in hopes of inspiring them to create games in the same way that those pioneering the industry before us did for us.

Own a piece of space… literally.

[a]list: How is promoting EVE different in unique regions of the world, like North America, East Asia and Scandinavian countries

Ned Coker: I can say it’s not easy. We’ve got our super secret ways to reach them, but we still find that it’s most effective to try to help our players reach out to their friends and then a wider gaming circle.  We try to go to conventions around the world, do interviews for international press and do targeted marketing campaigns as well, but in many ways the tools we need to pull it off most effectively aren’t always there – the communities too insular or obscure, the online components missing in favor of localized magazine distribution, and the retail channels not as reliable. BUT… it’s all proven to be truly worth whatever effort we can put into it. EVE has a fantastic international community and it makes for a much richer and more varied game. When the opposing Alliance actually communicates in another language, it makes it that much… cooler. We are working towards localization in many languages, even if it’s not an easy road to go down. We’re also looking to expand the payment methods themselves, which can be barrier to people who are used to paying for online purchases in drastically different ways or even simply with different currencies. Each region is a challenge, but luckily there are players who would love EVE tucked away in all parts of the world so we continue to try to reach them all.

[a]list: How important is player evangelism for the promotion of EVE Online?

Ned Coker: EVE Online can be considered a social network layered on top of a game about internet spaceships. Player evangelism has always been key for CCP, but in a more general sense we’ve seen its importance grow in the industry as a whole, which isn’t surprising with the advent of things like Facebook, Yelp, and the hundreds of other methods people use to get their friend’s (or knowledgeable strangers’) opinions of things before they purchase it. EVE is no different. Getting an introduction to EVE from a friend or trusted source helps give that extra pre-buy-in to the concept of EVE to a new player that helps them hit the ground running… er undock from the station firing. While you can obviously get into EVE as a complete blank slate, having some context for it before you get there will help. Our community team supports as many fansites as we can find, we stay in pretty good touch with bloggers and the internet radio crowd and we actively try to figure out how to make every EVE player’s megaphone/soapbox/free pamphlet as big and attractive as possible since they’re better salespeople than we are.

[a]list: How has the merger with White Wolf affected how CCP looks to promote its titles?

Ned Coker: White Wolf has been around the block for some time – since 1991– so our title promotion isn’t going to change all that much having been honed pretty well through years and years of experience to the appropriate level.  The merger did afford us to try out some things we might not have been able to otherwise though, such as the ridiculously artistic and high-quality clan book series for Vampire: The Requiem and the amazing cover artistry for Requiem for Rome and Fall of the Camarilla. They, like EVE, are about the worlds and experiences the players make, and are sort of  proto-MMOs in their own right, with a great bent towards the sandbox game style. Not a coincidence, this merger.

[a]list: How will Dust 514 serve as a way to cross promote EVE Online and vice versa?

Ned Coker: It’s the same universe and the same wars, which hopefully houses two seemingly different audiences that can find some common interests in destruction, betrayal, friendship and victory. We already know that many of EVE’s finest long-term tacticians are secretly addicted to the visceral experience of first-person-shooters and I think it’s safe to say that fans of the type of game DUST 514 will be will also want to branch out from the surfaces of planets and into the pods of the ships outside the atmosphere. How the marketing department captures that and tries to work with it depends greatly on the players that end up choosing to play DUST 514 and create the community that will make it a great game.

[a]list: Ned, thanks.

Zune For Mac Coming

Microsoft has previously not provided Zune software for Macs, for obvious reason. Now that Windows Phone 7 has launched, however, Microsoft is choosing to be more open.

“Later in 2010 Microsoft will make a public beta available of a tool that allows Windows Phone 7 to sync select content with Mac computers,” said Microsoft in a statement.

This Zune-Mac client is not the full Windows version, it won’t support major software updates for Windows Phone 7 devices and it is not clear how or if it will allow Apple users to access Zune accounts and content.

Source: InformationWeek

Marketing In The Digital Age And The Challenges It Presents

The game industry has changed rapidly since 2005 console games have become higher budget and smaller in number, yet the advent of smartphones, social network gaming and free-to-play titles has made the industry more multi-tiered and made marketing more complex. Vice president of strategy at the Ayzenberg Group Steve Fowler said to DFC that one of the most significant changes is the rise of social tools and how they are used in marketing.

“Especially with the downturn in the economy, marketers have been looking at alternatives to get their message across,” Fowler notes. “We’ve found that the tastemakers, the content evangelists, appreciate when they have a direct communicatio link. They feel empowered that way, and will actually do more work for you, helping spread the word of whatever your product is to their social networks,” Fowler explains.

While Facebook reigns supreme over all other social networks, they’ve developed a reputation for not listening to outside sources. Sometimes they’ll change features or take down apps without warning, though Fowler indicates things are looking up. They’re starting to listen to those things, says Fowler of Facebook, though he noted, “Sometimes it’s hard to find who is the person I need to talk to internally there.”

Still, Fowler says that social media advertising is not enough, and that the more platforms you can reach, the better. “We always preach that you want to surround your consumer. It s not going to work if you’re just advertising on Facebook,” said Fowler.

With so much of the industry headed online, Fowler believes the fire and forget philosophy of old won’t cut it in most cases. It’s going to be less about the two-week window that you have to sell 60 percent of your sell-in. That really is an artificial restriction that retailers put in, based on the lack of shelf space, and the lack of ability to create endcaps. Now you don’t need to take ninety-five percent of your budget and spend it in two weeks.

‘Even traditional, packaged goods publishers are going to change the way they approach marketing products especially when more and more of those dollars come from digital,” added Fowler.

Source: DFC Dossier {link no longer active}

Neowiz Targets America With F2P Title

Neowiz Games announced that it is launching its first title specifically for the North American market. The company will launch War of Angels, a free-to-play MMORPG, which will also be the company’s first global publishing effort.

“War of Angels is the perfect online gaming experience to kick off our North American expansion,” said John Nam, chief operating officer for Neowiz Games in North America. “The game will create the foundation for online gamers to find Neowiz Games as the next go-to destination for great online entertainment. Neowiz Games will share its great social and entertainment experience with North American gamers with War of Angels and other upcoming free-to-play online games.”

To find out about the War of Angels upcoming closed beta, please visit http://www.warofangels.net {link no longer active}.

PlayFirst Gets $9.2 Million In Funding

PlayFirst has announced that it has received $9.2 million in financing from investors Mayfield Fund, Trinity Partners, DCM and Rustic Canyon Ventures. The funds will be used to fund the company s push into the market for mobile and social games.

“This financing enables us to keep our focus on the opportunities in the mobile and social gaming sectors and provides the flexibility to quickly respond to changes and opportunities as the market continues to shift rapidly. With this capital, we will continue to aggressively optimize the PlayFirst brands that consumers love, like Diner Dash, to social and mobile platforms and  look for growth through partnerships and potential acquisitions,” said Mari Baker, president and chief executive of PlayFirst.

“PlayFirst, with its unique combination of best-selling casual game titles and emotionally engaging content, is well-positioned to thrive in today s quickly growing market for social and mobile games,” said Gus Tai, general partner, Trinity Ventures. “We see tremendous market opportunity ahead and PlayFirst will continue to be part of that story.”

Additionally, Eric Hartness will join the company from PlaySpan. He is a veteran of Electronic Arts, spending almost nine years working on games like Harry Potter and the Order of the Phoenix, The Simpsons Game, The Godfather, and Dead Space.

“PlayFirst continues to build out a winning team for the social game space. The addition of Eric, whom I m known for a number of years, brings a recognized leader to drive PlayFirst brands in the social game market,” said Mike Vorhaus, president, Magid Advisors. “In fact, our recent research shows that Diner Dash is already better known among Facebook game players than many of the top Facebook games today.”