IPhone As Powerful As Xbox 360 In Three Or Four Years, Says Dev

The iPhone right now is considered by some to be a race to the bottom with prices that are cheap and quality perceived as not generally being that high. Donald Mustard, creative director at Epic owned Chair Entertainment, wasn’t a believer either until they started to make Infinity Blade for the iPhone.

“I didn’t take it that seriously until we started making this game,” he explained. “Now I’m like, ‘Oh my goodness, this is literally going to be the best looking handheld game ever made’. It’s way beyond what a DS or PSP could do. I think it’s going to be an interesting future, especially if in two years we can really run Gears of War on an iPhone.”

“We’ve just been blown away by the amount of graphical power that we can be pushing through these tiny little devices that are in all our pockets, added Mustard. “That’s one of the reasons why Epic are so interested in getting their engine onto these devices. Projecting out three or four years into the future, if the current trends stay true, these devices are going to be just as powerful as the Xbox 360. We’ll have a truly powerful console just sitting in all of our pockets. If that’s the case, there’s going be a lot more high-end games on the iPhone. We’re just on the cusp of that. It’s exciting.

Source: Eurogamer

EA’s Riccitiello Talks IPTV, Cloud Gaming

Electronic Arts’ CEO John Riccitiello is very bullish on internet TV services and how they will affect the gaming industry. He is so upbeat on such technologies from Apple and Google, he thinks they’re more important than 3D is for gaming.

“If I had to pick between IPTV and 3D and which one would be more important for gaming – not necessarily for installed base for homes, because I’m sure that people are definitely going to want to watch Shrek in 3D at home – but for us, I actually think it’s probably more potential in terms of new revenue and business model for us,” said Riccitiello. “What derives from the IPTV side, we’re watching that very carefully. So it’s a priority that’s high for us.”

“I think the long-term opportunity there is significant. I think we’ll ultimately move to be more-than-just-casual games, he added. And I think it bodes well as we go from a world where, if you think about it, a minority of consumers around the world have got a game-ready device connected to their plasma or high-definition television to that being sort of a universal standard.”

As for cloud gaming, Riccitiello acknowledged some logistical issues have yet to be worked out, but he says the company is already working on it. “It’s likely to promote more direct-to-consumer digital models, which, as we’ve indicated up until now, leave more of the money in our pockets of business than they do of various folks taking a piece out of the middle,” said Riccitiello. “So I think it’s a long-term positive. I think it supports both core and more casual offerings. I think it’s a growth driver, and I think navigating the specifics is going to be tricky and interesting to watch.”

Source: GamesIndustry.Biz

Resident Evil Is Damned

While Resident Evil has had a series of successful live action movies, there’s actually an unrelated CG movie series as well. Here’s the first sequel to Resident Evil: Degeneration, titled Resident Evil: Damnation.

Feature: Testing PSN’s Boundaries

When the PlayStation Network was first founded, it was mostly filled with games and gaming content, but the promise was there for much more. As time has gone on, more and more features have been added, including PlayStation Home and a video download service, that expanded it beyond standard multiplayer offerings. Now with features like PlayStation Plus, the free service has clearly become an important part of Sony’s porfolio, so engaging customers with original content like The Tester is key. We talked with Susan Panico, senior director for PlayStation Network, about the development of PSN and the making of The Tester 2.

What’s your background in SCEA?

I’ve been at PlayStation for a long time, for all the PlayStation systems, and so that’s a gaming background; almost four years ago when we decided to work on PSN, I’d very much say the vision was to build an entertainment destination that offered content.

Tell me a little bit of backstory behind creating original content for PSN.

For PSN, we started a small original programing team with the objective of reaching people [who are] consuming media digitally, getting things anytime on a variety of devices. It becomes important, then, to offer things you can’t have anywhere else, and that was the crux behind creating original programming, and almost half the gaming content [offered on PSN] is exclusive. For original entertainment content, we started with Qore, a digizine with game creator interviews and previews, then moved onto Pulse, which is our equivalent of a TV Guide telling you what’s on PSN and then we launched into Tester.

What was the impetus for The Tester?

We worked with 51 Minds production, who have a successful track record with VH1 and Rock of Love, on the Tester. Between all of these, we wanted to create programming that still touched on the gaming lifestyle and there were a lot of things we learned — we still had a lot of success with 2.5 million downloads but can’t accurately track viewers because there might be multiple viewers on each screen. We’re hoping to increase viewership by double.

Tell us about the Tester 2 and why you think it will be larger and more successful this time.

There were 28,000 participants trying to get on the show, so there was a lot of involvement in the development of Tester 2. We got an overwhelming amount of people that wanted to see content of this type. We got great feedback too; they wanted the episodes to be longer, so instead of 16 to 20 minutes, we shift to 22 to 26 minutes long with more emphasis on the drama, things like the player alliances and romances, beefing up the reality part of it. We strengthen the things we did well, like, we brought in guest judges which legitimizes the opportunities for the contestants and seeing the Spielbergs of their category.

Our panel of judges.

What prompted the idea to have more integrated marketing in Tester 2?

A couple of things — last year, we wanted to focus on doing the show right. We’ve been in the business of making games, so there’s a lot of shifts we had to make from a game company to a media company, but now we’re more willing to dip our toes in the water.

We don’t want overtly “in your face” sort of advertising, and we look at it as ‘branded entertainment’ and I think our audience appreciates that.

Could you give an example of the ‘branded entertainment’?

Ford is a good example, providing Ford Flex as a means of transportation between events and it was integrated into the show. That angle works well for us, I think.

Was it easier to sell the show to advertising partners now that it is established

Definitely, but one of the things that… it’s really interesting for us, because brands in general they look at advertising from a CPM perspective. We’re very much an emerging media that is less about CPM and is more about engagement and there’s a lot of great brands out there that get that and see where interactive media is evolving to.

We might not bring the mass marketing numbers of TV, but we have a highly engaged, highly concentrated, primarily male demographic, like in Home who are spending 70 minutes each, and that’s a lot of time.

Why is original programming important to building PSN?

On PSN, we have 50 million registered accounts, a little over half of which are in North America. Our main competitor isn’t people you think about, it’s time. When there’s a proliferation of content, it makes it hard to get their attention. You look at HBO, they originally delivered movies on TV in a different window than normal, then they evolved some original content, then you’re started to see Emmy winning shows like Sopranos; we’re not their yet, but I do hope our long term plan will have lots of great original content.

Why do you think the Tester matches the fanbase of PSN so well?

It could be easy for us to make a skateboarding show or extreme sports, but we wanted to start close to gamer centric content. It’s not just about an entry level position that universities have built degrees around, it’s about the challenges they go through. There are judges that are their heroes from the gaming industry and that really excites them and the audience.

I don’t know how long ago it was, but I was sitting in the Q&A department in the lunchroom, trying to come up with content ideas. Then all the Sony game testers came into the lunchroom for a break, and they had no idea who I was. And there were all these guys and it was interesting to listen to them and hear them talk and they were an interesting cast of people and I thought, “This is how our audience talks when they’re online or on their campus quads” and I thought it was something that had potential.

So creation of The Tester was a bit serendipitous then?

Yeah, it was a little! 51 Minds really helped shape the show into something that’s entertaining too — I give them a lot of credit.

Susan, thanks for your time.

Facebook Going ‘Places’

Facebook CEO Mark Zuckerberg announced recently that the number of Facebook mobile users has tripled in the past year. He also announced that the “Facebook Places” location-based feature will be available on Android smartphones.

To that end, 22 partners like Macy’s, American Eagle Outfitters, and the Gap will offer deals to customers that check in using the feature. The Places feature will also be available on iOS platforms.

Source: Reuters

Megamind Invades FarmVille

DreamWorks Animation and Zynga have announced a 24-hour collaboration with Megamind. The Mega-Farm will be accessible to all 17 million game players on FarmVille, letting users collect a special Mega-Grow formula, which helps players to instantly grow crops without wilting; there’s also a collectible decorative item for players to feature in their own farms.

FarmVille’s extraordinary reach in the social media and gaming space is unparalleled and we are thrilled to work with Zynga to bring Megamind into their online world, said Anne Globe, Head of Worldwide Marketing for DreamWorks Animation. Through this first-of-its-kind global collaboration, we look forward to reaching movie lovers and FarmVille fans in innovative and engaging ways on their very own farms starting tomorrow.

We’re excited to bring one of the most highly anticipated films of the year to FarmVille and create a unique entertainment experience for FarmVille players worldwide, said Manny Anekal, Global Director of Brand Advertising at Zynga. It s an innovative and fun way to connect Megamind and DreamWorks Animation fans through the world s most popular social game.

Kinect In Boys & Girls Clubs

Microsoft has announced a collaboration with actor/producer Mark Wahlberg and the Boys & Girls Clubs of America. As a result, Microsoft will donate Xbox 360 consoles, with Kinect and Kinect Adventures and Kinect Sports to thousands of Boys & Girls Clubs nationwide.

“I’ve experienced firsthand the positive impact organizations like Boys & Girls Clubs have on the lives of young people,” said Wahlberg advocate of Boys & Girls Clubs of America. “When I heard Xbox 360 wanted to give Kinect to Clubs across the country, I had to jump in and help.”

“The first time we saw Kinect, we knew it would have a special ability to bring kids, their families and mentors together. This is gaming and entertainment that encourages teamwork, fair play and creativity,” said Cyndi Court, executive vice president of Boys & Girls Clubs of America. “We’re so excited to provide Kinect for Xbox 360 to our local Clubs, and are thankful to Mark Wahlberg and Xbox for supporting our mission to keep kids healthy and active.”

Fender Rock Band 3 Controller Coming March 2011

Fender today released details for their Rock Band 3 Squier controller. Retailing for $279.99, this Stratocaster can be used as an instrument in Rock Band 3‘s pro mode and also as a real MIDI-guitar.

Fender, the name synonymous with rock ‘n’ roll, brings you the world’s first electric guitar that is also an officially licensed Rock Band 3 video game controller, reads the release by Fender. Created for musicians and gamers alike, the Squier by Fender Stratocaster Guitar and Controller rocks both worlds whether plugged into a guitar amp or into a video game console. Be the first to receive exclusive information about its release by signing up now!

Pre-orders for the controller open January 1, 2011, with the Stratocaster shipping March 1.