Take A Walkthrough Of The New Google Maps

With the launch of Google Maps 6.0, {link no longer active} users of mobile devices running Android OS 2.1 and up will have the ability to use Google Maps not just to get directions to an IKEA, Macy’s or one of several airports, but to use the mapping functionality to figure out how to find housewares, ATMs, and your flight gate once you are inside. Google’s inside mapping will work similarly to its outside mapping. A little blue dot will move along with you to show you where you are, and the technology is even able to know what floor you are on – “the third dimension of mapping.” Google’s launch partners include 18 U.S. airports — notably some of the biggies, such as Chicago O’Hare International Airport, Hartsfield-Jackson Atlanta International Airport and San Francisco International Airport (obviously) — LAX and JFK are still not available. Some of the big-box stores such as IKEA, Macy’s, Bloomingdales and Home Depot have already been mapped, but not Target or Wal-Mart… yet.

The Roots Release Interactive App To Complement Concept Album

Seminal hip-hop outfit and live jam band The Roots {page no longer active} are debuting a new app designed to provide an interactive complement to new concept album ‘undue’ {link no longer active}. A mix of interviews, lyrics, music video snippets and images, the application will delve deeper into the mythos surrounding the short life of fictional character Redford Stephens, around whose tale the record is based. Designed to elaborate further upon the faux inner city youth’s troubled life, the app will let viewers delve deeper into the events leading up to and precipitating the fallen drug dealer’s untimely demise. Serving as a multimedia complement to the album, a reverse narrative whose songs memorialize key moments in Stephens’ life that precursor his temptation and eventual fall, the program should provide fans added story perspective. Helping further deconstruct the character’s relationships, choices and motivations, its use of high-tech set pieces is designed to provide deeper understanding of, and emotional resonance with, the tale.

Feature: Messaging Ezio’s Final Adventure

Assassin’s Creed has become one of the biggest franchises in video games along with one of its most consistent performers year after year. While some people think that this year will be a let down compared to what ever is coming down the pipe for 2012, don’t say that to Ubisoft senior VP of sales and marketing Tony Key. In part two of our interview with him (the first part dealt with Rayman Origins) maintains that quality for Assassin’s Creed: Revelations is very high and that it will answer questions for veterans of the series and be a good entry point for those who are new.

[a]list: I’m sure you’re excited over the launch of Assassin’s Creed: Revelations, given its prominent place in Ubisoft’s lineup.

Tony Key: Assassin’s Creed is a big brand not just for us, but for the industry. It’s the third game in the Ezio trilogy and [players] want to see how it ends. One of the key things is the storyline for Ezio and Altair that Assassin’s Creed: Revelations ties up in a bow.

[a]list: Of course, while it may end the story arch of Ezio and Altair, the franchise continues…

Tony Key: The meta story is supposed to be carried on forever. We can go on with this brand where we want to – that’s the exciting part about the way it’s constructed. As we’ve said all along, this is the end of Ezio’s story arch; it’s a great place to jump in the franchise and anyone who has played the previous games should have some satisfaction with the answers they get at the end.

[a]list: Assassin’s Creed has seen some great, dramatic TV spots over the years, like the Assassin’s Creed II ad where they had the bell ringing and the focus on the dead, glassy eyes. What can consumers expect this year?

Tony Key: That Assassin’s Creed II ad was called “The Eyes” and we won some awards for it. This is Ezio’s final appearance and he wants to leave his legacy for the world, so we looked some professional athletes that are leaving a legacy. Our TV ad features three high profile athletes all from different sports, but they’re Assassin’s Creed fans and their goal is to dominate on the field and in the game. It’s running back Adrian Peterson, point guard Derrick Rose and UFC legend BJ Penn; each of these guys is an icon in their field like Ezio. The ad shows each of them putting the hood on and then we show Ezio doing his thing. So we’re trying to reach out to people who might not know about Ezio and find out my favorite athlete into [the series]. They really love the game, so they’re going to promote the game in twitter and other ways.

[a]list: What are some of the challenges and advantages to having Assassin’s Creed be a yearly franchise, as it has been the past three years, from a marketing perspective?

Tony Key: One of the difficulties is dealing with the perceptions that [we] didn’t spend enough time developing the game. With [Assassin’s Creed: Brotherhood] we had a hump to get over to convey that we have a huge experience that was coming out one year after Assassin’s Creed II. If anyone thinks we developed the multiplayer in one year is down right wrong. So one issue of it is convincing people that there’s a full-fledged multiplayer mode and a big single-player game to experience whether or not you’ve been a previous fan of the brand or not. Just buy this game because it’s huge; we don’t want people to think they can’t play it without playing the previous version, and that’s something we have to convince the press and consumers, and that’s fair that we have to do that, but I think we’ve accomplished our goal.As an advantage of having a game out every year, we have a lot of fans and the sales show that fans have been playing the previous three games extensively, so if you bought those three games or two of them or even one, [Assassin’s Creed: Revelations] will complete the stories for you and that’s an advantage is that anyone who’s played this is already invested in the story. For me, it makes it easier to plan; get traction from the trade, we have a process with the media to make sure we have a good launch. We’ve got on our retailer support from all the heavy hitters, and they know what to expect, so it makes things easier in that way.

[a]list: Will this year’s Assassin’s Creed campaign lean more heavily towards showing the multiplayer than last year, or is it pretty much the same?

Tony Key: It was a really big story for Brotherhood to add multiplayer to that, so we knew that would dominate the messaging. We used it as a marketing tool to raise the profile, but as far as Assassin’s Creed: Revelations, it’s the roughly the same multiplayer but it’s not the same story or location for the single player. We talk a lot about the multiplayer but the marketing campaign is more about Ezio and the story than about the multiplayer.

[a]list: Going back to the TV spot, are you looking to turn a new corner for the franchise, associating it with celebrities and saying “yes games are cool” to a larger audience

Tony Key: Definitely our goal is to get above and beyond this core fanbase and build it into many different areas, whether it be on a different platform like iOS and Facebook or other entertainment – we’re constantly trying to build it inside and outside the space. The universe has such reach we can do more before, like with comics with Assassins in Russia and Egypt.

[Assassin’s Creed has] always had some Hollywood cache; we were always getting feedback from [actors and directors] saying it’s their favorite game. I don’t know what’s attracting them; we’ve had some celebrity voice overs, but we’ve had tweets unprompted talking about how they love the series and what not. So that’s what prompted, “Lets put some of this in our ads.”

It has a unique place in the market, but there’s this mis-perception about the brand that we keep making [Assassin’s Creed] once a year, and we only spend a year on it… we’ve got a studio in Montreal with 2000 people working on stuff. Not all are on Assassin’s Creed but many are, and so are many studios around the world. Missions made in Bucharest and there’s the multiplayer from Singapore. The DNA is owned and operated by Ubisoft Montreal but it is crafted by a lot of people.

[a]list: I suppose that perception will linger so long as there’s a new title coming out every year, as they have for the past three years straight. I think there’s a mis-perception that any AAA title just has one studio working on it any more…

Tony Key: One thing I keep hearing is, “How can you make it in one year ” We work on it a lot longer than one year and that’s part of it; we have multiple studios. Assassin’s Creed is a blueprint brand. What that means is it has a lot of resources focused onto it. We constantly have people thinking about it, so we have a lot of people working on future iterations, while these games are being made we’re already thinking about the next one.

I hope people are getting over the idea that we rush them out; we don’t make Assassin’s Creed games in one year. That’s something we want people to understand, and hopefully the message can get out.

[a]list: The demands of what a AAA game should be are constantly increasing and I’d imagine the bar is being set higher by Ubisoft internally.

Tony Key: It’s not getting easier. It’s harder, more expensive and involves more man hours than ever before and there’s no way one team can do this. The quality bar has skyrocketed to where it is higher than its every been, and that’s from external competition and internal benchmarking. It’s healthy in that it’s generating great products. The industry is going through a correction between ‘if its not great, it can’t go to retail’ and I think consumers are wising up to that.

Consumers are thinking hard about how to shell out $60 bucks. There is a market for less than that; we’re had enormous success for the Just Dance games and that’s a $40 brand. We’ve decided that’s another consumer; it’s not your traditional core gamer. But those are decisions you make product to product, but I feel a true core product like Ghost Recon or Assassin’s Creed is something people expect to reach a certain level of quality and sometimes we don’t succeed. It’s difficult for a product to hit that top bar every single time.

[a]list: That E3 trailer was quite impressive. I notice that it and many other Ubisoft trailers serve as “proof of concept” videos to show off certain gameplay elements..

Tony Key: We try to show people before we have a final game something to demonstrate what the game will have and hint at the motivations of the main character. Another really good example was the Ghost Recon trailer; we did the live action trailer with Ridley Scott that was a two minute spot and the idea was “This is what a future soldier is all about,” with a gun that can snipe from two miles away and optical camo and the shoulder mounted rocket that’s designed to get players to say, “I want to use that.” There’s always the gamer going, “Show me the game” but sometimes we can’t show you want we have. It’s the same thing with the Rainbow Six Patriots video; it’s about home grown terrorists in America; it’s not real gameplay and we wanted to make sure we conveyed that but it was important to show what sort of choices you’d have in the game.

[a]list: The advertising really runs the gamut from the serious to the “Literal Trailer” guys singing about the Signature Edition of Assassin’s Creed: Revelations.  Who thought to do that – was it mostly GameStop’s doing

Tony Key: It’s a really funny ad and they did a great job for it, but when you have an annual franchise like that, you can build on it and anticipate and plan for the next one – GameStop appreciates that. Those are the types of things we can keep doing every year through better partnership with retailers like Best Buy and Walmart.

[a]list: Tony, thanks.

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Played Assassin’s Creed: Revelations? Love the various Assassin’s Creed ads?  Join the discussion on Facebook.

 

Online Game Glitch Re-Betas Itself

Tiny Speck has announced that they are putting their online game Glitch back into beta in order to enact large changes and add things like tools to create levels and buildings for players. A relaunch date has not been set for the casual MMO, but the beta will be playable in beta to players and refunds will be available for those that ask for them.

“Two months ago we launched Glitch to the world. Now we’re unlaunching it,” said Stewart Butterfield, co-founder of Tiny Speck. “There are two obvious and huge improvements we need to make: the first is to make the early game reveal itself more easily to new players so they can get into the fun faster.”

“Some fairly radical changes to core game mechanics are going to be necessary to make Glitch what it needs to be,” explained Butterfield. “And making radical changes to core game mechanics is something that’s a lot harder to do while the front doors are open.”

Zynga IPO December 15: Reports

Reports are than Zynga will go public on December 15. Valuations are expected at around $10 billion, which are still quite spectacular despite earlier estimates of as much as $20 billion.

The social gaming company will reported sell around 10 percent of its shares at a price range of $8-$10 per share. The company could generate $900 million in proceeds at that price and pave the way for a Nasdaq debut on December 16.

Source: Reuters

Herotopia Developer Gets Keep Funding

Herotainment have received investment from Cuneo & Company, with that company’s CEO Peter Cuneo and co-principal Gavin Cuneo joining the board of Herotainment. The funding will be used to fund the browser-based multiplayer game Herotopia and the mobile spin-off Tango Chase.

“We are creating a new generation of superheroes and Cuneo & Co’s extensive experience building multi-billion dollar entertainment brands will be an invaluable asset,” commented Wade Temen, co-CEO of Herotainment. “Having successfully led the entertainment-giant, Marvel, Peter Cuneo is the ideal partner for Herotopia and Herotainment.”

Digital Helps Propel Mode 7 To New Heights

Mode 7 indicates that it has doubled its investment of $140,000 in PC exclusive Frozen Synapse, making over $300,000 in five months on just the game’s website. Many of the 300,000 copies were on third party sites like Steam and sold at a discount, but that the company has also exceeded its own sales target of 100,000 copies within the first year.

Frozen Synapse has, in no way, hit is full potential yet,” writes Taylor. “Sales continue to be strong and even held up during events like the Humble Bundle: most indie games hit a tiny fraction of their potential market, so we have to keep working on new ways to reach new players. Our iPad version has brought a whole new set of opportunities for PR, and I will also be looking into advertising, website optimization and further deals to entice new users in the near future. We wanted to make a game with an aesthetic that wouldn’t date, so it would continue to sell five or even ten years into the future – my hope is that it will be around for a long time to come.”

The game was purposefully targeting a core PC gaming crowd which would pay more than usual for the indie title if the quality was high enough and without spending much on marketing. The ‘paid-for beta’ similar to Minecraft raised over $135,000, and when the full game was released, pricing deals helped give the game a lot of visibility on Steam.

“Frozen Synapse was a labor of love which marked our transition from a low-grade indie company to fully-functional business. Even though the game continues to make a good profit, this transition was by far the most important result,” noted Taylor. “It took over four years – on and off – to create, so now our major challenge is to improve the time it takes to develop games without compromising on the results. Learning to grow and manage an increasingly complex business is a huge challenge, but one we relish.”

Source: GamesBrief

Sony Talks ‘Tailored Approach’ To PS Vita Game Pricing

Portable gaming systems have suffered with the rise in smartphone gaming in part because of the huge discrepancy in prices. President and CEO of Sony Computer Entertainment Europe Jim Ryan is very aware of this, saying it would be “foolish and naive to ignore what’s happening” in the smartphone market.

“I think it would be safe to assume we will take a more tailored approach than perhaps we’ve done in the past,” said Ryan. “It’s our challenge to ensure that the gaming experience that we provide is closer to that TV console experience than it is to your [$.99] thing that you’ve downloaded on your iPhone. If we do that and we provide great value to the consumer on games like Uncharted, I think the possibility to sustain historic console type price points is there.”

Source: GamesIndustry.Biz