6waves Lolapps Denies Triple Town Copying Accusation

Spry Fox recently announced it was filing a lawsuit against 6Waves Lolapps for the similarities between Yeti Town and their Triple Town. Rex Ng, CEO of 6waves Lolapps, says that Yeti Town was developed by a company they acquired in late 2012, a month after Yeti Town launched.

“While it’s not included in the lawsuit, the authors suggest that our business development team shared information with our game development team about Spry Fox’s title. I want to be very clear: this accusation is unjustified and plainly not true. We have not broken the NDA signed between 6L and Spry Fox,” said Ng, who added, “Our business development team is focused on growing, and promoting the developer ecosystem, which includes more than 50 independent developers we have partnered with, Our business is based on trust, which we earn and maintain by keeping the highest level of confidentiality.”

Source: Venture Beat

Tiny Tower Disputes Zynga’s Claim Of ‘Common Evolution’

Zynga has gotten a lot of flack of late for copying Tiny Tower with Dream Heights and Bingo Blitz with Zynga Bingo. The social developer gave a very nuanced response to the complaints, talking about how they are evolutions of what has come before, something that doesn’t sit well with Tiny Tower developer NimbleBit.

“It is a smart idea for Mark Pincus and Zynga to try and lump all games with the name Tower together as an actual genre whose games borrow from each other,” said NimbleBit’s Ian Marsh. “Unfortunately sharing a name or setting does not a genre make. The games Pincus mentions couldn’t be more different. Sim Tower is a true ‘sim’ with macroscopic management and fine tuning of a buildings facilities. Tower Bloxx is a timing based high score game.”

“If you take a quick look before ‘pulling the lens back’ as Pincus suggests, you’ll find an innumerable number of details in the game that were painstakingly crafted to be identical to Tiny Tower,” noted Marsh. “These are core gameplay mechanics and rules, not similar settings or themes that games in the same genre might share.”

“Why are there five different business types like Tiny Tower? Why do five people fit in an apartment instead of four or six? Why are there VIP elevator riders that perform the same functions as Tiny Tower? Why do businesses employ exactly three workers and produce exactly three products that are stocked in exactly the same way as Tiny Tower?” he added. “Even the tutorials at the beginning of the game follow the exact same steps.”

“All of these things are poorly hidden underneath an uninspired veneer which has become Zynga’s trademark,” concluded Marsh.

Source: toucharcade.com

Darksiders Novel Planned

THQ and Vigil have announced that there will be an original novel that will ship on the same date as the game in June 2012. The author penning the novel is Ari Marmell (The Conqueror’s Shadow, The Goblin Corps).

“In Darksiders: The Abomination Vault, the Horsemen of the Apocalypse (beings charged with maintaining the balance between the forces of Heaven and Hell) have uncovered a plot to resurrect ancient weapons of unimaginable power,” reads the official description by THQ. “Death, with the help of his compatriot War, must track down and neutralize the mysterious individuals behind the scheme before the entire universe is plunged into a devastating conflict.”

Random House Worlds, the Random House Publishing Group’s intellectual property creation and development group, will also help develop the IP bible for the Darksiders universe.

Sims 3 Based Show Coming From Channel 4

Channel 4 has announced that they are working on a new online show SuperMes that is built using The Sims 3. The machinima show produced by Somethin’ Else will be designed to teach life lessons to teenagers.

“It’s no surprise a game like The Sims 3 can be put to such creative use, but we are still incredibly excited by this truly novel use of our world-beating technology,” said Claire Ridley, U.K. business lead for the Sims.

“This is one of the most exciting projects we have made yet and points to the future of interactive storytelling,” added  Somethin’ Else CCO Paul Bennun. “It’s incredibly moving and funny at times, and a true collaboration between humans and robots. We have become very attached to them. We are delighted to be able to work with Channel 4 Education to make it real.”

Car Ads Stand Tall At Super Bowl XLVI

It was a big Super Bowl for car ads, with General Motors doing well with an Armageddon-proof Chevy Silverado truck {link no longer active} and a Chrysler ad with Clint Eastwood giving a “halftime in America” speech  {link no longer active} was also well received. The later ad mimicked the Eminem Chrysler commercial last year.

“It’s tough to do a serious commercial in the Super Bowl,” said Ewen Cameron, CEO for WPP ad agency Berlin Cameron United. “I think it will last.”

The ad from Chrysler had the air of a political ad, perhaps appropriate given that its an election year and the fact that the company received a government bailout. “Powerful spot,” tweeted David Axelrod, a senior adviser to President Obama’s re-election team, tweeted.

“Saving the America Auto Industry: Something Eminem and Clint Eastwood can agree on,” tweeted White House communications director Dan Pfeiffer in agreement.

Comcast Corp’s NBC television network said that a 30-second commercial slot cost $3.5 million on average this year, up from $3 million for Super Bowl XLV last year. The average price of Super Bowl ads have risen more than 50 percent in the last 10 years despite tumult in the economy.

They weren’t all winners, as Anheuser-Busch ads for Bud Light Platinum  {link no longer active} and a dog trained to fetch Bud Light  {link no longer active}weren’t huge attention getters. “Other than that, I think the Bud ads were kind of dull,” said Charles Taylor, marketing professor at the Villanova School of Business.

Coke, meanwhile, tried to make a social media event out of the polar bears on Twitter and Facebook but the spot was unexceptional  {link no longer active}. “We’ve seen that before with the polar bears,” said George Belch, a San Diego State University marketing professor. “There’s no real novelty there.”

“[Many ads featured] babies, celebrities, big musical productions, a lot of the usual things,” added WPP’s Cameron. “It was a little bit familiar.”

Source: Reuters.com

Mass Effect 3 Mission Command Open

The war for Earth has begun on Facebook {page no longer active}. Complete missions to prepare to lead your squad. Carry out missions to unlock Xbox Live Avatar items, DLC and Mass Effect 3 gear. Your decisions determine the rewards! Every mission you accept increases your chance to win an Xbox 360 with Kinect Mass Effect 3 custom console. The first mission ask fans to start recruiting friends to join the fight. Users can check an interactive slider shows how the mission decisions of the Xbox Facebook community match their own.

Feature: Feel The Magicka

The indie hit Magicka recently celebrated its one year anniversary, and what a year it’s been. Paradox already announced that the game had sold 800,000 copies in August, and that amount has increased to 1.3 million. What’s more than that, the expansion Magicka: Vietnam has also gone on to sell more than 500,000 copies and various DLC available for the Magicka universe has been downloaded over 4 million times. The company isn’t done with Magicka yet, and has the wizards play some role reversal as cheeky villains in The Other Side of the Coin. We sat down with Shams Jorjani, Producer at Paradox, about their phenomenal new series, how it got here and where it’s going. 

[a]list: Do you feel like this Magicka will be a big new franchise for you? 

Shams Jorjani: Absolutely – the response for Magicka has been tremendous and not only in terms of sales. Gamers are making fan videos and even showing up at conventions with stylish Magicka cosplay outfits. The demand for all things Magicka is great and we’ve got tons of stuff in the pipeline to meet that demand.

[a]list: What are the various ways that you’ve promoted the game?

Shams Jorjani: Magicka was one of the first Paradox games where we used trailers in a new way to promote the game. We made trailers about lots of different aspects of the game that traditionally don’t get that much exposure – we did a “how the game got delayed” trailer for instance which was well received. Additionally Magicka was one of the games where social media such as Facebook and Twitter was heavily used. Magicka, with all of it’s inside jokes, is essentially a fan service, and what better way to connect with the fans than social media.

[a]list: Do you think Magicka would have been as successful during the era when retail was the only way to sell games?

Shams Jorjani: It would most likely never have become the huge success. Being digital has meant that we’ve been able to be extremely flexible with the product. We’ve been able to update the game frequently and easily as well as release new content quickly. Also digital has meant that it’s easier to deliver more content – and thus allowing us to go with a lower base price. Games priced at $9.99 are generally not something that makes sense for retailers to handle. Digital for us has become a way to reach a bigger audience – here’s a little gem for $9.99 – if you like it there’s more fun stuff for you to try out. 

[a]list: Speaking of that, do you feel that the success of the game has reinforced your opinions in the way the industry is going with digital sales? 

Shams Jorjani: Without a doubt. The “Magicka model” is the preferred model for us at Paradox now. We much rather do 10 smaller “magicka-sized” products than two to three really big productions. Not only does it allow us to diversify risk – but it also works well with our philosophy of listening to the fans and giving them what they want. Big projects mean that you design features and have to wait years before players actually get their hands on them and give you feedback. By instead releasing a smaller base product we can listen to what the gamers respond well to and then give them more of what they want – not what we’re guessing they want.

Over the course of 5 years we’ll probably end up spending the same amount of resources on Magicka as others would on a big project – the difference being that that Magicka will likely be a more focused product.

[a]list: Why has Paradox opted for the more goofy route with the content of the game, like with Vietnam and Other Side of the Coin? 

Shams Jorjani: Games tend to take themselves so damn seriously all the time. Devs and gamers alike need to stop a second and just remember to have fun. That’s partly what Magicka does. But just being goofy and not being able to back it up with actual great gameplay is not enough. Luckily Magicka was, and still is, first and foremost designed as a game and then we mix in humor where it makes sense.

[a]list: Would you consider bringing the game to consoles as a download title?

Shams Jorjani: Absolutely – Unfortunately it’s up to the platform holders if they want a game like Magicka there. We’re ready when they are.

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