PSN Sale: Buy $100, Get $20 Credit

Sony announced that they are launching a PlayStation Store promotion for October. Those that spend $100 or more on the PlayStation Store in October will get a $20 credit to your wallet to spend in November.

“With great new programs like PSN Day 1 Digital, offering day-and-date digital PS3 games on the same day they hit retail, there are plenty of ways to participate in the “Buy $100, Get $20″ promotion. As a reminder, PlayStation Plus members receive an additional 10 percent discount on a number of titles in the line-up when they pre-order,” said Pierre Gravereau Senior Manager of Digital Distribution. “Additionally, if you’ve already pre-ordered one of the awesome titles in the PSN Day 1 Digital program, the money you’ve spent on those will count toward your $100 for October. Not bad, eh?”

“Since the promotion includes anything purchased with your wallet on the PlayStation Store, there are many ways to put purchases towards receiving a $20 credit. You can grab a PlayStation Plus 1-year subscription, or sign up for DirecTV NFL Sunday Ticket. You can even hop into the video store and catch up on any new releases you may have missed!” he adds. “With the month of October so packed with scorching-hot game releases, you’ll definitely want to look out for titles like Resident Evil 6, Dishonored, Assassin’s Creed III, The Walking Dead: Episode 4, Assassin’s Creed: Liberation, Street Fighter x Tekken on PS Vita and plenty of others.”

Source: Blog.PlayStation.com

Valve: ‘We Let The Game Speak For Itself’

Valve is very similar to Rockstar Games in the way that it tends to promote its games in a very understated way. Unlike many other AAA game developers, Valve tends to not talk much about their games until it’s in a mostly complete form, and Valve’s Chet Faliszek says there’s a reason for that.

“Telling people a game is great will sell one extra copy. Letting people play the game — Left 4 Dead is a good example — is much better. All of our pre-release stuff is designed to just let people play it,” said Faliszek. “We just let the game speak for itself because the internet has made this thing where, you can’t pull the wool over people’s eyes any more. They’re going to know you’re hyping.”

“But when a game does really well at pre-release, they’re going to know that you’re not just talking a bunch of PR crap. I mean, the Left 4 Dead series has now sold over 12 million copies,” he added. “That’s amazingly cool, and that wasn’t because I was out there like, ‘Oh my god! This game is amazing! Buy it!’ Seeing Counter-Strike be the number one PSN title was awesome, and you know it’s just because of people reacting to the game.”

Source: VG247

World Of Tanks Hits 40 Million Registered Users

Wargaming has announced that World of Tanks has reached the milestone of 40 million registered users worldwide. The size of the registered userbase in the game has doubled since early 2012.

“In addition to this significant growth, the game has also set a new PCCU record in Russia with over 500,000 players simultaneously on one game server,” said the company in a statement. “The company expects further growth for both numbers, as World of Tanks is welcoming an increasing number of new players with the recent release of the momentous Update 8.0.”

Check out the game for yourself at WorldofTanks.com

Mass Effect Trilogy Details

Electronic Arts has confirmed that the first Mass Effect will be available on PSN the same day as Mass Effect Trilogy releases at retail. Its release date for PS3 has not been confirmed yet.

Meanwhile, it was revealed that the PC version of the first Mass Effect will have “Down the Sky” and “Pinnacle Station” on disk whereas the Xbox 360 version will not. Mass Effect 2 will have the Cerberus Network and Mass Effect 3 will have the online pass in the Trilogy package.

The Mass Effect Trilogy will release November 6 for $59.99.

Ubisoft Will Be Involved In More Platforms, More Places

Ubisoft is one of the leading publishers of AAA game titles worldwide, with franchises like Assassin’s Creed generating millions in sales. Chris Early, vice president of digital for Ubisoft, is quick to point out that Ubisoft offers games for Facebook, mobile, online, Xbox Live, PSN and more.

“Many more platforms, many more places,” Early said. “It’s an exciting time. We’ve got the first of a new round of consoles coming out, there continues to be a good mix of new hardware coming out on mobile, and the tablet side of things. What we see from our player’s perspective is they’re playing in more places than ever before. Our challenge as a creator of content is, how do we get the brands they love in front of them regardless of what they’ve got in their hands We’re on more platforms than ever before. And we’re stronger on all those platforms because that’s the way Ubisoft always is. Our job is to get our content in the hands of our players.”

This does not, however, mean that Ubisoft doesn’t care which bets turn out right. “The economist in me says it does matter, because if you guess wrong too many times you’re not going to be able to make your content come out anywhere. So far we haven’t been that far off,” Early noted.

Of course, for Ubisoft it’s not just about platform; it’s also about business models as well and Early admitted it can be hard to shift gears from retail to free-to-play. “Yeah, I think it is harder. Particularly for companies like ours that are rooted in a particular model or have a long history of it,” admitted Early. “That’s not to say we aren’t doing it well; I think we are doing it well. But it is a much more conscious effort to change the business model than it is to change platforms. Because we make creative games already; we make great entertainment experiences. Now we have to look at a new platform and figure out the characteristics of that and make it a compelling entertainment experience there.”

“The business model is like that platform change, but on steroids,” Early continued. “You have to start at the very beginning of the design cycle and design in the new business model. It’s no longer just better graphics or better control features. It compels you to do a variety of different things. You’ve bought games with a 20-minute tutorial. We were lazy as an industry and did that because we already got their money and we could make them sit through that. Not anymore! That just doesn’t fly. You don’t have a 20-minute tutorial on how to play a Facebook game.”

There are also issues making sure gamers still feel compelled to buy a FPS experience for $60 if there’s a F2P equivalent available as well. “I think it puts pressure on us to create quality content at both levels,” said Early. “We have to make Ghost Recon Online a quality piece of entertainment that you will actually pay for. I don’t think the value exchange of currency for entertainment value is wrong; that’s an OK value exchange, and I do it when I go to the movies. Sometimes when the movie is really bad, I regret that value exchange. In this model, you have to go see the movie first, then you decide what you’re going to pay, if you want to continue seeing the next episode. Or you don’t ever have to pay if you don’t want to. That’s the complication. We need to make it so that you want to pay… I think it’s going to continue that way. Models show that it works in other industries – radio, satellite radio, video, TV.”

Some think that free-to-play could be the next big revolution on consoles, and Ubisoft is going to be there on the ground floor. “I think it’s great that we’re part of the pilot program on Xbox Live to bring free-to-play games to the console. Microsoft has a pilot program coming out where there are three free-to-play games coming out on their console, and we’re the only third-party that’s doing it; two are their own studios, and then us.”

Early show a model for financial success in games regardless of price. “The interesting thing is, if you think about the value in a simple economic curve, the higher the price, the lower the quantity; the lower the price, the higher the quantity,” Early said. “Here we are at $60; it’s always this box of revenue. We don’t get anybody who’s willing to spend more, we don’t get anybody who’s willing to spend less.”

“If you assume a perfect economic system, free-to-play captures the value of the rest of that curve. The people who are willing to spend $60 will still spend $60, in a free-to-play game that’s interesting, properly constructed and designed. That way, the person who’s willing to spend $500 will also spend $500. We’ve seen that in some games. We started going down this path by adding DLC, so people can buy DLC or a season pass. We’ve been going down this way for years by price protection and price drops, and the price waterfalling system to try to take advantage of this part of the curve. The free-to-play model says ‘I can address that entire curve at the same time.'”

“This is not just an economics problem, this is a design problem. Games have to be designed that way.” Early added, making an analogy to movies and television. “I love looking at other industries for the way things work. When you look back at the movie industry in the early days of television, television had to learn how to make a much shorter version of a movie and hook you so you wanted to come back and watch it the next week. It started with serial movies, the shorts in the theaters. This is no different than that. Those producers had to make different movies, and had to focus on creating a different experience than what they had been doing before. Those that didn’t, and just tried to make a short version, failed. Those who were successful made you want to come back and see where it was going the next week. The same thing will happen in this industry too. You will have people who get it from a design standpoint, and leave you at the point where you want more, whether it be episodic, whether it be access to some other things you want to buy, or you want a faster progression to get to certain things.”

Online games also have opportunities for more dynamic promotional considerations as well. “If you look at the Ghost Recon game, you’ll notice there’s a Razr logo in a variety of places on the maps. There’s a cross-promotional opportunity going on,” Early said. “In a medium like this you have this opportunity for actual measurement of interaction with the brand. For some of our Facebook games we do this: ‘Watch the video, get some pills for Dr. House.’ At that point, it’s a service, and more people want to do that as they see the immediate benefit of yes, you’re going to expose me to your message, I’m going to learn about your product, and in return I’m going to get something I want for your game.”

Cross promotional deals between games are also more possible than ever before. “In Ghost Recon Commander, the Facebook game, when you play the game at the end of every mission you can choose some rewards,” said Early. “Your rewards are things that would normally cost you money to buy, and they help the gameplay. Or, you can choose a reward for Future Soldier – when you play Future Soldier you can use that gun. Sixty-five percent of the people who play the Facebook game choose the Future Soldier reward. That’s really good. After Future Soldier came out, we measured Uplay as the thing that connects them together. For Uplay users, the people who play Commander, eighty-three percent play Future Soldier. It absolutely worked for brand extension, for having people extend across multiple platforms. Eighty-three percent! We didn’t know it would be that good.”

“I would say it’s new marketing, or it’s a more performance-oriented marketing,” Early said. “This is what you see in some of these games with value exchanges for ads. It’s no longer an intrusion; if you’re telling me something I want to know about, or providing a service I want anyway, like ‘I want those grenades,’ I’ll watch your ad to get the grenades. That’s now a service to me, because I didn’t have to buy them. I bought them with my time. For those guys who don’t want to do that, or their time is more valuable, fine, just go buy them. Don’t spend the time watching the ad. That’s the choice that I think makes it powerful.”

Source: GamesIndustry International

Wii U’s MiiVerse ‘A True Killer App’ Says Fils-Aime

Nintendo’s MiiVerse is something of a social network, displaying messages and other items from your friends represented as Mii avatars. Nintendo of America president Reggie Fils-Aime touts MiiVerse, which will be available from mobile very soon, as the console’s killer app.

“As the network grows and the installed base grows, it will prove to be a true killer application for the system, and I say this loving what we have done with Nintendo TVii and loving all the games,” said Fils-Aime. “Until you try it and experience it, you may not totally understand it.”

“People have to leave the current paradigm behind to understand what we are trying to do,” he added. “Miiverse is going to be embedded right on the game platform, so literally some of the activity will be able to happen immediately as people experience it.”

Source: AllThingsD

Southern Comfort – Whatever’s Comfortable

Some spots prove that less is more sometimes when it comes to images. This ad, simply titled “Beach”, has a middle-aged, slightly overweight man strutting across the sand with complete confidence in tune to Hit or Miss by Odetta – it’s totally on message with Southern Comfort’s branding “Whatever’s Comfortable.”

 

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Tai Chi Zero — Epic Narration

Tai Chi Zero tells a tale of Yang Luchan, his abuse as a young boy, his happening on the Chen Village where he gets repeatedly beaten in duels, and eventually learning their secrets of Tai Chi himself. All of that hardly matters, however, as the narration here is just awesome.