NBC Universal Launching Digital Content

Even though it has no intention of abandoning its network services, NBC Universal is looking to dabble in the digital front with all-new online programming.

The company will launch more than a dozen video series that will appear first through digital means, including channel websites as well as on-demand and Hulu.

“The combination of digital video alongside television content is extremely powerful and becoming an increasingly important part of the connection advertisers make with consumers,” said Linda Yaccarino, president of ad sales for NBC Universal. “We want to offer our partners the unique ability to harness the power of our creative assets along with our distribution capabilities including the video-on-demand platform like no other company can do.”

NBC Universal had tried the original programming method before in 2008-2009’s season with Gemini Division and Woke Up Dead, but obviously this time around will bring a much larger focus.

The programming announcements are expected to come within a few weeks time, before AOL and YouTube hold their “newfront” meetings with advertisers.

Source: Variety

 

Vlambeer Offering Latest Game Through Twitch

Twitch is usually known for its video game streaming capabilities, but now it appears that the company is helping a developer get its game to market.

Vlambeer Entertainment, the creators of such games as Luftrausers and Ridiculous Fishing, will launch its game utilizing subscriptions to its service via Steam . The game will be offered through a substantial developmental program through an API, which is located here.

“You can now buy access to the Steam build, Vlambeer emoticons and a subscription to our Twitch.tv channel through Twitch.tv itself,” said the announcement. “If you’re interested in learning about game development, this is where you should buy the game.”

Videos of the game’s development will be broadcast on the developer’s channel every Tuesday and Thursday, showing its ongoing progress.

Source: MCV UK

Zuckerberg Talks Facebook ‘Failures’

Facebook CEO Mark Zuckerberg recently took the time to sit down with The New York Times to discuss a number of topic, ranging from the perceived lack of innovation with his website to thoughts on new apps, such as Secret. He admitted that some ideas weren’t exactly big ones – Facebook Home immediately came to mind – but there were valid reasons because of which.

“The reception was much slower than we expected,” he said. “When you install it, it’s really active, and if it does anything that you don’t like, then you’ll uninstall it.”

He is particularly fond about some other ideas, such as Graph Search. “I think that’s a five year thing,” he added. “We have to think about it over a longer period of time.”

Regarding apps based on anonymity, such as Secret, Zuckerberg stated that Facebook isn’t exactly a recipe for success with other companies. “I’m not going to say it can’t work, because I think that is too extreme,” he said. “But I tend to think that some of these interactions are better rooted in some senses of building relationships.” Because of the lack of identity Secret carries, “building an understanding of people” is quite difficult.

“So anonymity is not the first thing that we’ll go do,” he concluded.

Source: The Verge

Samsung’s Big Spending On Marketing

Samsung has been on a marketing roll since 2012 with a new plan, and it’s done quite well against the likes of Apple, though it’s running into a few problems when it comes to judging returns.

Kantar Media recently reported the marketing gap between the two companies, with information revealed from the Apple vs. Samsung patent trial that’s currently ongoing.

Samsung has spent $364.03 million in marketing back in 2013, while Apple spend about $350.9 million in the same time period. Overall, that has led to revenue of $128.4 billion for its mobile division, a rise in 32 percent from $105.8 billion the previous year.

However, some statistics are missing with these numbers, as certain numbers, such as with Facebook users, couldn’t be accurately read. However, the company was pleased with the rise in customers from Best Buy and AT&T locations following its big Super Bowl ad a couple of months back.

Source: ZDNET

‘World of Tanks’ Reinvents For Growth

Wargaming’s World of Tanks MMO is already immensely popular, with over 75 million users registered worldwide and concurrent players peaking at over 1 million. The company is not resting on its laurels, though, and it plans a series of significant updates to the game this year, with far-reaching implications for the players. The [a]list daily spoke with North American World of Tanks producer Joshua Morris about the changes.

The first and most obvious change, being introduced this week through the 9.0 patch, will be new, higher polygon count tank models. The game has over 200 tanks available, so this won’t happen all at once, said Morris. This first patch will introduce a dozen of the most popular tanks in higher resolution models. “You’ll be able to see the rifling inside the gun barrels,” said Morris. There will also be improvements to the texture maps both for the new high-polygon models and the old models. The game will also see the addition of weather that will significantly impact gameplay. “Wait until you try to fight a battle in a snowstorm, at night,” said Morris.

The improvement in appearance is coupled with the addition of the Havok physics engine, which will make destruction of buildings and tanks much more precise. Tank turrets are separate objects, for instance, and when you blow up a tank you’ll see the turret spinning skywards sometimes. In one test match, Morris recounts, they watched a turret fly up and land on another tank, destroying it.

The physics modeling changes the impact of terrain on the game. Previously a building was either whole or wrecked, but now buildings can be completely destroyed — which removes them as cover. High explosive rounds can blow up buildings, while armor-piercing rounds will probably go right through. Even the shells themselves are modeled with the physics engine.

While the introduction of the physics model will certainly change the game play, the biggest changes Wargaming has planned this year are new game modes. First up is a historical battle mode, where players can experience the pivotal tank battle of Kursk or the Ardennes. Adding in historical battles wasn’t easy, Morris observed. “The main problem was good vehicle matchmaking” and finding the right balance between historical facts and fun game play. Wargaming had to change vehicle specs for this mode, including things like hit points, in order to provide a good game balance. Historically, air power, artillery and infantry were major factors in tank battles, and of course World of Tanks has none of those factors. Hence the need to change tank specs and add in respawning to the historical battle mode.

Update 9.0 will have three historical battles included, and subsequent updates will have new historical battles added. These will be phased in and out of the rotation in order to keep the game fresh, so you’re not endlessly re-fighting the battle at Kursk. Aside from historical battles, team battle will also be improved to support long-term teams, with many rule tweaks and updates. “We’re going to soften some of the edges to make it more appealing to the U.S. market,” said Morris. That includes interface changes and things like respawns in historical battle mode and the new garage battle mode.

The most important new mode coming this year is what Morris calls “‘Clash of Clans‘ for World of Tanks.” As Morris explains it, clans can stake out an area of territory and fortify it (what they call Strongholds). There’s a new currency of resources, which you use to build up an area. You get resources from developing an area, and also from fighting other clans — and scavenging from their territory. Players will be able to do things like call in air strikes or artillery, create pillboxes or lay down minefields. There’s going to be a lot of revenge going on as clans build up their Strongholds and watch them get trashed by opponents.

Most importantly, players will be able to join clans and begin this process right away, without having to wait until they get to high rank. This will get players into group play more quickly and help them stay engaged longer, Morris believes. Clans will be able to set up specific times when they will be available for battle, making scheduling easier for the members. Of course, you’ll be able to spend real money to help improve Strongholds, as well as using the resources you earn or acquire within the game.

Wargaming understands that there’s competition for players. “We welcome that competition,” said Morris. Adding new features to make the game more social (such as full Twitch integration) will be a critical part of the outreach effort. Marketing a massively multiplayer online game isn’t just about reaching a single player — you need to convince groups of friends to leave their current online games and try out yours collectively. The new features for World of Tanks, especially the Clan battles, look like they will be an effective marketing tool for the game.

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Free-To-Play Games: The Future?

Mobile and console game developers have been dabbling in the “freemium” business model with their products for some time, and King.com’s Tommy Palm believes that said business model could be the way that the market heads in the future.

Speaking with IGN, Palm stated, “The micro-transaction is so strong and it’s definitely a much better model. I think all companies have to transition over to that. If you talk to many hardcore gamers, they’re not happy about it right now, but if you asked them about the long term, ‘Do you want to continue playing your favorite game for years to come ‘ And the answer will be yes.”

Pricing will play a huge part when it comes to the F2P market. “I think for companies it is very important to find a good balance. Free-to-play games are difficult to do, and you really need to be good at making it feel balanced to the gamers. So it’s not too greedy.

“At King, for instance, we took the decision to make our games truly free-to-play, so you will never end up in the position where you’re forced to pay. So you can play all the way to the end without having to pay. For instance, in Candy Crush, of the players who are on the last level, more than half of them didn’t pay to get there.”

Source: IGN