How Google, Sony and Oculus Are Leading VR’s Future

Some estimate that the virtual reality industry could bring in $6.7 billion this year, feeding the incredible enthusiasm surrounding the coming launch of VR headsets like the Oculus Rift, HTC Vive and PlayStation VR.

That excitement was strongly felt this week at the Vision VR/AR Summit, where industry leaders spoke about the future of virtual reality technology. At the conference’s keynote address, John Riccitiello (CEO of Unity Technologies) stated in the keynote address that he expected over 1 billion consumers worldwide to own head mounted displays within the next 5 to 10 years.

However, the emerging technology still challenges to face to reach mass adoption, and there are many approaches to overcoming them.

Getting VR to Everyone

Practically every software and hardware developer agrees that the biggest challenge in promoting VR is in getting people to try it out. The experiences are so impressive that many are hooked after trying them out. To this end, companies have been working to make VR technology more available, like how Nvidia is looking to have 130 million VR-ready PCs on the market by 2020. Most other companies bring the VR experience to conventions and shows to get as many people to try it out as possible. Starbreeze plans on opening a VR arcade in Los Angeles to promote its experiences and hardware, but the fact still remains that the cost of VR may be out of reach for many.

Google took a slightly different route with VR by promoting Google Cardboard as an effort to bring “VR for everyone.” It, along with similar efforts like the Samsung Gear VR (developed in partnership with Oculus) offers an affordable VR experience to consumers, which could act lead them to seek out more immersive experiences from high-end headsets. Cardboard has already seen great success, with over 5 million viewers shipped and 30 million related apps downloaded from the Google Play Store.

Not only is Google reportedly preparing to develop its own VR headset, but Clay Bavor (VP of VR at Google) announced at the Vision Summit that the first Project Tango augmented reality device — a consumer phone developed in partnership with Lenovo — will be hitting the market this summer. We draw closer to the “VR for everyone” era as mobile devices become more powerful and are built with VR/AR experiences in mind.

project-tango

Still, others are looking to the Sony to bridge the gap between experience and accessibility with the PlayStation VR. There are 36 million PlayStation 4 owners worldwide, and each console is “VR-ready” according to Richard Marks, Director of Sony PlayStation Magic Lab. Although the price and release date have not been revealed  yet, there are millions of eager fans hoping to “push the boundaries of play” using Sony’s hardware.

Bring On the Content

When Palmer Luckey, founder of Oculus VR, was asked how he defined success with VR, he replied that it will either be defined by “Dollars spent on content, or hours viewed in content.” The key word is, of course, content. Luckey does not consider selling a ton of headsets, only to have them collect dust somewhere, a success. He wants head mounted displays to be used every day, and everyone from hardware manufacturers to software developers, to make it.

“Everybody needs to be successful for VR to take off,” Luckey said.

Coincidentally, Valve hosted a SteamVR developer showcase recently, where 12 games were shown using the HTC Vive. At around the same time, the Sundance Film Festival featured a variety of fantastic VR/AR exhibits, and so will the upcoming Tribeca Film Festival.

In order for consumers to be interested in a VR experience, there have to be experiences worth having, which is why Google has made open source Card development kit available. Similarly, every Oculus Rift purchase comes with a 4-month subscription to Unity Pro, so users can become developers.

But judging from the impressive collection of virtual reality games, which features everything from CCP’s EVE Valkyrie to experiences like Crytek’s The Climb, users can already look forward to very bright virtual future.

Activision Expects ESports Revenues to Rival NFL

Activision Blizzard has already made it clear that it’s taking eSports seriously, between the introduction of a Media Network Division expressing interest in competition and the Call of Duty World League going full steam. But CEO Bobby Kotick believes its potential could be even greater than realized, especially when it comes to revenue.

During the company’s fourth quarter earnings call earlier this week, Kotick noted how eSports could very well reach the point of making billions of dollars, putting it on the level of other sports leagues like the NFL, the NBA and Major League Baseball.

He pointed out how spectators tuned in to approximately 1.5 billion hours of video content based around Activision Blizzard’s games last year – a portion of the seven billion spectators that tuned in to the NFL’s 2014/2015 season. “Those televised games generated approximately $7 billion of broadcast rights fees for the NFL and another $4 billion on other revenues including sponsorships, merchandise and ticket sales,” explained Kotick. “When we think about our franchises, we view our responsibilities to our fans and the associated business opportunity through the lens of these leagues like the NFL, the Premier League, the NBA, Major League Baseball or NHL.”

While grosses may not be as “meaningful” as they can be, Kotick did note the small investment, “really less than a couple of pennies.” However, the investment is expected to increase over the next few years, leading to higher revenue, and that could give the other sports leagues some serious competition.

“What we step back and look at is ESPN,” he explained. “And when you look at ESPN with 80 million subscribers and you see the flight of some of the subscribers. The opportunities that we see there is roughly $5 billion of operating profit, $4 billion of league payments for the broadcast rights. We have 80 million of our own players.”

ESports is expected to jump even further in popularity this year. Along with regularly broadcasted tournaments, it’s expected to get greater exposure on television, between ESPN forming its own eSports group, TBS preparing a Counter-Strike series this summer, and the CW preparing a Mortal Kombat X tournament for next week.

ESports aren’t quite on the level of the NFL, but at the rate it’s going, it could definitely bring competition sooner rather than later.

Image source

How ‘Deadpool’ Grew Out of a Viral Video Leak

Sometimes, it can take quite a while for a movie project to get off the ground. It requires waiting for the right actor to come along for a role, getting the script rewritten so that it’s “perfect,” or finding the right production team to make it magic. Or, sometimes it takes an act so crazy, a studio can’t help wondering if it’ll succeed.

That was the case with Deadpool, a project based on the popular Marvel Comics character co-created by Rob Liefeld and Fabian Nicieza. The smarmy “hero” had been looked at for years to star in his own film, following his appearance in the popular X-Men Origins: Wolverine, but the studio opted to keep it on hold due to its mature (or in the case of Deadpool, not so mature) content – until a curious thing happened.

20th Century Fox funded test footage to get an idea of how a Deadpool movie would work, but it was never meant for public consumption. It was eventually shown during a San Diego Comic-Con panel, but soon after, it made its way onto the Internet through an illegal leak [shown above]. As a result, the footage went viral, and fans went crazy over the idea of seeing a Deadpool movie. The concept was so successful that much of the scene made it into the movie and has been featured in numerous promotional trailers (like the one below).

Ryan Reynolds, the actor portraying the character, spoke about the leak during an appearance on Late Night With Jimmy Fallon. “I’ve been trying to get (the movie) made for 11 years, which is crazy,” he explained. “We developed the script six years ago, wrote this fantastic script, it leaked online, Deadpool fans went nuts for it.”

He explained how the studio funded the footage and its leak, and the effect that followed. “Here’s the thing, the fans freaked out and overwhelmed Fox, and Fox basically had to greenlight the movie. The problem is the footage was owned by Fox, so it was kind of illegal…I know that one of us did it.” He then joked he was “70 percent sure” it wasn’t him.

Still, it’s wild regarding the effect the viral footage has had, as Fox granted a $58 million budget for the film (smaller than most of the $200+ million films that Marvel Studios produces) and backed it with a viral marketing campaign, ranging from appearances in commercials (like the eSurance Super Bowl ad) to massive online pushes, including one that indicates that Deadpool is a love story – similar to some of the fare Reynolds has made in the past.

Deadpool 2

It’s a move that’s certainly paying off for the company. The film has already grossed $47.5 million for Friday, and is expected to reach around $120+ million for the overall weekend – a high number for an R-rated film. And Fox, anticipating its success, has already laid the groundwork for a potential sequel.

One thing’s for sure, Deadpool is an example of how something viral can lead to a bigger success in the film industry – even if it wasn’t entirely by legal means.

Deadpool is in theaters now.

NPD: January Video Game Sales Slump, But Holiday Releases Hold Strong

The NPD Group recently reported its overall numbers for the game industry for January, with combined video game sales for the month declining by a slight five percent for the month. Consider it the dust settling after the big holiday releases from the previous months.

Hardware sales, specifically the Xbox One and PlayStation 4, saw a decline of eight percent, but did show a 96 share of console hardware growth for the start of the year. Chances are, both consoles, along with Nintendo’s planned NX console, will see even greater exposure as the months roll on.

It was a slow month for game releases, with only a couple, like the Nintendo 3DS adventure Mario and Luigi: Paper Jam and WB Games’ Lego Marvel’s Avengers, getting major exposure. That led to a decline of ten percent in physical software sales versus the previous month, when the first-person action game Dying Light was all the rage. Things will likely pick up in February, with major releases like Far Cry: Primal and Plants vs. Zombies: Garden Warfare 2 set to arrive.

Call of Duty: Black Ops III held onto its firm lead as the top seller for the month, and following close behind in second place was Grand Theft Auto V, which continued to be a huge draw. NBA 2K16, Star Wars: Battlefront and Fallout 4 round out the top five.

While most of the report noted slight drop-offs, there is one area that saw an increase for the month: accessories. Video game point and subscription cards, along with headsets and controllers, managed to see a jump by 14 percent for the month. Cards alone jumped six percent, indicating that digital sales were still of great interest to the gaming audience, while controllers jumped by 26 percent and headphones rose 44 percent.

So, the numbers as a whole show a small drop-off that comes from the post-holidays, but that’s not entirely unexpected. The year is just getting started, and we’re bound to see things pick up again over the next few months.

 

How ESports Grows in 2016

 

The dramatic growth of eSports has continued strongly into 2016, and a number of moves show the sheer power of this transformative take on game play. So far in just the last few months we’ve seen both Activision and Electronic Arts create entire new divisions around eSports, and other traditional publishers like Ubisoft and TakeTwo embrace eSports as well. Newzoo’s latest eSports market report shows the revenues from eSports jumping to $463 million in 2016, a leap of 43 percent over 2015. That’s reaching an audience of 131 million enthusiasts with an additional 125 million occasional viewers. So, it’s easy to see why every game maker is interested in the idea of eSports and what it can do for them.

Though multiple companies are jumping into eSports or expanding efforts already under way, it’s not clear whether there’s room for everybody in this pool no matter how fast it’s expanding. The nature of the market growth, and how it maps onto a particular company’s games and marketing efforts, is extremely important. Newzoo identified five factors as being important to the growth of the eSports market, including a diversity of game genres, geographic expansion of leagues, regulation of competitions, ownership of media rights, and finally how digital and traditional media are aligned.

Right now the eSports market is dominated by League of Legends, which according to SuperData Research’s estimate realized over $1.6 billion in revenue last year. Other games like DotA 2, Hearthstone, Counter-Strike: Global Offensive and others are notching great viewership numbers as well.

It’s not just new games that are investing in eSports. Many of the top competitive games of years gone by, some of which had strong amateur competitive scenes or even a presence with professional organizations like Major League Gaming, are finding new ways to emphasize eSports. Microsoft is bringing its powerful Halo franchise back to its eSports roots with Halo 5 Guardians, where the gameplay has been returned to a much more eSport-friendly competivie balance – and Microsoft has added in a million-dollar professional tournament as well.

Capcom has taken its venerable Street Fighter franchise, a long-time favorite of competitive gamers, to a new eSports level with the release of Street Fighter V. The company is putting a lot of faith and marketing muscle into the belief that Street Fighter fans love to compete, and that they love to watch professional gamers take this fighting game to a whole new level of play.

Will the current market leaders remain in the top slots? How much room exists for new entrants to either expand the audience or to take share from existing games? It’s a high-stakes strategy game with hundreds of millions of dollars being wagered by the games industry’s biggest publishers, as well as new startups.

We spoke with some of the top games industry leaders and analysts about the unfolding eSports market and just what we can look forward to in 2016 and beyond as massive growth continues.

Ian Sharpe, CEO of Azubu:

How will the eSports landscape change this year and next?

eSports is hitting the mainstream. When a top German soccer club signs an Official Gamer, you know the boundaries between the real and virtual are breaking down.

Are new eSports likely to be a significant factor in the near future?

To truly become crowned as an eSport, a game needs to be designed as such – and embraced by the community as well-balanced and nuanced. But to truly persist, it helps to be an established brand and intellectual property. Big names are key to mass sales and adoption of games, so expect to see new takes on beloved old franchises seizing the day. Hearthstone is a good example of playing in the same universe in a different way.

Both EA and Activision have set up new divisions specifically for eSports. How do you see their efforts changing the eSports market?

See the answer above. Activision has a way to go to tackle CS:GO (and CrossFire in Asia) as king of the eSports shooters, and you can’t just co-opt a community. My old stomping ground, EA Sports, will doubtless be thinking about how you make FIFA truly, madly and deeply competitive – right now, competitive matches aren’t really fun to watch.

Joost van Dreunen, CEO, SuperData Research:

How will the eSports landscape change this year and next?

The eSports landscape is set to consolidate over the course of the next 18-24 months, as publishers seek to vertically integrate their competitive gaming efforts and retain control.

Are new eSports likely to be a significant factor in the near future? Or will the current leaders continue to dominate for the foreseeable future?

In 2015 around $579 million was spent on eSports sponsorships, worldwide. The biggest titles are obviously the ones that command the bulk of this. Specifically, companies like Activision and Riot Games leverage their scale and visibility to capitalize on the growing willingness of brands and advertisers to spend on competitive gaming. Second-tier games will likely get a much smaller piece of the advertising action, but still succeed in expanding their own presence and cultivate loyalty among their fans.

Why should marketers care about eSports?

Marketers should care about eSports because it currently has the gaming audience’s attention, allowing to reach a large number of people at relatively low cost. Moreover, this audience tends to be very tech-savvy and doesn’t adhere to traditional patterns of media consumption. Sponsoring competitive gaming gives marketers a new channel to build a relationship with a highly desirable demographic.

Seems like everyone is focusing on eSports: Activision and EA have new divisions devoted to eSports, and TakeTwo and Ubisoft are pushing eSports with some of their games. Is there room for lots of new eSports to expand the audience, or are these efforts heading into tough competition?

Wherever people play, they will also want to compete. So even if a publisher’s eSports effort does not evolve into a global phenomenon, it still builds goodwill and loyalty among a game’s fan base. Investing in a long-term connection with your customer base is integral to the strategy of any publisher that is in part or in its entirety focused on games-as-a-service.

We continue this in-depth look at eSports tomorrow with insights from Twitch and Newzoo!

 

 

 

Twitch Boasts Record Numbers For 2015

Twitch has become quite a success over the past few years, with a large base of viewers and its own devoted convention (in addition to appearances at other ones). The good news keeps on streaming in, as the company posted its record numbers for the past year in a new blog post.

The post is highly detailed, and includes information about what games were popular on the service (like Fallout 4 and Rocket League), as well as its growing access on mobile. 35 percent of audience accounted for mobile, with over one million app installs.

A lot of people tuned in

An estimated 241 billion minutes were streamed over the past year, with an average of 550,000 concurrent viewers with live video. Considering that the service has over 1.7 million broadcasters streaming on a regular basis, that’s an immense number to consider. In addition, Twitch users spend 421.6 minutes a month watching streams, compared to YouTube Gaming’s paltry 291 minutes.

It’s not just popular in the United States

Twitch’s outreach has expanded immensely across a number of regions, including Canada, Brazil, Russia, Taiwan and even Antarctica. Apparently, penguins are big fans of livestreaming.

Millions were in a charitable mood

Twitch reported that, at its peak, a total of nearly three million viewers (2,098,529, to be precise) tuned in, while 35,610 streamers worked consecutively during November. This was when many gamers were taking part in the 24-hour Extra Life charity, and viewership bumped up as a result.

Over the course of the year, Twitch and its partners managed to raise $17.4 million across over 55 different charities, with Extra Life taking an easy lead with over seven million dollars.

League of Legends still rules

The top ten list of most streamed games are:

  1. League of Legends
  2. Counter-Strike: Global Offensive
  3. DOTA 2
  4. Hearthstone
  5. Minecraft
  6. H1Z1
  7. Destiny
  8. World of Tanks
  9. World of Warcraft
  10. FIFA 15

Game launches were also popular on the service, as Destiny: The Taken King, Fallout 4 and Rocket League saw huge numbers on their debuts. In fact, Bloomberg reported that Fallout specifically “had about 10x as many viewers as YouTube Gaming during the crucial period shortly after the game came out.”

eSports gained a critical audience

A number of eSports related tournaments found great exposure on Twitch. For instance, the ESL One – CS: Go competition saw 27 million unique viewers on Twitch, and the annual EVO and The International tournaments also saw a high count of virtual audience members.

Interaction was key

Along with a large community of streamers, Twitch benefitted from its interactive chat service, with nearly 10 billion messages sent throughout the year – calculating to 17,446 a minute. eMotes were also highly popular on the channel, with the company’s trademark “Kappaross” image (to celebrate the debut of the artistic Bob Ross channel) being used almost four million times.

TwitchCon was a massive success

Along with gaining a huge amount of attendance in person, TwitchCon was also considered a hit virtually, as nearly two million people tuned in to see their favorite streamers and games from the event. That all but guarantees that it will be back again this year.

“2015 saw the Twitch community come together in more ways than we ever thought possible. Thank you to everyone who broadcasted, viewed, lurked, chatted, cringed, celebrated, and laughed with us this past year. Here’s to more in 2016!” the company posted.

Facebook Enhances Video With Automatic Captions

Facebook has huge success with its video component, establishing over three billion daily views and testing out new features to bring in new potential advertisers. Today, the company continued to make strides in that direction, offering a unique feature that could challenge marketers to try something new: closed captioning.

The social media giant has begun offering two lines of automated captions in branded videos for no additional charge, according to an AdWeek report. This will enable companies to set up a silent autoplay feature in Facebook feeds, while keeping their message relevant, and it could be something that catches the eyes of viewers long enough to keep them from scrolling past.

Granted, the challenge now lies with making sure the message is displayed quickly enough to catch those eyes, according to Facebook ad products marketing director Graham Mudd. He noted that captioned video ads have a 12 percent increase in video view time over those without them.

“In a feed-based environment, people are in control of what they consume,” he explained. “So, unless you focus on earning that attention, really through relevance, you’re not going to succeed as much as you would otherwise.”

Further research by Fors Marsh indicates that users tend to remember content in a news feed, even if they’re scrolling by it in a quick manner. Facebook followed that up by noting that, per research from Nielsen, recall can pick up as much as 47 percent after three seconds of viewing, and as high as 74 percent after ten seconds.

Not only that, but closed captioned videos are also noticeable across a number of formats, including mobile. Considering that mobile ad revenue makes up 80 percent of the company’s overall ad funds, that’s a big deal.

Mudd noted that the big challenge for companies now lies in adapting said content for video, and not just with closed captioning. “I think the massive adoption of smartphones, etc. is all coming together to produce a new advertising channel that has tremendous reach,” he explained. “And I think that mobile as a device is becoming one of the most – if not the most – important devices to people.”

Facebook will also continue to expand its video opportunities with other features, including new video ad analytics that measure ads independently, as well as the ability to purchase “100 percent in view” for more markets, as it was previously only available in the United States. (This enables the opportunity to let video ads run full-on through a news feed.)

These changes should help Facebook see more potential business for its video division – and captioning isn’t needed to get that message.

‘Titanfall 2’ Brand Taking New Ground

In March 2014, Electronic Arts introduced a fun new multiplayer franchise, Titanfall. With it, players could battle each other on wall-running foot or in giant robotic suits called Titans, which are armed killer weaponry. The game was a big success, and marketing worked well, including the release of separate figures and other items.

Fans have been wondering about the potential sequel. However, it appears that EA could be pushing for a huge Q4 2016 release for the game, which will not only come to Xbox One and PC (the platforms the original title released for), but also PlayStation 4.

Earlier this week, speaking with Forbes, the game’s writer confirmed that the sequel is not only in the works, but that it will feature a single player campaign, which was a feature left out of the first game. However, these subtle changes to the sequel are just the beginning.

It appears that Respawn Entertainment, the developers behind the franchise, may be looking into a companion TV series to accompany the game’s release. These plans were made before with the original title, but never came into fruition. However, considering the game’s massive success, Respawn could easily make it happen this time around.

Additionally, in a press release seen by Polygon, McFarlane Toys is set to produce Titanfall action figures, similar in nature to the ones that came out for the previous game. “This is a perfect fit,” said Todd McFarlane, owner and CEO of the company. “McFarlane (Toys) was created so I could make cool stuff just like this. Without saying too much about the new game…you’re not going to believe where we can take this.” The toys, which will measure 7-inches tall and feature a collector’s box, are expected to arrive around the same time as the game, during Q4 2016.

While EA hasn’t yet given details on a release date, it would no doubt add to the company’s impressive slate for the year, which includes titles like Plants vs. Zombies: Garden Warfare 2, EA Sports UFC 2, Mirror’s Edge: Catalyst, Mass Effect: Andromeda and forthcoming entries in the Battlefield, Madden and FIFA franchises, among others.

We’ll more than likely know more about Titanfall 2‘s release date during the Electronic Entertainment Expo, where the company is set to host EA Play, an event devoted to its fanbase at Club Nokia in Los Angeles.

‘Total War Battles: Kingdom’ Lights the Fires of Battle Everywhere

The Total War game series is famous for its deep strategic gameplay that encompasses both building up an empire and leading huge armies onto the field of battle. But while its reputation has been largely made with stunning PC games, the franchise has branched out to mobile platforms with the Total War Battles series, starting with 2012’s Shogun. Its follow-up, Total War Battles: Kingdom, not only takes players back to a historical time period, but include cross-platform play across iOS, Android, PCs and Macs.

The motto in developing the game was “Total War for everyone, everywhere,” and the developers are living up to that motto by creating a free-to-play game for a multitude of devices. In the game, players grow their kingdoms, raise armies, and compete to become the first true King of England. In the meantime, they have to make decisions shape events. Damming off a river creates a lake, but they will still need to contend with seasonal droughts and floods, along effects stemming from how they choose to expand.

Then there’s the actual battle portion, which features 1v1 real-time combat across different platforms. That means a player directing his army from a tablet can go up against one using a large screen PC. Furthermore, unlike many other combat games on mobile, you have to be quite active. You don’t just send in troops and passively watch events play out. Total War Battle players have to direct troops in a rock-paper-scissors style of combat that features up to 400 3D animated men rendered using motion capture animation.

Total War Battles: Kingdom is currently in beta, and is expected to release sometime later this year. [a]listdaily speaks to Renaud Charpentier, Creative Director at Creative Assembly, about how war tactics play out across so many different devices.

Renaud - CopyThe Total War series is famous for having huge armies to command. How will Kingdom capture that sense?

You’ll be able to have 18 units on the field at once, which can mean up to 400 soldiers, depending on how you outfit your army, like with extra cavalry, or if you go with fewer but stronger troops. That’s quite a lot, and why we chose this historical period: England in 915 AD.

That’s about the size you have for armies. You didn’t have armies with tens of thousands of men — they didn’t exist yet. The big Viking army that plagued the nation, and were considered an unstoppable force, were made up of a few thousand men.

What else makes this time period so appealing?

It is the moment when England is emerging from the Dark Ages, and is divided into small fiefdoms, which is exactly what you’re building in the game. There is no global ruler. Twenty or thirty years later, the nation will be unified and the first King of England will be crowned. So, until that happens, you have a collection of small kings and lords that are effectively battling to unify the country. It was very similar to what happened in medieval Japan, except that occurred 700 years later, and it was a setting we already used [in Total War Battles: Shogun], and we didn’t want to return to that.
TWB KINGDOM_Preview screen 6

How do you keep the combat quick enough for mobile play?

Battles generally last about 2-4 minutes. To do that, we cut out many of the elements that take time, like selecting the army order, and set it up before the match starts. Deciding what troops are on the front line is very important, so you choose the composition of your army (archers, cavalry, artillery, etc.), how they’re set-up, and how they’re deployed before you enter the matchmaker for battles.

If you completely trample your opponent, you may dominate the battle in about a minute or so. But if it’s two very high-end players doing very well, then the battle could last 4 to 5 minutes. There’s no timer, but our data shows that 90 percent of battles take about two to three minutes.

How did you make the controls work for both PC and mobile platforms?

There were a few concerns that we attacked head-on. As a slow-paced economic simulator, controls don’t really matter, so that’s the first thing we made. For battles, we needed a control scheme that was as good as it could be for touch screen, and those controls are same on the PC. So, even those playing on iOS can make their way up the competitive ladders, showing that the controls don’t discriminate against anyone.

It’s still an RTS game, but it’s not about how fast you can issue your orders. It’s which orders you choose. Do you move these units from the back lines? Or do you move the ones from the right to the center of the battlefield? You have seconds to think about it, so you’re not in a hurry, and you don’t have to worry about missing a twitch click.

Will new players have a tough time competing against established alliances?

All competitive activity on consensual. You’ll never get attacked by someone in your realm, and you’ll never be forced into multiplayer if you don’t want that. So, you’ll be completely protected, or isolated, from other players if you prefer that. Other players won’t be able to strong arm you or wipe you out.

TWB KINGDOM_Preview screen 4

Where does Total War Battles: Kingdom fit into the Total War franchise, which includes PC games like Attila, Rome and Medieval?

We try to envision what we want to achieve when we start a video game. For Kingdom, we wanted “Total War for everyone,” which means more accessibility, a learning curve that isn’t as steep, and also everywhere. You don’t need a high end PC to fully enjoy this game. We thought in terms of gaming habits — “If I’m a player, when am I going to play that?”

I could choose to play on a high end PC if I want to, but it’s designed so that I can sit back on a couch and play from an iPad.

The Total War franchise has a reputation for being very in-depth historical strategy games. How have fans reacted to this more approachable design?

To be honest, you have a very small percentage of extremely hardcore fans who don’t want us to go in this direction. But what’s interesting is that they still play the game, and do so for 18 or 19 hours. Many have left us very good comments saying, “This not a big PC Total War that I’m used to playing. This is something different. It’s still a strategy game, and a great one.”

You can also see that response on the user reviews, which are mostly 4 and 5 stars.

Jeep Wins Over Viewers With Vertical Advertising

While horizontal video is still the norm, vertical ads are starting to see more exposure on the mobile devices. Now, Jeep has managed to bring the format to TV, and it worked quite effectively.

The company’s “Portraits” ad, which ran during Super Bowl 50, managed to win over viewers with its simple yet moving message featuring a number of faces, famous and otherwise, alongside era-specific photos of its Jeep vehicles. This TV ad was actually built from the ground up using a vertical format, which is perfect for viewing on YouTube with a portrait devices like smartphones and tablets.

Its format not only proved to be effective on mobile devices, but also regular television, as the aspect ratio seemed quite fitting considering the format of the ad.

For a $10 million ad that only used a portion of the screen, “Portraits” ended up being quite effective, mainly due to its use of imagery. Faces like the late B.B. King, Jeff Goldblum (tied in with his Jurassic Park) and even the T-800 from The Terminator effectively added to the idea of portraits.

On top of that, the advertisement doesn’t focus on the vehicle itself, but rather the message that played at the end: “We don’t make Jeep. You do.” Quite a change of pace from the usual car ad, as it provides a very different, and sentimental, approach.

Part of the reason Jeep’s advertising worked so well could be related to how people are used to viewing photos on mobile devices. Whether or not this ad will make vertical video more popular will depend on how much further it can be developed without limiting how it plays out on television.