‘GTA V’ Nabs $1 Billion In Launch Sales

We previously reported how Grand Theft Auto V was breaking sales records in its first 24 hours with $800 million in units sold. This weekend, Take-Two Games reported yet another record for the game, as it has managed to break the $1 billion sales mark in just three days’ time.

“We believe this marks the fastest that any entertainment property, including video games and feature films, has reached this significant milestone,” stated the company.

The previous game to break the billion dollar mark was Activision’s Call of Duty: Black Ops II, which sold that amount in 15 days.

“Grand Theft Auto is a cultural phenomenon and Rockstar Games continues to redefine what can be achieved in interactive entertainment,” said Strauss Zelnick, Chairman and CEO of Take-Two. “We are incredibly proud of the extraordinary critical and commercial response to Grand Theft Auto V.”

The game is available now for Xbox 360 and PlayStation 3. A PC version is rumored to arrive later this year as well.

Source: GamesIndustry International

Sony Talks Game Streaming

When Sony initially announced the PlayStation 4 earlier this year, it indicated that, while the system wouldn’t be backwards compatible with existing PlayStation 3 games physically, it would have a way to stream them through its acquired Gaikai service. Over the past week at the Tokyo Game Show, the company clarified this plan a bit, giving us an ideal of when to expect it.

During a roundtable discussion, Sony Worldwide Studios president Shuhei Yoshida said that the service would launch sometime next year for the United States, with a few titles available at launch. Though specific titles weren’t mentioned (big hits like Uncharted 3 and The Last of Us are very likely), Yoshida said that the library would expand over time, and would not only allow users to play them on PlayStation 4, but also the PlayStation Vita and the recently announced PS Vita TV.

In an interview with Dengeki Online, Yoshida provided further info. “We previously spoke about PlayStation going from hardware to something closer to a service, regardless of the device,” said Yoshida, “Speaking of the ultimate goal, we would like to deliver PlayStation games to all devices. So we’re considering various things like PC, TVs, Blu-ray players, smartphones and tablets. We hope to continue to expand not only to Sony devices, but even to devices other than Sony’s.” Yoshida also noted that the possibility of this expansion is “still being studied.”

No other markets have been confirmed for the streaming services yet, but plans should be announced shortly.

Source: Polygon

Xbox Live Users Are Heavy Streamers

Xbox Live doesn’t just provide access to some of the best games out there – it also gives access to various video viewing options, including Netflix, Hulu and ESPN. A lot of viewers, it seems, enjoy such options.

According to Microsoft’s Kevin Turner, 42 percent of Xbox Live subscribers watch a lot of video on their consoles and mobile devices. We’re talking 30 hours of video content each month, including movies and TV shows. This might explain why Microsoft has been pushing the non-game features on the Xbox One, including the ability to interact with live television.

In addition, Turner also revealed that 40 percent of the Xbox Live audience in general is female, taking advantage of the many apps available.

Xbox Live Gold, the subscription required to access most of these apps, should remain in place with the Xbox One, as the company has “no plans” to remove the pay wall. However, to the company’s credit, it is working on ways to offer more original content for the next-generation system when it launches on November 22.

Source: Shacknews

 

 

Christmas Is Coming For Old School Gamers

When it was unveiled earlier this year, Hyperkin’s RetroN 5 console turned a few heads, not only because of the multiple classic game platforms it supported in one cohesive unit, but also because it would present them with high-definition options for the first time ever.

Following some popular showings earlier in the year, Hyperkin has finally announced a release date for the system — it will be hitting the market on December 10 for both Europe and the U.S., retailing for $99.99. The system allows players to use games from a number of formats, including Nintendo Entertainment System, Super NES, Sega Genesis, Game Boy and more.

“RetroN 5 will be the most amazing classic game console.” said Steven Mar, Hyperkin’s Executive Director. “We thank everyone who has been patient and supportive of Hyperkin during development.

The system will be available for pre-order through Amazon soon, and more information is available at Hyperkin.

Source: Engadget

 

PS4 Will Sell At A Loss

Sony is putting forth a huge push for its PlayStation 4 console, which will launch in several markets this November. The company is expecting to sell the console at a slight loss when it hits stores, but expects to make the money back through its launch titles, both digitally and in physical retail form.

While speaking with Eurogamer, Sony Japan executive Masayasu Ito didn’t go into detail on the system cost, but did state that an “average” customer’s initial purchase of games would cover the gap, no matter which format they preferred. The loss per unit is expected to be around $60, which would be the cost of a full retail release such as the above pictured Killzone: Shadow Fall.

Considering that Microsoft is selling the Xbox One at break-even or perhaps a small profit, Sony certainly hopes that the games pay off when they start shipping the PS4. Of course, profits from continuing software purchases should be considerable, and if customers regularly purchase games and other media Sony will turn a nice profit in short order. Initial losses on the PS3 and Xbox 360 consoles when they first launched were much larger than $60. Market research firm iSuppli estimated that Sony was losing over $300 on each PS3 initially, and Microsoft was losing over $125 per Xbox 360 at launch.

The PlayStation 4 launches in the U.S. on November 15.

Source: GamesIndustry International

Pinning Down Monetization

Pinterest has grown quite a bit over the last four years, to the point that the company is working on a plan for monetization – one that will involve ads.

CEO Ben Silberman stated on the Pinterest Blog that “we’re going to start experimenting with promoting certain pins,” mainly because “it’s so important that Pinterest is a service that will be here to stay.” This will not only show growth on the web, but also the web front.

These ads will come up in a certain way, however. They’re pre-set to come up during search results and categories feeds submitted by users. It’s a similar process to what Facebook and Twitter use as far as their search tools are concerned, not overloading the user with pop-up ads.

Regarding the push to mobile, a spokesman stated, “The world is going mobile and we’re excited about that trend. Traffic continues to grow, breaking records consistently month over month and week over week. Mobile usage became the majority of traffic last summer and continues to grow in absolute numbers and as a percentage of traffic, which may account for third party discrepancies in measurement.”

Source: TechCrunch

GamesBeat Conference Adds Speakers

The editors of GamesBeat, a division of VentureBeat, have announced the “Battle Royal” as the theme of GamesBeat 2013, its fifth-annual conference on disruption and innovation in the video game market. The event,which attracts the gaming industry’s top 500 movers and shakers, will be held on October 29-30 at Hotel Sofitel in Redwood City.

“It’s a confusing time for gamemakers. Where should they take their games What platforms will provide the best gaming experiences Who will make them the most money ” said Dean Takahashi, Co-Organizer, GamesBeat 2013 and Lead Game Writer, GamesBeat, the gaming news division of VentureBeat.

Takahashi told the [a]list daily that two new speakers have been added to the lineup. Veteran Designer Will Wright will moderate a Q&A with Victor Kislyi, the CEO of Wargaming. Wright has become addicted to World of Tanks, explained Takahashi, so this should be an interesting session. Also added is Sony Online Entertainment president John Smedley, who will sit down for a fireside chat with Takahashi.

“With this conference, we will create a forum that will enable various stakeholders to navigate an uncertain terrain,” Takahashi said. “You’ll meet executives and developers from the big game companies and the startups that matter. They’ll share their 360-degree perspectives on the business of gaming and give you a glimpse of what’s to come. We’ll also have invaluable insight from venture capitalists, investors, support firms, marketers, and more.”

Key participants in the event include Bing Gordon, partner at KPCB; Frank Gibeau, President of EA Labels; John Riccitiello, former EA CEO and private investor; Kevin Chou, co-founder & CEO of Kabam; Robin Hunicke, founder of Funomena; Tim Chang, partner at Mayfield Fund; Tony Bartel, president of GameStop; and Geoff Keighley, host of GTTV on Spike TV.

GamesBeat 2013 will be held at Hotel Sofitel in Redwood City, Oct. 29-30. The event information says “Whether you’re an executive, game publisher, investor, developer, retailer, or analyst, GamesBeat will help you make sense of market challenges, and like all VB events, you’ll benefit from plenty of high-level networking opportunities.”

For tickets and special early-bird pricing, along with the complete list of participants, go here.

Only Valve Can Tickle The Press

We already heard from Valve head Gabe Newell last week that the company would be revealing some news about its long-rumored efforts to bring Steam to a wider audience, including (possibly) news about the (supposed) SteamBox console. Now there’s a cryptic email from Valve PR head Doug Lombardi, which reads as follows:

“Valve – Three announcements coming next week”

As Gabe mentioned a few days ago, we will be talking next week about the steps we’re taking to make Steam more accessible on televisions and in the living room. Specifically, we have three announcements to make beginning with the first one on Monday morning. Below is the URL where we’ll post the information, so please bookmark this address and check back at the start of the week. Thanks for your interest, and as always, ping me with questions.

http://steampowered.com/livingroom.

That’s all Lombardi had to say on the subject. Typically, a major announcement from a publisher or manufacturer would mean the media getting some information ahead of time (under embargo) so that articles could be prepared in advance. Key outlets might even be given exclusive interviews, photos or videos about the new products. It seems quite odd to merely throw this out to the media, without even a specific time, and expect excellent coverage. The media and the world will be getting the info at the same time . . . whatever time that may turn out to be.

Usually you’d see a carefully crafted, laudatory press release complete with quotes from the CEO or other key executives about how wonderful the product is, how important it is, and why it’s going to have a huge impact and make a ton of money. Perhaps Valve feels they don’t need to say all that, and the product will speak for itself. Maybe that’s true enough, but heading into an exceptionally crowded and noisy marketplace for the fall you would expect more effort to stand out.

It will be interesting to see just how important or impressive these new announcements are, whenever they appear.

Making A Run For Greatness

Mobile game publisher Pocket Gems has teamed up with the National Football League to publish NFL Runner: Football Dash for iOS and Android, and the game will get a massive promotional boost from a deal with McDonald’s. The endless runner genre popularized by Temple Run finds a natural expression in the running game of football. The challenge in today’s crowded app market is how to stand out, and Pocket Gems has found two ways to do this: Get a license attached to a huge audience (the NFL) and get a promotional deal with a company that has an immense reach.

Launching during the first month of the 2013 NFL season, NFL Runner is the first NFL-themed endless runner game. Players join their favorite NFL team and compete against other NFL teams’ scores to best each other on the virtual gridiron. Players evade linebackers and safeties, scramble around obstacles, and rush down the field while grabbing collectibles and supercharged power-ups. “It’s terrific to work with the NFL to launch NFL Runner,” said Ben Liu, CEO of Pocket Gems. “It has also been fantastic to work with McDonald’s to create a promotional model that provides players with codes found on millions of physical products to unlock free power-ups in the game.”

Starting September 23, McDonald’s customers can find codes for free power-ups for NFL Runner on millions of Mighty Wings boxes and select cups across more than 14,000 McDonald’s restaurants in the U.S. “McDonald’s customers and NFL fans share a passion for fun, exciting experiences and this game brings our customers one step closer to NFL action,” said Barbara Fitzgerald, director of marketing at McDonald’s USA.

The [a]list daily talked with Pocket Gems about this three-way deal, and the first question was which party had the idea for this cross-promotional game Was it the NFL, McDonald’s, or Pocket Gems “We had talked to NFL for a while and it just made sense to put together the first NFL-themed endless runner game,” said Jameel Khalfan of Pocket Gems. The process for getting the whole project to come together was, surprisingly perhaps, not very difficult. “The NFL and McDonald’s were both very supportive of the game, so it was a very smooth process working with both of them to coordinate the brand elements in the game as well as the promotion details inside McDonald’s stores and on the NFL’s mobile apps”

The scope of this promotion is immense, and the addition of virtual game items to physical products opens up interesting possibilities for the future. “This is definitely a new arrangement – having codes on physical products for play in mobile games,” said Khalfan. “I think we will continue to see more and more cross-over between the digital and physical world.”

More such promotional games may be coming in the future if this proves successful. Game publishers may seek such arrangements, or deals may arise from major licensors or advertisers. All parties can benefit from a deal like this. McDonald’s gets to capitalize on the excitement of the new football season and at the same time rope in more tech-savvy customers – the ones who may enjoy the free WiFi featured at McDonald’s. The NFL, of course, gets a boost by having its logo in more places, and by having gamers engage with football in a new, casual way that may even get more people interested in the sport.

Pocket Gems gets a good shot at finding its endless runner game becoming extremely popular as a result of all this. The game, while free-to-play, will generate revenue for Pocket Gems through the sale of powerups like the ones you can get free at McDonald’s. “Yes, the powerups are available for purchase in the game,” confirmed Khalfan.

“Pocket Gems has a strong track record as a successful developer and publisher of engaging mobile games and we’re excited to work with them for NFL Runner,” said David Healy, director of media strategy for the NFL. “We’re also thrilled to be working with McDonald’s to bring millions of fans unique power-ups within the game. The collaboration between the NFL, Pocket Gems and McDonald’s will make NFL Runner an innovative and fun new way for our fans to connect with their favorite team.”

NFL Runner was published and developed through a partnership between Pocket Gems and MunkyFun. The precise details of the licensing and promotional relationship, as in who pays how much to whom, are (as you would expect) not being revealed. “Unfortunately we can’t talk about the business model behind this, but we are really excited about the partnership with NFL and McDonald’s,” Khalfan said.

Game Connection Broadens Agenda For Europe

Game Connection has announced the first set of details for its upcoming event taking place this December in Paris.  Based on the spotlight on speakers and sessions, the agenda covers a broad range of game industry topics, with issues relevant to console, online and mobile games represented.

Among the first speakers announced are Steve Fowler, head of marketing at Guild Wars 2 maker ArenaNet, Joost van Dreunen, CEO of SuperData and regular contributor to [a]list daily, Linda Carlson, global community relations head at Sony Online Entertainment, Fred Markus, design lab director at Epic Games, and Jussi Laakkonen, CEO and founder of app discoverability platform Applifier.

Game Connection Europe 2013 is set to take place December 3-5 in Paris.  Registration is now open and there are early bird discounts on some passes until October 2.

As a final reminder, today is the last day to submit to the Game Connection Marketing Awards, also taking place at Game Connection Europe.  Submissions are being accepted online.

Here’s the full list of first speakers and sessions announced as provided by Game Connection:

Staring Down the 800 Lb Gorilla: Guild Wars 2 one year later – Steve Fowler, Head of Global Marketing at ArenaNet

Data & Trends 2013: The Online Games Industry in Review – Joost van Dreunen, CEO at SuperData Research

Great Expectations – Beta in the Modern Marketplace – Linda Carlson, Director, Global Community Relations at Sony Online Entertainment

Chasing Rabbits, What I have learned from prototyping with Nintendo – Fred Markus, Director Design Lab at Epic Games

The Tricks Up Our Sleeves – An Overview of the Simple Techniques Used to Create Realistic Details within Game Effects – Keith Guerrette , Lead FX Artist at Naughty Dog

Supercharging Word of Mouth – Jussi Laakkonen, CEO & Founder at Applifier

Loved by Millions – How to make a game a global sport – David Hiltscher, VP Gaming Communities at Turtle Entertainment

The Tiered Pyramid Method: Next-Generation Game Design – Doru Apreotesei, Creative Supervisor at Ubisoft Blue Byte

How to Help Oversea Partners in Chinese Mobile Market – Edward He, CEO at Renren Games

Social vs. Mobile Games – Arthur Chow, CEO at 6waves

App Store Insights: How to Make the Next Killer App – Bertrand Schmitt, CEO at App Annie

Truly Cross-Platform – combining a digital gaming experience with physical products and toys – Thomas Bleyer, Managing Director at Ravensburger Digital

For more details on the agenda, visit the Game Connection online program.