Games

Rockstar Employees Badly Overworked, Say Wives 633

juicegg writes "Wives of Rockstar Games employees in San Diego recently published an open letter on their Gamasutra blog. The authors say that Rockstar employees are seriously strained by unending crunch periods of 12-hour work days and 6-day weeks. High levels of stress are leading to serious psychological and physical problems for some of the employees. They charge that studio management uses arbitrary, deceptive and manipulative practices to get employees to work more unpaid overtime hours at greater intensity — despite over $1 billion in Grand Theft Auto revenue. Among the blog comments, some current and past Rockstar employees are confirming problems with the studio. 'Ex Rocker' writes: 'What makes R* crunch periods different then any other studio is that they tell you the game has to be finished in 6 months, so let's start our final push to get this awesome game out there! 6 months turns into 1 year, 1 year turns into 2.' Other comments reveal worker hopelessness and general mismanagement at the San Diego studio. This turmoil is affecting development on upcoming games as well." Read on for responses from Rockstar itself and other members of the industry.
The Almighty Buck

How Do You Measure a Game's Worth? 188

RamblingJosh writes "Video games can be very expensive these days, especially with so many great games on the horizon. So I wonder: how exactly do you get the most gaming entertainment for your dollar? '... the first thing I personally thought about when approaching this was money spent versus time played. Using Final Fantasy Tactics: War of the Lions as an example: I bought the game for about $30 Canadian, and played it for roughly 85 hours. That comes out to 2.83 hours per dollar spent, a pretty good number. In this case, the game was a lot of fun and it was cheap, and so the system works fairly well. There are so many other things to think about, though. What if the game wasn't so good? What about the fact that it's portable? ... What about the new content? Multiplayer?'"
Input Devices

Fighting With Your Fingers — A Canceled Indie Game Concept For Natal 45

ChiefMonkeyGrinder writes "Though Microsoft's Project Natal won't be released until later this year, indie studio Arkedo has already revealed a canceled project for the peripheral. Called 2 Finger Heroes, it was to be a beat 'em up where your fingers do the fighting. 'Characters would be controlled by moving your fingers, while special moves could be done by incorporating your whole hand. The environment could even be affected by moving your arms folded at your chest.' On why it was canceled, one of the developers said, 'One of the design flaws of this, apart from the fact that it demanded some very precise pattern recognition from the Natal system, is that it would have been HELL to localize. Yup, what can be understood as the victory sign in France could be a terrible insult in the UK, for instance. And we are not even talking about Italian. Oh, the possibilities...'"
Image

Prolonged Gaming Blamed For Rickets Rise Screenshot-sm 254

superapecommando writes "Too many hours spent playing videogames indoors is contributing to a rise in rickets, according to a new study by doctors. Professor Simon Pearce and Dr Tim Cheetham of Newcastle University have written a paper in the British Medical Journal which warns of the rickets uptake – a disease which sufferers get when deficient in Vitamin D. The study boils down to the fact that as more people play videogames indoors they don't get enough sunlight and this has meant the hospitals are now having to combat a disease that was last in the papers around the time Queen Victoria was on the throne." At least the kids are eating enough snacks with iodized salt that we don't have to worry about goiters.
PC Games (Games)

OnLive Gaming Service Gets Lukewarm Approval 198

Vigile writes "When the OnLive cloud-based gaming service was first announced back in March of 2009, it was met with equal parts excitement and controversy. While the idea of playing games on just about any kind of hardware thanks to remote rendering and streaming video was interesting, the larger issue remained of how OnLive planned to solve the latency problem. With the closed beta currently underway, PC Perspective put the OnLive gaming service to the test by comparing the user experiences of the OnLive-based games to the experiences with the same locally installed titles. The end result appears to be that while slower input-dependent games like Burnout: Paradise worked pretty well, games that require a fast twitch-based input scheme like UT3 did not."
Networking

Game Developers Note Net Neutrality Concerns To FCC 74

eldavojohn writes "A list of notes from game developers (PDF) was sent in a letter to the FCC which represented a net neutrality discussion between the developers and FCC representatives. Game Politics sums it up nicely, but the surprise is that developers are concerned with latency, not bandwidth, unlike the members of many other net neutrality discussions. One concern is that each and every game developer will need to negotiate with each and every ISP to ensure their traffic achieves acceptable levels of latency for users. 'Mr. Dyl of Turbine stated that ISPs sometimes block traffic from online gaming providers, for reasons that are not clear, but they do not necessarily continue those blocks if they are contacted. He recalled Turbine having to call ISPs that had detected the high UDP traffic from Turbine, and had apparently decided to block the traffic and wait to see who complained.' It seems a lot of the net neutrality discussions have only worried about one part of the problem — Netflix, YouTube and P2P — while an equally important source of concern went unnoticed: latency in online games."
Role Playing (Games)

Final Fantasy I and II Are Coming To the iPhone and iPod Touch 142

jonasvdc tips an announcement by Square Enix that Final Fantasy I and Final Fantasy II are being developed for the iPhone and the iPod touch. The graphics and UI have been modified to look and run better on the touchscreen devices, but everything from Cecil to the classic Black Mage is clearly recognizable. The announcement did not include any information on a price or release date.
Games

Correlation Found Between Brain Structure and Video Game Success 110

kghapa writes "Still want to argue that video games shrink your brain? While video games have been previously shown to stimulate brain activity and improve coordination skills, a recently published study has directly linked structures in the human brain with video game aptitude. And yes, apparently size does matter in this case. Quoting: '... each subject received 20 hours of training to play a video game specifically created for research purposes, called Space Fortress. It's basically an Asteroids-type arcade game, in which the object is to knock down and destroy an enemy fortress while dodging space mines. However, the game has lots of extra twists that require close attention. Some of the players were told to focus exclusively on running up a high score, while others were told to shift their priorities between several goals. The result? The subjects who had more volume in an area called the nucleus accumbens did significantly better in the early stages of training. Meanwhile, those who were well-endowed in different areas of the striatum, known as the caudate nucleus and putamen, handled the shifting strategies better.'"
Businesses

Failed Games That Damaged Or Killed Their Companies 397

An anonymous reader writes "Develop has an excellent piece up profiling a bunch of average to awful titles that flopped so hard they harmed or sunk their studio or publisher. The list includes Haze, Enter The Matrix, Hellgate: London, Daikatana, Tabula Rasa, and — of course — Duke Nukem Forever. 'Daikatana was finally released in June 2000, over two and a half years late. Gamers weren't convinced the wait was worth it. A buggy game with sidekicks (touted as an innovation) who more often caused you hindrance than helped ... achieved an average rating of 53. By this time, Eidos is believed to have invested over $25 million in the studio. And they called it a day. Eidos closed the Dallas Ion Storm office in 2001.'"
Role Playing (Games)

Genre Wars — the Downside of the RPG Takeover 248

Phaethon360 writes "From Bioshock and Modern Warfare 2 to even Team Fortress 2, RPG elements are creeping into game genres that we never imagined they would. This change for the most part has managed to subtly improve upon genres that needed new life, but there's a cost that hasn't been tallied by the majority of game developers. 'The simple act of removing mod tools, along with the much discussed dedicated server issue, has made [MW2] a bit of a joke among competitive players. Gone are the days of "promod," and the only option you have is to play it their way. If Infinity Ward are so insistent on improving the variety of our experiences, they don’t have to do it at the expense of the experience that many of us already love. It really is that simple. If they don’t want to provide a good "back to basics experience," they could at least continue to provide the tools that allow us to do that for ourselves.'"
Role Playing (Games)

Looking Back At Dungeons & Dragons 189

An anonymous reader sends in a nostalgic piece about Dungeons & Dragons and the influence it's had on games and gamers for the past 36 years. Quoting: "Maybe there was something in the air during the early '70s. Maybe it was historically inevitable. But it seems way more than convenient coincidence that Gygax and Arneson got their first packet of rules for D&D out the door in 1974, the same year Nolan Bushnell managed to cobble together a little arcade machine called Pong. We've never had fun quite the same way since. Looking back, these two events set today's world of gaming into motion — the Romulus and Remus of modern game civilization. For the rest of forever, we would sit around and argue whether games should let us do more or tell us better stories."
The Almighty Buck

Virtual Currency Becomes Real In South Korea 203

garylian writes "Massively is reporting that the South Korean Supreme Court has stated that virtual currency is the equivalent of real-world money. For those of you who might not be drawing the link, the core there is that selling in-game currency for real money is essentially just an exchange of currency and perfectly legal in South Korea. This could have sweeping implications for RMT operations the world over, not to mention free-to-play games and... well, online games in general. The official story is available online from JoongAng Daily."
Privacy

Blizzard Adds Timestamps To WoW Armory 318

Kharny writes "In a move that could cause serious privacy problems for players of World of Warcraft, Blizzard has added timestamps and an RSS feed to the game's online armory site. This new feature will mean that anyone can follow 'real-time' developments in a World of Warcraft character, which display the exact time and date, so that others can see that person's playing habits. Many players have already complained about the fact that there is no opt-out setting, and this opens very big possibilities for online stalking."
First Person Shooters (Games)

Modern Warfare 2 Surpasses $1 Billion Mark; Dedicated Servers What? 258

The Opposable Thumbs blog is running an interesting article contrasting everything Activision did "wrong" in creating and marketing Modern Warfare 2 with the game's unqualified success. Despite price hikes, somewhat shady review practices, exploit frustrations, and the dedicated server fiasco, the game has raked in over a billion dollars in sales. "There was only one way to review Modern Warfare 2: on the Xbox 360, in Santa Barbara, under the watchful eye of Activision. Accepting the paid trip, along with room and board, was the only way you were going to get a review before launch. Joystiq noted that this broke their ethics policy, but they went anyway. Who can say no to a review destined to bring in traffic? Shacknews refused to call their coverage a 'review' because of the ethical issues inherent in the situation, but that stance was unique. The vast majority of news outlets didn't disclose how the review was conducted, or added a disclaimer after the nature of the review was made public. This proved to Activision that if you're big enough, you can dictate the exact terms of any review, and no ethics policy will make news outlets turn you down."
Music

Video Game Music Recognition Gets a Boost 112

kghapa writes to tell us that for the first time ever, video game music is getting a much higher level of recognition through inclusion in this year's Ivor Novello Awards in London. "With the growing recognition of the immense detail and complex music compositions that are dedicated to video games, it seemed only a matter of time until game music was given some rightful spotlight. As the huge success and popularity of the fully orchestrated 'Video Games Live' concert has proved, modern and even classic games of days past have truly awe-inspiring musical scores. This concert alone has sold up to half a million tickets and featured music from a wide variety of games and gaming eras, from World of Warcraft to Zelda."
Medicine

Wii Balance Board Gives $18,000 Medical Device a Run For Its Money 422

Gizmodo highlights a very cool repurposing effort for the Wii's Balance Board accessory. Rather than the specialized force platforms used to quantify patients' ability to balance after a trauma like stroke, doctors at the University of Melbourne thought that a Balance Board might serve as well. Says the article: "When doctors disassembled the board, they found the accelerometers and strain gauges to be of 'excellent' quality. 'I was shocked given the price: it was an extremely impressive strain gauge set-up.'" Games controllers you'd expect to be durable and at least fairly accurate; what's surprising is just how much comparable, purpose-built devices cost. In this case, the Balance Board (just under $100) was compared favorably with a test platform that costs just a shade less than $18,000.
Graphics

AMD Delivers DX11 Graphics Solution For Under $100 133

Vigile points out yesterday's launch of "the new AMD Radeon HD 5670, the first graphics card to bring DirectX 11 support to the sub-$100 market and offer next-generation features to almost any budget. The Redwood part (as it was codenamed) is nearly 3.5x smaller in die size than the first DX11 GPUs from AMD while still offering support for DirectCompute 5.0, Eyefinity multi-monitor gaming and of course DX11 features (like tessellation) in upcoming Windows gaming titles. Unfortunately, performance on the card is not revolutionary even for the $99 graphics market, though power consumption has been noticeably lowered while keeping the card well cooled in a single-slot design."
Businesses

Should Gaming Worlds Join the Workplace? 68

destinyland writes "A Stanford professor argues that gaming worlds can keep workers engaged, and advocates elements of World of Warcraft or Second Life to hone workplace skills like teamwork, leadership, and data analysis. An IBM report also argues games like World of Warcraft teach leadership and that 'there is no reason to think the same cannot be done in corporate settings of various sizes.' The professor even suggests putting online gaming experiences into your resume. ('There's just so much that gets done [in a virtual world] that's just right on target with what happens in real business.') And Google's CEO also claims that multiplayer gaming also provides good career training, especially for technology careers. 'Everything in the future online is going to look like a multiplayer game. If I were 15 years old, that's what I would be doing right now... It teaches players to build a network, to use interactive skills and thinking.'"
Piracy

App Store Piracy Losses Estimated At $459 Million 202

An anonymous reader passes along this quote from a report at 24/7 Wall St.: "There have been over 3 billion downloads since the inception of the App Store. Assuming the proportion of those that are paid apps falls in the middle of the Bernstein estimate, 17% or 510 million of these were paid applications. Based on our review of current information, paid applications have a piracy rate of around 75%. That supports the figure that for every paid download, there have been 3 pirated downloads. That puts the number of pirate downloads at 1.53 billion. If the average price of a paid application is $3, that is $4.59 billion dollars in losses split between Apple and the application developers. That is, of course, assuming that all of those pirates would have made purchases had the application not been available to them for free. This is almost certainly not the case. A fair estimate of the proportion of people who would have used the App Store if they did not use pirated applications is about 10%. This estimate yields about $459 million in lost revenue for Apple and application developers." A response posted at Mashable takes issue with some of the figures, particularly the 75% piracy rate. While such rates have been seen with game apps, it's unclear whether non-game apps suffer the same fate.
Businesses

Former Exec Says Electronic Arts "Is In the Wrong Business" 180

Mitch Lasky was the executive vice president of Mobile and Online at Electronic Arts until leaving the publisher to work at an investment firm. He now has some harsh things to say about how EA has been run over the past several years, in particular criticizing the decisions of CEO John Riccitiello. Quoting: "EA is in the wrong business, with the wrong cost structure and the wrong team, but somehow they seem to think that it is going to be a smooth, two-year transition from packaged goods to digital. Think again. ... by far the greatest failure of Riccitiello's strategy has been the EA Games division. JR bet his tenure on EA's ability to 'grow their way through the transition' to digital/online with hit packaged goods titles. They honestly believed that they had a decade to make this transition (I think it's more like 2-3 years). Since the recurring-revenue sports titles were already 'booked' (i.e., fully accounted for in the Wall Street estimates) it fell to EA Games to make hits that could move the needle. It's been a very ugly scene, indeed. From Spore, to Dead Space, to Mirror's Edge, to Need for Speed: Undercover, it's been one expensive commercial disappointment for EA Games after another. Not to mention the shut-down of Pandemic, half of the justification for EA's $850MM acquisition of Bioware-Pandemic. And don't think that Dante's Inferno, or Knights of the Old Republic, is going to make it all better. It's a bankrupt strategy."

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