games - ReadWriteWeb http://www.readwriteweb.com/feeds/tag/games en Copyright 2009 Richard MacManus readwriteweb@gmail.com Mon, 23 Nov 2009 12:38:45 -0800 http://www.sixapart.com/movabletype/?v=4.23-en http://blogs.law.harvard.edu/tech/rss Shovelware: Developers Now Launch More E-Book Apps Than Games in iTunes Store grimm_logo_nov09.jpgAccording to a new survey conducted by mobile analytics company Flurry, developers now launch more e-book apps than games in Apple's iTunes App Store. Games now represent 13% of the new releases while 20% of all the new apps in the App Store are e-books. One of the reasons for this is that it's quite easy for developers to release large numbers of e-books. Developers just have to switch out the text, rename the app and send it to Apple for approval.

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]]> This data from Flurry doesn't tell us much about how many people actually download e-books on the iPhone, though an earlier report from Flurry showed that the iPhone e-book market saw impressive growth this year. The B&N Reader, Amazon Kindle app and Stanza are still the most popular e-book apps and it would be interesting to see more data about how users use these apps. While it's easy for developers to release lots of e-book apps based on public domain texts, this data tells us very little about how many people actually use them.

iphone_ebook_apps.png

More Than Just Static Text

Over time, e-books on the iPhone will hopefully become more interesting than the current crop of apps. While today's hardware e-readers mimic traditional books, the next generation of e-readers will likely go beyond this and the iPhone is already in a position to lead the charge. Creative's forthcoming Zii MediaBook will offer some of this functionality. With iTunes LP, Apple also has a format that publishers could use to create richer e-book experiences. iTunes LPs aren't compatible with the iPhone and iPod touch, yet. It is likely only a matter of time before Apple brings this format to its mobile devices, though.

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http://www.readwriteweb.com/archives/e-books_overtake_games_in_the_app_store.php http://www.readwriteweb.com/archives/e-books_overtake_games_in_the_app_store.php News Mon, 02 Nov 2009 11:02:58 -0800 Frederic Lardinois
App Classics: The App Store's Missing Hall of Fame Despite Apple's recent addition of the "Apps for Everything" section to their website, a new feature that makes it easier for iPhone owners to find great apps by category, the sad truth is that app discovery is still a challenge that needs to be solved. Thanks to some 75,000 applications now live in the iTunes App Store, there are just too many to sort through these days. Numerous startups have sprung up, offering their own solutions to this problem, including AppBeacon, Freshapps, 16apps, Appsfire, Appolicious, AppShopper and others. However, no one site has figured out the perfect formula just yet. Now another online catalog hopes to succeed where others have floundered. The brand-new App Classics aims to be the "App Store's missing Hall of Fame," featuring only the apps that have stood the test of time and are worth the download.

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]]> A Virtual Bookshelf of Classic Apps

Created by gaming site Nimblebit's Ian Marsh, App Classics analyzes iTunes rating and sales information to determine which applications have remained popular over time. The apps that make the cut are then awarded either a gold, silver or bronze medal based on their status.

The interface to the site is similar to that of the social network for bookworms, Shelfari or the iPhone app Classics (iTunes link) which displays classic novels as books on a bookshelf. Like those, App Classics features a wooden bookshelf where the icons for the applications are displayed and labeled by name. A drop-down menu at the top lets you filter the shelves by category (games, business, social networking, etc.). The "Games" category is even sub-divided into further sections (strategy, board, card, etc.).

Video Reviews Rock, but Missing Apps Don't

Click on any of the apps and you'll be taken to the app's page where you're provided with information similar to that which the App Store provides - screenshots and descriptions.

However, the best part about the app subpages is the video reviews. Using videos pulled from YouTube, you can actually see the app in action. Watching YouTube videos is something many users often do before buying a new application - this just makes it easier. 

And, as it's rapidly becoming par for the course these days, you can also share your findings via Twitter and Facebook

So how does App Classics stand up in terms of selection? For the most part, OK. The apps featured on the site do seem to reflect those that are deserving of "classic" status, but there are some glaring omissions as well. For example, under social networking, Facebook isn't listed. Under news, there's no Wall Street Journal. Under weather, there's no Weather Bug. We find it hard to believe that these apps weren't worthy of inclusion - were the reviews really so bad?

We're Watching this One

It could be just a case of new launch bugs - after all, App Classics was only unveiled yesterday. Given time, they may work out these kinks so true "classics" don't get overlooked.

Again, this is another site that hasn't mastered the perfect formula, unfortunately, but definitely one whose concept and implementation is to be admired. We'll say it's worth watching for now, but it's not there just yet.

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http://www.readwriteweb.com/archives/app_classics_the_app_stores_missing_hall_of_fame.php http://www.readwriteweb.com/archives/app_classics_the_app_stores_missing_hall_of_fame.php Apple Wed, 07 Oct 2009 06:55:52 -0800 Sarah Perez
Five 3D Applications for the iPhone Spatial View Inc., a company known for developing both hardware and software-based 3D display technologies, recently released a 3D software development kit for the iPhone. Applications developed using this kit are 3D-enabled - with no special glasses required! In order to see the 3D content, however, you will need to purchase a special protective case called the Wazabee 3DeeShell ($49.99) that contains a lens that can be slid in and out as needed. To demonstrate the capabilities of this technology, the company also released a handful of 3D applications including everything from photo viewers to 3D games.

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]]> 1. 3DeeFriends

The 3DeeFriends app lets you view your Facebook photo albums and those belonging to your Facebook friends in 3D. Photos can be viewed either as an anaglyph, interlaced, side by side, or as a cross over 3D image.

2. 3DeeVUsion

3DVUsion is an application that lets you turn your own photos saved in the iPhone's photo library into 3D images. With the app, you can select a pair of images from the library for viewing.

3. 3Dee!oader

With 3Dee!oader, you can both manage your Flickr photos and view them in 3D. You can load images side-by-side and convert them on-the-fly to anaglyphs. You're also able to search, view, and manage your Flickr account from your iPhone and save Flickr photos for later viewing.

4. 3DeeCamera

The 3DeeCamera application lets you create 3D images using your built-in iPhone camera. You can take two side-by-side photos or choose two stereo-pairs from storage to create the 3D images by shifting, rotating, and scaling the image pairs.

5. Hunter 3Dee

Hunter 3Dee is a top-down space shooter iPhone game. It offers two zones and six levels of play, all of which are in 3D.

Bonus: Coming Soon - Carnival Craze

Canadian kids' broadcaster Family Channel, the Sheridan Visualization Design Institute, and Spatial View Inc. collaborated, through an Ontario Centres of Excellence OCE project, to create a glasses-free 3D mini game called Carnival Craze. The game is aimed at kids ages eight through fourteen. The application is currently undergoing the iTunes App Store approval process.

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http://www.readwriteweb.com/archives/five_3d_applications_for_the_iphone.php http://www.readwriteweb.com/archives/five_3d_applications_for_the_iphone.php Apple Fri, 24 Jul 2009 06:06:23 -0800 Sarah Perez
How Urban Airship Saved Tapulous's Bacon on iPhone 3.0 Day Three weeks ago M.T. Richardson's job disappeared, his employer ran so far out of money that it said no one was getting paid and offered computers from the office as compensation instead. Yesterday, M.T. had one of the best days of his life. He's the junior-most developer in a still unlaunched company riding high behind the scenes of the iPhone 3.0 launch.

M.T. works for Urban Airship, a mobile company that most iPhone users will be touched by, but will never hear of. The company powers the new push notifications and in-app purchasing features for app-making client companies who can't or don't want to do all the heavy lifting themselves to implement these new capabilities of the mobile device. Three weeks ago Urban Airship was an idea and some code, a side project of one of the men who would become a co-founder. Yesterday Urban Airship helped Tapulous, its first customer and one of the biggest gaming companies on the iPhone, launch push notifications before almost anyone else.

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]]> richardson.jpgI found Richardson at the Open Source Bridge conference this week in Portland, Oregon. He had a huge grin on his face. He told me the story about how Urban Airship landed and executed on a bigger implementation of their technology than they imagined coming their way this early, in faster time than anyone unfamiliar with the company's service could have imagined possible. It's a good story.

Push and in-app sales were known to be in the works on the iPhone, they're the developer-fantasy equivalent of copy-and-paste or MMS for users. Push notifications, like when Tapulous now tells users who don't have the app running that they've been challenged to a music playing match by a friend, are something developers believe will increase ongoing engagement long after the initial download of an app. In-app sales will help monetize that engagement, something developers have found challenging after an initial flurry of sales, once they are lost in a sea of options in the app store and no longer making money sitting beside countless other apps on peoples' phones.

But developers did not expect to see the new version of the operating system with push and sales launching this week. That news came out at Apple's World Wide Developers Conference (WWDC) one week ago Monday.

Urban Airship was at the WWDC and they were ready. They worked 18 hour days getting the code ready to function, getting a booth ready and making the muffins they passed out to booth visitors. Half the team had been living off of two unique unemployment funds; the state of Oregon has a fund that pays unemployment to people whose employers close without paying them (the state then seeks to get the money back from the employer if they can) and Oregon is a voluntary participant in the Self Employment Assistance Program, which compensates the unemployed while they start their own businesses, so long as they are working at least 40 hours a week on it. All this work was going on while several members of the crew were shipping bacon to customers of Richardson and co-founder Scott Kveton's other recently launched company, an online bacon sales shop called Bacn. (No one said these were normal people.)

Meanwhile, in Palo Alto, upstart iPhone gaming company Tapulous was pondering what it meant to have a week and a half before 3.0 day. The company's primary game, called Tap Tap Revenge, is one of the hottest on the platform. It's a music and rhythm game, like Guitar Hero, but for your thumbs. The company knew it wanted to use the new push notifications to let users challenge each other to competitions, but could it be ready in a week and a half?

taptappic.jpgThen on Tuesday, Tapulous found out that the new version of its app needed to be submitted by Friday in order to be approved and available on 3.0 launch day. "I had about an hour on Tuesday afternoon to sort out whether this was something that could even be attempted," Jess Kahn, Engineering Director at Tapulous, wrote on the company's blog, "and subsequent to that, a deadline of end of day Wednesday to say definitively if we were going to be able to make the Friday midnight ship date."

"Not shipping wouldn't mean the end of the feature," Kahn wrote, "it'd simply leave Push Notifications in the sizable bucket of things we'd like to do for our next big release of Tap Tap Revenge. Shipping, however, would be of strategic interest and benefit to Tapulous, and so clearly, the pressure was on to get Push implemented, and in record time!"

That's when Tapulous got on the phone with Urban Airship. The two companies shared what they knew about the requirements and possibilities and at the end of the call, they decided to give it a shot together. The two teams had from Wednesday morning until Friday at midnight to integrate Urban Airship's infrastructure into the Tapulous software and make sure everything was solid enough to deliver what was expected to be a huge number of messages. "We knew this was the biggest opportunity we could get," MT Richardson says, "a defining moment for our company."

"By Thursday Tapulous was slamming the system with tests," Richardson recounts. "It was proving reliable but a bit slow, so we worked to optimize the technology while Tapulous worked on integrating it. They loved it. We implemented a few things that were on the roadmap but not done yet, we just bumped those things up by priority. We were able to do that because we were using things like Django and rapid development platforms."

The team of teams submitted the new version of Tapulous by the deadline on Friday night and by Saturday Urban Airship had in place a queue system on its servers that could handle large amounts of data. Urban Airship thought there were a few more days until everything went live, but then, Richardson says, "on Sunday we were working on the servers and all the sudden we saw a bunch of messages coming through. We thought it was Apple testing, but then we got a notification that next version of Tapulous was live and all the developers testing 3.0 were using the Tapulous challenges!"

Come Wednesday, Apple released 3.0 to the public and a huge crush of downloads challenged even Apple's servers. Urban Airship saw their push notification numbers skyrocket from Tapulous users but Richardson says it all went off without a hitch.

After the action, Tapulous wrote in an account of the harried dash: "It's as if we added that Push provider support to our back end, but without it taking three or more weeks, and without the risk that if we'd done something wrong, we'd be compromising the uptime of our existing systems and the products and features that depend upon them...Integration with Urban Airship was a breeze...The level of professionalism and support was the likes of which I have rarely seen."

Urban Airship isn't launched to the public yet, but will soon release a set of open source libraries for easy integration of their service with apps. It's all come together very quickly. Co-founder Steven Osborn had been working on the code for some time, but the implosion of identity provider Vidoop, where several of the Urban Airship team members worked, was the sign they needed to make the company come to life.

Through surprise unemployment, through muffins and bacon, through a big surprise that launch day was coming as fast as it was - the Urban Airship team made their infrastructure play happen, thus letting other developers integrate important new features faster than they could have themselves.

The coast isn't clear for Urban Airship yet. The company has to finish building out its developer interface, documentation and its business model ("It's probably going to be tiered pricing after an initial bulk of free messages for testing," Richardson told us). At least one other iPhone developer infrastructure company, PhoneGap, has struggled to get past Apple approval processes. And Urban Airship is aiming largely at small app developers who don't want to build out push and in-app sales themselves and who don't want to go with big app publishing companies - that might be a hard market to get a lot of money from.

Those concerns noted, Urban Airship has one big customer already. And they've got one heck of an adrenaline-fueled glow from their success this week.

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http://www.readwriteweb.com/archives/how_urban_airship_saved_tapulouss_bacon_on_iphone.php http://www.readwriteweb.com/archives/how_urban_airship_saved_tapulouss_bacon_on_iphone.php Thu, 18 Jun 2009 11:31:14 -0800 Marshall Kirkpatrick
Yahoo's New VideoTagGame Lets You Tag Within Videos The transfer of human intelligence to the machine is something the internet makes easy to do. With reCAPTCHA, we keep spammers at bay while helping digitize old books, Amazon's Mechanical Turk lets us crowdsource small tasks to a dynamic human workforce available on demand, and Google Image Labeler makes the tedious task of tagging fun. Now Yahoo is trying to tap into that human machine through their new VideoTagGame, a game that encourages participants to tag sections within a video for better retrieval.

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]]> The first VideoTagGame ran back in summer of 2007 during a Yahoo! party in Amsterdam. Now they're ready to take their experiment to the public through the Yahoo! Sandbox so they can collect more statistics on its usage.

The objective of the VideoTagGame is to collect time-based annotations of the video which could then enable the retrieval of relevant parts in a video when a search is performed, rather than returning the entire video itself. These annotations are collected in the context of a multi-player game.

How To Play

To play the VideoTagGame, participants must sign in with their Yahoo! ID and join a new game. There will always be at least three players in each game. After a 3-second countdown, the video will begin to play. As it plays, participants enter tags that correspond to the various parts of the video. When two players agree on a tag (that is, they enter the same tag), they each get points. The closer together the tags were entered, the more points are rewarded. After the video ends, participants can then watch as it plays again, this time with the tags overlaid on top of the video.

The game, like Google Image Labeler, can be both fun and challenging for those involved. Think it sounds easy? Don't be fooled - the other participants are often fast typers capable of of entering nearly a hundred tags during a couple minutes of footage.

The VideoTagGame is a fun time-waster for those who like to play online games. It's similar to the games at the site Gwap ("games with a purpose"), launched by Carnegie Mellon's School of Computer Science, as it uses "the human processor," too. Like the GWAP games, the end result of the VideoTagGame is the possibility of enabling new technology for searching within videos...or your name at the top of the scoreboard...whichever one sounds more exciting to you.

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http://www.readwriteweb.com/archives/yahoos_new_videotaggame_lets_you_tag_within_videos.php http://www.readwriteweb.com/archives/yahoos_new_videotaggame_lets_you_tag_within_videos.php Yahoo Fri, 28 Nov 2008 05:00:00 -0800 Sarah Perez
National Geographic Society To Do Video Games The successful science and educational organization The National Geographic Society, best known for their long-running magazine, has just made an interesting announcement. Their next venture in their for-profit operations is video games. This month, National Geographic Games, a newly formed division within the company, will launch three gaming products to be soon followed by another in December and three (so far) are planned for next year. The games will be developed for major gaming consoles, handhelds, and mobile platforms, including, yes, the iPhone.

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]]> There are few people out there who don't have fond memories of flipping through the pages of a National Geographic magazine, admiring the award-winning photography that graced its pages as our eyes widened to the wonders of the world around us. Since its launch in the "ancient" times of 1888, the world has gotten a lot smaller, figuratively speaking. Television, air travel, and, of course, the internet, have allowed us to explore much more of the world than ever before. To some extent, the information age has impacted, if not the magazine's sales themselves, the sense of wonder that was once to be had when perusing the magazine's articles and images.

To keep up with the changing times, the new National Geographic Games division (NGG), will attempt to connect with people once again on the platforms of our modern age, including the Wii, Playstation 3, Nintendo DS, PC and Mac, the PS3 Network, and the iPhone. There will also be free Flash games online at nationalgeographic.com/channel. As always, the company's goal is to encourage people to explore their world, this time though, it's through play.

Lest you think these games will be wimpy attempts at educational experiences, it's worth nothing that Chris Mate, a former executive at Take2 Interactive, the company behind "Grand Theft Auto," will serve as VP and GM of the games venture. Hopefully, his history, which also includes Bethesda Softworks, will bring some spunk to the usually dry "learning is fun!" gaming experience.

The first game to launch will be "Herod's Lost Tomb," an online game which blends in content from both the December 2008 issue of National Geographic magazine as well as the National Geographic Channel feature broadcast on the biblical figure King Herod, architect of the ancient world.

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http://www.readwriteweb.com/archives/national_geographic_society_to_do_video_games.php http://www.readwriteweb.com/archives/national_geographic_society_to_do_video_games.php Products Wed, 19 Nov 2008 06:57:39 -0800 Sarah Perez
Speed Dating on the Oregon Trail: Facebook App Becomes a Dating Service oregon_trail_logo.jpgImagine that one day you are playing a game on a social networking site and the next day you discover that this game has been replaced by a video speed dating application. That is exactly what is going to happen to those who have been playing the Oregon Trail game on Facebook. As Webware's Josh Lowensohn first reported, the video dating site SpeedDate.com just bought the rights to this game and is planning to replace it with its own dating application.

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]]> The Oregon Trail game is still fully functional on Facebook, but underneath it, a short statement informs users that the name and functionality of the app will soon be changed in order to provide "a more engaging experience for our users."

This seems like a rather strange move by SpeedDate.com - after all, speed dating and playing Oregon Trail have very little in common. Oregon Trail currently has 11,248 active users, which doesn't make it one of the most popular Facebook apps, but it is surely going to be enough to get SpeedDate's Facebook application up and running. However, we assume that most users will be rather surprised to see a dating app instead of a game about wagons, hunting, and oxen.

oregon_trail_facebook_app_speeddate.png

Josh Lowensohn also points out that SpeedDate will provide users with opt-out instructions, but, besides maybe keeping a few thousand users, SpeedDate will most likely only get a lot of negative publicity out of this acquisition.

Note: There is also another Oregon Trail-like game on Facebook, Northwest Trail, which is far more popular and is not affected by this 'acquisition.'

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http://www.readwriteweb.com/archives/speed_dating_on_the_oregon_tra.php http://www.readwriteweb.com/archives/speed_dating_on_the_oregon_tra.php News Thu, 23 Oct 2008 14:39:26 -0800 Frederic Lardinois
Amuso: Viral + Monetizable Magic? I am usually the "enterprise guy", so game shows - the space that Amuso is in - is way off my beat. I explained that to the PR person who persistently tracked me down at Web 2.0 Expo in New York. But I am pleased she persisted.

While I still know nothing about game shows (I don't even have a TV at home), there is something intriguing about Amuso at a business model level. Amuso may be a good example of that rare breed of startup that is both viral and monetizable.

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]]> How Does The Game Show Quadrant Look?

The rule of thumb is: "The more viral it is, the harder it is to monetize".

For example, Communication services such as Twitter and Hotmail are perfect for viral adoption but hard (not impossible, but hard) to monetize. They maybe great businesses, scale first and monetize later can be a great game plan if you have plenty of funding. But they are certainly hard to monetize.

What about Entertainment? YouTube is perfect for viral, but has monetization issues. Traditional entertainment is simple to monetize - you create something that people want and charge them for it - but is only viral as a bye-product of occasionally creating a great hit that everybody talks about.

Amuso says they are in the magic quadrant at the top right hand corner that is both viral and monetizable. Let's look at that a bit closer, poke around in the magic numbers.

How Amuso Works

In this case a picture says it all...

Parsing The Amuso Model

Here is the basic deal: user generated game shows.

COMPETE
Enter photo and video contests to show off your talent.
VOTE
Support your favorite entries and invite friends to come vote for yours.
WIN!
Win the most votes with your entries and take home the prizes!

Contestants want to get famous and make money from prizes. Who are they: Next Top Models, Pop Idols, Comedy Kings and more.

The "community" breaks down as follows:

10% Contestant
90% Members/Voters

Amuso takes a share of the prize money.

It Looks Like It Might Be Working

After only two months, Amuso has already attracted 100,000 monthly visitors, 20,000 registered contestants and paid out over $10,000 in cash prizes.

That is good traction by most start-up standards.

Investors Who Funded Skype

The founders are two ex-Yahoo!-ers, Jordi Bartomeu, CEO and Barak Rabinowitz. They told me that their investors had been investors in Skype. Which means that the investors have done well and understand how to get viral growth. For more on Skype investors see this old blog post from 2005.

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http://www.readwriteweb.com/archives/amuso_viral_monetizable_magic.php http://www.readwriteweb.com/archives/amuso_viral_monetizable_magic.php NYT Thu, 09 Oct 2008 03:00:00 -0800 Bernard Lunn
Electronic Arts Evolves: Slightly Relaxes Spore DRM spore_logo_sep08.pngSpore was one of the most anticipated PC games of the year and launched to great hype. While most reviewers weren't too ecstatic about the game itself, it was Electronic Arts' attempt to stop piracy with an overly restrictive DRM scheme that got Spore a lot of its post-launch coverage. Shortly after its release, irate users started to flood Spore's Amazon page with negative reviews. Most of these users complained about the DRM scheme that only allowed the game to be registered on three computers and only allowed for one user account per license. Now, according to the BBC, Electronic Arts has given in and extended the number of possible installations and users to five.

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]]> According to Electronic Arts, less than half of one percent of users ever tried to run the game on more than three machines, so being able to play on five different machines should alleviate the DRM problem for virtually all users.

Pirates Still Don't Care

While this is probably a smart move by Electronic Arts, it is important to realize that these protests were not just triggered by the details of the DRM scheme, but by the fact that the game was DRMed to begin with. If you downloaded a pirated version of the game, you never had to think about the DRM anyway because your cracked copy was always DRM free. In the end, schemes like this do nothing to deter piracy and only punish legitimate buyers. Pirates will always find a way around these schemes anyway.

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http://www.readwriteweb.com/archives/electronic_arts_relaxes_spore_drm.php http://www.readwriteweb.com/archives/electronic_arts_relaxes_spore_drm.php News Mon, 22 Sep 2008 09:38:44 -0800 Frederic Lardinois
Rumor: Google to Buy Valve steam_logo.pngAccording to a number of rumors this morning, Google is about to acquire the well-known game development company Valve. Valve is best known for its Half-Life games and Steam, a content distribution platform which it uses to sell and distribute PC games from various developers with the help of a desktop client. Currently, Steam distributes close to 440 games and has over 15 million active users. We assume that Google is mostly interested in the technology behind Steam and no so much in the distribution or game development business of Valve.

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]]> Update: Valve calls these rumors a 'complete fabrication.'

Steam's technology would definitely be a good fit for Google, which, thanks to YouTube and other ventures, is getting more and more invovled in the content distribution business. On the other hand, though, while pushing out 30,000 Mbit of data is surely no easy feat, we can't help but wonder about why Google would need to acquire them. After all, if anybody has a lot of experience in distributing massive amounts of data, it would be Google itself.

Overall, even though the Inquirer cites "well placed sources," we can't help but wonder if this rumor will pan out to be true. Maybe Google will only take over the Steam part of Valve's business, or the two will announce some form of partnership.

steam_homepage.jpg

However, if Google really wanted to get into the game distribution business, buying Valve would make perfect sense. Games are not only a growing business (though PC games, which Valve focuses on, are suffering greatly from piracy), but also a growing advertising platform. Having control over the distribution mechanism for these Games might just make sense for Google.

What Will Google Do?

If this rumor turns out to be true, do you think Google is going to keep the Steam storefront open? Also, given Google's record of acquiring technology and then having it linger in the back of a server farm for years (think GrandCentral or Jaiku), do you think Google is actually going to make much use of this technology?

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http://www.readwriteweb.com/archives/rumor_goolge_to_buy_valve.php http://www.readwriteweb.com/archives/rumor_goolge_to_buy_valve.php News Wed, 17 Sep 2008 08:10:41 -0800 Frederic Lardinois
Spore Destined to Be a Complete Flop? Electronic Arts (EA) is the leading developer and publisher of some of the most popular games. EA has an impressive track record of releasing hit after hit with 27 titles that have sold over 1 million units. They company has a history of great franchises like the Madden NFL series, The Sims, and Need for Speed. Their streak may now be slowing down. It seems the giant has hit a snag with the recent release of its highly anticipated Spore game. Complaints are rolling in from consumers and Spore fans are beyond disappointed.

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]]> All Hype

For those that don't know, Spore is a game that tracks a world of creatures and the evolution of these creatures. The amount of hype that Spore has amassed is astounding. With a great story line and a ton of publicity, expectations are riding high. EA expects to sell over 2 million copies of Spore before the end of the year. To give users a taste of where things were headed, EA released SporeCreator. This could be viewed as a prequel for Spore. It allowed those who were impatiently waiting for Spore's debut to tinker with one of the game's main focuses: creating creatures. SporeCreator turned out to be a huge hit. Creator Will Wright only expected to get about 100,000 creations or so, yet over 2 million creatures have been created to-date. With such a successful beginning EA was seemed to have a guaranteed hit on their hands.

Bad Ratings, Worse Issues

Will Wright hoped that Spore would "change the way people look at games forever and change hopefully the perception people have of their own creativity." Yet this doesn't seem to be happening if recent reviews are any indication. Currently on Amazon, Spore has a rating of one and a half stars based on the reviews of over 500 people. Taking a closer look at these reviews explains that the biggest problem with Spore is that it isn't evolutionary in any way.

From a technical standpoint, a lot of fans have issues with EA's DRM system in Spore. The system requires users to activate the game over the internet with a limit of 3 activations. Any more than that and you'll have to call EA for help. The problem with this method is that EA requires proof of purchase of the Spore game in order to give you another activation code. This doesn't seem very evolutionary to us in any way. Microsoft anyone?

As for playing the game, we feel we hit the nail on the head when we stated that Spore is a "hugely ambitious follow up to The Sims game series." It was ambitious and a great try. However, we didn't find anything very appealing about the gameplay. Sure we can watch our creatures grow, but you can also do that with The Sims but with people instead of creatures. The graphics and visual effects may have been the closest EA came to "evolutionary" with Spore. Overall, the game itself suffers from being too simple Sims like. Spore is a serious lackluster.

What Needs to Change

There's a lot about Spore that needs to change. First off, DRM has to go. That's so old school EA. We understand you want your product to sell and not be pirated. However when issues such as the one in Europe pop-up, you need to rethink your strategy. Scrap the DRM.

Lastly, the game-play needs to change. Everything was going great with Spore creature creation tools. However interacting within the game is a drab. There isn't a challenge in Spore and it's far from evolutionary. Don't sand-box us. Give us something to work for. In the end, we feel Spore appeals to those who liked the Sims. It's too easy, too repetitive, and not complex enough for the rest of the world.

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http://www.readwriteweb.com/archives/spore_destined_to_be_a_complet.php http://www.readwriteweb.com/archives/spore_destined_to_be_a_complet.php Products Mon, 08 Sep 2008 11:54:00 -0800 Corvida
Javascript Hero: Some Awesome Friday Night Fun javascripthero.jpgWe usually write about serious things here at ReadWriteWeb but it's Friday night and we've got to make an exception for Javascript Hero. Note: We're hearing reports that the site doesn't work well in IE, just so you know. It's the work of developer rock star John Resig and was brought to our attention by Chris Messina (again).

We'd tell you about it, but we'd rather you just go play it. Particularly if you're a Guitar Hero fan. Then take this opportunity to make a mental reminder to check out what Resig does and what Messina finds, too.

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http://www.readwriteweb.com/archives/javascript_hero.php http://www.readwriteweb.com/archives/javascript_hero.php Mashups Fri, 29 Aug 2008 17:41:24 -0800 Marshall Kirkpatrick
PlayCrafter: A Casual Game Builder in Flex playcrafterlogo.jpgPlayCrafter is a new web application that lets anyone create custom games by dragging and dropping elements around the screen. Built with Flex, Adobe's Ryan Stewart calls PlayCrafter part of "a whole new world of Flex!" It's really easy to use and a whole lot of fun.

If you read our coverage of the awesome drag and drop widget building tool SproutBuilder, think of PlayCrafter as the same kind of tool but for game creation. Read on for one example game and a demo video.

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]]> PlayCrafter is another example of the way the new web is enabling users to become creators and blowing up the world of content options everyone has to engage with. We love this kind of stuff. Adobe's success in creating tools that allow other people to create tools that enable other people still to create content is remarkable.

Below is one of the games the site offers as an example of what you can build. It's fun to play. If you create a cool game in PlayCrafter, embed it someplace and leave a link in the comments below.

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http://www.readwriteweb.com/archives/playcrafter_the_game_creator.php http://www.readwriteweb.com/archives/playcrafter_the_game_creator.php Products Wed, 23 Jul 2008 09:44:05 -0800 Marshall Kirkpatrick
More Funding for Casual Games: Zynga Raises $29 Million zynga-logo.pngCasual gaming on the web must look like quite an attractive market to VCs right now. Jeff Bezos already invested in two casual gaming companies this year, Kongregate and SGN, after SGN had already raised a $15 million Series A round in January. Now, Mark Pincus' Zynga, another online gaming site, announced that it raised $29 million in a Series B round led by Kleiner Perkins. Zynga also announced the acquisition of YooVille, a virtual world application for Facebook.

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]]> Zynga had raised a $10 million Series A round in January, led by Union Square Ventures.

zynga-side.pngZynga is quite similar to SGN, in that both companies mostly focus on games for social networks. Kongregate takes a different approach and makes its games available on its own site only. While this makes playing a game as simple as going to the Kongregate homepage, it also means that Kongregate doesn't have a built-in word-of-mouth marketing network to profit from.

With almost $40 million in money raised, Zynga and its VCs must be looking for a very high valuation for the company. Its main income sources are advertising and selling virtual goods to its players.

It's probably worth speculating that Zynga is going to use quite a lot of this venture money to branch out of the social networks games market and start developing for other platforms (such as cell phones) as well.

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http://www.readwriteweb.com/archives/more_funding_for_casual_games.php http://www.readwriteweb.com/archives/more_funding_for_casual_games.php News Wed, 23 Jul 2008 09:03:13 -0800 Frederic Lardinois
Bezos Invests in Social Gaming Network sgn-logo.pngJeff Bezos clearly thinks there is a future in casual gaming. Just this May, he invested $3 million in Kongregate. Today, Bezos invested an undisclosed amount in the Social Gaming Network (SGN), which develops games like Jetman and WarBook for social platforms such as Bebo and Facebook.

This investment from Bezos comes just a few months after SGN raised a $15 million Series A round led by Greylock Partners and the Founders Fund.

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]]> With investments in Twitter, Whrrl, Kongregate, and Animoto, Bezos has been very active in funding start-ups lately.

SGN is monetizing its games mostly through advertising, but also through subscriptions and sales of virtual goods. The company's properties have about 1 million daily users, enough to make it attractive for large advertisers.

Overall, users have installed SGN games over 50 million times and handed out over 70 million gifts. It is, of course, questionable how many of these 50 million apps are still active, but with 1 million daily users, SGN is definitely one of the larger players in the casual gaming market.

jetman.png

Casual gaming is clearly turning into a major platform for advertisers. While both Kongregate and SGN are mostly focused on the web, the large range of casual games already available on the iPhone and other mobile devices shows that there is a very large market for them.

At the same time, though, it seems quite a few users are also very willing to actually pay for these games - as long as the prices are reasonable. As more and more investors are looking for companies that are not fully dependent on advertising for their revenue, the casual gaming market is probably going to see more investments like Bezos' in the near future.

Social Gaming Network company profile provided by TradeVibes

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http://www.readwriteweb.com/archives/bezos_invests_in_social_gaming.php http://www.readwriteweb.com/archives/bezos_invests_in_social_gaming.php News Mon, 14 Jul 2008 09:12:00 -0800 Frederic Lardinois