<![CDATA[Kotaku: Casual Gaming]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Casual Gaming]]> http://kotaku.com/tag/casual gaming http://kotaku.com/tag/casual gaming <![CDATA[ Sega Quietly Launches PlaySega.com ]]> Sega has quietly launched the beta version of their online gaming portal / social networking site PlaySega.com. The site features a handful of casual games to poke at, including Sonic at the Olympic Games, which seems to be a port of the mobile phone version of the Official Beijing Olympics tie-in. Visitors to the site will be able to create their own personalized escape using items purchased through the website's ring currency, which you must play games to earn. I've already created my own escape, which is apparently a Swiss Chalet containing a small naked boy. Alrighty.

According to Casualgaming.biz, Sega plans to add over 30 new games to the site, many of which dip into the company's classic IP for inspiration. Hit the link below to check out the site. Registration is completely free, but the naked boy in Swiss Chalet feature will set you back 2,000 rings.

PlaySega.com
[Official Site via Casualgaming.biz]

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Tue, 14 Oct 2008 10:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5063204&view=rss&microfeed=true
<![CDATA[ Consoles, Who Needs 'em? ]]> Apparently not John Welch, CEO of casual games company PlayFirst. He says that the console per se is a "niche platform" and that they're just too expensive to make. His argument:

I think the biggest proof point in the death of consoles in my thesis is the Wii. The most successful, most difficult to acquire console in this generation is at least a generation old in hardware. The advances are in software and peripherals. Why do you need a box for that? If the real expansion is occurring because of what Nintendo has done, why do we even need a console? The technology could be adapted to run on your average set top box, at least in the next generation of set top boxes.

Welch does concede that console are more streamlined and easier to use than, say, PCs. His crystal ball gazing is more along the lines of Google-type cloud that doesn't even use hardware at all. Agree? Disagree?

Q&A with PlayFirst’s John Welch [VentureBeat via EDGE] [Pic]

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Tue, 30 Sep 2008 01:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5056700&view=rss&microfeed=true
<![CDATA[ The 'Megatrends' of Gaming ]]> Pascal Luben has an interesting article — soon to be part of a set of articles — on the 'megatrends' of gaming. Some of it is obvious ('multiplayer to the rescue!'), but the discussion of what all this means for game design and games of the (near) future. Luben has written about three 'megatrends' - increasing the commercial life of games, the emergence of 'fast gaming,' and increasingly believable universes - in this article, with at least two more subheadings coming in a future piece. He is quick to explain he's not simply ruminating on what may happen in the future, but is discussing trends that are already underway or quickly gaining steam:

The purpose of this series of articles is to attempt to shed some light on emerging trends likely to influence game design philosophy, and therefore, our industry at large in the next few years.

Rather than an essay in futurology, which is by definition very hypothetical, the trends described in these articles are already in motion — so the question we should ask ourselves is not whether these trends will appear, but rather what their impact will be on video game design.

It's a quick read and worth checking out; I'm curious to see how Luben will tackle the 'megatrends' in his next article, as they don't necessarily have the immediate relevancy of the set in the first article.

The Megatrends of Game Design, Part 1 [Gamasutra]

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Sun, 31 Aug 2008 11:00:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5043930&view=rss&microfeed=true
<![CDATA[ Epic Games Exploring New IPs Through Comic Books ]]> Mike Capps, el presidente of Epic Games, recently spoke at the Casual Connect conference in Seattle, saying that his company had lost some of its "nimbleness" as a blockbuster producing studio. With massive titles like Gears of War and Unreal Tournament on its plate, its looking to explore new franchises on the cheap, specifically through comic books.

Develop reports that Capps also expressed plans to utilize the recently purchased Chair Entertainment to increase its stable of intellectual property. “We want to learn from casual games," he's quoted as saying, telling casual game developers on hand "we’re really jealous of the things you do and we’re going to steal all your ideas.”

He then chainsawed them all in half and took their brains back to Epic Games science labs for further study.

Epic Games looks to comic books for building new IP [Develop]

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Tue, 29 Jul 2008 18:00:22 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5030646&view=rss&microfeed=true
<![CDATA[ 'Skills That Are Waiting to be Turned Into Games' ]]>

Wii Fit has gotten a ton of attention recently; reviews, criticism, and complaints have all cropped up in the wake of its release. Over at Lost Garden, Wii Fit is a launching spot for a broader game design discussion: Wii Fit and its ilk aren't exception, they're "merely the tiny tip of an immense iceberg. Almost any human skill, be it physical, cultural, political or economic can be turned into a game that enlightens and enables." Assuming, of course, it can fit a couple of criteria:

It turns out that most learnable skills can be turned into a game. However, there are constraints. A skill must meet the following criteria before it can be turned into a game:

1. Decomposable into simpler skills
2. Skills can be nested
3. Skills can be arranged in a smooth learning curve
4. Skills are measurable
5. Performance can be rewarded
6. Skills are locally useful.

As with anything posted at Lost Garden, it's a thought provoking little essay; while this sort of stuff will have little impact on the hardcore among us, one wonders what designers will come up with next — and how.

What actitivies can be turned into games? [Lost Garden]

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Sun, 15 Jun 2008 10:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5016559&view=rss&microfeed=true
<![CDATA[ Casual Gamers? Serious Business ]]> Casual gamers want better! Their expectations are becoming high says Ubisoft. According to the company's Games For Everyone executive producer Pauline Jacquey, it's competitors that are raising the stakes. Says Jacquey:

When you’re reaching out to somebody who plays one or two games a year, it’s very easy. You don’t need to follow the rules of previous markets. But as they play more and competitors emerge, you have to rethink the way you do the games. The casual audience is becoming more demanding, for sure, and we need to make sure we’re proving more than what they’re anticipating... Young girls, for instance, are now used to games that are made just for them – and have started thinking they want something better.

Imagine Babies, anyone? Anyone?

Casuals Demanding More [CasualGaming]

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Thu, 05 Jun 2008 07:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5013350&view=rss&microfeed=true
<![CDATA[ Microsoft Release Free Game Creator ]]> Last week, Microsoft announced the release of PopFly, a simple program that allows users to create games without the need to know any code. Taking a number of genres as a foundation, PopFly offers a range of templates based on classic arcade games, upon which you can import your own characters, backgrounds, etc. Once done, the games can then be hosted, on stuff like websites, blogs, Facebook pages or even your Vista sidebar. It' Silverlight-only, which is a slight hassle, and is fairly basic, but hey, who said everything on this world had to be perfect?
[Microsoft PopFly]

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Mon, 05 May 2008 05:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=386987&view=rss&microfeed=true
<![CDATA[ Rockstar's Houser - Fuck Casual Gaming ]]> danhouser.jpg Apparently the post Grand Theft Auto IV release has the bravado reaching all-new levels over at Rockstar. In an interview with New York Magazine, Rockstar VP and GTA IV co-writer Dan Houser had some decidedly negative things to say about the industry's shift towards casual gaming.
Yeah, fuck all this stuff about casual gaming. I think people still want games that are groundbreaking...We're hopefully going to prove that there's also a very big audience for people who want entertainment in another form, who think of games as being a narrative device that can challenge movies.
Perhaps a bit harsh, but I suppose you're allowed to wear slightly larger testicles when your new release is generating news stories in every news publication that even has the faintest interest in the industry. I'd suggest we all stage some sort of Peggle-playing protest, but then I'd have no one to play Bomb Da Base with.

Rockstar Games' Dan Houser on Grand Theft Auto IV and Digitally Degentrifying New York [New York Magazine via Eurogamer]
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Fri, 02 May 2008 09:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=386573&view=rss&microfeed=true
<![CDATA[ Amazing Core Gamer Stuff Pooh-Poohed By Focus Groups ]]> rod_humble.jpeg The concept was simple: A virtual dollhouse. Will Wright was coming off of SimAnt, and he was looking to do more. Wright at his team at Maxis began working on what would become The Sims, a game that play-tested so poorly that there were doubts it would be released. The game was and of course went on to spawn two sequels and countless expansions, creating a hundred million selling franchise in the process. It's must be very satisfying to be part of The Sims casual gaming juggernaut! Some people play The Sims and only The Sims. While the game's studio head Rod Humble says the best thing about working on The Sims is the "total freedom," he does offer us insight:

Another big challenge, from the development point of view, is that sometimes you think you've come up with a great idea. In my core gamer heart of hearts, I think I've created something amazing! But then we show it to focus groups and it's not as well received as I would've hoped.
Man, I would so pay money for an expansion pack of rejected Sims ideas. Good money, too. ]]>
Wed, 16 Apr 2008 07:40:21 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=380307&view=rss&microfeed=true
<![CDATA[ State Employees Demand Games on Their Work PCs ]]> msweeper.JPG Montana state employees raised a stink recently when the new computers sent to the Child Support Enforcement Division in the Department of Public Health and Human Services offices arrived without games like solitaire, hearts and minesweeper.

Some employees complained that they should have the games, which were on their old computers, on the new PCs so the state installed them on all of the computers.

But after an anonymous tipster wrote to complain to the local newspaper that people really shouldn't be spending their time casual gaming, the state decided to remove games from all of it's more than 3,000 PCs.

Oh come on, why should the Child Support and Public Health folks have to work any harder than the DMV people? What they really should do is install World of Warcraft on all the PCs... and then load the computer's up with liquid cooling and neon tubing. I hear that's all the rage in Texas government.

Games on state computers stirs flap [Missoulian]

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Mon, 31 Mar 2008 10:00:54 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=374013&view=rss&microfeed=true
<![CDATA[ Casual Gaming Revealed ]]> 69610_large.jpegIt's easy to see that casual gaming is becoming mighty popular with the general populous. Thanks to new statistics from media research firm Interpret, there's now some idea of how all these casual gamers tick.
Using its Gameasure service, Interpret rooted out that the average time players engage with casual games has jumped since last year from four hours per week to just over five hours. Interpret also found that 85 per cent of casual gamers would prefer to play free, ad-supported games rather than games that require them to pay for downloads. The biggest discovery, though, was that the casual gaming market is ready for just about anything: casual gamers are 22 per cent more likely to seek out information about new products, and 36 per cent more likely to switch to a new product, just for the sake of change. Although I don't think this should be too surprising. Casual games are generally much less complex than more major games, so I imagine the ability to get bored of simple and repetitive actions is much more likely. Heck, shouldn't this number be higher?

New Stats Show Casual Explosion [Next-Gen]

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Wed, 05 Mar 2008 10:00:00 MST torif http://kotaku.com/index.php?op=postcommentfeed&postId=364145&view=rss&microfeed=true
<![CDATA[ EA Aiming For The Casual Sports Gamer ]]> Peter Moore gets it. When Facebreaker was announced, Fahey and I both reacted with glee—EA was taking a much need step back from simulation, offering sports games again at last. Now Moore explains that games like Facebreaker are just part of a newly focused EA:

There will be more announcements that will be, if you will, licensed intellectual property that will be looking at the more casual consumer that we see as a bigger force in the business...we think there's a different type of consumer that...doesn't want the authentic simulation game that we currently offer.
This is good, good news. Hey EA, do you remember your Mutant League brand, perchance?

Moore: We must do better on Wii and DS [MCV]

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Wed, 06 Feb 2008 12:20:42 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=353305&view=rss&microfeed=true
<![CDATA[ Hasbro Readies Risk: Black Ops ]]> The last time I played Risk was New Year's Eve, 1999, which I spent with some folks from the local Renaissance Faire, figuring if the world were catapulted back into the Dark Ages, they would be the people to hang with. It went like many Risk games do...two hours of engrossing play followed by people wandering away from the table for various reasons, eventually forgetting we were playing. The game is just too damn long, and manufacturer Hasbro knows this. Their answer to the problem? Risk: Black Ops. It's the Risk you've come to know and love in short bursts, redesigned with a sleek and sexy new look, a new resource system that rewards possession of territorial capitols, and the big change - an objective system. Objectives are tasks such as "Control Europe" that reward a player for completing them. The game starts with four major and four minor objectives from a pool of twelve, and completing any three is considered a win. This changes the face of the game completely!


Imagine all of the fun, strategy, and intrigue of a game of Risk without having to set aside an entire evening in order to play a game through to conclusion! It makes me want to break out my old copy of the game and make up my own objectives, though in my case they'd be more like, "Avoid landing on any soda stains", which is much trickier than it sounds.

So why is this important to the video gaming crowd? As Newsweek's N'Gai Croal reminds us, back in August EA signed a deal with Hasbro granting them the rights to create casual games based off of Hasbro intellectual properties. While the original Risk would never have worked via Xbox Live or the PlayStation Network, Risk: Black Ops would be simply sublime. We'll keep an eye out, but don't be surprised if EA jumps on this one in the near future.

Risk: Black Ops [Gamers With Jobs via Newsweek's Level Up]

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Tue, 05 Feb 2008 08:20:26 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=352736&view=rss&microfeed=true
<![CDATA[ Women's Murder Club Goes Casual ]]> womensmurder6.jpgJames Patterson's best-selling book series Women's Murder Club is going interactive! Hot on the heels of the ABC television series based on the series, Patterson is teaming up with Gabriel Knight creator Jane Jensen, whose casual development company Oberon Media will be creating what they hope to be a series of casual murder mystery games. By coupling the female-dominated casual gaming market with the equally female-dominated book buying market, Patterson hopes to have a huge success on his hands.
So I think the market for what we're doing — games that are more sensitive and are centered on character, not shooting — will be monstrous. I have a huge audience ... which is something ABC discovered when 'Women's Murder Club' debuted and it was their biggest premiere on a Friday night in four years."
Patterson then floated away on his overly inflated ego, tossing books down upon his adoring fans below. Did you know he came up with the slogan, "Toys R Us Kid"? The man is some sort of god.

Patterson pursues video game murders most casual [The Hollywood Reporter]

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Fri, 01 Feb 2008 08:20:36 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=351537&view=rss&microfeed=true
<![CDATA[ GameStop Targetting Casual Gamers Hardcore In 2008 ]]> nintendogs_bundle.jpgIt has been made readily apparent by GameStop COO Daniel DeMatteo that retailer GameStop considers the burgeoning "casual" gaming market one of the bigger opportunities for growth. But what are they planning to do about the broad customer base buying the Wii and Nintendo DS? Well, we're still not quite sure what management is up to, but analyst Colin Sebastian says the company is "making progress" in its efforts. Whether that means droning on at the start of each phone call "Thank you for calling EBgames, where you can trade in your copy of Wii Play toward Wii Fit" or something more severe we don't know, but GameStop certainly has its work cut out for it.

Maybe management could consider laying off on the aggravating tactics ingrained into current GameStop clerks who are forced to shill surcharges of questionable value. The phrase "merchandising to a broader consumer audience" could be interpreted as just about anything, but the company would probably be wise to consider making the experience a bit less sour. Any other suggestions?

GameStop Gets Casual in '08 [Next-Gen]

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Wed, 23 Jan 2008 18:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=348308&view=rss&microfeed=true
<![CDATA[ Facebook Asked to Pull Scrabble Game ]]>

Hasbro, the makers of the word game Scrabble, have asked Facebook to remove its popular online take on the game, Scrabulous because of copyright infringement.

"Letters have been sent to Facebook in the United States regarding the Scrabulous application," said a Mattel spokeswoman in Britain.

"Mattel values its intellectual property and actively protects its brands and trademarks.

"As Mattel owns the rights to the Scrabble trademark outside the United States and Canada, we are currently reviewing our position regarding other countries."

Hmm, while it may seem silly, I believe Scrabble is an entirely original game, as in it's not one of these throw-offs of games created in the middle ages or ancient china. I wonder if they makers of Scrabulous can get away with a name change only?

Facebook Asked to Remove 'Scrabulous' [NYT]

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Thu, 17 Jan 2008 10:00:08 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=346015&view=rss&microfeed=true
<![CDATA[ Former Hitman Devs Explore Deep Blue Sea ]]> The Copenhagen-based studio The Game Equation consists of developers who previously contributed to the top-selling (and now a bad major motion picture!) Hitman series of games, who have decided to focus on an entirely different direction - casual games.

"After working on top-rated shooters for years, we were ready to work in a smaller company and make smaller games. We started to notice how people with our background were making top hits in the casual games industry," explains Brian Meidell, co-owner of the Copenhagen based company, The Game Equation. "We realized that the high end of the casual games industry was within our reach, and that the shorter product cycles and smaller company setting was exactly what we wanted.

Top-tier developers making a switch to the casual games sector? It's happened before, and as the casual gaming market continues to grow in leaps and bounds it is bound to happen again.

The company's first game, Deep Blue Sea (demo for Mac and PC available here), is a pretty standard swap-three puzzler with a treasure hunting theme that adds a slight bit of strategy by requiring you get your diver and assorted treasures to the bottom of the screen in order to progress to the next level. It's got some lovely music, but for the most part it's just your standard, addictive little time-waster of a puzzle game. That doesn't really matter. What matters - and what is the main force driving the casual market - is that people are going to download the demo and a good number of them will pay $20 for this tiny little game.

What I personally find interesting is that this is sort of a de-evolution of the gaming industry. Back in the late 80's and early 90's, you would download shareware from companies like ID Software and Epic Megagames and then fork out money to download the rest of the game, allowing the companies to grow. Now the process is happening in reverse, as console developers migrate towards the casual market. Just a trend to keep your eye on, and a puzzle game to while away your first day back on the job.

Former "Hitman" programmers plunge into the casual games industry.

Former "Hitman" programmers launch their first casual game, Deep Blue Sea for PC and Mac, from their new game studio, The Game Equation.

Copenhagen, Denmark - January 2nd, 2008 - The hit game, Deep Blue Sea, is the first release from the brand new game studio, The Game Equation. "After working on top-rated shooters for years, we were ready to work in a smaller company and make smaller games. We started to notice how people with our background were making top hits in the casual games industry," explains Brian Meidell, co-owner of the Copenhagen based company, The Game Equation. "We realized that the high end of the casual games industry was within our reach, and that the shorter product cycles and smaller company setting was exactly what we wanted. These are games that remind us of the ones we played when growing up," he smiles.

"We studied the different options, and decided on the match-3 genre for Deep Blue Sea," explains Bo Cordes, co-owner of The Game Equation. "Our goal was to apply our knowledge and experience towards creating a casual game with totally smooth and responsive gameplay or, 'tight' gameplay as we call it." Deep Blue Sea's initial sales and feedback indicate that they have accomplished just that.

One challenge was creating an original soundtrack that sets the mood throughout the game. "We knew from working on the internationally best-selling 'Hitman' series that the game's sound and music mean a lot for its enjoyment, yet this is often the most overlooked element," Meidell clarifies. To this end, The Game Equation contracted a Danish composer, Rasmus Hartvig with years of experience creating music for films and theatrical productions, to create an integrated music and sound design for Deep Blue Sea.

"Making music and sound for computer games is a very different challenge from making music for films - you have to consider unusual factors like, 'would this be annoying to listen to after four hours,' and, 'what if these sounds are played simultaneously?' But I'm always up for a new challenge," says Hartvig.

Deep Blue Sea is the result of The Game Equation's experienced approach and dedication to detail. Deep Blue Sea is available for PC and Mac, both versions retailing at $20.

Deep Blue Sea and free demo for PC and Mac available here:
http://www.thegameequation.com/games/deepbluesea/

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Wed, 02 Jan 2008 08:40:58 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=339492&view=rss&microfeed=true
<![CDATA[ The Sims Get More Casual ]]> simcitycasual.jpgIn case the Sims series wasn't casual enough for you, EA today introduces The Sims Carnival series, a new line of casual games from the Sims franchise. Two new games are launching today on EA's Pogo.com website. The Sims Carnival SnapCity sounds like a Tetris-clone, with players assembling a city from falling colored blocks, while The Sims Carnival Bumper Blast requires you to shoot at The Sims-styled bumpers until you run out of ammo.
"We designed these pick-up-and-play games to be fun and entertaining, while still presenting depth in gameplay, long-term enjoyment and great value," said Rod Humble, Head of The Sims Studio. "Since The Sims Carnival SnapCity and The Sims Carnival Bumper Blast are available for digital download, the holiday shopper can avoid long lines and still share some fun with everyone on their list."
The two games should be available today on Pogo.com in a bundle for $19.99.

EA Introduces The Sims Carnival a New Product Line of Casual Games From The Sims Label Perfect for the Last-Minute Holiday Shopper

The Sims Carnival SnapCity and The Sims Carnival Bumper Blast — The First Two Titles From The Sims Carnival Are Now Available for Digital Download at Pogo.com

REDWOOD CITY, Calif.—(BUSINESS WIRE)—If you are still looking for that quick gift fix, The Sims Carnival™ is here to help with two family-friendly games just in time for the holidays. Electronic Arts Inc. (NASDAQ:ERTS) announced Friday the launch of a new casual game product line from The Sims™ Label called The Sims Carnival. The first two games, The Sims Carnival SnapCity and The Sims Carnival Bumper Blast are both available for digital download starting today at Pogo.com. These two entirely new casual gaming experiences from The Sims Label are enjoyable and accessible for players of all ages. Because of the games' broad appeal, they are the ideal last-minute gift for The Sims player on your list.

The perfect way to add fun and flex your skills through the holiday season, The Sims Carnival SnapCity and The Sims Carnival Bumper Blast can both be found now on Pogo.com™ together as digital downloads for $19.99.

"We designed these pick-up-and-play games to be fun and entertaining, while still presenting depth in gameplay, long-term enjoyment and great value," said Rod Humble, Head of The Sims Studio. "Since The Sims Carnival SnapCity and The Sims Carnival Bumper Blast are available for digital download, the holiday shopper can avoid long lines and still share some fun with everyone on their list."

The Sims Carnival SnapCity is a city building puzzle game that is strategic and accessible. It's never the same city twice! In this skill-testing interactive experience, players are challenged to position falling, colored blocks in just the right places to assemble their own personal city in open-ended gameplay. Players can pick-up-and-play or experience greater level of gameplay difficulty, keeping them on the edge of their chairs. The Sims Carnival SnapCity features an array of industrial, commercial and residential neighborhoods to build a city...in a snap!

The Sims Carnival Bumper Blast will have the player blasting away for hours! The goal in this arcade-style game is to clear out all The Sims-styled bumpers before the shots run out. The player is challenged to master skill shots, score combos and bonuses, and go for the high score! With over 140 action-packed levels, The Sims Carnival Bumper Blast is the fun casual game that can be played time and time again.

Product Specifications
Publisher: Electronic Arts
Developer: Electronic Arts Redwood Shores
Digital Download Availability: North America only, starting Friday, December 21, 2007

The Sims Carnival SnapCity

Platform: PC
Category: Simulation/Puzzle/Strategy
ESRB Rating: E

The Sims Carnival Bumper Blast

Platform: PC
Category: Arcade/Strategy
ESRB Rating: E

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Fri, 21 Dec 2007 08:20:41 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=336647&view=rss&microfeed=true
<![CDATA[ All PopCap Games Are 50% Off ]]> While PopCap games aren't my personal vice (I much prefer snorting coke off pleather escort boots), there's no question that they are a force in the PC/Mac casual gaming market. Now as part of a holiday sale, they've dropped the prices on their games by 50% until January 3rd. A kind of neat option they're offering is an emailable gift certificate. And if you can get over the looking like a thoughtless jerk to your spouse part, the certificate allows the recipient to choose from all 48 of PopCap's games with the option to play demos before purchase. I'd order one up for my mom, but since I gave her Puzzle Quest last Christmas her life has never been the same.

PopCap [via opposablethumbs]

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Thu, 20 Dec 2007 13:20:52 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=336310&view=rss&microfeed=true
<![CDATA[ Analysts Claim That Video Board Games Are The Next Big Thing ]]> HB00390.jpgAdvanced AI? It's alright. More polygons than your eyes can discern? Kinda neat. Board games on your TV? Now you're talking!

A simExchange analyst Jesse Divnich thinks the board games made video games are the next big thing, telling Gamasutra that:

For emerging genres, we will likely see an influx of "board game" type titles over the next few years. I expect Scene It? on the Xbox 360 to have moderate success.
OK, well that's one person's opinion. And analysts aren't always right. Wait, someone else actually agrees with her? From Creative Stratagies' Ben Bajarin:

Since the Wii came out, I have called it the "board game for a new generation" — using the metaphor of a board game that many families still [play] but did more often before TV.
Oh, so he just sees the video game as a figurative board game.

Either way, the bigger message seems to be that the future successful titles will bring the whole family together, ala board game...though not necessarily being a board game proper. Luckily, this should mean that tomorrow is filled with more than a bunch of 720p Monopoly ports.

Analysts: 'Board'/Party Games The Next Guitar Hero? [gamasutra]

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Tue, 11 Dec 2007 12:00:03 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=332496&view=rss&microfeed=true
<![CDATA[ Facebook Games Are Popular, Much Like Facebook ]]> We all know Facebook is a big, thousand-tentacled octopus (a scary metaphor not to be confused with recent PS3 ads). But who knew its games were so successful? Since its first game launched only 90 days ago, Webs.com games have received a billion pageviews. They're simple titles that are casual gaming at its most casual level, focusing on connecting users within the social network setting (so much so, in fact, that they call themselves a "social media" company, not a game developer). And Webs.com's recently acquired rights to FightClub will probably only make them bigger...pending they overcome the clear marketing problem of no one being allowed to talk about the game. I said nothing, move along please (and see the full press release after the jump).

Webs.com Launches First Social Gaming Network, SGN Webs.com SGN Library has delivered nearly One Billion Page Views in 90 days; Today Acquired FightClub and has added Street Race to its Rapidly Growing Roster SILVER SPRING, Md., Dec. 6, 2007 — Webs.com (formerly Freewebs), the second largest web publisher in the world, today announces the introduction of its Social Gaming Network (SGN), the first gaming network designed exclusively for the development and integration of gaming into popular social networks, and the acquisition of the popular social network game FightClub.

The hugely successful game WarBook, the first game from SGN to launch on Facebook in August 2007, is now one of its most popular games. The SGN network will continue to leverage the power of the 'network effect' to build a library of games exclusively for social networks.

"Social gaming has a different emotional connection to the online world because of the incredibly viral nature of social networks. There is a totally different gaming experience - competing against friends or colleagues and comparing your rank in the broad social network - that is driving the enormous pick up of games like WarBook and Super Snake, in a way no other game has seen without powerful brands behind them," says Shervin Pishevar, president of Webs.com. "With today's acquisition of FightClub, we intend to build on this 'network effect' and the extraordinary growth rates they deliver, and will continue to make great strides in this space as we become the leading developer and publisher for social networks."

Social gaming rapidly is becoming the top application on all social networks, appealing to a broad audience and offering a high level of engagement. Social gaming is a new kind of gaming experience - a viral phenomenon, fueled by friends inviting friends to play a game - and is having an unbelievable impact on the gaming industry, one which is set to continue to grow.

Webs.com is committed to providing consumers the best social gaming experience with its library of specialist games. This month, Street Race has been added to its current arsenal of games, which includes Blocky, launched in November, WarBook, the most active game by page views and the third largest game by users on Facebook, and Super Snake.

Exclusive: Webs.com comes out of nowhere [mercurynews] ]]>
Thu, 06 Dec 2007 13:20:58 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=330896&view=rss&microfeed=true
<![CDATA[ EA Not Worried About Casual Game Reviews ]]> hikathy2.jpgEA Casual president Kathy Vrabeck is amused by casual game reviews. She's not concerned over low scores or scathing write ups. And she's not afraid to not so subtly implies that reviewers are wasting their time with casual reviews completely:
I get less concerned about game reviews because the casual gamers don't read any of those things...They're not swayed by a low score on IGN or a low score out of one of these gaming sites.

It's a little bit amusing, in that it's people reviewing games against measures that are important to core gamers yet are not important to casual gamers...The concept of a one-size-fits-all evaluation tool isn't as relevant...The measurement [of a game's appeal] for women aged 25 to 34 would more likely be whether or not they'd hang up on their girlfriend to play this game. 'Would you hang up a phone conversation for this game?' That'd probably be a truer measure for that target audience.
Good. I'm glad to see that EA hasn't let the casual gaming audience—or women—fall into some sort of stereotype.

But the fact is, Vrabeck probably isn't all that far off the mark. And I'd expect casual games to be influenced far more by peer review, quick star feedback systems and one-liners at the place of purchase, than some gaming site exclusive.

EA Casual and the Problem with Reviews
[nextgen]

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Thu, 06 Dec 2007 12:20:15 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=330779&view=rss&microfeed=true
<![CDATA[ Casual Games For Dummies ]]> pokerdummies.jpgWhen I first heard about Beanbag Studios acquiring the rights to create games based on the For Dummies series of books (The Internet for Dummies, Running A Country For Dummies, Bobbing For Dummies), I thought it was a ridiculous idea. Sudoku for Dummies? Poker for Dummies? Then I remembered how much I suck at playing poker. I was at a real casino for the first time in early October, and the poker tables terrified me. Do I hold? Fold? What the hell is doubling down? Sure, you might know, but if I don't know odds are there are others who don't, or I am the most poker-illiterate person on the planet. Rather than putting my faith in my own unbelievable ignorance, I began to see the potential for casual For Dummies games. A poker video game with simple, amusing directions and explanations might be just what I need. Now their first title will be Sudoku for Dummies, and if you can't figure out sudoku then you're a moron, which is an entirely different book series. Dummies tip: Hit the jump for the press release!

<

strong>Beanbag Studios Acquires the Worldwide Video Game Rights to the For Dummies® Brand

Plano, Texas, November 8, 2007 — Leading Casual Game developer Beanbag Studios has acquired exclusive worldwide rights to develop interactive titles based on the popular For Dummies® how-to books. The first two games, Sudoku For Dummies 2008 and Poker For Dummies 2008, will hit online distribution channels this year. Retail box versions will follow at a later date. Beanbag obtained the global rights to create interactive For Dummies titles, including cell phone and PDA games, in a deal with Wiley Publishing, Inc.

The announcement from Beanbag arrives on the heels of increased consumer awareness of the For Dummies brand, which launched in 1991. There are now over 1,000 unique For Dummies titles on the market and more than 170,000,000 copies of the franchise in print worldwide.

Beanbag will add to the surge by releasing close to 20 casual For Dummies games by the end of 2008. The first title slated for release, Sudoku For Dummies 2008, is based on the book of the same name, which sold more than five million copies in North America and spawned multiple sequels. Sudoku is a logic-based number placement puzzle game with millions of fans around the globe. Beanbag plans to release a new Sudoku For Dummies title on multiple platforms each year during the terms of its agreement.

Every casual For Dummies game from Beanbag emphasizes learning, practicing and playing. As a novice playing Poker For Dummies 2008, for example, simple exercises with easy-to-follow directions will amuse and absorb you as you acquire the necessary abilities. Basic skills will soon become second nature, allowing you to build broader strategies with confidence. Experienced players will enjoy skill-sharpening mini-games, such as odds-based Hold or Fold drills. Regular gameplay includes not only selectable levels of difficulty but also virtual opponents with their own personalities and play styles!

In addition, each casual For Dummies game from Beanbag raises the bar for the production of casual games with outstanding graphics, music and sound effects from the creators of the hit Xbox launch title, Shrek, and many other market-leading games.

In recent years, casual games have gone from a cottage industry to one of the highest growth areas in the videogames sector, increasing at a rate of 20 percent each year. The casual games market has surpassed $2 billion in the U.S. alone. Companies in the business of casual games reach virtually all demographic sectors. Women in their 30's to 60's comprise the typical casual game player, but men, teens, kids, college students and seniors also play casual offerings.

"The casual game segment is by far the fastest growing sector of the games industry," said Steve Bergenholtz, president of Beanbag Studios. "The increase has been so tremendous in the past couple of years, casual games now outsell hardcore costing many millions to develop. Since we are making games for the masses, our goals and the famous For Dummies brand are a perfect match."

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Fri, 09 Nov 2007 10:20:04 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=320822&view=rss&microfeed=true
<![CDATA[ Majesco Goes Casual With Former Sega Exec ]]> majescologo.jpgEvery day, more and more non-gamers are being drawn into our web by the gateway drug that is casual gaming, and Majesco wants a piece of the action. The developer has just announced a new studio opening in the LA area with a focus on casual gaming properties. Tapped to head up this new operation is former Sega VP of Development Bill Petro, who has also held that position at Atari along with working as a developer for companies like Konami and EA.
Majesco operations VP Gui Karyo said the new studio would focus on building a product line and IP assets that "emphasize fun, addictive game experiences." Karyo also praised the experience of Petro, who will report to him, as he welcomed him aboard in the studio's leading role.
See? Fun and addictive, but eventually leading to the harder stuff. Before you know it they'll have millions playing Advent Rising and they'll finally have to make the sequel. Feel free to steal that evil plan, Majesco.

Majesco Announces New Casual Game Studio, Appoints Former Sega Exec In Lead Role [Gamasutra]

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Tue, 06 Nov 2007 09:00:42 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=319411&view=rss&microfeed=true
<![CDATA[ Casual Gaming Requires Casual Fact Check ]]> pickupsticksdisplayed.jpgVH1 Game Break did a little more legwork on a Casual Games Association stat that's been floating around the web, stating that casual (video) gaming is a $2.5 billion/year industry worldwide. But what's that number mean, really? What they offered was this geographical breakdown:
$720 million USA, Europe (includes online games and versions of those online games sold in retail outlets)
$517 million on mobile platforms globally
$1 billion in Asia
So what's left to learn? A lot.

Does this stat include mobile gaming? Because most mobile gaming is casual gaming. But more importantly, how is casual gaming being defined for the accounting? Because, as confusing as we're making this, maybe most mobile gaming isn't casual gaming. We don't know! It's insanity!

My guess? Casual gaming is large for people who casually spend money. And the mobile phone market sucks every consumer into that trap. We'll let you know if these numbers ever get any clearer. Because, as usual, you're on a need to know basis. Yeah, you're kind of a big deal. We get it.

The Truth About Those Casual Game Stats [vh1gamebreak]

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Wed, 31 Oct 2007 13:20:23 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=317376&view=rss&microfeed=true
<![CDATA[ What's In a Word? The Meaning of 'Casual' Gaming ]]> zidaneheadbutt.jpg Ian Bogost is back with another Persuasive Games column, this time talking about the perception of the term 'casual' - we tend to think of casual as equalling informality (as opposed to 'formal' games for the hardcore market). It's the 'casual Friday' association, if you will - something that the current casual market encourages with the types of games being churned out. But what if we looked at the casual market in a racier light: instead of boring and staid, what about thinking of casual in a new way. Like ... casual sex? The gaming equivalent of the one night stand? Interesting and exciting for an evening, but not meant to be turned into a long-term relationship. Fleeting, different, and disposable - Bogost says that this sort of 'casual,' with no emphasis on long-term play, could benefit the current and future crops of casual games:

Most game developers are "core gamers", well versed in the complex logics of resource allocation. We tend to privilege simplicity and emergence in games, favoring sophisticated experiences that create new challenges each time we play. And perhaps one well-balanced, mastery-style casual game is less financially risky than many throwaway experiences. But such an attitude ignores the pleasures of the fleeting, the transitory, the impermanent. Casual games, perhaps, can do more by doing less.

It's an interesting take on things, but I'm not sure I can see any companies interested in turning a profit finding the one night stands of casual gaming a safe proposition.

Persuasive Games: Casual As In Sex, Not Casual As In Friday [Gamasutra]

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Sat, 13 Oct 2007 15:30:20 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=310576&view=rss&microfeed=true
<![CDATA[ Innovation and the Casual Market ]]> cakemania.jpg Juan Gril has what he terms a 'rallying cry' up on Gamasutra: the topic is innovation, specifically in relation to the casual games market (but I think this discussion applies on a much broader level to the industry as a whole, as evidenced by slews of blog posts and articles bitching about the topic). He draws a line between games that use incremental innovation - that would be the various incarnations of the match 3 formula, for instance - and games that have totally unique mechanics. Going a step further, he compares games from 1984 and 2006, finding that on his list, the 2006 variety lags far behind the older generation in terms of turning out unique mechanics, relying much more heavily on the 'incremental innovation' formula.

I'm sure a lot of you have similar stories to this one: New Publisher Division, first six months: "We need to differentiate ourselves! Let's create radically innovative titles. Let's show the other guys how it's done!" A year later, of the 12 titles released, only one is a hit. Another two have been fairly successful, but with flaws.

Sales steps in: "We're not selling squat!" A coup d'etat ensues. Next year's portfolio is 50% clones, and 50% minor incremental innovations. Sales go up, but churn is high because players lose interest. We need to understand and plan this better. We need to realize that incremental innovation is what most players feel comfortable with. But radical innovation brings new players and renews the interest of existing ones who are done with their favorite genre.

The problem is in striking that healthy balance between "Oh god, not another [Bejeweled/Final Fantasy/insert game of your choice here] rip off" and investing in 'different' games that wind up flopping (see: Okami). That line is obviously going to be different for casual developers vs. studios making games for a 'hardcore' audience, but there's got to be a healthy balance somewhere.

Innovation in Casual Games: A Rallying Cry

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Sat, 13 Oct 2007 11:30:30 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=310531&view=rss&microfeed=true
<![CDATA[ Indian Game Portal Gunning For Global Launch ]]> zapak.JPG Not content to let East Asia alone make a play for global domination, an Indian company called Zapak is getting in on the act: the online games portal is starting a wide-ranging plan of investment and development, aimed at opening portals in China, Europe, and the rest of the world, as well as development and opening more internet cafes:

Rohit Sharma, the chief operating officer of Zapak Digital Entertainment, told DNA Money the company is also looking at investing in content developers for gaming, from countries like US and Korea, and has a kitty of $5 million to $10 million for the same.

The ADAG-promoted venture is expected to invest $100 million in Zapak's three verticals — gaming portals, gaming cafes and content creation — over the next 3-5 years.

"We are launching a European site and a Chinese site and are looking to be a global brand very soon. We may also invest in some studios because software creation and ownership are key in gaming," Sharma added.

It's nice to see players other than China, Korea, and Japan getting in on the act. I wonder, though, how many gaming portals of the casual variety does the world really need?

Zapak's game for global play [DNA India]

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Sun, 30 Sep 2007 13:00:51 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=305020&view=rss&microfeed=true
<![CDATA[ Play Diner Dash For Cash ]]> diner-dash-1.jpg I'm waiting for the Bejeweled competition to start (is there anything they can't make a skill game/play-for-cash version of?), but in the meantime, PlayFirst and WorldWinner have joined forces to offer up Diner Dash (and its two sequels) - for cash. PlayNoEvil has this to say about the announcement: "Skill games can be thought of as the complementary strategy to the Virtual Asset Purchase business model. They both remove the cost of entry to participate. The key in skill games is to keep the game "just skillful enough" so that anyone thinks they can win." Press release is after the jump.

WorldWinner and PlayFirst Team Up to Create Diner Dash(R) Online Cash Competitions

Players Can Soon Compete Against Others for Cash and Prizes While Expanding Flo's Online Restaurant Empire

SAN FRANCISCO, CALIFORNIA and NEWTON, MASSACHUSETTS—(Marketwire - Aug. 23, 2007) - WorldWinner, a subsidiary of FUN Technologies Inc. (TSX:FUN)(AIM:FUN) and the leading provider of online game competitions, and PlayFirst, Inc. a leading publisher of casual games, today announced an agreement that calls for WorldWinner to exclusively develop, launch and market cash competitions in the wildly popular online casual game, Diner Dash(R), and its sequels Diner Dash 2: Restaurant Rescue and Diner Dash: Flo on the Go.

Developed by the award-winning independent studio Gamelab, Diner Dash follows former stock broker Flo as she quits her corporate job to operate her own roadside diner, growing it into a five-star restaurant. Top-selling Diner Dash debuted as a downloadable game in 2004 and is now available on several platforms including online, mobile, retail and coming soon to video game consoles.

"Diner Dash has such a strong following in the casual games community, making it an excellent addition to our WorldWinner portfolio," said Peter Blacklow, president of WorldWinner. "Based on the past success of Diner Dash, we expect the WorldWinner cash competition versions to be a hit for fans of Flo, old and new."

"Since Diner Dash first launched in 2004, it has been a number one hit across major online game portals, mobile and retail, and a popular handheld title, proving that casual gamers love to play their favorite game on many platforms," said Rich Roberts, vice president of sales and business development, PlayFirst. "Introducing cash competitions for Diner Dash with WorldWinner will give fans a new way to experience the game, while introducing the WorldWinner community to one of the most popular casual game properties."

Scheduled to launch later this year, the cash version of Diner Dash will be available to players exclusively on WorldWinner.com and its partner sites, including AOL Games, GSN, MSN Games and Pogo.com.

WorldWinner and PlayFirst Team Up to Create Diner Dash(R) Online Cash Competitions [via PlayNoEvil]

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Sun, 26 Aug 2007 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=293465&view=rss&microfeed=true
<![CDATA[ Gaming Makes MySpace and YouTube Its Bitch ]]> kotakumyspace.jpgEvery day, millions of people log into MySpace to make bitchy comments and troll for naked pics in between surfing YouTube for more Charlie the Unicorn remakes. MySpace and YouTube are two of the biggest time-wasters on the internet in the US today, but according to research and analysis company Parks Associates, there is an even bigger one. Gaming. In a report entitled "Casual Gaming Market Update" the company found that while 19% of adult internet users spent their time on social networking sites and 29% watching short films (does porn count?), 34% spent their time playing video games. Hooray, we're a statistic!
"Despite the growing popularity of YouTube, MySpace, and Facebook, gaming remains the king of online entertainment, driven largely by casual gaming activities," James Kuai, a research analyst at Parks Associates, said in a prepared statement.

Over the last year, casual gaming has risen 79%, while social networks like MySpace and Facebook only rose 46%. Things aren't completely rosy for gaming's dominance, however, as the casual video viewing portion of the audience grew a massive 123%, which I attribute completely to Chocolate Rain.

"The casual gaming industry cannot rest on its laurels," Kuai said. "In order to counter the growing competition from other online activities, the industry needs to continue to grow its fan base and find ways to better monetize its existing audience."
Hell, I didn't even know there was a competition going on here. I doubt many casual online gaming companies knew either. Just what they need, another set of numbers to worry about. Tay Zonday better watch out, those internet gaming people can be pretty ruthless!

Game-Playing Eclipses Social Networks, Online Video [Yahoo! News]

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Mon, 20 Aug 2007 13:00:19 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=291296&view=rss&microfeed=true
<![CDATA[ Mario Infecting Computers ]]> Computer worm capitalizing on retro gaming and Nintendo's resurrection? Believe. Computers are getting infected via a Super Mario Bros. game attachment. Folks that click on it will infect their computers with the Romario-A worm, which spreads by sending itself to email address on the infected computer, forges the infected computer's email and reduces system security. Other examples of malware packages masking as games include the Gonori-A Trojan with tantalizes with Minesweeper. Okay, I can see accidently downloading Super Mario Bros., but Minesweeper? Talk about deserving it.
Mario Worm [The Register via Game|Life]

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Thu, 02 Aug 2007 01:00:50 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=285066&view=rss&microfeed=true
<![CDATA[ Wham-O Toys Coming To Videogames...Kind Of A Big Deal ]]> You might not know Wham-O Toys, but you've certainly heard of their biggest properties: the hula hoop, Frisbee, hacky sack and Slip 'N Slide. They just signed an agreement with FOG Studios to bring their properties to the videogame world—and from the looks of it, mostly the Wii.

FOG speaks of the possibilities of Frisbee on the Wiimote, hula hooping with the Wii Fit board and branching out to other systems, including PCs, as motion technology reaches more platforms. They also cite dance pads as having potential for hacky sack, which was probably done better by the EyeToy. As for Slip 'N Slide, I cannot wait to buy that peripheral...or to see Reggie try a Wiislide on stage wearing nothing but a Speedo and blue footies.

Wham-O Toys Heading To Video Games
[gameinformer]

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Mon, 30 Jul 2007 13:20:22 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=283956&view=rss&microfeed=true
<![CDATA[ Tretton Says Follow Heart, Not Trends ]]> jtmedium_802463227_3098ddc8a5_o.jpgI thought I'd had my fill of Sony's Jack Tretton after cutting all of Kotaku's interview clips, but Dean Takahashi has just posted his interview from E3 which has some interesting finds. I especially enjoyed Tretton's take on innovation and trends, and how that relates to Sony's strategies at the moment.

One of the big problems of software development given the costs is that companies are slaves to Wall Street and Wall Street wants results. If you have a long-term perspective on development, you have to be thinking two years out. To build a good game, you can't bring it to market in less than two years. If you react to what is going on here and now, you may find yourself with a different marketplace by the time you get there with the code. We have seen it time and time again. Tomb Raider was a revolutionary product on the PlayStation. Everyone tried to do a rip off. By the time they got there, it was too late. When Grand Theft Auto came out, everybody gravitated to Grand Theft Auto. Now the Wii is having success. They are touting casual gaming. Supposedly everybody is going to race over to casual games. The unfortunate thing is the fruits of those labors will show up two years down the road, and if the consumer tastes shift, they will find themselves all dressed up with no place to go.
And before fanboys attack, I really don't see this quote as a shot at Nintendo. I see this quote as a shot at those imitating Nintendo and the innovation of others. And if Sony is doing anything right in an industry full of sell-outs, it's bunkering down and protecting their few major upcoming titles.

Of course...we won't mention PSN, the SIXAXIS, or things of that nature.

An interview with Jack Tretton, head of Sony Computer Entertainment America
[mercurynews]

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Thu, 26 Jul 2007 12:20:07 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=282839&view=rss&microfeed=true
<![CDATA[ Women Getting Pigeoned Holed in Gaming World - AGAIN ]]> 7836_large.jpg
Charts, graphs, statistics, I love them all. It's how I learn who I am in the gaming world and that person is, apparently, a pathetic little lamb who wants to play Bejeweled on my mobile phone while watching reruns of Allie McBeal in my cold, lonely bed with my four cats. Yeah! Perfectly described.

A study, commissioned by PopCap Games, showed that women love a good game of Cake Mania, and they aren't shy about it. After media content providers were determined to deliver advertisements catering to the young male bracket on consoles, the study by Information Solutions Group (ISG) reveals that casual gamers are "predominantly female."

In another article:

Leading Japanese mobile company NTT Docomo has published a study on mobile gaming demographics showing that female players are much more likely to play before sleep... Figures showed that 59% of female users play mobile games more than four times a week in comparison to 51% of male users.

I say, all this proves is that our boyfriends aren't doing a good job entertaining us.

Study Says Women Dominate Casual Gaming [Wii QJ]
Who Plays Before Bed? [Next Gen]

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Mon, 16 Apr 2007 12:40:00 MDT Kim Phu http://kotaku.com/index.php?op=postcommentfeed&postId=252533&view=rss&microfeed=true
<![CDATA[ Rumor Watch: Apple Gaming ]]>

Steve Jobs will be taking to the stage at Macworld 2007 any second now. We know he's going to be talking about the company's new phone, according to the New York Times and Wall Street Journal, but there's been a presistent rumor that he's also going to be talking about gaming.

Specifically, what I've heard is that Apple want to rev up their casual game production for both the iPod and the new phone. Makes sense. Is it real? We'll find out in the next 30 minutes or so.

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Tue, 09 Jan 2007 10:05:25 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=227347&view=rss&microfeed=true
<![CDATA[ iPod Gets Its (Casual) Game On ]]>

In downtown San Francisco earlier today, big brother site Gizmodo was deployed to cover the Apple Showtime event. Along with new Nanos, Shuffles, updated iPods, new iTunes movie store, and iTV, Apple unveiled its new video game line-up for the iPod. Titles include: Tetris, Bejeweled, Pac-Man, Cubis 2, Mahjon, Mini Golf, Texas Hold'em, Vortex and Zuma. Not bad for device whose previously "games" included Brick, Parachute, Solitaire and Music Quiz. The Giz guys even have a handy guide on how to get iPod games to work on your 5G iPod. Where are these iGames available? At the iTunes stores. When? Right now!

Get Yer 5G iPod to Play Games [Gizmodo]

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Tue, 12 Sep 2006 19:22:53 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=200225&view=rss&microfeed=true
<![CDATA[ Casual Gamer Rakes in Seven Figure Prize ]]>

A UT-Austin grad just won $1 million playing solitaire, Bewjewled 2 and Zuma.

Yes, I'm disgusted too.

Kavitha Yalavarthi, of Odessa, Texas, won FUN Technologies first-ever WorldWide Web Games, taking home the big cardboard check after 12 hours of competition in Los Angeles Sunday.

Yalavarthi had to take out 70 other contestants from six countries and 22 states to win the big-ass check and highlight the futility of my existence.

That's fine, the joke's on her; she still has to go back to Odessa, Texas.

Fun Technologies Awards Million-Dollar Grand Prize to First-Ever Worldwide Web Games Champion [Market Wire]

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Mon, 11 Sep 2006 16:00:28 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=199726&view=rss&microfeed=true
<![CDATA[ "Casual" Gamers More Hardcore Than Previously Thought ]]>

Gamasutra reports that according to a recent study, the elusive "casual gamer" is not as flighty a beast as previously thought:

A new report released by Macrovision Corporation, which operates the Trymedia Network for the digital distribution of PC games, reveals that, according to a recent worldwide survey, 37 percent of those who use casual games play nine or more two-hour 'sessions' each week.

This contrasts with assumptions that these mostly female, mostly older gamers were getting in a game of Solitaire or two during the gridlocked part of their morning commute and then returning to their lives as upstanding citizens.

"Just one more game," mutters Granny "Nubk1lla" Grace, gritting her dentures in front of the Xbox. Her wide-eyed grandchildren huddle in a far corner, clutching each other and praying mom and dad will return from vacation sooner than later, and then maybe they'll get something to eat and someone will check on the baby, who hasn't cried in an awful long time...

Study: 'Casual' Players Exhibit Heavy Game Usage

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Wed, 28 Jun 2006 19:40:18 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=184131&view=rss&microfeed=true
<![CDATA[ Uno Coming To Xbox Live Arcade... UNO!!! ]]> its_uno_dummy.jpgXboxyde has screens and video of the Xbox Live Arcade version of one of the best cards games of all time, Uno! It began showing up on debug units recently and looks pretty straightforward but very well done. This is a perfect addition to the XBLA line-up and will go a long way to acheiving Microsoft's goal of "touching" a billion users with their console.

The game is due for download sometime this spring.

Uno on Xbox Live Arcade [Xboxyde]

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Sun, 23 Apr 2006 22:57:33 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=169039&view=rss&microfeed=true
<![CDATA[ How to Get your Game on 360 Live Arcade ]]> Xbox 360 flak and marketer Porcaro points to an interview last month with Chris Early and Shawn McMichael about casual gaming. I've talked a bit about how important I think Xbox Live Arcade is going to be, and how addictive I've found it, but these guys talk about the process of getting your game included.

There are two ways, and it somewhat depends on the platform. In most of our platforms, we have developer license folks or portfolio planners, and that's what their job is. They take submissions and look over content and give feedback and plan what the portfolio is going to be with the folks who run the services. ...

I guess the follow-up question would be "what would be something that would be interesting to us?" Partly it depends on the platform. If it's something that's going to go on the Xbox 360, it depends on that demographic and the question of whether that content would fit there. And part of that also depends on what we already have. We don't want ten pool games. There might be a couple of pool games because there are game-variations, but we want games that will fill holes in the portfolio.

As for what games do appear, games that run on multiple platforms are much more interesting. Developers who are willing to take our API's and build in the score reporting features and the leader-board system and the achievement system are much more interesting. If you take advantage of the community features, that makes a game much more interesting from the standpoint of us, the host.

But I have to say, the core of all of it is "is the game fun?" Is the game approachable and does the game meet those elements of what a casual game is. I believe that's the agreement that we have with our players. We're going to put games out that are fun. That's our commitment. It does me no good to put out 500 games if 450 of them are bad.

Chris Early and Shawn McMichael Talk About Xbox Live Arcade [Blog]

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Wed, 07 Dec 2005 08:00:28 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=141435&view=rss&microfeed=true