Showing posts with label online. Show all posts
Showing posts with label online. Show all posts

Saturday, November 13, 2010

The Battle For StarCraft II

courtesy of Edge



It wasn’t meant to be like this. Not at all. Blizzard’s long-anticipated launch of StarCraft II was meant to be a dream – a triumphant return to the RTS genre that made the company’s name in 1997, when the first StarCraft revolutionised realtime strategy gaming. The centrepiece of the game’s launch? South Korea, the epicentre of world competitive gaming, where the low-specs original spread like a virus, hopping from the gamer fringe to become a mainstream sport within five years. Of the ten-million-plus copies of the original game sold worldwide, half were in South Korea. Two television channels sprang up to broadcast matches between the 12 Proleague teams, and fans flocked to see elite players face off against their rivals. The best players pulled in big money, earning up to £200,000 a year.

It’s no wonder that Blizzard looked to South Korea as the land of opportunity for the sequel. With so many players and fans still playing the original, with dedicated television channels running constant promotion, with an entire sport evolving from a single game, what could possibly go wrong?



Plenty, as it turns out. When Blizzard made the original StarCraft way back in 1998, in the early bloom of gaming as a massive entertainment industry, the company had no way of predicting the success of the game in Korea. The blossoming of the e-Sports industry there, spearheaded by StarCraft, took place in an ad-hoc, unregulated manner, and not a single dollar was paid to Blizzard by any of the Korean entities which grew up around the StarCraft phenomenon.

This time around, things have changed. Vivendi took part control of Blizzard in 2008 through its majority-owned company Activision, and a new, more commerce-focused slant became apparent despite Blizzard’s relative independence. Now there would be no chance that an entire sport would spring up unauthorised. This time, Blizzard was going to take control of its own intellectual property and control what was done with it. Stung by the experience of battling World Of Warcraft bots, task automators and gold farmers, the company took a hardline stance against KeSPA – the Korean e-Sports Players Association – and the two TV channels, MBC Game and OnGameNet.



In an open letter on May 27 – two months before the full release – Blizzard president Mike Morhaime laid it out in the open: “In 2007, we were shocked and disappointed to learn that KeSPA had illegally sold the broadcasting rights for StarCraft tournaments without our consent. With this clear violation of our intellectual property rights, we were forced to become more actively involved in the situation and make our voice be heard.”

Strong words indeed. Morhaime wrote that his company had tried hard to negotiate with KeSPA – which has the backing of the Korean government, the teams, and the TV channels – but had got nowhere, effectively forcing Blizzard to ditch KeSPA and give exclusive broadcast rights to SCII matches to a minnow of an operation, Gom TV. The announcement sent shockwaves through the Korean e-Sports establishment, and rippled out into the English-speaking world. To fend off the perception of a money-grab, Morhaime tackled the issue head on: “Unlike the negative rumours you might have heard, Blizzard’s intention towards e-Sports is not to ‘dominate’ it and create excessive profits from it. From the beginning of the negotiations up to now, the basic framework we have thought of is one where e-Sports can continue to grow, while we can protect our intellectual property rights.”

Why is Blizzard getting so hardline about broadcasting rights? After all, the 12 pro-gaming teams are sponsored by major Korean companies who regard the sport simply as a way to get young people interested in their brands. There’s no real money in broadcasting StarCraft – the large audience is nearly all teenage or in its early 20s, a group that in Korea does not have much disposal income, and attending a StarCraft stadium match costs nothing. As Jae-Gyoon Yi, one of the founders of professional StarCraft and the coach of the Woongjin Stars team, told us, when a company sponsors a pro-gaming team, it’s simply another marketing avenue for product exposure.

“In ten years, fans might choose their products instead of the competitors’. They will remember the name,” he says. A team costs up to £14m per year to run – small beer for a long-term branding operation. But the massive corporations will only stay loyal to their teams if fans keep coming to matches and watching them on TV. This battle over intellectual rights may in fact damage the very industry which Blizzard wants to run.

As Korean StarCraft commentator Milkis says, this offline battle is all about control. “Blizzard wanted a lot of control – ownership of pretty much everything – which KeSPA refused to give. The actual negotiations had little to do with money, but more about how much control each party has.”



Control seems to be increasingly important to Blizzard, as evidenced by its refusal to include the LAN play functionality which made the first game such a favourite. To play StarCraft II competitively at all, you have to go through the shinier but more restrictive Battle.net, without chatrooms and restricted to playing within the single region in which you purchased the game. Dig a little bit into Battle.net’s terms of use and you’ll find that it is forbidden to “use the Service for any ‘e-Sports’ or group competition sponsored, promoted or facilitated by any commercial or non-profit entity without Blizzard’s prior written consent”. In short, the unauthorised Korean scene is hereby put on notice: stop using Blizzard’s intellectual property, or be prepared to cough up for the privilege.

Blizzard’s hardball approach has left Koreans feeling sore. A KeSPA spokesman told us that he felt the Korean industry had effectively created the StarCraft phenomenon. In part, that’s true – the region’s fascination with all things Zerg, Terran and Protoss did wonders for Blizzard’s bottom line when it was a smaller company than it is today, and countless thousands more copies were sold once the big-name stars emerged on television.

“Our position is that we created the competitions. Korea is the home of StarCraft – it’s very big here. There are still lots of people playing an old game, but now I think Blizzard wants it to be here without KeSPA,” says the spokesman. “Blizzard wants Battle.net to be used in competitions, not LAN. And they want more money.”



Cutting out the old players seemed like a smart move for Blizzard as it prepared to launch a game it felt certain would update and refine its 1998 offering, guaranteeing years more pro-gaming. As critics began lining up to praise the slick graphics, refined gameplay and new tactics, surely no one would mind if it omitted LAN play – forcing all game traffic through Battle.net – and introduced regional licences for the game? Surely the devoted Korean fans wouldn’t mind if a new, more amenable player picked up the rights to broadcast competitions on television?

It seems, however, that Blizzard may have guessed wrong. In Korea, StarCraft II hasn’t bombed – but it hasn’t done as well as its maker was expecting. There’s been a 12-year gap between game instalments, and many players have either outgrown games or moved on to more novel pastures. StarCraft II is an updated StarCraft, not an entirely new game. Eager to ensure Koreans ditched their beloved original StarCraft for the revamped version, Blizzard offered the game to Korean WOW gamers for free.

Even so, the numbers playing in PC baangs (net cafes) have been lower than expected, with only two to three per cent of Korean gamers playing SCII in the month after it was released. It’s a tiny number given that Korea is perceived as StarCraft’s home market, that the game was released in time for the school holidays, and that it launched with a $30m ad campaign. In fact, StarCraft II’s three-million-plus sales have been mainly in the west.

But after months of tense negotiations, the future may be shifting Blizzard’s way once more. In recent weeks, one of the two main StarCraft: Brood War league organisers, MBC, has reluctantly made overtures to Gom TV for the rights to broadcast. It means that KeSPA – which is supposed to represent the entire e-Sports industry – is losing its grip. Since Gom TV owns the Korean rights to broadcast StarCraft II and the original game, Blizzard effectively has KeSPA, and Gom’s rival TV channels, over a barrel. Gom TV gave the two established StarCraft leagues until the end of August to finish their now-illegal matches. Since then, however, negotiations have been going badly.


Blizzard president Mike Morhaime at the TG-Intel STARCRAFT II Open Season1 tournament

“It’s hard to look at the one-sided and coercive demands as negotiations,” a KeSPA source said in late September. The pro team KT, which was involved in the negotiations, went further. “We once again confirmed that [Gom owner] Gretech does not have any desire to negotiate as they deny the existence of pro-game teams and the Proleague,” said its spokesman.

Despite – or perhaps because of – the pitched battle over broadcast rights, Korean pro-gamers are beginning to make the switch to StarCraft II. Jaedong, widely considered the best Zerg player in the original StarCraft at present, now says he will move over to StarCraft II. “I will definitely switch as I feel StarCraft II has a higher status than StarCraft: Brood War,” he told a Chinese game blog. “We will see more international tournaments in SCII compared to StarCraft: Brood War and this will make the change natural for me. I want to build my reputation abroad and reach out to the international audience.”

For pro-gamers, the case for switching between two similar games was given a boost by April’s match-fixing scandal, which engulfed some of the original StarCraft’s most highly paid players, including the legendary Zerg player sAviOr. Many players were forced to quietly resign or stay out of the limelight, while disgusted fans began abandoning the game, speeding up an existing trend away from StarCraft towards newer, Korean-made titles. As Milkis notes, Korean e-Sports has been shrinking recently: “People are growing up, getting into different kinds of games, and events like this [the Blizzard crackdown] and match fixing are drawing people away from the game.”



For now, Blizzard is pinning its hopes on StarCraft II pro-gaming taking off worldwide, rather than remaining in the Korean ghetto of ultra-high actions-per-minute and ten-hour-day practice sessions. To that end, Gom TV put on an open tournament in Seoul in early October, with prize money totalling £315,000. Despite being open to players from around the world, the tournament was largely Korean, and the Korean Zerg player FruitDealer sent in the Ultralisks to ensure ultimate victory.

He was one of the earliest pro-gamers to make the switch to StarCraft II, after he was forced to leave the original StarCraft scene and his team, eSTRO, to deal with a family emergency. Returning, he picked up the new game and proved himself the current master, pocketing £53,000. With his historic win, FruitDealer has staked a firm claim that Korean StarCraft gamers are still the world’s best. It’s a promising sign for Blizzard and Gom TV, but the future is not certain. We won’t know for some time if Blizzard’s tough tactics have damaged the StarCraft phenomenon in Korea beyond repair, or if it all merely boils down to transitional road bumps

Most Accurate Review of 'Call of Duty: Black Ops'

Single Player Review




Multiplayer Review

Sunday, November 7, 2010

Armed Robbers Snatch 100 Copies Of Black Ops In GameStop Heist

Armed Robbers Snatch 100 Copies Of Black Ops In GameStop HeistTwo guys with semiautomatic firearms were hellbent on breaking street for Call of Duty: Black Ops, sticking up a Baltimore-area GameStop and looting it of 100 copies of the game, due out Tuesday.

The Harford County, Md. sheriff's office said the heist happened Saturday evening, and the robbers waited until closing time to hold up the GameStop in the Festival at Bel Air shopping center in Bel Air, about 30 miles northeast of Baltimore.

Deputies said two customers stopped by the store mid-robbery and were forced at gunpoint into a storage area. Neither they nor employees were hurt. The robbers might also be behind an Oct. 21 holdup at GameStop's nearby Aberdeen, Md. location.

A sheriff's office spokesman asked locals to call them if they're offered a copy of the game before Tuesday's release date. A quick scour of Craigslist in that area turned up no such offers.

Harford robbers steal more than 100 ‘Call of Duty: Black Ops' video games [Baltimore Sun via Hot Blooded Gaming

Friday, November 5, 2010

EA Announces Battlefield Play4Free

EA is launching another Battlefield-themed play-for-free service, however this one has a hard-core tone.

Friday Electronic Arts updated its Battlefield franchise portfolio with the announcement of Battlefield Play4Free, slated to hit the PC in Spring 2011. As the name indicates, the game will offer the free-to-play model while combining most of the popular maps found in Battlefield 2 with the classes and weapons of Battlefield: Bad Company 2.

But unlike EA's other free-to-play online

shooter Battlefield Heroes--which offers cartoonish characters and arcade gameplay--Battlefield Play4Free will render a more realistic experience offering 32-player online battles, signature Battlefield vehicular warfare and sandbox gameplay. The game also boasts advanced graphics and polished production values.

"We broke new ground in 2009 with the launch of Battlefield Heroes; a game that has 6M registered players worldwide. Now we are complementing that arcade shooter with a core, realistic Battlefield shooter experience that fans have been clamoring for," said James Salt, Senior Producer, Battlefield Play4Free. "Battlefield Play4Free is for serious shooter fans who are looking for a premium--but free--experience that rivals top console titles."

According to EA, players will learn new combat skills and earn in-game money to spend on weapons and equipment. They'll also have access to 16 vehicles including the Mil Mi-28 attack helicopter, the F35 VTOL jet fighter, the Russian T-90 main battle tank, and the LSV light strike vehicle.

Those who want to gain early access can register for the closed beta by heading to the official site. The closed beta officially launches on November 30, just in time for the holiday break.

Battlefield Play4Free


Friday, October 8, 2010

League of Legends tops Game Developers Choice Online Awards

AUSTIN, TEXAS--As the Game Developers Conference Online reached its apex Thursday night, the event's organizers held the inaugural Game Developers Choice Online Awards. Like the Choice Awards held during the flagship Game Developers Conference in February, this counterpart show was devised to let the creators of online entertainment laud each other.

While dozens of games were honored, online game creators were apparently quite taken with Riot Games' League of Legends. The free-to-play hybrid of real-time strategy and role-playing games took home five awards for the night, including the Best New Online Game category. It even won the Audience Award, narrowly edging out Wizard101 from Austin-based Kingsisle Entertainment. The only category in which League of Legends was nominated but failed to win was Best Live Game, an honor claimed by EVE Online at the expense of other high-profile competitors like World of Warcraft and Farmville.

While League of Legends dominated the awards, it had to share the spotlight with a pair of online pioneers. The first was Ultima Online, which was named as the first inductee into the GDC Online Awards Hall of Fame. Original Ultima Online developers Rich Bogel, Starr Long, and Raph Koster were on hand to mark the occasion, with each offering a few words of thanks and appreciation for all the players and developers who have touched the game over the last 14 years.

"I remember bringing my baby daughter into the office in a baby carrier to work on the game," Koster said. "She's a teenager now and doesn't want to talk to me."

Long offered specific thanks to former Electronic Arts CEO Larry Probst for signing a $100,000 grant approval on the back of a napkin to get the project started and to the player who assassinated the Lord British character during the game's beta phase, making it clear who was really in charge.

The other pioneer honored was Dr. Richard A. Bartle, who received the Online Game Legend Award. One of the original designers of the massively multiplayer online game predecessor MUD (multi-user dungeon), Bartle said he was honored, thrilled, humbled, and surprised to receive the award.

"I guess the reason I won it is because most of the other people who could've won it are on the nominating committee, and of the remaining ones, I'm closest to death," Bartle joked.

Most award categories were for games launched in beta or full versions between May 2009 and May 2010. Nominees for Best Live Game--which honors currently operating titles--had to have launched in North America at least 12 months prior to May 2009 and distinguished themselves with exceptional new content since then. Nominees in the Best Community Relations and Audience Award categories only needed to be currently operating.

Categories and Nominees (Winner in italics)

Hall of Fame inductee
Ultima Online--Electronic Arts

Online Game Legend honoree
Dr. Richard A. Bartle

Best Online Technology
Aion--NCsoft
Champions Online--Cryptic Studios
Global Agenda--Hi-Rez Studios
League of Legends--Riot Games
Love-Quel Solaar

Best Social Network Game
FIFA Superstars--Playfish
NanoStar Siege--Digital Chocolate
Nightclub City--Booyah Inc.
Social City--Playdom
Treasure Isle--Zynga

Best Online Visual Arts
GodFinger--Wonderland Software/ngmoco
Papermint--Avaloop
League of Legends--Riot Games
Star Trek Online--Cryptic Studios
Love--Quel Solaar

Best Audio for an Online Game
Aion--NCsoft
Champions Online--Cryptic Studios
Music Pets--Conduit Labs
Nightclub City--Booyah Inc.
We Rule--Newtoy/ngmoco

Best Community Relations
EVE Online--CCP
Free Realms--Sony Online Entertainment
Guild Wars--ArenaNet
Wizard101--Kingsisle Entertainment
World of Warcraft--Blizzard Entertainment

Best Online Game Design
Champions Online--Cryptic Studios
Dungeon Fighter Online--Neople/Nexon
League of Legends--Riot Games
We Rule--Newtoy/ngmoco
Zoo Kingdom--Blue Fang Games

Best Live Game
EVE Online--CCP
Dungeon Fighter Online--Neople/Nexon
Farmville--Zynga
League of Legends--Riot Games
World of Warcraft--Blizzard Entertainment

Best New Online Game
Dungeon Fighter Online--Neople/Nexon
FIFA Superstars--Playdom
League of Legends--Riot Games
Nightclub City--Booyah Inc.
We Rule--Newtoy/ngmoco

Audience Award
League of Legends--Riot Games
First runner-up: Wizard101--Kingsisle Entertainment



Xbox 360 getting IPTV November 7 - Report


At the 2007 Consumer Electronics Show, Microsoft announced with great fanfare that the Xbox 360 would get IPTV, in a partnership with AT&T. Now, nearly four years later, it appears the console will finally be getting the functionality, according to a report on Engadget.

Citing several leaked slides and screenshots, the tech blog is reporting that starting November 7 Xbox 360 owners will be able to use their consoles as set-top boxes for AT&T's U-Verse IPTV service.

There is a catch, however--two catches, to be exact. Engadget's sources say that to use the service, there must be at least one DVR already in the home and activated to the service, which can provide up to four streams of HD video. Also, only Xbox 360s with hard drives will support U-Verse.

The addition of IPTV will come on the heels of the fall Xbox Live update, which will go live sometime before November 4. Features included in the update are Netflix search, ESPN 3 TV, and more lifelike avatars. The new avatars will be redesigned to better mesh with the Kinect motion-sensing system, which also goes on sale on November 4 for $150.

Thursday, August 26, 2010

Final Fantasy XIV's Play-Limiting Fatigue System Explained

Final Fantasy XIV's Play-Limiting Fatigue System Explained A game mechanic that drops the amount of experience points earned after a set amount of play time has Final Fantasy XIV fans in an uproar. Game director Nobuaki Komoto explains the eight hour a week limit.

Fans have been railing against the Final Fantasy XIV experience limiting system for a while now, but Komoto was too busy getting interviewed at Gamescom in Germany last week to respond. Now he's back in Japan and has issued a statement regarding the system on the Japanese beta test website, translated by FFXIVcore's Savalithos.

Massively multiplayer online games like World of Warcraft have systems in place to reward players for taking a little time away from the game, but few if any have directly penalized players for playing too long. That seems to be exactly what the Final Fantasy XIV game mechanic is doing. Komoto's message begins with an explanation of why this system is in place.

First off, the main concept behind FFXIV is allowing those players with little time on their hands to play effectively, and game balance is based off of that. Furthermore, it is being designed to not give those with more time on their hands to play an unfair advantage. Because of that, systems such as Guardian's Favor (a bonus to Guildleves) have been implemented to make leveling in the short-term easier than leveling in the long-term.

He says to think of the experience limiting system as a counterpart to real-world fatigue. "No one could train ad nauseam in the real world with no ill effects." That's true, of course, but we don't play MMO games to be burdened with real-world limitations, now do we?

Here's how the whole thing works. Once you begin training in a class, you have eight hours in which you can earn full experience. Once those eight hours is up, the amount of experience you earn will lower over the course of seven hours. At the end of those seven hours you will no longer be earning experience.

Final Fantasy XIV's job system allows players to switch classes on the fly, however, so if you begin to approach the threshold on one class, you can switch to another class and play that instead. The system is on a weekly timer, so seven days from the time you begin training your skills, you'll be able to start again with full experience.

OF course this is all still being tweaked and tested. Komoto says they are still looking into tweaking the rate at which experience points begin to drop off to make the system a little bit friendlier.

I can understand how players could be outraged over such a system. It effectively limits one class to an hour and change per day of full experience in any given week. That seems awfully low, and won't sit well with players hoping to focus on a single class.

Asking folks to pay you a monthly fee to play your game and then dictating how long they can play their favorite class without penalties seems like a very bad idea indeed.

It works out for me, though. I'm going to have to review this beast, and get a taste of every class while doing it, so chances are I'll be switching up so much the system will never touch me.

But for your average MMO player? This could be a deal breaker.

We've contacted Square Enix for comment on the mechanic, and will update should we receive further information.

Surplus and You: Komoto Speaks! [FFXIV Core - Thanks Steven!]

Send an email to Michael Fahey, the author of this post, at fahey@kotaku.com.

Microsoft Is Ready To Ban Halo: Reach Pirates

Microsoft Is Ready To Ban Halo: Reach Pirates As leaked copies of Halo: Reach hit the torrent sites, Microsoft tells Kotaku that they are aggressively investigating the leak and are fully prepared to hand out bans to anyone caught playing the game pre-release.

It happens every time a big game comes out, but when it's a game as big as Bungie's final Halo title, Microsoft sits up and takes notice. Released on the internet far in advance of its September 14 street date, a Microsoft representative tells Kotaku that the source of the leak is under investigation.

"We are aware that an unauthorized copy of "Halo: Reach" has leaked. We are aggressively investigating the matter. We have no further details to share at this time."

So where does that leave folks who can't resist the lure of early Halo: Reach? Even if you have every intention of picking up a retail copy, we'd suggest you wait, lest Microsoft come after you.

"We are aggressively pursuing the violators. Microsoft's commitment to combat piracy and support safer and more secure gameplay for the 25 million members of the Xbox LIVE community remains a top priority. All consumers should know that piracy is illegal and modifying their Xbox 360 console violates the Xbox LIVE terms of use, will void their warranty and result in a ban from Xbox LIVE."

Send an email to Michael Fahey, the author of this post, at fahey@kotaku.com.

Could You Play Modern Warfare 2 Without Killing Anyone?

Could You Play Modern Warfare 2 Without Killing Anyone?And I don't mean in singleplayer. I mean multiplayer. Because Glen McCracken is doing just that, trying to reach the maximum level 70 in multiplayer without killing a soul.

How the hell is he going to do that? He uses a riot shield, and gets his XP from grabbing flags in the game's Domination mode. Why the hell is he doing that? Because he's already maxxed out the old-fashioned way five times, and thinks this is an interesting challenge.

So far he's reached level 11, having recorded zero kills for 272 deaths. That's a great achievement considering that both the shield can still kill if your target has low enough health when you whack them.

Best of luck, Glen. Because if there's one thing the world needs more than angry men with weapons, it's love.

UPDATED: Modern Warfare 2 Player Attempting To Reach Rank 70 Without Killing Anyone [Game Informer] [image credit: Adage Media]

Send an email to the author of this post at plunkett@kotaku.com.

Playboy Gets Into The Online Gaming Business

Playboy Gets Into The Online Gaming Business

Playboy has had enough of letting people simply license games based on the magazine and its bunnies, today revealing a deal with online developer Bigpoint to host games on the magazine's website.

The first of these games, due out later this year, is called Poisonville, which as you can see by the trailer is a poor man's Grand Theft Auto turned into a browser game with added tits. Actually, we're not even sure about the tits, as everyone seems strangely over-dressed for a Playboy game.

Despite the GTA appearance, Poisonville is described as a massively-multiplayer online game, so if gunning down bikers with a girl in tiny jeans sounds like your idea of fun, you can keep up with things on Playboy's site.

Send an email to the author of this post at plunkett@kotaku.com.

Saturday, August 21, 2010

Hackers Claim to Have Grabbed Halo: Reach From Microsoft Site

courtesy of escapistmagazine.comimage

A team of hackers has allegedly broken Microsoft's security and got its hands on Halo: Reach a month early.

Remember that twelve-hundred dollar Halo: Reach listing we told you about earlier in the week? Well, it looks like it's gotten some attention, and not just for its hefty price tag. A group of modders from the Game-Tut forums have claimed that they were able to trick Microsoft's servers into letting them download the game and have been taking it for a spin.

The group said that obtaining the game had been a challenge, but even though they'd been successful, they had no plans to distribute it. Bungie is yet to comment on these reported leaks, although its forum moderators have reminded posters that discussing leaked details was a surefire way of earning a permanent ban.

Microsoft, on the other hand, has issued a statement about the leaks, saying it was aware of the group's claims and was "aggressively investigating" the matter. If Reach has indeed been leaked - and there is other evidence besides the team's comments to suggest that it has - then it will come as something of a blow to Microsoft. It's not going to stop the game selling a bajillion copies, but it may make Microsoft reconsider using Xbox Live for sensitive material in the future.

Halo: Reach gets its official release on September 14th.

Friday, August 20, 2010

Chatroulette: The Last Exorcism

Facebook Places: should Craigslist be worried?

Mark Zuckerberg launches Facebook Places

Facebook Places: Mark Zuckerberg at the launch. Photograph: Robert Galbraith/Reuters

Facebook's geo-location service has finally arrived – ladies and gentlemen, Facebook Places. It mimics the "checking-in" functionality made famous by Foursquare and Gowalla, and allows Facebook users to see where their friends are, and when.

But it goes deeper than that. Facebook has worked with Foursquare and Gowalla to fully integrate their services; it allows badges and check-ins to be imported – not only from Foursquare and Gowalla, but MyTown and Yelp too. The smaller services are exposed to hundreds of millions of users while Facebook becomes a geolocation services aggregator overnight.

Whether these services should be worried depends on the space Facebook moves forward into. Foursquare, Gowalla and MyTown rely on a strong gaming element to gain traction. Foursquare helps local businesses and national brands generate and deepen consumer loyalty. Yelp is about peer recommendation. Facebook could move into any one of these spaces without blinking.

But perhaps there are bigger fish to fry – namely Craigslist. In 15 years, nobody has challenged the site's supremacy in the area of classifieds. That's not to say there aren't start-ups that consider themselves contenders, but none have come close to the site's (rumoured) nine-figure annual turnover or its ubiquitous association with online classifieds.

Since 1995, Craigslist has been instrumental in migrating a cash-rich revenue stream from newspapers to the internet. But Craigslist hasn't moved on since. The most obvious evolution of classifieds is the migration to mobile, utilising geolocation. Craigslist has had more than two years to play with the iPhone, yet has no mobile presence other than a third-party app that mimics the navigation of the site, instead of playing to the strengths of the device.

The iPad version is even worse – all that on-screen real estate, and it's still menu-driven. Why not a map, for crying out loud? Craigslist's own efforts are non-existent – despite its millions of dollars, the site isn't optimised for mobile browsers.

Craigslist, in a continued attempt to keep things simple, has dropped the ball. The mobile web – through web and native mobile apps, and optimised websites too – will revolutionise business in the next five years, just as the internet did 15 years ago. Ignoring trends in design is one thing; ignoring consumer-driven platforms is quite another.

When I look at Facebook Places, I see an impending marriage with Facebook Marketplace and a serious threat to Craigslist. Don't think of Facebook Places as simply being about checking in; it's about the broader ability to create geo-tagged content that can have relevance to tens of thousands of users in a given vicinity.

A simple Marketplace button on the mobile app (and the site) that mashes together Google Maps and local listings local to the user – or allows the user to add simple, geo-tagged listings with photos too – would enjoy massive takeup and become an essential service in no time. Why would you ever look at Craigslist again?

Wednesday, August 18, 2010

World of Warcraft: Cataclysm Collector's Edition detailed

Blizzard Entertainment's third expansion to the ever-popular massively multiplayer online role-playing game doesn't yet have a release date, but that didn't stop its maker from announcing and detailing the $80 Collection's Edition for World of Warcraft: Cataclysm today.

In addition to the game disc, players will find a number of exclusive items in the collector's edition ranging from a Lil' Deathwing in-game pet to a behind-the-scenes DVD with more than an hour's worth of footage detailing the game's development.

The $80 World of Warcraft: Cataclysm Collector's Edition includes a 176-page art book, a Lil' Deathwing in-game pet, behind-the-scenes DVD, and a soundtrack CD. Additionally, the collector's edition will ship with a mousepad depicting Deathwing ravaging Azeroth and a 60-card WoW starter pack from the Wrathgate trading card series.

Blizzard Entertainment did not provide a release date for World of Warcraft: Cataclysm but did promise that more game details will arrive in the coming months. A beta for Cataclysm is currently underway, and those interested in getting in on the prerelease action can sign up using their Battle.net accounts.

For more on World of Warcraft: Cataclysm, check out GameSpot's most recent preview.

Friday, August 6, 2010

Vonage call app uses Facebook, no minutes

Vonage is giving Facebook users a way to call each other for free over iPhones, iPod Touches, iPads and Android devices.

The new Vonage Mobile for Facebook app lets users call their Facebook friends over both cellular and Wi-Fi connections for free. You just find a friend through your Facebook directory on the app and make a call. Both parties need to have the app to complete a call though you can also instant message with friends who have not signed up for the service.

The app doesn't use your cellular minutes but rather uses data. It pushes us further down the road toward Internet calling and upends some notions about calling a specific phone number. Here, you don't call a number, just a Facebook contact and their phone rings just like a normal call.

If you have international friends, this is an easy and cheap way to reach out to them. Skype also allows free calls between users but for most people, they have more friends on Facebook. And this is a community that already exists; you don't have to create a new identity to participate.

Owners of iPads and iPod Touches may also enjoy the app. Those devices don't have traditional phone features but this will help turn them into mobile phones of sorts, provided you have connectivity.

Vonage is looking at rolling out text messages and video calling down the road though those may include a fee. The rollout will also include more phone platforms and possibly more social networks as well.

This article appeared on page D - 4 of the San Francisco Chronicle

Tuesday, August 3, 2010

Bungie Plans Serious Penalties For Reach Ragequitters

Bungie Plans Serious Penalties For Reach Ragequitters

If you're one of those who dashboards out of multiplayer after getting backstabbed or headshot three times, take note: Bungie told Xbox 360 Achievements that it wants to remove ragequitters from the population so they won't ruin everyone else's fun.

Brian Jarrard, the Bungie community director, said the measures will be "one of the new things people will be excited about. [Ragequitting] isn't exactly cheating, but it creates a really negative experience for everybody else in the game."

Jarrard didn't get much more specific, just said that they have advanced ragequit recognition heuristics to make sure they're not cracking down on people who accidentally drop their net connection. The penalties themselves were not discussed, so it's unclear whether this is a ban, a timeout, or a special temper-tantrum lobby where ragequitters can ragequit on each other.

"We actually have new tools now to detect that and eventually, people who do this habitually will actually be penalized," Jarrard said, "We want to be able to remove them from the population so they can't make everyone else keep having a bad time."

Just so long as I can still ragequit out of singleplayer.

Bungie Clamping Down On Quitters In Reach [Xbox 360 Achievements via VG247]

Wednesday, June 30, 2010

Farmville, World of Warcraft Are Divorce Lawyers' Latest Weapons in CourtSocial sites and massively multiplayer online games aren't just a great place


Social sites and massively multiplayer online games aren't just a great place to catch up with friends and be entertained, they're also a great place to dig up dirt on a soon-to-be ex, according to an article in USA Today.

The American Academy of Matrimonial Lawyers says 81% of its members have used or faced evidence from Facebook, MySpace, Twitter and other social networking sites, including YouTube and LinkedIn, over the last five years, according to the article.

Evidence like:

Father seeks custody of the kids, claiming (among other things) that his ex-wife never attends the events of their young ones. Subpoenaed evidence from the gaming site World of Warcraft tracks her there with her boyfriend at the precise time she was supposed to be out with the children. Mom loves Facebook's Farmville, too, at all the wrong times.

So the next time you're sexting in World of Warcraft, or logging 10 hours in Farmville, you might want to remember that someone could be watching... and taking notes.

Divorce lawyers: Facebook tops in online evidence in court [USA Today]

Free-to-play World of Warcraft a possibility

courtesy of Gamespot

Blizzard Entertainment's World of Warcraft has largely cornered the massively multiplayer online role-playing market since its launch in November 2004, boasting a current paid subscriber base of some 11.5 million. However, a number of other MMORPGs have been able to carve out a spot by employing a free-to-play, microstransaction supported business model, including Dungeons & Dragons Online, The Lord of the Rings Online, and a wide variety of Asian titles.


So would Blizzard consider a free-to-play model for its already massively successful MMORPG? Maybe, according to WOW lead designer Tom Chilton. As part of an interview with PC Gamer magazine, the veteran game designer noted that having players pay for a $15 monthly pass might not always be the best option in terms of monetizing WOW. However, Chilton also said that the trend toward the free-to-play model isn't necessarily a reaction to WOW.

"I feel like they're doing that to compete with other games that are on a similar subscriber level to what they were at," he said. "I imagine that when one of them went free to play it cannibalized some of the other subscribers. I can definitely imagine that being the case with World of Warcraft. If another game comes along and blows us away it may not make sense for us to have a subscription fee. Or even further down the line, when we have another MMO out."

Though WOW remains a subscription-based game, Blizzard has already implemented a number of microtransaction features into WOW. In addition to in-game services ranging from server transfers for in-game characters to name and faction changes, the studio also sells in-game items such as the $25 Celestial Steed and $10 Lil' XT pet. Blizzard also offers gamers remote access to manage WOW's in-game auction house from a Web browser or mobile phone for an extra $3 a month.

Friday, June 18, 2010

Thursday, June 17, 2010

There will be no Medal Of Honor Beta this Week Xbox 360 Owners

courtesy of kotaku

There Will Be No Medal Of Honor Beta This  Week, Xbox 360 Owners

Tomorrow, select PS3 and PC owners will begin beta testing the new Medal of Honor. Xbox 360 owners, you're going to have to wait until next week. Sorry!

There's been some kind of hiccup with the 360 version of the beta, and all EA can say is that "it is expected to be available next week". Next week, incidentally (June 21) is when the open beta kicks off, so those VIP customers who were hoping for bragging rights on the 360 are straight outta luck.

To compensate, EA say the beta period will be extended.