Friday, April 25, 2008

How many repetitive stress injuries per minute?

OK, I just discovered TypeRacer.

Typershark meets Kung Fu Chess. Typing of the Damned meets Deathmatch.

Yes, it's multiplayer touchtyping deathmatch. If you wake up in the morning and notice the world's awesome is missing, well it's all collapsed into here. It is a singularity of awesome.

Wednesday, April 23, 2008

Gamers steamed over Steam? Distilling some learnings

There's an interesting thread over on the Escapist Magazine forums in which someone is raising a bit of a fuss about game prices on Steam. Specifically, their complaint is that many of the games listed, including some of Valve's, can be found cheaper at physical retail locations.

Having higher prices for comparable product isn't normally perceived well, but it's additionally aggravating in this case because (a) so much has been said about the efficiency of digital distribution, and (b) there's a perception that the customer is 'buying direct', and therefore should be given a better deal.

Now, I'm not faulting Valve. I think they have a great service. The issue here, is in the difficulty of keeping up with the aggressive discounting and/or promotion that retailers will do as they manage their inventory and shelfspace.

To some extent, Valve is between a rock and a hard place. Just keeping up with the pricing and promotions that all the retailers have going on would be daunting (I'd argue impossible). Even if they did that, then matching one retailer's price drop would be seen by another retailer as undercutting their channel partners. Damned if you do, damned if you don't.

So what can we learn from this?

1) Be careful about message you send about the value of your service. I'm not sure that Valve has ever said that digital distribution would result in lower prices (I'm fairly certain they didn't). Still if the value was in the dynamic updates, or in the feel-good value of a larger share getting back to developers, or whatever, they should have made that the top talking points in all marketing efforts.

2) If people are comparing apples to oranges, make sure to point out that you are a pineapple. If customers ignore the above, and insist on making comparisions like the above, bring the discussions back to your product/service's value and to why the comparison is moot. In this case, it's not buying a product, it's entering into a service relationship with Valve, and that does more than get you the one game.

3) Prevent the upset from happening to begin with. This might seem a little schizophrenic at first, but I think that Valve should point people away from Steam. By this I mean they should clearly point out that some retailers might offer the game for cheaper, and that if all a customer wants is to buy the game, they are welcome to check prices at places A,B,C. They should then point out what the advantages are of buying through Steam. Customer doesn't feel they were duped, and you've reinforced your messages.

Long story short, I think this is a good lesson in how the customer doesn't always get your marketing pitch. Sometimes they write it for you. You have to plan for that and know how to address it.

Monday, April 21, 2008

Time Sink...


photo.jpg, originally uploaded by Kim Pallister.

Spent a surprising amount of time this weekend getting my media room in order. Assembed new IKEA entertainment center (centers actually, I bought two to put side by side, and reversed the shelves/drawers on one of them which required some IKEA-hacking), routed cables (HDMI, audio, component, power, etc) through the wall. The latter was a pain because it's an outside wall so I had to route a bulk of cables in the narrow space between the wallboard and the vapor barrier.

I'm still trying to get wireless to work well throughout the house with HD video, etc. Was much easier in the old house where I'd routed CAT6 cable everywhere.

[oh, and the room isn't orange. iPhone camera did that for some reason)

Thursday, April 17, 2008

Centennial Middle School Talk

I gave a talk yesterday at Centennial, a middle school out east of Portland, about careers in the games industry. I'd given a talk at the same school when I last lived here, and it was once again a blast.

The format changed some. Last time, they rotated 5 groups of 25-ish through for a 15 minute presentation each. This time, we got the whole group of 150 kids in one room, and did a 30 minute talk followed by 30 minutes of Q&A.

[BTW, if you are one of the kids I spoke to, you here's the list of resources I posted last time on 'game development for beginners'. It's a little out of date, and I'll be updating it later today, but if you are eager, that should get you started.]

Now for everyone else, here's some observations from the talk:
- Number of kids out of 150 that play games: 148. There were two outliers, both girls, for what that's worth.
- Number of teachers that play games: 3 of 6.
- Number of students that even *heard* of Space Invaders (I'd been asked what the first game I played was): ~1/3.
- Games about which I was asked the most questions: Grand Theft Auto (3,4), Halo. Remember, these are 12-13 year olds. ESRB, you still have work to do!

It's worth noting that the socio-economic split between the students is pretty big. Some are from newer development areas and are lower-middle class or slightly better off than that. On the other hand, 50% of the kids in the room are on free or subsidized lunches. The teacher I was working with pointed out that while many have computers at home, most are very old, and many are not connected to the Internet (as she put it, "many of them are used to having the phone cut off in the last week of the month").

As well, the school reflects this. "Non-essential" courses (e.g. computer science, *ahem*) have been cut from the curriculum. They have computers in the school, but they are almost exclusively used to administer standardized testing. Kids get very little time on PC's to actually explore/create/experiment. The school has one Smartboard which was paid for via a grant. Contrast this with the public school I saw in an affluent part of Redmond and blogged about here.

Despite this, I was getting some awesome questions. Some examples:
- How does the Wii do motion tracking?
- How do the chips in a game console differ from the ones in my computer?
- How does a game being connected to the Internet (cited Live as example) change the process of creating it?
- How do motion-capture rigs work? (was phrased as "those suits with the ping-pong balls on them")

Also lots of pragmatic questions about how much money will you make in job X or job Y.

A few questions were a little more basic. My fave was this three-part question from a young lady in the audience:

"How long have you been in this business?" (My answer: "15 years")
"How old were you when you started?" (My answer: "24")
"How old are you now?" (My answer: "You just wrote a math problem!")
Another kid then cried out "You're 40!?!".
*sigh* "Close."

Other favorite moment: A number of kids were asking for autographs afterward (why? I don't get it either). The last kid that came up as I was packing up asked for one as well and I asked why on earth he wanted it. His answer? "I've never met anybody OLD before... that plays games, and I want to prove to my parents that you exist!".

Anyhow, it was a blast and I'd highly recommend to others that they do similar things in their community.

Monday, April 14, 2008

A book so remarkable, it has it's own trailer

Can't wait for this to arrive from Amazon. Cool style, plus it's own trailer.


Johnny Bunko trailer from Daniel Pink on Vimeo.

Way to stand out!