Publisher's corner

Mass Effect 2 Wins Game of the Year at Interactive Achievement Awards

Rockstar’s Red Dead Redemption was favored heavily in many circles to win Game of the Year at the 14th annual Interactive Achievement Awards, and despite having led with six nominations, it was BioWare’s epic RPG Mass Effect 2 which won top honors at the show, on a night where BioWare Doctors Ray Muzyka and Greg Zeschuk were inducted into the Hall of Fame.

That said, Red Dead Redemption did come away with more awards in total (5 versus 3 for Mass Effect), so Rockstar has to be pretty well pleased.

The full list of winners is as follows:

Game of the Year: Mass Effect 2

Role Playing / MMO Game of the Year: Mass Effect 2

Outstanding Achievement in Story: Mass Effect 2

Lifetime Achievement Award: Bing Gordon

Pioneer Award: Bill Budge

Outstanding Achievement in Animation: God of War III

Outstanding Achievement in Art Direction: Red Dead Redemption

Outstanding Achievement in Visual Engineering: Heavy Rain

Outstanding Achievement in Gameplay Engineering: Red Dead Redemption

Outstanding Character Performance: Red Dead Redemption

Family Game of the Year: Dance Central

Racing Game of the Year: Need for Speed: Hot Pursuit

Outstanding Innovation in Gaming: Heavy Rain

Outstanding Achievement in Original Music: Heavy Rain

Outstanding Achievement in Soundtrack: Rock Band 3

Outstanding Achievement in Sound Design: Limbo

Adventure Game of the Year: Limbo

Outstanding Achievement in Online Gameplay: Starcraft II: Wings of Liberty

Action Game of the Year: Red Dead Redemption

Sports Game of the Year: FIFA 2011

Fighting Game of the Year: Super Street Fighter IV

Strategy/Simulation Game of the Year: Starcraft II: Wings of Liberty

Portable Game of the Year: God of War: Ghost of Sparta

Casual Game of the Year: Angry Birds HD

Social Game of the Year: CityVille

Outstanding Achievement in Game Direction: Red Dead Redemption

SouthPeak Allegedly Failed to Pay My Baby Develo

The My Baby franchise passed a million units sold back in May, and is now at nearly 2 million sold worldwide; it’s been one of the few bright spots for beleaguered publisher SouthPeak. It was somewhat surprising, therefore, to discover earlier this month that SouthPeak had lost the franchise.

As it turns out, Cooking Mama publisher Majesco secured the rights, and because of SouthPeak’s financial situation, we had guessed that perhaps the publisher didn’t pay developer Nobilis on time.  It’s beginning to look like we were right. SouthPeak has sued Majesco, claiming that Majesco does not have the rights to legally publish My Baby 3 & Friends, but Nobilis is clearly aligning itself with Majesco and is none too pleased with SouthPeak’s suit.

Arnaud Blacher, Managing Director at Nobilis, told IndustryGamers, “We vigourously contest the statement made by SouthPeak. The rights of My Baby 3 have been legally transferred to Majesco and in the strict respect of the previous contracts signed with SouthPeak. We confirm that all the contracts signed with SouthPeak in the U.S. or in the U.K. have been terminated after uncured breaches from Southpeak notably for non payment. We also confirm that we brought the litigation with SouthPeak to court to defend our rights. We remain very confident on the outcome of these legal actions.”

Sega Working Hard On Another PS3 Yakuza

Sega is pumping out those Yakuza games at a rate that would make most developers blush. Black Leopard: New Yakuza Chapter for PSP is still under development, but the team is also working on another Yakuza game for PlayStation 3. Yakuza producer Toshihiro Nagoshi spoke to Famitsu about the upcoming game.

“While I can’t give a release time frame yet,” Nagoshi told Famitsu, “we’re working to deliver it at a time Yakuza series fans will want.” There was no clarification on what time frame that is.

Nagoshi says this title will feature Goro Majima as a playable character. The eyepatch-clad gangster has a long-standing feud with series protagonist Kazuma Kiryu. Playing as crazy Goro should give players a new perspective on the entire series.

Red Dead Redemption Has Already Shipped 5 Million Units

Rockstar Games’ Red Dead Redemption has been a breakout success for publisher Take-Two. The company today revealed as part of its second quarter fiscal results that the game had already sold-in (meaning sold to retail, or shipped, not sold through to consumers) 5 million units worldwide in just three weeks since the title launched.

Rockstar said from the beginning that Red Dead would be their “most ambitious game to date,” and the title is currently on a sales path far better than most analysts had expected. Mike Hickey of Janco Partners recently said that the game likely cost around $70 million to develop and would need to sell about 4 million copies to just break even. Based on today’s announcement from Take-Two, it would seem that Red Dead will indeed be a profitable project for the company.

The game is proving immensely popular, and fans will no doubt want to hold onto their copies since new DLC is being planned through this fall.

Red Dead Redemption Machinima Going Mainstream

Rockstar is using Red Dead Redemption for a machinima that “chronicles a slice-in-time of protagonist John Marston as he tracks down his former fellow outlaw and friend, Bill Williamson. Along the way, Marston encounters many of Red Dead Redemption’s eclectic cast of dreamers, misfits and liars.”

What makes this machinima rather interesting is that the studio is using the actual cast of characters and in-game assets to tell the story. Given that the studio is handling this, it most likely won’t look like today’s better-known machinimas within gaming culture (not for their lack of trying of course). It marks one of the very few times that machinima is directed towards the mainstream audience, as readers might recall the use of World of Warcraft in South Park back in 2006.

Machinima is not something new, and has become its own niche market within the gaming culture. Some machinima series have made leaps and bounds into the ‘legitimate’ visual media market, but the video game machinima penetration has never been this profound.

Perhaps a resurgence of popularity is in store? Red Dead Redemption’s original incarnation did not gain much support from analysts and industry types, and it has been rather evident how that story turned out. With the engaging story and incredible amount of work put into the game, a machinima adds to the already amazing success story that the spaghetti western game has become.

The machinima is around 30 minutes long and was created and directed by John Hillcoat, director of The Road. Check Fox on Saturday night, May 29 at Midnight EST for Hillcoat’s “re-imagining of Marston’s pursuit of justice and salvation.”

Xbox 360’s Natal Will Fail, says Former Microsoft Exec

With E3 now just a few short weeks away, both Microsoft and Sony are preparing to make a big splash at the annual expo with their respective motion platforms. Microsoft has been hyping its Project Natal for nearly a whole year now, ever since the company first unveiled the motion camera at last year’s E3. We’ll find out much more about its capabilities, pricing and games at the world premiere event kicking off E3 on June 13. But just how successful will this Natal experiment be?

While Microsoft is clearly very optimistic and believe they’ll “sell millions and millions,” former Microsoft studio manager Scot Bayless (who also was a Senior Producer at Sega of America when the 32X peripheral launched for the Genesis) isn’t so sure that Natal will succeed. He thinks the peripheral could suffer a similar fate as the 32X.

“When I met with Microsoft in 2008 to look at Natal I asked: ‘When will you integrate this into the 360?’” Bayless commented in the latest issue of Retro Gamer [thanks NowGamer]. “Their response was: ‘We’re probably going to wait and see on that.’ To which I said: Then you’re going to fail.’”

Bayless, who also held senior roles at EA, Midway and Capcom, believes that Natal will ultimately split developers and the market. “Plays like this always fragment and the disincentive to developers is powerful; when I’m spending tens of millions on a game, the last thing I want to do is lose 90 per cent of my market,” he lamented.

This week an industry source pegged Natal at $149 – if true, the device’s price point will be much higher than many analysts thought, and would be another obstacle for mass adoption.

Facebook Needs to Become More Like Xbox Live, says Zynga

Facebook has seen tremendous success, and there’s perhaps no better example of a beneficiary of this social networking boom than games developer Zynga, which has grown by leaps and bounds over the last year. Now, however, Facebook needs to decide just how it’s going to evolve as a platform and a business, Zynga CEO Mark Pincus said at the Inside Social Apps conference [thanks VentureBeat].

“Facebook is at a crossroads,” Pincus said. “They have to decide whether it’s more important to be the web’s social platform, to make their social plumbing pervasive,” he added, referring to more open technologies like Facebook Connect. Pincus believes that Facebook ultimately has a chance to become far more universal than it is today. “They have a more obvious business model around being a portal,” Pincus said. “I hope they find the business model around the plumbing.”

What direction does Pincus think Facebook should head in? Basically, he sees Microsoft’s Xbox Live as a perfect example. “Where this ought to go is it should be an open Xbox Live for the Web,” he said. “If we get to this place where there are achievements, a consistent user experience, a way for web publishers and networks and sites to participate, and an easy way for developers to develop amazing game experiences that enhance relationships among people, then I think social gaming can end up being the few real consumer experiences on the web and be a massively large business for all of us.”

Video Game Store Franchise

Pachter’s Podium: Red Dead Redemption Not Blockbuster Material, DSi XL Facing Obsolescene

It’s time once again for our monthly Q&A column with Wedbush Morgan analyst Michael Pachter. In this “Pachter’s Podium,” we chat with Pachter about whether or not Red Dead Redemption can really reach GTA status, what will happen to Infinity Ward and the Modern Warfare brand, the future of PSP and more. Check it out.

IG: Alex St. John recently argued that high budget console titles couldn’t make the switch to digital when the time comes to do so. Will this render current console developers extinct, or will we just see an evolution of that content?

Pachter: I think Alex is one of the most brilliant people I’ve met, and am hesitant ever to disagree with him, as he generally thinks rationally and his conclusions are sound. In this case, I think he’s guilty of a bit of hyperbole. Alex says that “games designed for retail distribution are simply dead in an online world.” This is certainly true, once we have a world in which online gaming is the only option. However, that is not true today, and is not likely to be true for many years. Until a significant majority (more than 80%) of households are connected to high speed Internet, we will likely not see publishers mandating digital downloads or streams of games. The fact is that only around 35% of U.S. and European households have fiber, cable or DSL connections today, and until that penetration rate more than doubles, console games will continue to do well. So while I don’t disagree with Alex that once we have nearly complete broadband adoption in the U.S. and Europe, we’ll see a nearly complete migration to online gaming, I don’t think that the extinction of developers is imminent.

IG: Take-Two has made comments that they consider Red Dead Redemption to be a blockbuster franchise. They said it’s their “most ambitious game to date.” Will RDR really be the next GTA for Take-Two or are they just blowing smoke to validate their purportedly large investment in the game?

Pachter: I’m sure that the quality of Red Dead Redemption is extraordinary, and I expect the game to garner review scores of around 90. Whether the game is a blockbuster franchise will depend upon whether the game resonates with a large segment of the market. The trick in getting a game to sell a lot of units is not as simple as saying it will be a blockbuster. Rather, the game has to be great (likely), has to appeal to a large potential audience (questionable), and has to have solid marketing support (likely). I suppose that you can see where I’m going—I am not sure that a game set in the late 19th century has tremendous mass appeal. I would have said the same for Assassin’s Creed, Prince of Persia, God of War, Dante’s Inferno and any other “period” pieces, yet most of these sold quite well. My bias is that a game that is set in the U.S. West will not be particularly appealing to European audiences, and a game where the most powerful weapon is a Gatling gun will not be particularly appealing to U.S. audiences. With that said, I suppose that the game could sell 2 – 3 million units with a review score of 85 or more and solid marketing, and that’s what I’ve modeled it to sell. I remain skeptical that the game will be considered a “blockbuster franchise,” and certainly do not expect sales to rival those of GTA.

IG: Do you think in hindsight that Activision regrets firing Jason West and Vince Zampella, given the negative PR, the launch of Respawn and signing with EA and the potentially devastating impact it’s had on Infinity Ward?

Pachter: I think that Activision regrets the situation that led to the firing of Jason West and Vince Zampella. The parties appear to have had creative differences, likely about the direction of the Modern Warfare franchise, and it’s clear that Activision decided that it was in their best interests to terminate West and Zampella. I think that once that decision was made, the consequences were clear. It is hard to imagine that West and Zampella would simply retire, and so it seems to me that Activision should have anticipated that they would plan a competitive product, and would solicit former co-workers to join them. I don’t know whether Activision anticipated the negative press, and am pretty confident that they don’t believe that the lasting impact will be “devastating” (as you put it). I don’t think that Infinity Ward will be devastated, given that they will likely retain three-quarters of their employees, and I think it is highly likely that future games based on the Modern Warfare brand will be successful. It’s likely that the gaming press, which is merciless to begin with, will give future Infinity Ward games lower review scores than in the past, but my expectation is that they will still be high scores overall. And while I think that many consumers will be aware that the “creators” of Call of Duty and Modern Warfare are no longer with Activision, the majority of consumers will either not know or will not care enough to shun future games. With that said, I think that it is likely that future games will sell fewer units in the past, primarily due to increased competition from Respawn, DICE and EA games that will likely be in the same or similar genres.

IG: With Nintendo possibly looking to launch the 3DS later this year, do you think Sony will announce a 3D handheld, or what do you think they’ll do to reinvigorate their portable business?

Pachter: I’m not sure what Sony has planned for the portable business. The PSP sounded like a brilliant idea when it was conceived (essentially a portable console for serious gamers, differentiated from the “starter” devices from Nintendo that were marketed to younger audiences), and it’s been modestly successful, but it has never quite performed as well as people expected. I think that the best thing Sony could do to reinvigorate the PSP is to cut price, and yet I’m not sure that they can afford to do so. The PSPgo is a great device, but consumers have voted with their wallets, and low sales levels suggest that the price is just way too high. While I think that the PSP would sell out everywhere at $99, I don’t think we’ll see a price cut below $149 for the 3000 [model] this year, and don’t think the PSPgo will drop to any lower than $199. With sales like this, it’s hard to envision that Sony will create an even more expensive PSP with 3D capability.

IG: You said in one of our previous columns that you thought the DSi XL would not sell well at launch because it was priced too high and that Nintendo killed it with the 3DS announcement. As it turns out the XL had a solid start with 141,000 units sold in its first month. What’s your reaction?

Pachter: I suppose that the audience for the DSi XL consists largely of people who don’t read IndustryGamers, as those who bought a soon-to-be-obsolete device did so with smiles on their faces. There is no question that the DSi XL is a great device, and it comes bundled with software, so the price point is actually reasonable. I suppose that once Nintendo launches the 3DS, sales of the DSi XL will suffer, as a greater percentage of the population will be made aware of its impending obsolescence.

By James Brightman

Video Game Franchise

PlayStation Move, Project Natal to Attract ‘PS2 Type’ Consumers, says Sega

With E3 less than two months away now, most video game publishers are preparing to unveil their software lineups for the upcoming motion platforms, PlayStation Move and Project Natal. It’ll certainly be interesting to see how the support is divided or if the third parties look to Move and Natal equally as they plan their motion strategies. For its part, Sega seems quite excited about both and Mike Hayes, President of Sega West, told IndustryGamers this week that his company has big plans for Move and Natal.

“We’re very supportive of both [PlayStation Move and Project Natal]. It’s too early to give out details on that, but we’ll provide that at E3. The thing we like about these [motion control] applications is that they tend to suit the traditional Sega genre,” Hayes said. “Look at the phenomenal success we’ve had with games like Mario & Sonic, which effectively is a whole variety of party games that happen to be based on the Olympics. And we’ve done very well recently with Sega All-Star Racing. So we actually like the fact that Move and Natal will bring in more of what I’d call the PS2 type of consumer for those platforms (Xbox 360, PS3), which then suits very much the IP that Sega has. So I’d say we’re fully supportive of both equally, because they’re both very important partners for us as we try and sell more software.”

Of course, both Natal and Move are technically peripherals and historically peripherals haven’t always sold gangbusters, but Hayes is confident that the respective installed bases will be there for these motion platforms. He seemed encouraged by what the first parties have show so far.

“It’s essential that first parties, Sony and Microsoft, do as much as they can to drive the installed base of these peripherals obviously, since that’s what we’re going to base our numbers on. What we’ve heard from both Sony and Microsoft… the investment these two are making in [their products], if you’re a betting man, you’ve got to believe that’s a very good route to follow in terms of developing software. My other point would be, and this might be more Euro-centric, but let’s not forget that Sony has had phenomenal success with peripherals in the past – with the EyeToy they produced and sold several million, and back in the day we produced a game called Sega Superstars, which was an EyeToy game that did very well. And then you see what Sony has done successfully with SingStar, and it’s clear that the consumer definitely likes to buy peripherals in very large numbers,” Hayes noted.

He added, “And the other thing is that the consumer has seen via the Wii how much fun motion-based games are, and for us they’ve been commercially very successful. So I just think the whole idea and concept of what Microsoft and Sony are trying to do is [great]… because the market has changed where it’s become a far more acceptable way of consuming games. So it’s something new, which is always a risk, but I think it’s a very well managed risk, and certainly something we think is worth us spending development dollars on to make sure we’re part of that. We think both are going to be successful.”

Video Game Store Franchise

Xbox 360 Peak Hours Between 7 – 11 PM, says Nielsen

Nielsen released a study today that confirmed that the peak hours for gaming are between 7 PM and 11 PM, the same as that for prime-time television. Nielsen went beyond these numbers, however, and studied the game playing audience on Xbox Live.

A notable finding showed that the 18 to 35 year-old demographic comprised 45 percent of all players on Xbox Live, while they made up 55 percent of those playing 1 vs. 100. The Nielsen data also says that from month-to-month, roughly 20-25 percent of Xbox 360 consoles are active during prime time hours.

“Advertisers should be very interested to see the amount of time consumers spend interacting with these games – especially during those appointment-based ‘1 vs 100 Live’ sessions,” said Gerardo Guzman, Nielsen Games. “What makes this pilot study so important is the potential for precise audience segmenting. As more game companies and advertisers participate in studies like these, we’re able to define and refine an efficient set of metrics for gaming that can be compared against other media.”

“Our independent research shows that gamers are very engaged while playing, especially during Live Play,” said Carolyn Fuson, Sr. Audience and Analysis Manager, Xbox LIVE Advertising. “In one specific case, an advertiser who placed ads within the games saw notable brand recall and lift. Our ability to learn more about the audience can only be a positive to those brands looking to make an impact on the growing gaming community.”