Domain: gigagamez.com
Stories and comments across the archive that link to gigagamez.com.
Stories · 8
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China Puts Hold on Net Cafe Construction This Year
With government concerns about online gaming growing steadily in China, Beijing has put in place a ban on the opening of new internet cafes for the rest of the year. GigaGamez reports on the country's move, which is largely seen as a response to some high-profile deaths from unhealthily dedicated gamers. From the article: "Honestly [this] shouldn't be that big of a deal if you consider that the Chinese government has already estimated that 113,000 Internet cafes already exist. Add this to the already bizarre limitation of World of Warcraft play time and you have some very unhappy gamers." Update: 03/08 14:52 GMT by Z : GamePolitics has the word that virtual currencies are also to be restricted, in an effort to ensure that the yuan is kept secure. -
EA CEO Larry Probst Steps Down
wjamesau writes "After 2006's rollercoast stock performance and amid criticism that the giant publisher had become over-reliant on sequels, Electronic Arts' CEO Larry Probst has just stepped down. GigaGamez reports, and wonders if this means other publishers will feel pressure to develop more original IP." -
EA CEO Larry Probst Steps Down
wjamesau writes "After 2006's rollercoast stock performance and amid criticism that the giant publisher had become over-reliant on sequels, Electronic Arts' CEO Larry Probst has just stepped down. GigaGamez reports, and wonders if this means other publishers will feel pressure to develop more original IP." -
The Wii - Is the Magic Gone?
Computer And Video Games asks the tough question: is the Wii's magic gone? After the flurry of excitement around the launch, lackluster ports and a persistent inability for Nintendo to keep units on the shelves has made it hard for gamers to sustain their enthusiasm for the system. It doesn't help that most of the good games slated for this year won't be out for months. In some cases, there's doubt they'll even make it out this year: Reggie Fils-Aime appears to be backpedaling on Metroid Prime 3 by Christmas, which would be a shame. GigaGamez has additional commentary. Are you still as excited about the Wii as you were when it launched? -
eBay Virtual World Delisting Skips Second Life
As a follow-up to last week's eBay delisting story, CNET has the word that Second Life content is exempt from this decision. Mr. Durzy, speaking with CNET, specifically cited Second Life content as exempt because of the uncertain role of the virtual world. As the company (and the rest of us) are uncertain whether to label Second Life as a game in the first place, player-created content is still sellable via eBay auction. A perfectly fine explanation, but GigaGamez takes things a step further, pointing out that eBay founder Pierre Omidyar became a major investor in Linden Labs in 2004. It's uncertain if this constitutes a conflict of interest, because confusion about what exactly Second Life is persists pretty much everywhere. Just the same, it's interesting to note. Their article on the subject also has a few words of commentary from Edward Castronova, the well-known commentator on all things RMT. -
Vista To Be An Indie Games Killer?
Via GigaGamez (which has a breakdown of the problem), a GameDaily article about the unfriendliness of Vista towards Indie games. The problem is this: Vista has a setting which allows parents to restrict user profiles from accessing ESRB games 'above' a certain rating. IE: Timmy can't play F.E.A.R., or any other 'M' rated game. The problem is that getting ESRB rated is expensive: '$2000-3000 for the privilege', according to GigaGamez. Shoestring budget Indie games just may not have the money for that kind of expenditure. From the GameDaily article: "'It's unfortunately a mercenary way of doing things,' [GFW Group Manager Chris Donahue] explains, 'but, even though we're Microsoft, we do have limited resources. And we do look at the sales charts to determine where our help will have the most impact. Certainly we want Blizzard's 'World Of Warcraft' [currently the most popular massive multiplayer online game] to work flawlessly on day one of Vista because 8 million tech support calls would be a very bad thing. The casual developers don't sell quite as many.'" -
In Game Ads May Just Not Work
GigaGamez is reporting that the humorously-named Bunnyfoot research company (which specializes in behavior studies), has found that in-game ads just don't work. Some games which featured semi-stationary areas (like NBA Live) ended up with ads sticking in the minds of players. Games like Project Gotham Racing 3 ended up with the players having a 0% retention rate for ads that whizzed past. From the press release: "These results demonstrate a significantly poor level of engagement with consumers and exposed an apparent weakness within games to efficiently capture consumer attention. Despite following the model of real world sports advertising, current methods are not optimizing consumer engagement and are failing to influence the consumer in any significant way, the key driver for any marketing campaign and its validation. 'These results reflect the industry's concern relating to brand value and return on investment. Understanding consumer interaction at a deeper level of analysis allows us to measure the value of advertising investment' said Alison Walton, Head of Visual Engagement." -
Second Life Hype vs. Anti-Hype
The new GigaGamez site, part of the OM network, has a look today at the hype fight over Second Life. It's the new darling of media companies, but is increasingly attracting negative feedback by people who know a thing or two about the industry. James Wagner Au tries to sort out who is saying what, and provide a little context for the discussion. From the article: "Can they really build a fully streamed world comprised of tens of thousands of servers? That's way above my paygrade, but I'll guess that task fits under the rubric of Fricking Hard. Can they fix a profoundly unfriendly user interface and thoroughly disorienting first hour user experience, which are aggressively, almost intentionally unwelcoming to the vast majority of interested users? Both shortcomings are at the heart of Second Life's poor retention rates, but neither have significantly changed in the three years since its commercial release. You have to wonder, whatever their stated intentions, if Linden's tech-centric corporate culture simply puts their improvement at a low priority."