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Big Business Loves the Computer Gaming Industry

David Greenspan writes "Video games are no longer exclusive to a consumer market. Business Week has an article on the new trend of big business willing to pay millions for custom-made games. The casual market has inspired folks in business to realize the broad appeal of games, and some of the possibilities inherent to the medium. As a result, business games are now big business. From the article: 'To reach the billion-dollar mark, the market will have to overcome the common wisdom that games are inherently not serious. A serious games market will also require game developers to shift from the traditional business-to-consumer model to a business-to-business one. Today when major studios and publishers are approached by companies interested in commissioning, say, an employee-training game based on a successful commercial title, more often than not those studios and publishers decline. Even if the interested company is offering $5 million, it's not worth the gamemakers' time to divert engineers from a commercial title likely to generate hundreds of millions of dollars in sales.'"

104 comments

  1. Cereal Phlegm Monsters by Stanistani · · Score: 4, Interesting

    My son was too young for Doom, but in his box of cereal one day was a Doom clone called ChexQuest, which we both loved. Strictly a corporate game, but a lot of fun, with phlegm instead of death and gore.

    1. Re:Cereal Phlegm Monsters by Broken+scope · · Score: 1

      Hehehe, I loved it. Now I want to go find a copy of it somewhere.

      --
      You mad
    2. Re:Cereal Phlegm Monsters by G+Fab · · Score: 4, Informative

      http://www.doomlegends.com/chexquest/frames.html It's actually just a doom wad. Pretty funny.

    3. Re:Cereal Phlegm Monsters by Anonymous Coward · · Score: 0

      MODS ^^^ Great link! Do your job!

    4. Re:Cereal Phlegm Monsters by FlatLine84 · · Score: 1

      I still have ChexQuest, I think I got everything Doom related, or anything made using the Doom engine. ChexQuest was fun, there was also a sequel.

    5. Re:Cereal Phlegm Monsters by Crazy+Taco · · Score: 1

      I forgot about that Chex Quest game. I remember playing it when I was young. It was outstanding. Hmm... I wonder if there are any copies of that game still lying about here at work or in the archives, considering I now work for General Mills, the makers of Chex cereal, Chex Mix, etc. If not, I should add submit it!

      --
      Beware of bugs in the above code; I have only proved it correct, not tried it.
    6. Re:Cereal Phlegm Monsters by Stanistani · · Score: 1

      There's a whole ChexQuest community out there you could harness... for less than megabucks... just a little love.

    7. Re:Cereal Phlegm Monsters by Sciros · · Score: 1

      Oh man I played that game!! I kicked its arse! And yeah it was a Chex version of Doom. Sure, Doom II and Rise of the Triad were way more fun, but ChexQuest was way better than a cut-out King Vitaman mask.

      --
      I like basketball!!1!
    8. Re:Cereal Phlegm Monsters by Sinkael · · Score: 1, Interesting

      Do you remember the McDonalds game on the Nintendo (I think) Not as fun as chex quest but, this concept isn't actually new.

    9. Re:Cereal Phlegm Monsters by spocksbrain · · Score: 1

      Strange coincidence, but I remember playing this game at my cousins house almost 14 years ago and just a few months ago I found one of the original Chexquest disks at a local thrift store. Mayhaps I'll upload the image to ThePirateBay sometime...

    10. Re:Cereal Phlegm Monsters by toleraen · · Score: 1

      Even better was Yo Noid. Fantastic little platformer.

    11. Re:Cereal Phlegm Monsters by J-1000 · · Score: 1

      I've always thought cereal boxes would be the ideal place to put videogame demos. Not glued to the front of $10 magazines. Alas, I've never even seen it tried. The only things I've seen are free cheapo titles included for the sole purpose of promoting the cereal itself.

    12. Re:Cereal Phlegm Monsters by Radical+Moderate · · Score: 2, Funny

      So you're saying it's a wad of phlegm?

      --
      Never let a lack of data get in the way of a good rant.
    13. Re:Cereal Phlegm Monsters by Anonymous Coward · · Score: 0

      There is a remake for Chex Quest in progress on the DooM 3 engine.
      www.chextrek.com

      They have a beta out, it's pretty cool.

  2. Just look at Forza 2 by Anonymous Coward · · Score: 1

    Where Nissan paid to get some cars added and doing the tournament thing.
    http://forzamotorsport.net/nissan.htm

    1. Re:Just look at Forza 2 by twistedsymphony · · Score: 2, Insightful

      There was also a similar promotion with Cadillac and PGR3.

      Fine by me... it just means I get more free cars to play with, if anything this is good. Rather than Developer X paying heaps of money for licensing they auto makers pay the game developer to include their cars... As long as they steer clear of the "make sure our car outperforms our competitors car in the game" then it can greatly reduce development costs.

    2. Re:Just look at Forza 2 by peterpi · · Score: 1

      And a similar situation with Gran Turismo:

      http://en.wikipedia.org/wiki/Gran_Turismo_(series) #Demo_discs

  3. Re:first post by Night+Goat · · Score: 2, Funny

    The logic makes sense to me. Now, back to flipping through Muscle & Fitness Magazine! God, those guys are BUILT!

  4. Salesman: Blood Money by PJ1216 · · Score: 3, Funny

    I can't wait for the business training game, Salesman: Blood Money, where you play as Mr. 47, a genetically engineered salesman, created from the DNA of the five more dangerous salesmen.

    1. Re:Salesman: Blood Money by EnsilZah · · Score: 1

      So a game based on the life story of Steve Jobs then?
      Sounds like fun.

    2. Re:Salesman: Blood Money by APLowman · · Score: 1

      I want a business training game based of Half-Life, that game seemed to outline pretty ordinary situations you might encounter working in a research lab. You know, experiments going horribly wrong accidentally brining about an alien invasion, which cause the government to destroy all evidence and kill everybody to cover up the existence of your workplace. That sort of stuff happens at least twice a week.

  5. Next gerneration of paperboys by Sunrise2600 · · Score: 1

    Maybe now they will start using the 1984 classic arcade game Paperboy to the next generation of paperboy.

    --
    Half the lies they say about me aren't true
    Cute Rush
  6. Have it Your Way by vatica40 · · Score: 5, Insightful

    One only has to look at the success of the Burger King XBox games to know this has the potential to be absolutely huge.

    1. Re:Have it Your Way by peterpi · · Score: 1

      Blitz Games recently won Develop magazine's Industry Excellence award for Business Development, thanks in part to Pocket Bike Racer.

  7. Cripes, it can't be that hard... by Penguinisto · · Score: 3, Insightful
    Back in the day, tons of programmers and modelers who happen to be gamers banded together to create MODs of popular games.

    All it would really take is for a corp to do a couple of things, and have it done (relatively) on the cheap:

    1. License an existing game engine for a fixed sum
    2. hit a place like Gamasutra (or any popular MOD board) and hire some freelancers
    It's not exactly as if you have to howl in the wilderness. It just takes some brains is all.

    For 5 million bucks, I'm sure a corp could secure and contract the requisite resources w/o having to resort to desperate measures.

    /P

    --
    Quo usque tandem abutere, Nimbus, patientia nostra?
  8. Serious business? by Joe+Random · · Score: 2, Insightful

    To reach the billion-dollar mark, the market will have to overcome the common wisdom that games are inherently not serious.
    The whole problem seems to be the name itself. Games. Of course, the "fun" connotation can be removed. Consider a game of poker (stakes can be very high, fortunes can be made or lost), as a "serious" game. Even better, consider war games, or a nice game of chess. Games don't have to be serious, but calling them "games" makes it an uphill battle. Maybe if companies added a little spin, and called them "computer-aided training simulators" or something, business would take them more seriously, and would invest more time and money in utilizing them.
    1. Re:Serious business? by Sergeant+Pepper · · Score: 0

      "computer-aided training simulator" sounds a little too close to "murder simulator".

      Jack Thompson would have a field day.

    2. Re:Serious business? by cHALiTO · · Score: 2, Funny

      Even better, consider war games, or a nice game of chess. I'd throw in tic-tac-toe in there, just in case ;)
      --
      "Luck is my middle name," said Rincewind, indistinctly. "Mind you, my first name is Bad." -- Terry Pratchett
    3. Re:Serious business? by libkarl2 · · Score: 1

      The whole problem seems to be the name itself. Games.

      There is also the 'age group' angle at work here. The idea that 'video games are for kids' is still prevalent in many people's minds. Thus games are often seen as 'toys' not tools, and gaming is seen as an idle pastime (usually is) instead of a meaningful activity (almost never).

      When someone tries to tell me that video games are just kid stuff I usually fire up FlightGear (or M$ Fight Sim). End of debate! Gaming is as much an 'experience medium' as it is a blithering waste of time. We simply need the right games.

      --
      You are where you are at the time you are there.
    4. Re:Serious business? by Anonymous Coward · · Score: 0

      Sad that no one gets the reference.

    5. Re:Serious business? by Chris+Burke · · Score: 2, Funny

      I thought Serious Sam settled this whole "games can't be serious" business a long time ago. Sam was very serious. The engine for the game was serious too.

      Croteam was ahead of their time in more ways than one; they'd seen the need for seriousness in the games industry, and they provided it in spades.

      --

      The enemies of Democracy are
    6. Re:Serious business? by kalaf · · Score: 1

      I've seen quite a few names thrown around, but in the eLearning industry most people call just call them "simulations." That describes anything from a faked UI with a few working buttons to a sort of "choose your own adventure" game all the way up to the full 3D experience. I'm sure someone's going to coin something to describe this kind of thing soon, and it's going to be cheesy and annoy me until I die...

      If this kind of thing is done right, it's not unheard of to see multiple standard deviations of performance measures over more conventional methods (i.e. lecture and test). Thus far though, the biggest advantage businesses have been interested in (in my experience) are reduced training time and consistent exposure to the required material company wide.

    7. Re:Serious business? by SmokeyTheBalrog · · Score: 1

      So... you want to call them C.A.T.S. instead?

    8. Re:Serious business? by dwarfsoft · · Score: 1

      Why? I always keep tic-tac-toe on standby in case I want to play Nuclear War.

      --
      Cheers, Chris
  9. Games not serious? by Fulcrum+of+Evil · · Score: 1

    I don't follow - Game shop should focus on B2B offerings, in order to make more money (the $1B mark), but it's more profitable to sell to consumers? Why should game shops go against their self interest?

    --
    "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    1. Re:Games not serious? by conspirator57 · · Score: 1

      What they're saying is essentially: "How can the game industry find a low-overhead way to get business revenue that doesn't interfere with their main operation?" In a near-ideal world, you'd have an expert system web services virtual consultant that would interpret business desires for their game and have it modify the stuff your consumer market developers produced last go-around to meet the need and make a quick, unobtrusive buck. In reality, this means spinning up a subsidiary that focuses on requirements analysis and B2B customer hand-holding / BD. They'd have a small group of programmers and artists to customize the previous generation offerings. You could even use this subsidiary as a "minor-league for your code jockeys and artists.

      --
      "If still these truths be held to be
      Self evident."
      -Edna St. Vincent Millay
    2. Re:Games not serious? by Fulcrum+of+Evil · · Score: 1

      Welcome to 1999 - Half life provides all of this for free. Continuing this approach would allow anyone to capitalize on the game and build a custom variant for not a lot of scratch; licensing could control who's allowed to charge for it.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    3. Re:Games not serious? by conspirator57 · · Score: 1

      Not the same. This is mostly an organizational / business thing. Most companies don't have the time or expertise to mod a game. If the makers of Half-life had set up a group to make Half life customized to train specific business' employees to do something particular. Now repeat that, make it a common element to each game company, and include different genres of games for those groups to customize. Get off your "Welcome to 1999" soapbox, Mr. Snide. And nothing's free. They provided a game editor for modders and level editors. If you'd like, please examine the Marathon series of games from Bungie in the mid 1990s. (Bungie got eaten and Marathon became Halo.)

      --
      "If still these truths be held to be
      Self evident."
      -Edna St. Vincent Millay
    4. Re:Games not serious? by Fulcrum+of+Evil · · Score: 1

      Most companies don't have the time or expertise to mod a game.

      That's why you contract this stuff out.

      If the makers of Half-life had set up a group to make Half life customized to train specific business' employees to do something particular.

      They don't have to - they've provided a simple framework to allow anybody to do that. Occupational training is likewise somewhat outside valve's core competency.

      Yeah, it's free - you don't have to pay for anything aside from a copy of the game. This sort of thing is something that any random third party can do and possibly already has. It's also something that's been done and offered by small companies since well before 3d games were mainstream. This stuff is already out there. Maybe it's just not that profitable, or perhaps it isn't being tracked as a game industry thing

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
  10. Interesting business logic by serviscope_minor · · Score: 1

    Even if the interested company is offering $5 million, it's not worth the gamemakers' time to divert engineers from a commercial title likely to generate hundreds of millions of dollars in sales

    For $5e6, you could hire an extra prorgammer to do the customization and still turn a profit. Also, it's probably an unwise idea to give up a certain $5e6 to avoid a possible impact on maybe a much larger sum.

    --
    SJW n. One who posts facts.
  11. In 20 years... by Zero+Degrez · · Score: 2

    No one will remember Red vs. Blue; Only Coke vs. Pepsi.

    1. Re:In 20 years... by Spy+der+Mann · · Score: 1

      No one will remember Red vs. Blue;

      Gee, I wonder then why we still remember the Colossal Cave Adventure!

  12. Phlegm? by Kadin2048 · · Score: 2, Insightful

    with phlegm instead of death and gore

    A questionable improvement, to be sure.

    --
    "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
  13. Well why not??? by LordPhantom · · Score: 3, Funny

    Why not produce those games? For example, a lawyer training game based upon something like Resident Evil or BloodRayne - they're already disease-infested vampires, it should require virtually -no- changes!

    1. Re:Well why not??? by dmclap · · Score: 1

      Well, those games are doing things the wrong way around. After all, in those games, you're trying to kill blood-sucking vampires and other such monsters. You would need a game that involved being a vampire, hunting down civilians and sucking them dry of their money^W blood for your sustenance.

    2. Re:Well why not??? by ksd1337 · · Score: 1

      Already done. What do you think the RIAA is using?

  14. Answered your own question there, didn't ya? by Trojan35 · · Score: 4, Insightful
    "Today when major studios and publishers are approached by companies interested in commissioning, say, an employee-training game based on a successful commercial title, more often than not those studios and publishers decline. Even if the interested company is offering $5 million"

    So if I went to Spielberg and asked him to spend a couple years on a "Employee Training for Microsoft" movie for $5m, do you think he'd go for it?

    1. Re:Answered your own question there, didn't ya? by Joe+Random · · Score: 2, Insightful

      That's not a fair comparison, though. Most companies want a game based on previous work. For instance, take the Quake engine, tack on some different levels, sprites, and scripts, and sell it to the company. Development costs, while certainly not zero, are going to be fairly low compared to developing the game in the first place.

      This would be more like going to Spielberg and asking him to spend a couple of months remixing a previously-filmed movie and adding a couple of extra scenes for $5m.

    2. Re:Answered your own question there, didn't ya? by Holmwood · · Score: 1

      A couple of years? Of course not.

      A day, and handing the rest of a few months work off to someone a couple of years out of film school?

      Quite possibly.

      John Cleese of Monty Python and Fawlty Towers (and the cocreator of Yes, Minister) who admittedly are not Spielberg set up a little company in the 1970's making training films.

      They sold it (many years ago) for $70m. Not a bad chunk of change; even Spielberg might go for that.

      This is low-hanging fruit; the potential to add some relatively high-margin guaranteed revenue to a past popular title.

    3. Re:Answered your own question there, didn't ya? by Altus · · Score: 1


      no, but you might be able to get his non-union Mexican equivalent, Señor Spielbergo.

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

    4. Re:Answered your own question there, didn't ya? by anomalous+cohort · · Score: 1

      With regards to the part of the article that talks about corporate customization of games for corporate or military training, I'm surprised that I didn't see anyone else here talk about this but how about turning to the OSS world for custom game mods? cube shows great potential for modification. Nexuiz looks really nice and plays sweet. Tremulous is a great example of a FPS with non-traditional FPS rules.

      I would be terribly, terribly remiss not to mention http://live.linux-gamers.net/ which I have blogged

      about previously. I'm sure that any of these folks would make it happen if you waved $5M in front of them.
    5. Re:Answered your own question there, didn't ya? by ed.mps · · Score: 1

      You should remember http://www.sauerbraten.org/ instead of cube

      --
      !sig
    6. Re:Answered your own question there, didn't ya? by metroid+composite · · Score: 1

      Most games ARE based on previous work. EA sports games still use code from the Genesis days. Tony Hawk games still use the same engine from the PSX era. A lot of games nowadays are licencing the Unreal Engine.

      What you described for "all game companies would need to do" sums up the majority of games--slap a different skin on it and throw together some levels.

      What you seem to be imagining game development consists of is really only the case for a small minority of high-budget games on the market.

    7. Re:Answered your own question there, didn't ya? by Hognoxious · · Score: 1

      John Cleese of Monty Python and Fawlty Towers (and the cocreator of Yes, Minister) who admittedly are not Spielberg set up a little company in the 1970's making training films.
      "Meetings, bloody meetings" was a classic.
      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  15. Ah the hubris of business by andphi · · Score: 4, Insightful

    FTFS, which is FTFA: 'To reach the billion-dollar mark, the market will have to overcome the common wisdom that games are inherently not serious. A serious games market will also require game developers to shift from the traditional business-to-consumer model to a business-to-business one."

    The first sentence I agree with. "The Market" will need to get over itself and the idea that products which are put to trivial uses must be trivial. The second sentence, however, does not follow logically from the first or from observable reality. We have a serious games market. It's a hybrid of B2B and B2C, with a lot of the end products (and the raison d'etre of the B2B types) coming from their B2C counterparts. Look at all the engine makers. If the original game engines (meant to be bought and played by end-users) had not succeeded, if the demand by gamers for games based on said engines did not exist, there would be no market for things like the Unreal and Quake engines. B2B game marketing is merely a new segment, not the whole of the market.

  16. Too dry, but i agree. by conspirator57 · · Score: 1

    "computer-aided training simulators"

    It has to be catchy, but serious. Strategy Sharpeners? I dunno.

    --
    "If still these truths be held to be
    Self evident."
    -Edna St. Vincent Millay
    1. Re:Too dry, but i agree. by FiveDollarYoBet · · Score: 2, Funny

      Synergy Enhancers!

    2. Re:Too dry, but i agree. by vigmeister · · Score: 3, Funny

      Rainbow Six Sigma

      'nuff said

      Cheers!

      --
      Atheist: Buddhist in a Prius
  17. History... by jellomizer · · Score: 1

    Isn't this repeting what happened in 1983 Video Games on a budget is not nessarly a good thing.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
  18. Make training fun! by HitekHobo · · Score: 4, Funny

    I can already see the Doom clone for customer service reps.

    1) Customer lures you in with the promise of an easy frag. - "I can't get my email."
    2) Customer side steps your opening salvo - "Yes, my computer is plugged in."
    3) You run out of ammo while the customer bunny hops towards you. - "I have just tried telnetting to port 110 on pop.yourcompany.com and recieved a timeout. I then tried a traceroute and can't reach your facility."
    4) Customer drops a grenade on your head - "No, I think it could be the power outage in your data center that is being reported on CNN right now."
    5) You respawn in the middle of 10 customers holding grenades. - "Somebody turn on the ambush for God's sake!"

  19. Learning tool indead by GreggBz · · Score: 5, Interesting
    As a Unix administrator, I immediately see an application for this as a training tool.

    You have Unix at home now, but no stress or incentive to scramble in learning it. My biggest hurdle and that of most anyone just starting out, is translating academic and hobby experience into the real world.

    It would be neat if someone would write a Linux application that simulated all kinds of disasters/problems in a real captivating environment, spiced it up a little with some kind of interesting plot-line, and left the user to his own devices to try and solve these problems. You'd give him the tools already present on his home computer, namely, everything that is Linux. Even it it was only slightly compelling, it would still be a step up from reading man pages out of simple curiosity. It would also give you problems to solve that would not otherwise present themselves in the scope of a home environment.

    Turn this all into a game, and score the "player" on his resourcefulness and the correctness of his solutions.

    1. Re:Learning tool indead by faloi · · Score: 1

      There used to be, and probably still are, a few websites that offered "hacking challenges" where there would be a brief description of a potential security hole, and a clean place to play around to see if you could uncover it and progress to the next challenge. I enjoyed those, and learned a lot of relatively simple (but often overlooked) things in a short period of time.

      "Games" like that would work quite well, at least for a limited subset of the work market.

      --
      "It is a miracle that curiosity survives formal education." -Albert Einstein
    2. Re:Learning tool indead by Anonymous Coward · · Score: 1, Funny

      Face it, the sysadmin will NEVER get the girl at the end of the game. The closest would be to find a user's pron stash.

    3. Re:Learning tool indead by GreggBz · · Score: 1

      Funny you should say that, I immediately thought of this: http://www.ipv6porn.com/

  20. Sims for NASCAR drivers by Mirele · · Score: 3, Interesting

    My sister's nephew (her brother-in-law's son) is a rookie driver in NASCAR. Every track has a computerized simulation and he drives the sim every week for practice, even if he's not scheduled to drive in the race. All the drivers do these sims. I have no idea how much these sims cost to produce, or how often they're revised.

    1. Re:Sims for NASCAR drivers by Anonymous Coward · · Score: 0

      It's nascar, there is only one Sim, they call it "Turn left occasionally", it wasn't all that hard to write either...

  21. Edutainment can work by Lord+Satri · · Score: 1

    the common wisdom that games are inherently not serious Not serious, well, many "edutainment" games are quite fun and doesn't make me feel like I'm "losing my time"!
    See http://en.wikipedia.org/wiki/Serious_game
  22. Name change by Ender77 · · Score: 1, Interesting

    We need a new name that describes mature video games in more mature terms. the same way that graphic novels separated itself from comic books.

    1. Re:Name change by andphi · · Score: 2, Funny

      This Software Was Made For Business

      Rated M for Mature:
      For Real-world situations, Work-like Environment, Frequent Interruptions, and Panic-inducing Deadlines.

      Rated AO for Adults Only:
      Portrays Double-Entry Accounting and Enforces GAAP

    2. Re:Name change by Anonymous Coward · · Score: 1, Funny

      The only thing that separates Graphic Novels from Comic Books is the price.

    3. Re:Name change by Randym · · Score: 1
      We need a new name that describes mature video games in more mature terms

      Just as 'comic' 'books' are really "graphic novels", I'd call 'video' 'games' something like "reality simulations": rlsims. Since that's somewhat unpronounceable, I'd fast-forward the linguistic elision device and get to "realms". (It's got the 'real' and the 'sim' squashed right in there.) You know: Brealms, Grealms, Srealms and, of course, Krealms. (i.e. Business-, Game-, Shop- and, of course, Kill-...) [However, I'm overlooking that sketchy breeding-ground of milcontents, disfits, and cramkers: the Nrealms.]

      These things are just going to get more immersive. I just hope that someday we won't end up 8 hours a day 'stuck in the metaverse'. ("Thank god it's Fleeday.")

      --
      DNA is a Turing machine. You, however, being dynamic and emergent, are not.
  23. Best corp. game by Drakin020 · · Score: 0, Informative

    One of the most fun games i've ever played was Big Bumpin

    as a burgerking game where your in bumper cars and you have different styles of games youc an play. Best 5 bucks I ever spent. Me and my friends had a blast. Seriously it was fun.

    http://games.teamxbox.com/xbox-360/1576/Big-Bumpin /

    --
    The greatest revenge in life is massive success.
  24. Well I agree that developers should focus on games by Billly+Gates · · Score: 3, Insightful

    If the market is 5 million vs a potential 15 million its easier to follow the money and its a no brainer.

    Most training business apps can be written in flash by a jr programmer or javaFX. Game engine licensing is a different issue. You can license it for a few hundred thousand and just hire some temp game programmers if you have a 5 million dollar budget but dont expect the game makers to develop anything but a license for you.

  25. The Real SimCity by Foktip · · Score: 5, Insightful

    Video game companies are very good at making effective and user-friendly software, and that kind of quality is lacking in products made for buisnesses - most of which have to settle for generic CAD programs that can do "everything" instead of merely doing the specific application required easily and effectively.

    Take SimCity for example - if you could adapt it to instead be used for city-planning in works departments (water, gas, civil/construction, hydro, etc.), it would make things more simple/easy, and it could simulate the future.

    1. Re:The Real SimCity by Blakey+Rat · · Score: 1

      Video game companies are very good at making effective and user-friendly software

      Looks like we found someone who's never attempted to play Battlefield: 2142!

      For the record, video game companies suck at making user-friendly software. They usually rewrite OS controls for no reason whatsoever (even Flight Sim!), except to remove functionality. (Your mousewheel doesn't work in Battlefield because it's not a normal scrollbar, it's some mutant scrollbar they coded from scratch, for instance.) There are exceptions to the rule, but the vast majority of video games have terrible usability.

    2. Re:The Real SimCity by Jaysyn · · Score: 1

      Thanks. I'll be having nightmares about the bastard child of SimCity 4 & Microstation for weeks now.

      --
      There is a war going on for your mind.
    3. Re:The Real SimCity by Anonymous Coward · · Score: 1, Informative

      They usually rewrite OS controls for no reason whatsoever (even Flight Sim!), except to remove functionality. (Your mousewheel doesn't work in Battlefield because it's not a normal scrollbar, it's some mutant scrollbar they coded from scratch, for instance.)

      There is a reason, and most of the blame rests on Microsoft. DirectX doesn't provide access to most of the common Windows controls (or, at least, didn't -- I haven't used it in awhile). So if you wanted something in your menu like a nice dropdown list box, you had to code your own library for it or license one. The original Unreal Tournament's menus are a good example of the work required to create your own interface under older versions of DirectX. In fairness, that applies somewhat to OpenGL as well, but DirectX comprises a larger portion of the PC gaming market.

    4. Re:The Real SimCity by jackbird · · Score: 1
      Take SimCity for example - if you could adapt it to instead be used for city-planning in works departments (water, gas, civil/construction, hydro, etc.), it would make things more simple/easy, and it could simulate the future.

      You mean, like, the entire friggin' field of GIS?

    5. Re:The Real SimCity by dkf · · Score: 2, Interesting

      Take SimCity for example - if you could adapt it to instead be used for city-planning in works departments (water, gas, civil/construction, hydro, etc.), it would make things more simple/easy, and it could simulate the future. The main problem with SimCity is that' it's fundamentally grid-based, and cities by and large aren't (though some in North America come close). Adapting the code so that it can support real city layouts is non-trivial, since it forces you to stop using simplifying assumptions (e.g. can't use manhattan distance metrics).
      --
      "Little does he know, but there is no 'I' in 'Idiot'!"
    6. Re:The Real SimCity by DerekLyons · · Score: 1

      Take SimCity for example - if you could adapt it to instead be used for city-planning in works departments (water, gas, civil/construction, hydro, etc.), it would make things more simple/easy, and it could simulate the future.

      If SimCity were flexible enough to account for the myriad of variables that real life planners have to face. For example, planners here in the Pac NW have to account for the impact of their actions on salmon streams, which planners in the South don't have to. And planners in the South have 'blackwater' (because of the tannin in them from fallen oak leaves) streams to account for, which those here in the Pac NW don't. Planners in Florida have to account for the fact that (because the state is so flat) swampland and wetlands are damm near everywhere - while in Georgia their range is considerably less. (Nor do planners in FL have to account for earthquakes, while planners in much of the rest of the country are relieved of the need to account for hurricane evacuation routes.)

      Etc... Etc...

      SimCity is a game - not a city planning simulator (no matter what the PR says), and as such it's vastly oversimplified.
  26. Training and fun by Nicolay77 · · Score: 1

    It has been proved that you learn faster and better when you have fun.

    Some business already spend millions of dollars in training.

    The whole problem is in the 'business should be mind-fucking serious' mindset.

    --
    We are Turing O-Machines. The Oracle is out there.
  27. Have it Your Way-Serious Play. by Anonymous Coward · · Score: 0
  28. Interactive [non] Fiction to the Rescue! by martyb · · Score: 2, Interesting
    FTFS:

    Today when major studios and publishers are approached by companies interested in commissioning, say, an employee-training game based on a successful commercial title, more often than not those studios and publishers decline. Even if the interested company is offering $5 million, it's not worth the gamemakers' time to divert engineers from a commercial title likely to generate hundreds of millions of dollars in sales.

    Okay, I'll bite. What about a text-based interactive fiction game? I spent hours and hours while in college trying to solve adventure. (Aside: Solved it with 350 out of 350 points on May 9, 1977.) Why did I do THAT when I had so many other demands on my time?

    • Had fun solving puzzles.
    • Was in competition with classmates.
    • Kept trying to beat my best score.
    • Learned different ways to look at things.

    So, an IF game with some "rooms" which had "puzzles" to solve would be simple enough to create. To make it playable and enjoyable, well, that's another matter, but even then it's quite doable. (<grin>Some of us nerds DO know how to write!</grin>)

    Example: Customer Service Representative (CSR) for an in-house application. Take some cases from the Tier-1 call center "solution scripts". Wrap it up in a day's adventure with incoming calls and a count-up timer for how long it took you to solve particular puzzle(s). Have some notes on a hall-way white board. A "manual" that you find on a table in the corporate library. Get x-amount of points for solving each puzzle. As the game progresses, a user could be given access with a special pass to higher floors in the building where increasingly difficult challenges await. (Take these from Tier-2 call center solutions.) Create some "colorful" customers to highlight different response techniques. (Screaming Sammy, Timid Tom, Newbie Ned, Impulsive Ivan, etc.) You get the idea.

    To sum this up, there's an old saw that I believe is apropos here:

    Tell me, and I will forget.

    Show me, and I may remember.

    Involve me, and I will understand.

    $5 million? Sure! I'd like a piece of that! Heck, for JUST $100K, I could *easily* create a "game" in a month or two. AND, it would be easy to extend to other levels and challenges. AND, because it was text-based, it could easily run as an application on a phone or PDA.

    Any takers?

    1. Re:Interactive [non] Fiction to the Rescue! by Joelfabulous · · Score: 1

      Interesting thought. You might want to offer up your email if anyone is actually interested in contacting you. =)

      --
      Sometimes I wonder if I think too much.
  29. Too real, but i agree. by Anonymous Coward · · Score: 0

    Or simply Capitalism.

    BTW in reply to one of your other posts. There are companies that create mods for game engines that cater to the business market.

    1. Re:Too real, but i agree. by conspirator57 · · Score: 2, Informative

      I'm sure there are a few, but i think the point of TFA is that the majors "ought" to be in that market. The point underlying theirs seems to be one primarily concerned with brand acceptance in the business community and the increased adoption of games for training, etc. that they feel would result from companies being solicited by EA Corporate Training vs. Bob's Corporate Game Shack.

      --
      "If still these truths be held to be
      Self evident."
      -Edna St. Vincent Millay
  30. System Administrator Game by Dareth · · Score: 1

    I play this game everyday. I have to say, while there are moments of interesting problems and solutions to them... most of the time is spent grinding.

    --

    I only look human.
    My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
    1. Re:System Administrator Game by Anonymous Coward · · Score: 0

      This already exists :)

      psdoom: http://psdoom.sourceforge.net/

  31. Updated version: 30+ year old "Paperboy" by Dareth · · Score: 1

    The updated version will feature a 30+ year old "Paperboy" in a beat up 4 cylinder throwing papers at 2am while cruising down the road at 40mph+...

    --

    I only look human.
    My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
  32. I don't believe this by CuteAlien · · Score: 1

    Sorry, there might be some company refusing to make a title when offered $5 millions, but that's rather the exception than the norm. It won't be hard to find a game company which will do it for that much money.
    Most game companies have a very hard time to even make a living and close to none do make those hundreds of millions of which this article does speak.

    I would even bet that _every_ big publisher does know a team which would do it for such an amount. And I'm not even talking about startup teams here. Maybe it's not the same here in Germany, but usually even getting $1 million sales is already consider a hit here.

  33. Some Employee Training Games I'd Like to See by skeevy · · Score: 2, Funny

    How to find the meeting room:

    >you are in a twisty maze of cubicles, all alike

    How to navigate the HR benefits phone tree:

    >you are in a twisty maze of indecipherable options, all alike

    How to navigate the office supply procurement web site:

    >you are in a twisty maze of unusable web pages, all alike
    1. Re:Some Employee Training Games I'd Like to See by Anonymous Coward · · Score: 0

      >you have been slain by the accounts payable enforcement grue for not signing your time card.

  34. who are they doing business with? by kaizokuace · · Score: 1

    are these companies going to publishers? or direct to developer houses? If its direct to a developer then $5mil is a good chunk. Most of the time developers just get a budget from the publisher while the publisher is making tons off sales. So going to a publisher is like going to the middle man and B2B should interact with the content developers.

    --
    Balderdash!
  35. Game Modders Opportunity by kbsoftware · · Score: 1

    Sounds like a great opportunity for game modders to go into business for themselves and make a nice pile of cash.

  36. I'll do it by Anonymous Coward · · Score: 0

    for only $5k!

    er, if i can still find my copy of Klik-N-Play...

  37. Hobby Industry by Avitor · · Score: 1

    A good example of this is the two big players in the remote control plane market, who both have their own PC based R/C flight sims: FS One and RealFlight; both of which were outsourced to actual developers.

    --
    My /. Karma is a bum rap.
  38. Well why not???-Backslanted Compliment. by Anonymous Coward · · Score: 0

    "For example, a lawyer training game based upon something like Resident Evil or BloodRayne - they're already disease-infested vampires, it should require virtually -no- changes!"

    OUCH!

  39. Dogfood by tfinniga · · Score: 1

    One of the main reasons that games are so much better than other commercial software is that the developers actually use them, and are often in the target market. When was the last time that a developer of a city-planning app was also a city planner in his spare time? Stayed up late some nights city planning? You don't really know the pain points until you experience them first hand.

    --
    Powered by Web3.5 RC 2
  40. The market will have to ACCEPT it by 7Prime · · Score: 1

    "To reach the billion-dollar mark, the market will have to overcome the common wisdom that games are inherently not serious."

    I disagree, to reach the billion-dollar mark, the market will have to ACCEPT the common wisdom that games are inherently not serious. Currently, not being "serious" is a turn off. Games will never be inherently "serious". But businesses as of late, have been quickly realizing that "serious" does not always translate to productivity. More likely, what we're going to see is the market accepting the non-serious side of games... not games becoming serious as a result.

    The fact is, the game industry is booming right now. Game developers have no reason to change their business strategies, drastically, to accommodate for markets which may disagree with their fundimental principals.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  41. One game has already become a big business tool! by sgtrock · · Score: 1

    Anyone else remember the Doom based sysadmin front end? :)

  42. gamers by rpillala · · Score: 1

    The attitude of business towards gamers is easily seen in the huge number of flash-based games pages. Even people who should know better seem to think that gamers want animation, music, and transition effects in their web pages. Even if it all comes at the expense of fast loading. It's like putting non-skippable cutscenes in the game itself or lots of transition effects in a dvd menu. Those same people designing a page for a business oriented product would never think to include that kind of effects unless they increased usability somehow.

    --
    When the axe came to the forest, the trees said, "Look out - the handle was once one of us."