Feb 17 2010

Project Natal & The Social Platform of the Xbox 360

JP Sherman

project natal as a content creatorI’ve been lucky enough to have a few conversations with some game industry watchers about Project Natal and the reactions to it range from, “it’s a gimmick” to “it will revolutionize gaming”.  However, under the surface lurks the visage of Microsoft’s un-stated strategy.

Project Natal could become the means of content creation on the Xbox 360.

It’s very clear that Microsoft is turning the Xbox 360 into a primary device for consumers. We can update our Twitter & Facebook profiles from the console, we can stream Netflix’s digital library at will, we can listen to our playlists on Last.fm and we can enter a virtual world to play classic arcade games.

The underlying theme is that the Xbox Live platform is a strong social network for gamers to consume media that we want.  However, what’s lacked in the platform has been something that’s inherent in all web and mobile based social networks, content sharing.

One of the core things that changed the web into the social web is the ability for browsers to run native applications through the browser and allow the user to participate, modify and share those applications as they interact with it.  The social participatory network that social media sites have mastered have given us all a platform to share the things we love, hate and do to a wide variety of groups.  Twitter is, for the most part, public.  Facebook is experimenting with different ways of balancing personal privacy with our desire to distribute information.

The second aspect of social media collaboration as it’s evolved has been the advent of real-time updates.  Search giant Google has integrated Twitter streams into its search results page:

Click to embigulate

With the social web combined with the real-time web, there has to be a way to consume media in written, audio or video form, there needs to be a way to share that media with another person in your network and there needs to be a way to modify that media in some form.  Traditionally, the modification of media is comments, ratings or tagging. Lastly, there needs to be a way to create new media, let it reside on a social platform where your network can consume, share and modify it.

Natal fills that gap for Xbox Live. It is a way to modify existing media, it will be able to create new media.

Once that media is created, Microsoft’s Xbox Live has already been looking for ways to spread that media to your network, they’ve been collecting data on how Xbox Live users are actually using Last.fm, Facebook and Twitter and presumably, adding a method that’s more intuitive to share your created content via the Natal update.

Another thing to consider is that Apple has dominated the Zune in usability, user penetration and more importantly, the application distribution and development potential.

With Natal, Microsoft has a unique way for developers to create motion specific applications that can be downloaded from the store, played with and the result of that media consumption and creation will need to be shared with your networks.  If I were to create a really cool picture using “Natal Paint”, I should be able to send that picture to my email, to Twitter, to Facebook.  I should be able to make that creation my background image, the ways for Natal to inspire unique user generated creations is absolutely limitless.

That distribution capability is now being tested.  While some, including my partner Shawn has called Microsoft “drunk” or “stupid” when new features come out that only go half way, I think that this is just the foundation for Xbox Live, in combination with Natal, to explode in the ability to create content and then distribute it.

If I were to be able to link my YouTube account to Xbox Live, I could record my motions in video, apply some paint techniques to add some style, upload it to YouTube and Facebook, promote it with Twitter, then Microsoft would have been successful in creating a fully functional social network out of the browser, away from the computer and in front of all the media we belong to.

The integration of Xbox Live into the Zune is just one more way to spread that content. If I’m right, I think that all of the seemingly random and strange things Microsoft has been doing with Xbox Live lately has been a carefully coordinated test-bed to truly launch Natal as a content creation mechanism supported by a network that will share it with the browser based web.

Project Natal & The Social Platform of the Xbox 360

Feb 5 2010

The Dichotomies of Marketing the Apple iPad

JP Sherman

Apparently, Set on Stun and every other blog on the planet has been writing (and writhing) furiously about the Apple iPad announcement.  In the past few days, my partner Shawn and I have produced a few of those articles as well.

While I’m hesitant to add yet another article in the current cacophony of critical and complimentary yet credible connoisseurs of computing culture, I feel that I have yet to put my finger on why I simultaneously love and hate the Apple iPad.  I hate it because of what it is, yet I love it for what it could potentially be.

Why I Love the Apple iPad:

As my friend, mentor and former boss Thom Kozik noted in a past article, about my skepticism towards the Apple iPad, the revolution of the iPhone was not in the technology, the same could be said (and is being said) about the iPad.  He makes the point that

There’s an old adage in product design & marketing that the mass market will never recognize they need and thus will not demand, truly innovative products. I would challenge anyone to argue that they would have specified in some 2006 survey or focus group that what they *really* wanted was the kind of capabilities/functionality an iPhone user takes for granted (nay, is *addicted to*) on a daily basis. Design by committee doesn’t work here.

He goes on to describe the nearly imperceptible learning curve and its ability to “just work”.  In a sense, he described the brilliance of the Apple strategy.  They make products that they control to give people technology that fits the way they consume media (games, blogs, the internet, music, movies and more).  With the nit-picking of the iPad due to its lack of GPS, media outlets, Adobe Flash capabilities and many more, I realized that in my mind, I am looking at this device with the perception of a media creator.  I create things all day long, analyses, spreadsheets, articles and more.  I sit at my PC and I think, I work and I create.  With those lenses, I have judged the iPad and found it wanting.

However, after a brief IM with Thom and reading his response, I took a look at how I use my badly damaged iPhone and realized that the things I create with my iPhone is minimal.  The emails, texts, tweets and updates are minimal.  However, the media that I consume compared to what I create is staggering.

I sent 12 emails via my phone yesterday, read 12 blog posts, viewed 20 pictures, played 6 games, listened to music for 7 hours and watched over 10 videos.  The iPad would allow me to do that, and more (multitasking aside).

The iPad as a Media Consumption Product is Amazing.

As a content consumption device, it has flaws, but what I think Apple has figured out is not just what people consume on a mobile device, but how they consume media on that device.  The iPad version 1 will always be a test, it will find out what works and what doesn’t.  Patches will be added to update and upgrade the firmware, apps will be created to supplement and work around some of the idiosyncrasies.  Don’t even start talking to me about hating the iPad because of the “walled garden”  each gaming console is itself a walled garden.  I agree in principle, but the reality is that every popular manufacturer of content consumption (games, ebooks, music and movies) have some level of that baked into their process.

Why I Hate the Apple iPad

Simply put, for me, it’s superfluous.  I have consoles, both mobile and static… I have an iPhone, I have a laptop and the iPad is just one more piece of beautiful technology that doesn’t replace any of these items, doesn’t really do anything that these things do significantly better and has some drawbacks that I just don’t have to live with in the context of my current digitally mobile life.  I hate it because I’m attracted to it.  I want it… I want to play games, experience what I’m sure will be a new way to perceive and experience games.

That’s the crux.  All I see now is potential, the iPad is a platform that has a beautiful, yet flawed architecture that holds an incredible potential.  I can see that potential and I can see how Apple has designed this product to be iterative, to blend in with digitally mobile lifestyle and I can see how good it can be.

The Dichotomies of Marketing the Apple iPad

Jan 27 2010

The iPad’s Gaming Creds: The Good, The Bad & The Ugly

JP Sherman

From Gizmodo’s liveblog.  I’ll take a look at the gaming aspects of the new Apple iPad.

So, there it is. The Apple iPad. "meh" so far unimpressed.... c'mon Jobs, bring on the games!

At this point, I’m watching the liveblog event on Gizmodo and within minutes, tweets and status updates are furiously scrolling past, “OMGZZORS will TEH Twitt3r Breakz?”  There are comparisons to Roman emperors and all sorts of fascinating geekery happening.  So far, nothing about the iPad and gaming.

Instant critique: It’s not widescreen formatted (lame)

Instant like: It supports HD even in YouTube.  (neat)

It looks good.. but no widescreen? WTF?

Some technical stats are in:

The iPad is 0.5 inches thin, weighs just 1.5 lbs, 9.7 inch IPS display.  It’s thinner and lighter than any netbook.  H.264 up to 720p @ 30 frames per second.  This part, I like.  However, it STILL seems like an amped up iPod touch.  Sound is done in glorious mono.. wait, what?  MONO?  I’m sure that stereo headphones fix that problem.

This is no surprise... but still good. Can it handle 2 handed multi-touch? How will that change gaming?

First look at the app store.  Calendars, Contacts and Maps.  No Games yet….

Urge to kill.... Rising... no games!

Alright, here are the games.  You can play in tiny mode or full screen with low rez.

I'm still in the "meh" territory.

Not bad. but not impressed.

GameLoft is on the stage and they’re showing the game Nova, which is already on the iPhone.  In this game, on the iPad, you can slide your fingers across to throw a grenade, you can slide the D-pad up and down the screen and potentially customize UI elements.

You can “interact with the game world in ways that weren’t possible before”.  Not sure what this means, but i’m sure its a more sensitive multi-touch.

Alright, I'm almost hooked. For this iPad specific game, it looks really nice and there are some interesting UI/ Touch capabilities.

EA is taking the stage:

EA is showing Need for Speed and it looks damn good (not as good as the Xbox or PC versions though)  but it’s better than the iPhone.  Basically, if you play an iPhone game really close to your face, then you get the idea.

Mingames and other aspects to MLB on the iPad.

Jobs said that the guys from EA only had a few weeks to put these together, “Imagine what they’re going to do in the next few months.”

I’m intrigued.  The iPhone did a lot to put gaming into a new, more casual and widely distributed audience, which significantly changed the game space forever.  With the larger capacity, more sensitive multitouch, the HD capabilities, the iPad should present an interesting challenge to game designers, developers and game enthusiasts.

@ferricide (from Gamasutra) tweeted:

“so hacky iPhone ports will be all over the app store at launch. devs: let’s think ahead instead.”

While it’s really cool, and there are some aspects of the iPad that I’m liking… it’s not a game changer.  It looks gimmicky (from a gaming perspective) the good thing: it’s bigger than a PSP or DS, it supports HD and will have massive gaming support.

The bad news is that it’s probably going to be prohibitively expensive and you’ll still have to deal with the draconians at the Apple App Store.  (just don’t say “fuck” in your app… as Trent Reznor learned).  Another thing is the excellent critique that the iPad is not a Mac, it’s a giant iPod touch and that it’s proprietary innovations stifle competition and boost up a business that’s become more closed than Microsoft.

Well, I think that the gaming section of the iPad is pretty much done.

Overall impressions: it’s an interesting and fairly useful piece of tech.  However, it seems to me to be the “segue” of computers.  It’s not a smart phone, it’s not a laptop, it’s in between.  It’s got some decent functionality, but I’m not sold.  I can easily predict that the games will be significantly more expensive and, at first, shittier due to the flood of ports.   I’m just not convinced that there’s a need or a vulnerability in the gaming world to accept this.

Lastly, it’s priced at $499.  Which is more expensive than any console… but considering, this isn’t just a console.  Overall, not a bad deal, most pundits were expecting closer to the $1,000 mark.

Doesn’t suck.  I kinda want one, but I don’t think this is going to revolutionize gaming or the industry in the same way that the iPhone did.  Not even close.  However, I still feel like a jerk-wad for saying “iPad” out loud.  I now remember how I felt saying “Wii” for the first few days.

Image Credits: Gizmodo

Update: They’re using AT&T.  Dammit.

Update 2: More detailed pricing structure from IndustryGamers.com

“The $499 model gives consumers 16 GB of storage, with WiFi built-in. Then for $599, the storage steps up to 32 GB, and $699 brings it up to 64 GB. A 3G model will cost an extra $130. So that means for $829 you can get a 64 GB model with 3G. “

Update 3: Gamasutra has a very good article on the gaming aspects of the iPad.

The iPad’s Gaming Creds: The Good, The Bad & The Ugly

Jan 25 2010

CrispyGamer.com Implodes – Taking GamerDNA With It?

JP Sherman

This sucks to report.  Earlier last year, Crispy Gamer bought the gaming social media site GamerDNA for a bunch of money, it had also raised over $8 million dollars as well last year.

As VentureBeat reports, once you raise that much money, the investors expect a strong return on that investment.  While details are unclear at the moment, what’s known is that all of the editorial staff at Crispy Gamer have been laid off and it’s CEO, Chris Heldman has resigned in protest.

Personally, I really enjoyed Crispy Gamer, it’s ethos didn’t allow any advertising money from game companies and it strove to give independent analysis on the game industry free from influence.

Once I started reading Crispy Gamer, I found its unique insight and the personality of the writers to be a refreshing change from most gaming editorials.  While I’m not one to say they were better than others, what was clear was that their passion, intelligence and independence really showed through.  They were able to become a clear voice for gamers in a short time with their excellent features, writers and analysis.

While it’s unclear as to what’s going to happen with GamerDNA, Crispy Gamer is still live, but it’s no longer being updated.

Hopefully, something good will come from these ashes, but that may come much later.

I’m sure some people will come along and question the wisdom of spending that much money to acquire GamerDNA at a time when money is tight across the industry, but from a consumer perspective, Crispy Gamer kept its integrity, kept its reviews worth reading and had the guts to call out influential players in the gaming industry.

Update: In my previous entry, I’d made the association that they’d raised the $8 million to buy GamerDNA, that was not the case.

CrispyGamer.com Implodes – Taking GamerDNA With It?

Jan 21 2010

Star Trek Online & Atari Bank on Social Media & SEM

JP Sherman

Video game marketing, welcome to the 21st century.  For an industry that thrives on technological innovation to the point where it’s feasible to link PS3s together to simulate the work of a supercomputer, most of the marketing of video games seem to be in a digital rut.  The reliance on enthusiast media, review scores, print and TV media to promote their products are outmoded structures that betray the inherent interactivity that’s in the games themselves.

For their launch on February 2nd, Star Trek Online has joined with some of the bigger names in advertising, like the Ayzenberg Group, Dan Klores Communications and DKC Connect.   Their adoption into the social media blitz is fascinating to watch, eschewing more traditional outlets, they’re creating portals and campaigns that leverage the excitement of the fanbase and the uniqueness of the campaigns themselves to promote the game.

For example, on Twitter (over 2800 followers), they’ve created “Tweet in Klingon” which will translate your tweets into Klingon, simple enough… and of course, it’s attracting fanboys and haters all at once.  In this case, it’s a great way to leverage the unique history and richness of the Star Trek universe to digital promotion.

Also on the social media landscape is the game’s Facebook page, which allows a pretty standard application to turn your profile picture.. or a picture you upload into one of the iconic Klingon, Vulcan, Andorian, Borg, Bajoran or many other of the races in the Star Trek universe.  Overall, it’s pretty cool and it seems to be working with them capturing almost 28,000 fans at this point.

Another fairly unique avenue they’re exploring is the distribution and partnership route.  They’ve joined forces with Del Taco where they’re actively promoting Del Taco’s own Facebook page where you can get trailers, downloads and fun things like that.  While I wonder why they didn’t select a national chain, it’s unique for a non-movie to partner with a fast-food restaurant so early in the conception of the game.  World of Warcraft took several years to branch out into the food partnership marketing efforts.

Atari’s VP of marketing, Jonathan Anastas said :

“Other promotions have focused on ad networks and Google SEM/SEO, Anastas explained. “We’ve more than doubled our digital spend each month for the last three [months],”

This one quote seems to me like a significant shift in efforts.  With SEO, you use technology and good keyword research to get to the top of the search engine results page.  Something that would, on the surface, seem redundant for a video game.  After all, if someone is looking for Star Trek Online, wouldn’t they easily find it on Google?

The short answer is yes.  However, the keyword “Star Trek Online” is a very brand specific search, if someone is looking for a more general search like “star trek games”, as of right now, Star Trek Online is nowhere to be found on the first page, but it’s tucked back on the third page of search results.  The goal is to reach users through their searches that haven’t been reached by their traditional, social or partnership marketing efforts.  Unfortunately, I think they need some better SEO advice, looking at the Google text cache on Star Trek Online’s homepage, it reveals that Google & other search engines see absolutely zero content on the page.

Ultimately, while Anastas wouldn’t reveal the results so far of the pre-orders of the game, he said that he was “extremely pleased” with the digital marketing efforts.

It’s good to see the nearly completely social and digital launch go for such a highly anticipated game and they’re expecting the more traditional channels to be launched with in the next few weeks.

And for no other reason than that they’re completely cool, check out some of these amazing screenshots from the game distributed via the social media efforts.

Star Trek Online & Atari Bank on Social Media & SEM