Intelligent Artifice

A blog on interactive entertainment: design, production, industry and related topics.

 

Sony comments on mature console game market, challenges for PS July 30, 2003

Filed under: Uncategorized — Jurie @ 18:50

“The number of total shipment of Playstation (PS) and Playstation 2 (PS2) is 97.24M. The market penetration rate is 80% on a stationary game console market. On the other hand the number of software for PS series is 190M.

The decrease of million selling titles, unique game titles which is available only for PS and categories is challenge for PS series.”

Read it here. (Not that there is much more.)

 
 

New information on Sony’s PSP

Filed under: Uncategorized — Jurie @ 18:47

Normally I try to space out my blog entries, but I just noticed this and couldn’t resist…

From KoKoRo: Ken Kutaragi reveals PSP specs.

The salient bits: two (?) 32 bit CPUs, 8MB memory, 3D sound, Wireless LAN(802.11), IrDA and USB2.0. Prototype at E3 2004.

Some more slides from the PlayStation Meeting 2003, including info on programming the PSP and a schematic of the CPU, can be seen here.

 
 

Amberstar and Ambermoon to be remade as mods

Filed under: Uncategorized — Jurie @ 18:37

There are only very few people who will be interested in this, or even know what it’s about, but as it happens I am one of those people. A group of people in Germany is trying to remake Amberstar and Ambermoon, the role-playing games for Atari ST and Commodore Amiga that I worked on in the early 90s.

Sadly, all original assets have been lost since then. On the other hand, that hasn’t stopped Alex Holland, a very dedicated Thalion fan, from debugging and releasing the English language version of Ambermoon, which was never officially published. So who knows? I wish them good luck.

You can read a little about it here (in German).

 
 

Closer and closer integration of gaming and the military

Filed under: Uncategorized — Jurie @ 18:23

“U.S. Air Forces in Europe has dished out $200,000 to help build 17 online, multiplayer Xbox gaming centers at 14 bases, both large and small, across the continent.”

For those upcoming Full Spectrum Warrior sessions perhaps? Is this billed as recreation or training?

Read all about it.

 
 

Voice in MMOG July 29, 2003

Filed under: Uncategorized — Jurie @ 17:36

Game Girl Advance has an article by Richard A. Bartle on why it is too soon to add real-time voice communication to massive multi-player online games. I’m not incredibly interested in MMOGs or real-time voice, but the article contains a pretty accurate taxonomy of game designers, some good points on immersion, suspension of disbelief, adding features for marketing purposes and how that affects your effective audience, and a nice summary of what MMOGs are all about: not being yourself. (If you like the bits on immersion, make sure you’ve read Scott McCloud’s “Understanding Comics” for a practical theory on the downside of realism.)

 
 

A few numbers on the Japanese game market

Filed under: Uncategorized — Jurie @ 17:12

“Comupter entertainment supplyer’s association published the overview of internal game market. Software market is 336.7 billion yen, -8.6% y/y (=$2.81B) and hardware market is 144.6 billion yen, -32.8% y/y (=$1.21B).

Furthermore the population of game player is decreased to 23.6 million (-8.3% y/y). It conludes2.6 million network game users and 6 million keitai game players.”

(’Keitai’ refers to mobile phones.) So the Japanese game market is shrinking. I’ve read predictions that 2002 was going to be the industry’s biggest year until 2007 (the peak of the next-next gen cycle). But it seems a bit surprising to me that the software market is decreasing as well - OK, people have the machine, but shouldn’t they still be buying games? Was it just the initial excitement that made them buy software? Perhaps it isn’t the platform cycle, but is it more than the general state of the Japanese economy?

(From KoKoRo, where you can find the link to the whole article on these numbers in Japanese.)

 
 

For want of something more substantial July 22, 2003

Filed under: Uncategorized — Jurie @ 8:28

Something Awful, a site that for some reason I just don’t tend to find funny, have written A Day in the Life of a First Person Shooter Protagonist.

Once again, the hollow mockery of the interactive entertainment industry is exposed.

And if you thought that was funny, try the same thing from the opposite perspective.

(Thanks, Ryan!)

 
 

Witticisms from an imaginary conversation July 21, 2003

Filed under: Uncategorized — Jurie @ 0:42

“A lot of people in the interactive entertainment business understand neither interactivity, nor entertainment, nor business.”

“If you can’t argue with success, some day success will argue with you.”

Use at will. For more chiasmus, go here.

 
 

Note from the management

Filed under: Uncategorized — Jurie @ 0:26

As at least one dedicated fan has remarked, I have not updated my site in a while. My pathetic excuses are: a friend who came to visit me, a hay fever attack, my current project which is nearing an important deadline (I am writing this from the office).

I will try to write some more entries in the coming week.

 
 

Life imitating art July 9, 2003

Filed under: Uncategorized — Jurie @ 6:33

US Marines Develop Anti-Civilian Giant Robot.

 
 
 
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