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<channel>
	<title>VideoGameInsider.net</title>
	<atom:link href="http://stuffwelike.com/videogamedev/feed/" rel="self" type="application/rss+xml" />
	<link>http://stuffwelike.com/videogamedev</link>
	<description>A look into the world of Game Development</description>
	<pubDate>Mon, 09 Apr 2007 15:46:50 +0000</pubDate>
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	<language>en</language>
			<item>
		<title>Change of URL</title>
		<link>http://stuffwelike.com/videogamedev/change-of-url/</link>
		<comments>http://stuffwelike.com/videogamedev/change-of-url/#comments</comments>
		<pubDate>Mon, 09 Apr 2007 15:46:50 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[Blog Stuff]]></category>

		<category><![CDATA[Game Business]]></category>

		<category><![CDATA[General Game Development]]></category>

		<category><![CDATA[Hot Topics]]></category>

		<category><![CDATA[Law of Games]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/change-of-url/</guid>
		<description><![CDATA[I&#8217;ve moved this blog over to www.StuffWeLike.com. For all further updates please check this site out.
]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve moved this blog over to www.StuffWeLike.com. For all further updates please check this site out.</p>
]]></content:encoded>
			<wfw:commentRss>http://stuffwelike.com/videogamedev/change-of-url/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Why don&#8217;t people want free content?</title>
		<link>http://stuffwelike.com/videogamedev/why-dont-people-want-free-content/</link>
		<comments>http://stuffwelike.com/videogamedev/why-dont-people-want-free-content/#comments</comments>
		<pubDate>Sun, 11 Mar 2007 20:56:47 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[Blog Stuff]]></category>

		<category><![CDATA[Hot Topics]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/why-dont-people-want-free-content/</guid>
		<description><![CDATA[Promoting The Pipeline multimedia player has been much more difficult than what I originally thought it would have been. I explain to webmasters that they can get free video and audio content, but the majority turn their heads in the opposite direction. Why is that? We&#8217;ve changed the name from StuffWeLike.com Multimedia Player to first [...]]]></description>
			<content:encoded><![CDATA[<p>Promoting <a href="http://www.stuffwelike.com">The Pipeline</a> multimedia player has been much more difficult than what I originally thought it would have been. I explain to webmasters that they can get free video and audio content, but the majority turn their heads in the opposite direction. Why is that? We&#8217;ve changed the name from <a href="http://www.stuffwelike.com">StuffWeLike.com Multimedia Player</a> to first off something more easier to remember - <a href="http://www.stuffwelike.com">The Pipeline</a>, and secondly to something that didn&#8217;tÂ advertise <a href="http://www.stuffwelike.com">StuffWeLike.com</a> in its name.Â </p>
<p>Right now we have 3 video game websites that have the multimedia player on their websites. I&#8217;ve contacted tons of websites through both forums and using instant messanging programs. Neither way seems to really work that well.</p>
<p>My goal isn&#8217;t to have every website in the world using this player. I&#8217;m looking to gain a core group of websites that want video and audio content on their websites. Obviously video and audio content is the wave of the future so why is it that people don&#8217;t seem all the interested in this program?</p>
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		</item>
		<item>
		<title>StuffWeLike.com Version 7.0 - Now Online</title>
		<link>http://stuffwelike.com/videogamedev/stuffwelikecom-version-70-now-online/</link>
		<comments>http://stuffwelike.com/videogamedev/stuffwelikecom-version-70-now-online/#comments</comments>
		<pubDate>Mon, 26 Feb 2007 06:38:20 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[General Game Development]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/stuffwelikecom-version-70-now-online/</guid>
		<description><![CDATA[After an entire weekend of labor, version 7 of StuffWeLike.com is now officially online! What&#8217;s different about this version from ones in the past is that we now have a multimedia player!  I&#8217;m looking into creating a  video game music channel with this player. As such if you&#8217;re an indie developer and would [...]]]></description>
			<content:encoded><![CDATA[<p>After an entire weekend of labor, version 7 of <a href="http://www.stuffwelike.com">StuffWeLike.com</a> is now officially online! What&#8217;s different about this version from ones in the past is that we now have a multimedia player!  I&#8217;m looking into creating a  video game music channel with this player. As such if you&#8217;re an indie developer and would like to have your music  on this channel please contact me!</p>
<p><embed src="http://web.splashcast.net/go/p/RUOZ7143ZC" wmode="transparent" width="400" height="300" type="application/x-shockwave-flash" />
<p><strong><em>Sponsored By</em></strong>:  <a href="http://www.packominteractive.com">Packom Interactive</a><em> </em>Low Cost and Efficient Marketing and Publishing for Indie-Game Developers</p>
]]></content:encoded>
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		</item>
		<item>
		<title>StuffWeLike.com Podcast #10</title>
		<link>http://stuffwelike.com/videogamedev/stuffwelikecom-podcast-10/</link>
		<comments>http://stuffwelike.com/videogamedev/stuffwelikecom-podcast-10/#comments</comments>
		<pubDate>Sun, 11 Feb 2007 03:55:34 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[General Game Development]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/stuffwelikecom-podcast-10/</guid>
		<description><![CDATA[It took us a while to get the group back together, but we finally have a new episode. We gave the show a different format to what we thought would improve it. Please let us know what you think!
You can view it at: http://stuffwelike.com/podcast/podcast-e10.php
On this episode we discussed:
Stuff we liked over Winter break
SplitFish Games&#8217; MotionFX [...]]]></description>
			<content:encoded><![CDATA[<p>It took us a while to get the group back together, but we finally have a new episode. We gave the show a different format to what we thought would improve it. Please let us know what you think!</p>
<p>You can view it at: http://stuffwelike.com/podcast/podcast-e10.php</p>
<p>On this episode we discussed:<br />
Stuff we liked over Winter break<br />
SplitFish Games&#8217; MotionFX Accessory review<br />
Rogue Galaxy review<br />
Japanese versus America Action games<br />
Development of The Divine</p>
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		</item>
		<item>
		<title>Brand-new Must See footage of The Divine</title>
		<link>http://stuffwelike.com/videogamedev/brand-new-must-see-footage-of-the-divine/</link>
		<comments>http://stuffwelike.com/videogamedev/brand-new-must-see-footage-of-the-divine/#comments</comments>
		<pubDate>Wed, 07 Feb 2007 01:56:17 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[Blog Stuff]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/brand-new-must-see-footage-of-the-divine/</guid>
		<description><![CDATA[After several months of no major public announcements, the development team at Packom Interactive uploaded major content changes on
www.TheDivineGame.com. A teaser trailer,  new screenshots, concept artwork, and wallpapers have all been released.
&#8220;For 30 days TheDivineGame.com featured a countdown clock, marking a deadline that was just as exciting to us as it was gamers,&#8221; said [...]]]></description>
			<content:encoded><![CDATA[<p>After several months of no major public announcements, the development team at Packom Interactive uploaded major content changes on<br />
<a href="http://www.thedivinegame.com/" class="moz-txt-link-abbreviated">www.TheDivineGame.com</a>. A teaser trailer,  new screenshots, concept artwork, and wallpapers have all been released.</p>
<p>&#8220;For 30 days TheDivineGame.com featured a countdown clock, marking a deadline that was just as exciting to us as it was gamers,&#8221; said  Executive Producer David Rodriguez. &#8220;We&#8217;re proving to the world that  even though we are an independent game development studio, we can still  create shockwaves in the industry.&#8221;</p>
<p>While <em class="moz-txt-slash"><span class="moz-txt-tag">/</span>The Divine<span class="moz-txt-tag">/</span></em> is still a work in progress, gamers can now get a  better feel of what to expect. In total 12 new screenshots, a teaser  trailer, 4 concept artworks, and 8 wallpapers have been uploaded.</p>
<p>Expect even more updates in the coming weeks.</p>
<p>*About <em class="moz-txt-slash"><span class="moz-txt-tag">/</span>The Divine<span class="moz-txt-tag">/</span></em>*<br />
The battlefield of space is lit brightly with the fires of war for the  Colonial Federation. Between attacks from the Confederation and their  mutual enemy The Fleet, Lieutenant Zeke Auris is just a man trying to  stay alive. Drafted into the war, his only goal is to see the day the  battles are done. But fate has a different idea in store for Zeke when  he stumbles upon one of the greatest mysteries that may lead to mankind&#8217;s peace&#8230; or destruction.</p>
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		<item>
		<title>Office Purks - Now Available</title>
		<link>http://stuffwelike.com/videogamedev/office-purks-now-available/</link>
		<comments>http://stuffwelike.com/videogamedev/office-purks-now-available/#comments</comments>
		<pubDate>Tue, 16 Jan 2007 20:31:13 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[General Game Development]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/office-purks-now-available/</guid>
		<description><![CDATA[Mythopoea Games (www.MythopoeaGames.com) and Packom Interactive (www.PackomInteractive.com) have formed a partnership to allow Packom exclusive publishing rights to Mythopoea Gamesâ€™ Office Purks! This top-down 3D arcade game is a continuation of what Packom Interactive pledges to offer gamers: fun and entertaining games first and foremost!
Office Purks allows players to take on the challenges of the [...]]]></description>
			<content:encoded><![CDATA[<p>Mythopoea Games (<a href="http://www.mythopoeagames.com">www.MythopoeaGames.com</a>) and Packom Interactive (<a href="http://www.PackomInteractive.com">www.PackomInteractive.com</a>) have formed a partnership to allow Packom exclusive publishing rights to Mythopoea Gamesâ€™ Office Purks! This top-down 3D arcade game is a continuation of what Packom Interactive pledges to offer gamers: fun and entertaining games first and foremost!</p>
<p>Office Purks allows players to take on the challenges of the corporate world in a whole new way. As Percy Purks players will join him in his daily 9 to 5 battle against the forces of monotony. Wander the maze-like halls of your office dodging work and collecting paperclips to fulfill your life long dream of constructing the worldâ€™s largest paperclip chain. Stay out of sight from tattle tailing co-workers whoâ€™ll rat you out to the big boss. Get caught slacking off too many times and youâ€™ll get canned! Keep an eye out for other random office supplies to boost your score. Try and survive all 20 levels before Percy leaves his job forever!</p>
<p>Office Purks is now available for $8.95. It can be purchased at <a href="http://www.mythopoeagames.com">www.MythopoeaGames.com</a></p>
<p>Demo:<a href="http://www.mythopoeagames.com/modules/mydownloads/visit.php?cid=8&#038;lid=6"><br />
http://www.mythopoeagames.com/modules/mydownloads/visit.php?cid=8&#038;lid=6</a></p>
<p>Screenshots:<br />
<img src="http://packominteractive.com/products/images/office%20purks/OfficePurks-1.jpg" /><br />
<img src="http://packominteractive.com/products/images/office%20purks/OfficePurks-2.jpg" /><br />
<img src="http://packominteractive.com/products/images/office%20purks/OfficePurks-3.jpg" /><br />
<img src="http://packominteractive.com/products/images/office%20purks/OfficePurks-5.jpg" /><br />
<img src="http://packominteractive.com/products/images/office%20purks/OfficePurks-6.jpg" /><br />
<img src="http://packominteractive.com/products/images/office%20purks/OfficePurks-7.jpg" /><br />
<img src="http://packominteractive.com/products/images/office%20purks/OfficePurks-8.jpg" /></p>
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		<item>
		<title>PiracySucks.com</title>
		<link>http://stuffwelike.com/videogamedev/piracysuckscom-2/</link>
		<comments>http://stuffwelike.com/videogamedev/piracysuckscom-2/#comments</comments>
		<pubDate>Fri, 12 Jan 2007 05:22:50 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[General Game Development]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/piracysuckscom-2/</guid>
		<description><![CDATA[You know piracy does suck and that&#8217;s why I&#8217;ve made this site. PiracySucks.com is simple - make a blacklist of any review website that steals your review copy. The list is made by developers for developers. So if you have had any problems with a specific review website, please let me know and I will [...]]]></description>
			<content:encoded><![CDATA[<p>You know piracy does suck and that&#8217;s why I&#8217;ve made this site. <a href="http://www.piracysucks.com">PiracySucks.com</a> is simple - make a blacklist of any review website that steals your review copy. The list is made by developers for developers. So if you have had any problems with a specific review website, please let me know and I will add it to the blacklist.</p>
]]></content:encoded>
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		<item>
		<title>Video Game Violence</title>
		<link>http://stuffwelike.com/videogamedev/video-game-violence/</link>
		<comments>http://stuffwelike.com/videogamedev/video-game-violence/#comments</comments>
		<pubDate>Sun, 17 Dec 2006 22:06:03 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[General Game Development]]></category>

		<category><![CDATA[Hot Topics]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/video-game-violence/</guid>
		<description><![CDATA[Video games have been a part of my life for nearly my entire life. I was four years old when I received my first video game console. Subsequently my life has probably changed in ways that I cannot imagine. As a child I never played extremely violent games, but as I matured I have played [...]]]></description>
			<content:encoded><![CDATA[<p><font size="2" face="Tahoma">Video games have been a part of my life for nearly my entire life. I was four years old when I received my first video game console. Subsequently my life has probably changed in ways that I cannot imagine. As a child I never played extremely violent games, but as I matured I have played notorious titles like <em>Mortal Kombat</em>, <em>Doom</em>, and <em>Grand Theft Auto</em>. These games all have one thing in common: gore and violence. At times I wonder if my personality has in some way been affected by playing such games. Of course, itâ€™s impossible to know for sure what effect long term exposure to violent games has had on me. But with the exponential growth of the video game industry, the subject of video game violence remains one of the hottest topics of the 21 st century. As the graphics in video games become more realistic, many have questioned whether the most damaging effects of exposure to video game violence are yet to come.</font></p>
<p><font size="2" face="Tahoma">The first mainstream video game, <em>Pong,</em> was released in 1972. While this harmless game had players hitting a pixel from one end of the screen to the other, it did not take long for game designers to create experiences which lead some to question their morality. In 1979 an arcade racing title called <em>Death Race</em> had players drive around in a car running over gremlins. Controversy struck when the game was first released under the title <em>Pedestrian</em>. Even in the days of blocky black and white graphics one could easily pass judgment that the developer was teaching players to take pleasure in running over ordinary people, not monsters. The National Safety Council called the game â€œsickâ€ and â€œmorbidâ€. Violent and sexually themed video games continued to be released throughout the 1980s, but nothing came close to the commotion that a fighting game caused in 1992. In <em>Mortal Kombat,</em> players competed in a tournament to the death. This game featured realistic looking characters that each had a specific fatal move, such as ripping out the spinal cords of opponents, or causing opponents to fall to their deaths on a bed of spikes. Despite an uproar that included Congressional hearings, the violent games did not stop here. <em>Wolfenstein 3D</em> was the worldâ€™s first first-person shooter and its success paved the way for one of the most popular games of all time: <em>Doom</em>, where players get to play as a space marine who must shoot at any Hellish creature that crosses his path.</font></p>
<p><font size="2" face="Tahoma">To address mounting concerns from Congress and parents, in 1994 the video game industry formed the Entertainment Software Regulation Board. The ESRB is a self-regulatory organization that rates games based on an age rating system. This system is meant to help consumers chose what games are right for them. Despite this, in many states a retailer can still sell M (Mature, 17+) games to minors. However, most retailers do not carry the highest rating, AO (Adults Only). If the ESRB had not been formed, Congress would have taken it upon themselves to regulate games, possibly forever changing this unique industry.</font></p>
<p><font size="2" face="Tahoma">When Columbine High School students Eric Harris and Dylan Klebold went on a deadly shooting rampage in 1999, parents and school officials searched hard for reasons to explain the tragedy. One of the most popular theories involved the influence of first-person shooters on the teens. On behalf of the teacher killed in the attack, one group claimed that, â€œ absent the combination of extremely violent video games and these boysâ€™ incredibly deep involvement&#8230;these murders and this massacre would not have occurred.&#8221; Both Eric and Dylan were enthusiastic fans of first-person shooter games like <em>Doom</em> and <em>Wolfenstein 3D</em>. FPSâ€™s engross the player in a world of fantasy violence, where many gamers feels like they become the avatar. Ironically in 2005, a filmmaker named Danny Ledonne created a video game based on this tragedy titled <em>Super Columbine Massacre RPG</em> and set off a whole new wave of controversy.</font></p>
<p><font size="2" face="Tahoma">Even though the video game industry has tried to solve its content issues on its own, the problem still persists. Most recently in 2005, the game <em>Grand Theft Auto: San Andreas</em> has brought even more criticism of the practices of the ESRB. In what became known as the <em>Hot Coffee</em> mod, players unlocked hidden sex mini-games contained within the commercial title. This ignited the anti-video game activist movement. Lawyers like Jack Thompson slammed both the ESRB and <em>GTA</em> publisher Rockstar Games for allowing a game like this to get out into the publicâ€™s hands. â€œ How lovely that <em>GTA</em> weds sex and violence in the same game. We are training a generation of teens to combine sex with violence, just what America needs. â€As many parents became angered at the video game industry, politicians have jumped into the fray. Senators Hillary Clinton and Joe Lieberman have suggested government regulation of video games. The 10th Annual MediaWise Video and Computer Game Report Card, issued by the National Institute on Media and the Family, gave the video game industry a &#8220;D+&#8221; and said the ESRB was &#8220;beyond repair.&#8221; On the other side of the argument, pro-video game activists declare that any government regulation would be censorship and a violation of the First Amendment. Just this week, the Electronic Software Association sued the state of Minnesota to try to overturn recently passed legislation regulating the sale of video games to minors.</font></p>
<p><font size="2" face="Tahoma">Many research studies have been conducted to determine whether or not violent video games effect oneâ€™s behavior. According to Craig A. Anderson and Brad J. Bushman â€œViolent media increases aggression by teaching observers how to aggress, by priming aggressive conditions, by increasing arousal, or by creating an aggressive affect state.â€ On the opposite side of the spectrum, according to Jeffrey Goldstein â€œVideo games cannot â€˜reinforceâ€™ aggressive behavior since players do not engage in any aggressive behavior in the first place.â€ The bottom line is that the research is inconclusive; video games may or may not cause violent behavior. What is clear is that violence affects everyone differently.</font></p>
<p><font size="2" face="Tahoma">What happens in the next few years will determine the future of the video game industry. With the business reaching higher revenues than the film industry, a total of $9.9 billion in 2004, video games have a major impact on the economy. Any new rules and regulations could have a chilling effect for the industry at large. In the meantime, new technological advances result in violent and graphic images that are becoming nearly lifelike. As the next-generation of consoles loom on the horizon, the line between freedom of speech and expression and the need to protect children and society from over exposure to violence will continue to be tested.</font></p>
<p align="center"><font size="2" face="Tahoma"> <strong>Bibliography </strong></font></p>
<p><font size="2" face="Tahoma"> 1. <em>Death Race</em>. 2006. <a href="http://en.wikipedia.org/wiki/Death_Race"><font color="#0000ff">http://en.wikipedia.org/wiki/Death_Race</font></a></font></p>
<p><font size="2" face="Tahoma"> 2. <em>Video Game Censorship</em>. 2006. <a href="http://en.wikipedia.org/wiki/Video_game_censorship"><font color="#0000ff">http://en.wikipedia.org/wiki/Video_game_censorship</font></a></font></p>
<p><font size="2" face="Tahoma"> 3. <em> Real-life death makes sick choice for video game</em> . Leonard Pitts JR. 2006. <a href="http://www.freep.com/apps/pbcs.dll/article?AID=2006606060304"><font color="#0000ff">http://www.freep.com/</font></a></font></p>
<p><font size="2" face="Tahoma"> 4. <em> Video Game Rating Act of 1994</em> . The Library of Congress. 1994. </font></p>
<p><font size="2" face="Tahoma"><a href="http://thomas.loc.gov/cgi-bin/query/z?c103:H.R.3785.IH"><font color="#0000ff">http://thomas.loc.gov/</font></a></font></p>
<p><font size="2" face="Tahoma"> 5. <em>GameSpeak: Jack Thompson</em>. 2005. <a href="http://www.cbsnews.com/stories/2005/02/24/tech/gamecore/main676446.shtml"><font color="#0000ff">http://www.cbsnews.com/</font></a></font></p>
<p><font size="2" face="Tahoma"> 6. <em>Clinton Introducing Federal Game Regulation</em>. Tor Thorsen. 2006. <a href="http://videogames.aol.com/canvases/articles/_a/clinton-introducing-federal-game/20060217213009990001"><font color="#0000ff">http://videogames.aol.com/</font></a></font></p>
<p><font size="2" face="Tahoma"> 7. <em>ESA sues Minnesota over new bill</em>. Jesse Hiestand. 2006.<a href="http://msnbc.msn.com/id/13191962/"><font color="#0000ff">http://msnbc.msn.com</font></a></font></p>
<p><font size="2" face="Tahoma"> 8.<em> Effects of Violent Video Games On Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior</em>. Craig A. Anderson and Brad J. Bushman. <a href="http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/01AB.pdf"><font color="#0000ff">http://www.psychology.iastate.edu/</font></a></font></p>
<p><font size="2" face="Tahoma"> 9.<em> Does Playing Violent Video Games Cause Aggressive Behavior? </em>Jeffrey Goldstein. 2001. <a href="http://culturalpolicy.uchicago.edu/conf2001/papers/goldstein.html"><font color="#0000ff">http://culturalpolicy.uchicago.edu/</font></a></font></p>
<p><font size="2" face="Tahoma"> 10. <em>NPD GROUP REPORTS ANNUAL 2004 U.S. VIDEO GAME INDUSTRY RETAIL SALES</em>. 2005. <a href="http://www.npdfunworld.com/funServlet?nextpage=pr_body.html&#038;content_id=2076"><font color="#0000ff">http://www.npdfunworld.com/</font></a></font></p>
<p><font size="2" face="Tahoma"> 11.<em> ESRB</em>. 2006. <a href="http://www.esrb.org/"><font color="#0000ff">http://www.esrb.org</font></a></font></p>
<p><font size="2" face="Tahoma">12.<em> Columbine High School Massacre</em>. 2006. <a href="http://en.wikipedia.org/wiki/Columbine_High_School_Massacre"><font color="#0000ff">http://en.wikipedia.org/wiki/Columbine_High</font></a></font>
<p><strong><em>Sponsored By</em></strong>:  <a href="http://www.packominteractive.com">Packom Interactive</a><em> </em>Low Cost and Efficient Marketing and Publishing for Indie-Game Developers</p>
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		<item>
		<title>StuffWeLike.com Podcast Episode 8 - Gnomon &#038; Viva Pinata Party</title>
		<link>http://stuffwelike.com/videogamedev/stuffwelikecom-podcast-episode-8-gnomon-viva-pinata-party/</link>
		<comments>http://stuffwelike.com/videogamedev/stuffwelikecom-podcast-episode-8-gnomon-viva-pinata-party/#comments</comments>
		<pubDate>Mon, 11 Dec 2006 17:52:01 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[General Game Development]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/stuffwelikecom-podcast-episode-8-gnomon-viva-pinata-party/</guid>
		<description><![CDATA[We travel to Gnomon and to the Viva Pinata Party to bring you yet another special podcast.
Check out the 11 minute video at http://www.stuffwelike.com/podcast/podcast-e8.php
]]></description>
			<content:encoded><![CDATA[<p>We travel to Gnomon and to the Viva Pinata Party to bring you yet another special podcast.</p>
<p>Check out the 11 minute video at http://www.stuffwelike.com/podcast/podcast-e8.php</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Hardcore vs. Casual Gamer: Round 2</title>
		<link>http://stuffwelike.com/videogamedev/hardcore-vs-casual-gamer-round-2/</link>
		<comments>http://stuffwelike.com/videogamedev/hardcore-vs-casual-gamer-round-2/#comments</comments>
		<pubDate>Wed, 06 Dec 2006 17:51:05 +0000</pubDate>
		<dc:creator>David Rodriguez</dc:creator>
		
		<category><![CDATA[General Game Development]]></category>

		<guid isPermaLink="false">http://stuffwelike.com/videogamedev/hardcore-vs-casual-gamer-round-2/</guid>
		<description><![CDATA[After 30 years of existence the dividing lines between video game players is stark. Recently game companies are trying to merge these two gamer forces to increase their revenues, but making games that appeal to hardcore and casual gamers is a difficult task. If game developers can appeal to both audiences, a developer could sell [...]]]></description>
			<content:encoded><![CDATA[<p style="line-height: 200%" class="MsoNormal">After 30 years of existence the dividing lines between video game players is stark. Recently game companies are trying to merge these two gamer forces to increase their revenues, but making games that appeal to hardcore and casual gamers is a difficult task. If game developers can appeal to both audiences, a developer could sell millions of units.</p>
<p style="text-indent: 0.5in; line-height: 200%" class="MsoNormal">The game industry was not always like this though. In the 1970s when they achieved mass popularity, video games were accessible to all types of people. Many games started off with simple controls, mainly only one joystick. Gradually, as time progressed the control schemes grew more complex. The early 1990s saw the rise of the fighter genre. With this the control pad included not only a joystick, but also six different buttons as find in games like <em>Street Fighter II</em>. This configuration allowed for multiple and complex combinations, which made the avatars do special movements. While the gameplay may have improved for some, the fighting games soon became unplayable to others. Fighting games sold very well in arcades, but the developerâ€™s potential audience shrunk due to their gameâ€™s complexity. As time continued video games grew even more complex. All of this chiseled away at what used to be an entertainment medium that everyone could play. The sides started to form between those who used to be able to play video games and those who could play video games. In September 1996 the Nintendo 64 was released. It was the first Nintendo console to see Mario in three-dimensions. In previous incarnations, Mario was a two-dimensions side-scroller. Its simple controls and family approved content allowed the game to be played by all gamers. The problem with the Nintendo 64 version of Mario, <em>Super Mario 64</em>, was that millions of Mario fans were not used to the 3D environments. For some players it was not a simple thing that they could fix over time. For some they did not have the hand and eye coordination to play the game and for others they simply got motion sickness. Games are meant to be an entertainment and if they cannot serve this purpose gamers will not play them. Every console generation since the Nintendo 64 has built itself on better 3D graphics rather than focusing on easier and simpler control setups that could be used by the mass consumer market. While the console market is not a niche market, in comparison to other entertainment industries video games lack the massive audience that those mediums reach. Everyone can watch a movie or listen to music, but not everyone can play a video game on a console.</p>
<p style="text-indent: 0.5in; line-height: 200%" class="MsoNormal">At the same time, with the advent of online PC distribution, the complete opposite effect occurred, PC games started to open up to mass-market penetration and the group known as casual gamers formed. Casual gamers are players of video games whom may have not owned a video game console or could not play complex video games. They can be people either at work or at home who play games such as solitaire on the computer. According to a survey done by RealNetworks, a leader in the casual games market, â€œMore than 70 percent of people buying casual games from the company [RealNetworks] are women age 40 and older.â€ With the internet these gamers went on to play free games on the internet such as flash games and puzzle games. As broadband became introduced in the home, casual gamers moved on to actually buying games that they could download online.Â  Casual games consist of game mechanics that made video games popular in the first place. They are games that anyone can pick up and play. In order to be successful the game has to have simplistic design with original and addictive gameplay.</p>
<p style="text-indent: 0.5in; line-height: 200%" class="MsoNormal">On the other hand, hardcore games are the complete opposite. They usually have complex control schemes, often rehashing the current gameplay methods, and are often judged based upon their graphics rather than gameplay. It is not to say that hardcore gamers do not like originality, but there are only a handful of titles that innovate every year. It is highly unlikely that those few titles can support this $10 billion industry. Hardcore gamers like to play games that they feel familiar with. These are usually games that are filled with some form of violence or another form of extreme action. Hardcore gamers do not like sitting through non-violent puzzle games. Developers have been forced to make games specifically targeted at either the hardcore or the casual game crowd.</p>
<p style="text-indent: 0.5in; line-height: 200%" class="MsoNormal">The resulting effect of hardcore games on the video game industry has been tremendous. While the industry makes billions of dollars, the costs of making commercial games for the hardcore audience is getting higher and higher. The budget for next-generation games (Playstation 3 and Xbox 360) is going into the $10-20 million range. Considering that the manufacturer&#8217;s suggested retail price for these games is $60, developers have to sell hundreds of thousands of units to make a profit. The quality of a game is very important, but the higher the quality the higher the cost. The game industry is becoming highly competitive. Once highly regarded developers such as Acclaim are going out of business or being bought by larger development studios. When one game selling poorly could lead to the death of a company, there is a problem with the industry.</p>
<p style="text-indent: 0.5in; line-height: 200%" class="MsoNormal">That is the reason why many developers are choosing to create casual games. Casual games can be developed in a couple of months with a budget that is usually less than $1 million. It is in a developerâ€™s best interest to create a handful of titles at the equivalent cost to one hardcore commercial game title. This way the developer is more likely to have a game that sells well and can continue to fund future projects. According to the International Game Development Association, the casual game market is expected to be worth over $2 billion in the year 2008. Obviously there is a lot of room for developers to continually expand in this market, but the issue is that developers should not have to relay on casual gamesâ€™ low cost and high yields to fund the development of multi-million dollar hardcore games.</p>
<p style="text-indent: 0.5in; line-height: 200%" class="MsoNormal">Nintendo realized the issue with the video game industry and is trying to lead the way to what they believe is the solution. They are trying to mend the fractured wounds that the hardcore and casual markets created. After all a game is just a game. In an interview with the BBC News the President of Nintendo Satoru Iwata said, â€œNintendo wants to bring gamers and games back to the start line of 20 years ago.â€ Nintendo believes that games should be a form of entertainment enjoyed by everyone, as video games were when they were first developed. With Nintendoâ€™s next-generation console <em>Wii</em>, Nintendo is forcing developers to cut their budgets by not having a console with the horsepower that the Playstation 3 and Xbox 360 have. With the Wii Nintendo decided to change the way the player interacts with the game. Rather than sticking the current controller scheme of two analog sticks, four face buttons, and 4 should buttons, the Wii uses a brand new controller. Its nickname is the Wii-mote because it looks like a Television remote. Nintendo is cashing in on its easy to play console. It has created a console where both hardcore and casual gamers can play the games that they want too. Most importantly though, developers can target both hardcore and casual gamers with their games as in theory any game will be easier to play. If the Wii is successful in making games accessible to everyone in the home, it will revolutionize the way that the video game industry works.</p>
<p style="text-indent: 0.5in; line-height: 200%" class="MsoNormal">While the line between hardcore and casual gamers has been around for years, it has only been recently that the industry has tried to do anything about it. It is going to be impossible for the industry to continue to grow at the rate that it has within the last couple of years if this division among gamers is not mended. All types of gamers must realize that both hardcore and casual games are fun in their own respected ways and it is up to the video game industry to make sure that all games are easy to play so that this line does not continue to divide the community.</p>
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<p align="center" style="text-align: center" class="MsoNormal">Work Cited</p>
<h1><span style="font-size: 12pt; font-weight: normal">â€œIGDA Creates Special Interest Group for Casual Games.â€ 12 Jul. 2005. 26 Nov. 2006.</p>
<p><http://www.igda.org/newsroom/press_071205.php>.</span></h1>
<h1><span style="font-size: 12pt; font-weight: normal">Kent, Steven L. <u>The Ultimate History of Video Games</u>. 1<sup>st</sup> ed. New York:</p>
<p>Three Rivers Press, 2001.</span></h1>
<p class="MsoNormal">â€œThe NPD Group Reports Annual 2004 U.S. Video Game Industry Retail Sales.â€ 18 Jan.<br />
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<p class="MsoNormal">2005. 20 Nov. 2006.<br />
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<p class="MsoNormal"><http://www.npdfunworld.com/funServlet?nextpage=pr_body.html&#038;<br />
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<!--[endif]--></p>
<p class="MsoNormal">content_id=2076>.</p>
<p style="margin: 0in 0in 0.0001pt"><!--[if !supportEmptyParas]-->Â <!--[endif]--></p>
<p class="MsoNormal">â€œResearch Reveals Casual Games Provide Mental Balance, Stress Relief and Relaxation.â€<br />
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<!--[endif]--></p>
<p class="MsoNormal">14 Aug. 2006. 29 Nov. 2006.<br />
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<p class="MsoNormal"><http://www.realnetworks.com/company/press/releases/2006/<br />
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<p class="MsoNormal">casgames_research.html>.</p>
<p align="center" style="text-align: center" class="MsoNormal"><!--[if !supportEmptyParas]-->Â <!--[endif]--></p>
<p class="MsoNormal"><span class="byl">Waters, Darren.</span> â€œNintendo &#8216;fears for games industryâ€™.â€ 24 May 2004. 28 Nov. 2006.<br />
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<p class="MsoNormal"><http://news.bbc.co.uk/2/hi/technology/3743015.stm>.</p>
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