8th October 2009

The Other Side of the Coin Part 3

OrbyWelcome to Part Three of our look at Canadian women who game. This section will probably interest those of you who are developers the most and give you some clear insight about these gamers’ thoughts about the products you develop. If you missed previous entries for this series, you can find them here:

The Other Side of the Coin Part One and The Other Side of the Coin Part Two

Today’s installment will look at the benefits we gain from gaming, how we choose the titles we do, and what we’d like to see in the games we play.

Probably one of the most foremost reasons for gaming is the entertainment factor and the escapism many of us seek when we game. That said, as gaming becomes more and more social with multiplayer components, forums, groups and events, gamers are able to enter new worlds of possibility with their games. Without a doubt, one of the most-mentioned gains achieved through gaming was the social aspect, as shown in the replies below.

Question: What do you feel is your greatest gain from being a gamer (friends, community, challenges, learning)

Rachel: Definitely making new friends, and being a part of a community, but also gaming has really forced me to think differently. There’s a lot of thinking outside the box that goes on in games and I like that challenge.

Annette: I feel that the gaming community is one of the best out there. So many of the communities out there work well together and have great people.

Megan: Probably the community. I’ve benefited a lot from the gaming community, particularly GamerchiX. I’ve met a lot of great gamers and have learned a lot around the GamerchiX forums.

Chloe: Oh man, toughest question yet. Friends and community are definitely among my top gains. From my clan, I have some amazing girl friends I NEVER would have without having met them through gaming, and I have learned an INCREDIBLE amount about leadership and the challenges that come with it from the same sources at times! My best friend and I would never have met without gaming, and I can’t imagine my life now without his influence and seemingly unending ability to listen to me rant. Community is so huge though, I think it’s got to be the #1. Because it’s a result of this community that I have these experiences, that I have these friends. So having been a part of PMS Clan and helping to build the community of the GamerchiX was super important to me.

Jenny: I think the greatest gain is the ability to interact with the online community. I’ve met some really great people on Live, and it’s a blast playing with them all.

Lee: Friends and community.

Jen: I love the social aspect of gaming. I’ve made so many friends from playing on Live, some of which I feel closer to than my “real life” friends. I love sharing the sense of accomplishment of finishing a game with a co-op partner, working your team to reach that objective point, or finishing that instance with your guild. It really does enhance my gaming experience. Read the rest of this entry »

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6th October 2009

The Other Side of the Coin Part Two

OrbyIf you missed Part One of this editorial, you can read it here.

In this installment, the ladies and I will be discussing gaming and families, being a gamer parent, competitive gaming and “gaming in a boys’ world.”

Our first area of conversation today will be regarding our families and video games. It’s no secret that in some families, video games are considered to be a waste of time and a bad influence; I’ve experienced that within my own family, often to our own amusement. Those who know me know that I am not one for jewelry and trinkets. My tastes are simple. I like computers, games, books and photography. My sister-in-law likes trinkets. Expensive trinkets. Two years ago, Scott bought me the Legend of Zelda limiited edition gold DS Lite for Christmas. When we were at my parents that morning, my sister-in-law was happily showing me the latest diamond and gold trinket my brother bought her for Christmas. I just as happily pulled my shiny new DS out of my hoody pocket and said “Here’s the gold I got for Christmas.” She looked at me, completely aghast, and said “You wanted that?” I replied with “well, yeah.” Plus, I have to give Scott a lot of credit – he supports my gaming activities, and has often heard the “yes, I’ll be up to bed in a bit, I just want to finish this mission. And the next one…and the next one…”

To find out about other gaming families across the country,  I put these questions to our focus group: Do you game with family members and does your gaming cause friction in the family?

Rachel responded that for her household, the majority of their family members have no problem at all with video gaming, as most of them enjoy watching game play, however there is one cousin who feels that video games are evil. He considers Rachel and her husband to be losers and bad parents, especially as they permit their son to play and often play as a family. Megan also grew up in a family that has no problem with gaming. She stated that the only time there were problems was when she and her Dad stayed up too late playing. Allyson doesn’t game with family members other than her fiance’s younger brother, but her being a gamer doesn’t cause any problems with relatives.

While Chloe doesn’t have any close relatives who game, she does play with her boyfriend and his son. While she was still living at home, she would have disagreements with her Mom over gameplay, but these days the only conflicts are when there is a single copy of a game in the house and more than one person wants to play it. I can relate to that in a big way. We have been a two-360 house for about a year now, and sometimes problems arise when there is only one copy of a game. I finally went and got a second copy of Assassin’s Creed because I got tired of rescuing it from the Cavechild’s domain.

Being a night owl, Jenny tends to game late in the evening; her husband isn’t a gamer, but she’s still coaxed him into playing a few tunes on Guitar Hero. Her parents introduced her to gaming with the Atari 2600, so there wasn’t a problem in her house when she was growing up.  Lisa’s family doesn’t have any problems with the playing of video games, and they often compete in the LIPS karaoke game. She does say that her sister can get quite competitive, though. Jen games with her daughter, and the only conflict which arises within her family is that they think she spends too much money on her hobby.

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5th October 2009

The Other Side of the Coin Part One

The first installment of a multi-part editorial look at gaming.

The world of video gaming has seen a mass exodus over the past few years, leaving the darkened Canadabasements and exclusive realms of the geeks to become a primary form of personal entertainment around the globe and across generations. The industry has also seen a big shift in demographics, one which many of the big boys in the industry barely gave a second thought to just a few short years ago. What has caused this big change? The answer is simple – girls game too. Guys who game know this, and many developers know it, yet girl gamers remain somewhat of an anomaly in the industry, and while the majority of game developers have been focusing on the young adult male audience, the girls have been moving in on the flank and kicking boy butt.

Over the past year we have seen the game industry redefine the long-standing terms of casual and hardcore play. There has been a distinct blurring of the lines between these definitions, and it is no longer a stretch to say that even those who play games in the casual genre can be considered hardcore gamers. Personally, I think that if there must be definitions and lines, then it is far easier to label gamers as either casual or pro, because even those who play games which fall into the “Casual” genre can be considered hardcore.

GamerchiXSome will argue that putting this focus on girl – or women – gamers will do more harm than good. There have been many, many features written about female gamers in general, some arguing that clans and groups are purely in it for the attention and the money. Certainly there are some companies who may, to some extent, be considered to be exploiting the whole female gamer/sex sells marketing aspect with such groups as the Ubisoft sponsored American clan Frag Dolls.  Using female appeal to sell products is not a new concept, and it was well established long before the formation of Frag Dolls, The CaveGirls, Team Foxy, DSO, or even the PMS (Pandora’s Mighty Soldiers) clan. The point is not exploitation of females and their marketing value. The point is that we are gamers, and just like the males who are the primary target audience of many game developers, we spend our hard earned dollars on the games we like to play – and at least in my focus group, these don’t include Barbie Princess or Charm Girls.

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2nd September 2009

How to work with an Audio Provider 101

I speak to this from my own experience, and hope that it may be helpful to other audio designers and game aficionados all around.

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Audio is an integral part of a video game. In fact, even a simple score can create a very large impact. Take the classic: Space Invaders. The music is 4 tones, but is considered by many to have one of the most successful scores.

1978
Space Invaders
Midway imports Space Invaders from Taito. A great example of simple, effective sound design, Space Invaders owes a large part of its appeal to its menacing, paranoia-inducing soundtrack. Not music per se, the thumping audio track actually accelerates in tempo as the enemy invaders draw nearer (and move faster). The effect: sweat, panic, and increased blood pressure in a generation of gamers.
From “A History of Video Game Music” on http://www.gamespot.com/features/6092391/p-2.html
As the music speeds up, so too does the heart rate of the player; this is so much so, that if one plays Space Invaders with the TV on mute,  s/he will find the game to be much easier. (give it a try! PLAY HERE).
Clearly audio has a great role to play, even on the most basic levels. Audio plays a very visceral role in game immersion and great audio will enhance your game, bringing it to the next level.

So now that the WHY is covered, we will move on to the HOW.

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Using an in-house audio provider will surely create a tighter product as the audio designer is involved in and surrounded by all aspects of the game. Of course, budgets do not always allow for in-house audio, and so many game companies choose to farm out the audio to a wide slew of providers of which I am one.

From environmental sound design and SFX to custom compositions and interactive scores, there are many types of audio assets that will add to a game. What all these types of audio have in common is they are all best approached through the five guidelines below.

1) Bring the audio designer into the game development cycle early.

Audio is often thought of as something that can be dropped in last minute, and as an audio person myself, I can often tell this to be the case when playing the finalized game. If the audio provider was brought in early, s/he can give many creative ideas of how to use the audio in a game to not only react to the game, but even advance the story (such as interactive music that gives feedback to the player letting them know they are moving in the right direction). If the audio designer is made aware of the story and game mechanics nearer to the beginning of the production cycle, a more interactive, interesting, and polished sound track can be created.

2) Relate some examples of what you like via links/samples.

Producers, programmers, artists and audio designers are not always speaking the same “language.” If a producer is looking for a sound to be more “sad“, I can easily modify the sound to be so; yet, descriptions are not often that simple. The complications arise when words of more depth are thrown around, or

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24th August 2009

Mike’s Favourites

OrbyAldergrove – The cavechild has picked his Top Ten Favourite Xbox 360 games to play – to date – I’m sure this list will change as new titles are released. I would’ve liked to have seen more Canadian-made games in his Top Ten – there’s certainly more in my Top Ten Picks, but this isn’t about my list, it’s Mike’s Picks. To see and hear what he has to say, watch his video commentary:

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20th August 2009

Canada’s Video Game Industry Needs Copyright Law That Protects Digital Locks

esacToronto – Danielle Parr, Executive Director of the Entertainment Software Association of Canada has released this opinion article about the ongoing copyright battles currently taking place in Canada.

“The video-game industry is the fastest-growing sector of the entertainment industry in Canada, and one of the most vibrant, fastest-growing industries in the world. Canadian video-game companies are renowned for producing high-quality games, Danielle Parrand are behind some of the world’s most successful titles. In fact, 20 percent of the top-selling games in North America and Europe in 2008 were developed by Canadian video-game companies, many of them in B.C., and Canada recently overtook the United Kingdom to become the third most successful producer of video games in the world.

With increasing popularity, however, comes increasing instances of illicit activity, specifically piracy of video-game software and circumvention of digital locks (called technological protection measures or TPMs) that are built into consoles and handhelds that prevent illegally copied games from being played. According to industry research, some 34 percent of Canadian gamers have acquired pirated games (compared to only 17 percent in the United States), while 22 percent of gamers have modified their video-game consoles or handhelds to play pirated games. Furthermore, Internet piracy of video-game software in Canada has undergone explosive growth, and we detected a stunning 300 percent increase in the number of games illegally downloaded via Canadian ISPs between 2007 and 2008 (and this reflects but a fraction of the total illegal downloads in Canada detected by the industry as a whole).

Today, it costs between $10 and $30 million to develop a top-tier video game, and few games actually sell enough to achieve profitability. In light of the substantial investment required and the high degree of risk associated with the production of entertainment software, piracy fundamentally undermines the industry’s ability to recover its investment, resulting in fewer games as well as lost revenue and employment opportunities.

Particularly in this economic climate, where jobs are an especially precious commodity, it is critical that the government play its part in adequately protecting the Canadian video-game industry from piracy. Specifically, new copyright legislation must provide legal protection for TPMs, prohibit trafficking in “mod chips” and other circumvention devices and services specifically designed to facilitate piracy by defeating TPMs, and implement deterrent criminal and civil remedies against those who provide such services and tools—those who are profiting from piracy at the expense of legitimate businesses.

For the video-game industry, TPMs are not only used to prevent piracy and cheating (e.g. “modding” game code to give an unfair advantage over other players); they also enable access to a greater range of features and options that would otherwise be unavailable. Things like parental controls (which allow parents to control what games are played by their children and what kinds of content they are exposed to), “trial” or “demo” versions of games, and new digital distribution platforms like Valve’s Steam, Xbox Live Arcade, or the PlayStation Network, all provide greater choice and access for consumers.

Ultimately, implementing legal protections for TPMs will benefit consumers by providing greater certainty in the digital marketplace, which will, in turn, spur investment in the development of new digital products, services, and distribution methods; more consumer choice; and lower prices. Furthermore, legal protection for TPMs also enables a vibrant ecosystem of digital business models. If a creator or company chooses to sell their work as a digital product or service, legal protection for TPMs helps ensure that this choice is respected, much in the same way that locks on the doors of a bricks-and-mortar store allow the owners to determine when and how consumers can access their product. However, if they choose to give their work away and make money in some other manner (or not at all), they are free to do so.

By ensuring that consumers have a variety of digital offerings to choose from, legal protection for TPMs allows market forces to protect consumer interests, so if a consumer does not like the conditions of sale or terms of service for one digital product or service, they can simply take their business elsewhere. Failing to protect TPMs under the law effectively means that the government is dictating the business model, which is bad news for business and for consumers.

Canada urgently needs an updated copyright regime that protects our creators and rights holders, in recognition of the important role they play in the digital economy and in terms of Canada’s future prosperity. We have a lot to lose.”

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16th August 2009

Why You Should Jailbreak The iPhone

Please note that the opinions expressed in the following article are not necessarily those of this site, nor it’s owners and affiliates

iphone_3gs

Now, from the headline there, you are probably expecting me to go into some rant about how it should be okay to tamper with Apple’s software because you are paying for the phone anyway.  Nope, not gonna go there.  So what’s the point in starting with such a controversial topic?  Well, hopefully over the next few paragraphs, I can explain further.

Apple is claiming that jailbreaking an iPhone will allow the user unlimited uncontrolled access to the cell towers, essentially giving them the ability to make free phone calls.  Yes, this is somewhat true, but HIGHLY misconstrued.  With a jailbroken phone, you COULD make free phone calls, and this has some cell providers very nervous.  Google is working hard to bring their new service, Google Voice, to cell phones everywhere.  And why shouldn’t they?  It’s a great service that allows you to be reachable on a single phone number, no matter where in the World you might be.  It’s like Skype times 2.  Cell phone services like AT&T are worried about this, thinking that it will pull their customers away.  What AT&T are not realizing is that yes, while a user can have Google Voice for making phone calls, they are still going to require some sort of data service to make it usable in non-WiFi locations.  So yeah, WiFi seems to be everywhere these days.  Have you tried to actually connect to any available City-wide WiFi services and use a streaming service like Skype Voice?  You may as well be using 2 cans and some string… work out the math when you have a thousand or so people on wireless… you might rank just slightly better than dial-up… if you’re lucky.  Don’t worry yourselves AT&T, people are still going to need your service… though I’m starting to wonder why. Read the rest of this entry »

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11th August 2009

ProTech Media To Expand With Three More Learning Centres

TorontoToronto – Together with Toronto Mayor David Miller, Microsoft Canada has announced the expansion of the successful ProTech Media Centre program to three Priority Neighbourhoods for Investment. “This is a perfect example of private and public-sector partners coming together to provide innovative opportunities in Toronto’s Priority Neighbourhoods,” said Mayor Miller. “It’s especially important that local youth have been involved in this project from the start, and that many more youth will pass through these doors. The creative possibilities and career benefits provided by ProTech are boundless.” The ProTechannouncement was made at the opening of the Kennedy-Eglinton ProTech Media Centre, located within the Toronto Public Library – Kennedy/Eglinton branch at 2380 Eglinton Avenue East.

The Pro Tech program offers free digital arts and technology skills training. The expansion effort is made possible by a Microsoft Canada Unlimited Potential Community Technology Skills grant of $1 million in cash, digital learning curriculum and Microsoft-based technology. “The overwhelming success of the Rexdale ProTech Media Centre in Jamestown is motivating Microsoft Canada, the City of Toronto and community partners to expand the program to three additional neighbourhoods,” said Eric Gales, President, Microsoft Canada. “Today’s youth incorporate technology into every part of their daily lives. By providing access to technology and education we’re feeding their curiosity and creativity with the hope of generating interest in pursuing careers in technology related fields.” The City of Toronto is also supporting the program through its Partnership Opportunities Legacy Fund, which has set aside $13 million for Toronto’s 13 Priority Neighbourhoods for Investment, to be leveraged by funding from outside partners for youth-focused social and recreational infrastructure projects.
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29th July 2009

An Audio Guy’s Perspective of Casual Connect Seattle 2009

After 4 days of seminars and networking events, I was beat. But, boy was it worth it.

Day 1

The first day was devoted almost entirely to the Casual Connect Leadership Conference organized and supported by Women In Games International (WIGI) and Women In Games Vancouver (WIGeh). Numerous speakers presented a variety of topics, each with a particular interest in the role that women play in games, games play in the lives of women, and the portrayal of women in games.

As a person interested in the breakdown of stereotypes, thus allowing everyone’s true potential to shine, I was very engaged in the presentations of the day, which in the end left me feeling very hopeful and empowered about the potential of gaming.

Not long after, a set of roundtable discussions were set up with a variety of topics ranging from working as a contract vs employed worker, owning a small business, and moving up in the games industry.

A networking event followed with the inclusion of other folks from a more general Casual Connect audience, and it was a great night!

Highlight of my day: Megan Gaiser of Her Interactive’s presentation on “The Importance of Leadership”

Day 2 (Day 1 of Casual Connect officially)

Audio day! The entire day had an option to hear speakers who are professionals in the audio for casual games environment. Great ideas were shared including a glimpse into how other professionals create their sound design assets. It was entertaining, welcoming, and I learned a great deal. Speakers covered a wide range of aspects including the creation of stings, sfx, composition, recording, and producing. I would recommend this to any person interested in the audio for casual games arena. A very cohesive day in the audio stream.

Highlight of my day: Barry Dowsett of Sound Rangers on “The Birth and Life of a Sound Effect”
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19th June 2009

A Canadian Look Back On E3

E3Vancouver and Montreal – Since the conclusion of this year’s E3 conference, I’ve had the opportunity to discuss Canada’s presence with a few people from around the country who were there. The general consensus is that the conference is very much worth legendary-peleattending, whether you have a title or product being launched or not. The experience is very educational and offers many chances to meet new people and to try products you may not otherwise have a chance to.

Wendy Boylan from Ubisoft Vancouver was very pleased with the launch of their first title, Academy of Champions at E3. She said that press reception was fantastic and that their pod in the Ubisoft sector was very busy throughout the show.  Pele’s endorsement of the title and interaction with those at the conference adds to the anticipation for the game’s release, and those who tried the title were impressed with the amount of detail and attention which has been paid to this game’s development.

Chammi Kim, a member of the Big Park crew who unveiled their new title, Joy Ride, as part of Microsoft’s Xbox 360 presentation was attending E3 for the first time, and she likened the experience to what it must be like arriving at Mecca after a long pilgrimage. She said that when she wasn’t working at the Microsoft booth helping with Joy Ride demonstrations, she tried to see as many Vancouver-developed games as possible, and it was very exciting to see such a strong presence at the show. Chammi also said that the Vancouver titles showed a wide range of diversity in talent, with a healthy mix of both hardcore and casual games on display. She also said that one of the best aspects of the show was getting to  see first hand how people reacted to the gameplay in Joy Ride and that getting instant feedback was gratifying.
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