Decmeber 15th, 2008

Monkeytown was awesome!
Now, finally, my last post forever! It's been fun! (Yes I'm obsessed with Video Games)

What's going on? As the continued dominant sales of the Wii (capped by a phenomenal 2 million units last month amidst a recession) demonstrates, Nintendo buyers are a whole different class than the traditional gamers who, by and large, are still buying the 360 and PS3.

Millions of people are buying the Wii and when they do, they're buying "Mario Kart" and "Wii Fit." Which makes sense, since those are well branded games that almost anybody can play (if that word even applies to "Wii Fit") and they're also endlessly replayable, which is probably why there's not a healthy used market for them (used copies on Amazon.com, in fact, are all well over the standard prices). It doesn't even seem to matter that "Wii Fit" costs $90, way more than your typical videogame.

The core gamer audience is still eager for the right titles, of course, as the huge launch for "Gears of War 2" shows. But what any media company, be it a film studio or videogame publisher, wants is legs. A big launch takes a big marketing budget, but when a game is still performing six months after debut, it's mostly selling itself.

December 13th, 2008

In the videogame business, legs are rare. Most games in NPD's top 10 ranking came out that month or the previous month. Gamers, by and large, seem to know what they want and they buy it pretty quickly.

There's one big exception, however: Nintendo. The continued presence of "Mario Kart Wii" and "Wii Fit" in the top 10 every single month since they debuted (eight and seven months, respectively) is simply astounding. Then there's "Wii Play which has been in the top 10 for 22 months, though more for the extra Wii-more it comes with than the game.

I decided to take a look at "legs" in the videogame biz this year and it's amazing how much Nintendo dominates. I defined "legs" as videogames that are on NPD's top 10 two months or later after they came out. With the sole exception of "Call of Duty 4" for the 360 and a brief appearance by "Guitar Hero III" on PS2, every game with legs was for a Nintendo platform, and all but one of those were for the Wii.

December 11th, 2008

After all, Isaacs, who first joined Par to oversee videogame licensing, has started Paramount down the road to becoming a small publisher. Her plan, now underway, is to start with mobile and casual games, most of which are co-published, and eventually move toward more expensive AAA titles (details here).

The first results are two iPhone games, based on "Iron Man" and "Saturday Night Fever," which were released last week. Early next year come casual games based on "Pretty in Pink," "Clueless," and "Mean Girls" that Par is co-publishing with Legacy Interactive (details here). And I've heard rumblings of bigger projects in the works for 2010 and beyond. But it looks like somebody new will be spearheading that effort.

December 9th, 2008

Today Midway laid off 25% of its remaining staff, or 180 employees, in a bid to cut costs as a massive $150 million debt payment looms in January. It has also closed its Austin, TX development studio.
However I was able to confirm that today's bad news for many of Midway's employees isn't necessarily bad news for all its projects. First, the layoffs won't impact the development team that works on the "Mortal Kombat" fighting franchise. No surprise there, since "Mortal Kombat vs DC Universe" had a decent debut last month as the #3 Playstation 3 game and #8 Xbox 360 game, making it the lone bright spot for Midway as of late.

December 7th, 2008

It looks like they got that. Though exact details weren't disclosed, Take-Two said the top Rockstar talent will be compensated primarily based on profit sharing, which means they'll benefit directly from the contribution "GTA" (and, to a much lesser extent, Rockstar's other franchises) make to the parent company's bottom line. In addition, they're receiving a sizable grant of Take-Two stock that will vest throughout the term of their deal, which means they'll want the entire company to do well. During a conference call with analysts (going on right now), Chairman Strauss Zelnick said that will "meaningfully align the interests of our creative team with shareholders."

What's most interesting about the deal, however, is that the Houser's future games won't be owned by Take-Two. Instead they and their top talent get to form a new company that will own its IP, with Take-Two funding development and getting exclusive publishing rights.

December 5th, 2008

Grand Theft Auto IV is turning out to be quite interesting.
Rockstar's top executives including Sam and Dan Houser and "Grand Theft Auto" producer Leslie Benzes have signed a new contract with Take-Two that will keep them at the company through at least January of 2012. That ends worries by some observers that they might leave when their contracts ended this winter.

It always seemed unlikely to me that they would leave, since they're more valuable to Take-Two thanks to their association with "Grand Theft Auto" than anywhere else. But they surely wanted a very financially lucrative deal, given the importance of "GTA," the newest version of which ("GTA IV") has sold more than ten million units this year, to Take-Two's profits.

December 4th, 2008

These are my ideas for new Call of Duty 4 game modes:

Bare-bones Team Deathmatch

No more excuses. No more blaming Martyrdom or Juggernaut for your lack of skills and kills. Bare Bones Team Deathmatch eliminates the excuses and takes it back to basics with standard Team Deathmatch with no perks, no kill streak rewards. Just you, your skill, and your weapons.

Hardcore HQ

Hardcore HQ requires a lot more than just spamming the HQ position with nades and running in guns blazing. Hardcore HQ encourages more tactical gameplay and communication to win with increased damage, no HUD elements, and friendly fire on.

Multi-bomb Search and Destroy

Multi-bomb Search and Destroy starts every member of the attacking team with a bomb. So everyone has the opportunity to plant if they’re good enough.

Hardcore FFA

Even faster paced Free For Alls, where every bullet counts and playing smart is key for a solid k/d ratio. Standard Free for All rules, with Hardcore mode enabled for extra damage, no HUD, and no health re-gen.