Headlines on console game nintendo video wiiGame sales hit 133 billion in February Bose SoundDock digital music system for iPod BlackFri, 14 Mar 2008 11:17:55 +0000
In the final of our WiiWare Week features we talk to D C founder Scott Orr also the creator of EA s Madden franchise about his launch game Spogs Racing In EA hired Scott Orr as the lead designer of its NFL Madden series. By focusing on what he says is the most important question in game design Is it fun Orr laid the foundation s for the franchises future success. He left EA in to pursue other ventures and is currently CEO of D C Games a firm focused on the creation of original arcade sports action video games and episodic content. Founded in the company develops and publishes worldwide for video game systems personal computers and D mobile platforms. Its game Spogs Racing is headed to WiiWare later this year. You established the Madden series a franchise which in time has come to represent the kind of complexity and deep mechanics typical of a blockbuster title are you looking to repeat that kind of thing on WiiWare If so how would you reconcile that with the platform s attempt to give life to smaller ideas Madden has evolved into a very complex game in recent years but it didn t start out that way. The first console versions I designed in were for the Sega Genesis and Nintendo SNES. The graphics and sounds were primitive compared to today so playability fun factor game balance and accessibility were the keys to success. The essence of sports gaming is face to face competition and being able to smack talk and psycho out your opponent up close and personal. Our goal with our WiiWare titles is to recapture and emphasize those elements while also taking advantage of the Wii s capabilities i.e. supporting both the remote and classic controllers. We re also putting a unique social spin into our games with user created customized content and games that allow novice and hardcore players alike to play each other and have a great time. You ve said before that Madden was built on an is it fun principle do you feel that is what is missing in the market today Is Spogs Racing an attempt to recapture that For the mass market spending hours to learn and master an interface is neither fun nor practical. Sports games have become increasingly complex and as a result oriented mainly towards hardcore gamers who can devote the time to learn and play these games. That leaves a large group of mass market social oriented gamers out in the cold including former hardcore players who no longer have the time or patience to participate at the same level . Building fun into a game is more art than science what s fun for one gamer may be boring to another. The key to my success has been to design and produce games that I find fun to play. Fortunately millions of other gamers have agreed with me over the years and this new generation of games we re creating plays right to my sweet spot. For example our first game title called Spogs Racing introduces a never before seen feature called Crash N Grab where racers literally crash and steal upgrade parts from their opponents in real time. No need to spend money at a garage to buy upgrade parts instead get what you need when you need it and face the challenge of losing your best parts to your opponents game balance in its finest form D C has expressed an interest in episodic content would you be interested in trying that via WiiWare A core part of our publishing strategy is to support our WiiWare titles with additional episodic downloadable content. This allows gamers to expand their game experience with new features and enhancements at their pace in a very cost effective manner. For example we ll be making racer packs available for Spogs Racing that will include new content such as tracks car parts and more. What does digital distribution offer that the traditional retail model doesn t The obvious advantages are no inventory cost or risk and better potential to reduce piracy. Less obvious is that this form of distribution allows smaller publishers like D C Games to compete with the big publishers due to smaller scope and less costly development and marketing. Digital distribution also gives us worldwide distribution right out of the gate to reach international markets and as noted above allows us to support our products with episodic downloadable content. What excites you about WiiWare which other distribution platforms do not The WiiWare channel drives developers to innovate take risks and create new IP since ports and re works have separate distribution on Virtual Console. Our primary product focus is on new IP. That combined with the Wii being a truly mass market platform WiiWare is an ideal distribution channel for us. As an independent developer what advantages does WiiWare provide you when compared to other publishing relationships The WiiWare approval process is simpler and less intrusive than other distribution platforms. As a result we can make decisions much faster and reduce financial risk which encourages us to think outside the box and take more creative risks. Does WiiWare offer anything which other consoles digital distribution platforms do not Yes WiiWare is limited to original new IP while older retro titles are distributed via the virtual console channel. One criticism leveled at Xbox Live Arcade is that retro titles have overrun new IP. Wii of course keeps retro separate with the Virtual Console channel do you think that this will help new concepts succeed better via WiiWare Absolutely it gives gamers looking for new innovative content a place to go without having to sift through a ton of retro or knockoff titles. Gamers will ultimately determine the success or failure of any given title. Our bet is that they will be looking for innovative high quality original IP more than retro or knockoff titles. Financially what kind of impact do you expect or hope sales of your WiiWare games to have on the studio s business We re forecasting that WiiWare titles will account for per cent of our revenue this year and upwards of per cent in future years. And how do the costs of developing a WiiWare game compare to the games you have made previously both console titles and any made for Xbox Live Arcade or PlayStation Network The cost of developing WiiWare titles is comparable to our other downloadable titles. Compared to the high end console titles they are a fifth to a tenth the cost due to the smaller scope of the downloadable titles megabytes maximum versus multiple gigabytes . Email a friend Next Interview Recent Features WiiWare Week Versus Round March How Nintendo is secretly waging war on XBLA and the PlayStation Store WiiWare Week Why WiiWare March We ask why the channel has captured imaginations so quickly WiiWare Week Ready to Ware March How Nintendo is changing game development and the wider market WiiWare Week Portrait of a launch title March David Braben discusses LostWinds Q A Chris Satchell Part March The community can be trusted to police itself says XNA chief Q A Chris Satchell Part March XNA boss details Xbox Live Community Games service IP profile Grand Theft Auto March As part of a new series of articles we look at the biggest contemporary games franchise Mickey and Minigames Part March Disney Black Rock s Tony Beckwith on reenergising his team Mickey and Minigames Part March Development Diary from Disney s minigame week Reinventing the Art February Could the industry move towards an open source model for art assets Pecking order February Gamecock s Mike Wilson on his plans to change industry hierarchies GDC Round Up February Our comprehensive guide to the big stories from s show GDC Q A Peter Molyneux February We talk about Fable s freshly unveiled co operative mode GDC Q A Bungie s Chris Butcher February Talking technology team sizes and the future Going Down to California February Our GDC preview and summary Theeyy rre Back Big Media s latest games foray February ANALYSIS Disney Viacom and Warner target games Video games the ultimate end to progress February OPINION How video games can save the world Game Changers February Meet the people reshaping the game business Brewed in Britain Part January Tiga s outgoing CEO plus bosses from Codemasters Blade and others on the UK industry Brewed in Britain Part January Lionhead Rare Realtime Worlds and others dicuss the UK games industry Reading between the lines January New agency Sidelines on improving the quality of games writing The Perils of Publishers January Our design expert offers advice on signing the perfect publishing deal Driving the brand January What can we learn from Toyota s XBLA advergame OPINION Why tax breaks matter January Blitz Games CEO on the recent EU decision regarding tax breaks in France Multitalented January Why has multiformat games development become so problematic The New Studios To Watch In January We choose the teams to keep an eye on over the next months Code Warriors December Codemasters plans for growth with new tech new IP and new talent Roundtable Service Partners December The state of play for outsourcing companies Credit where it s due December Boss of French association APOM recounts the country s history lobbying for tax breaks degree entertainment December OPINION How the games industry could learn to better leverage its properties Q A Stephane D Astous Eidos Montreal November Discussing Eidos new studio and plans for the third Deus Ex title Lyon GDC Editors Choice November Selected highlights from next week s inaugural French dev conference Pivotal decisions November Jim Bambra and Alex McLean on Pivotal s plans for the future Development s next top models Part November Profiling the predominant distribution channels open to games today Development s next top models Part November Business models that is. An overview of the games industry s commercial channels EDITORIAL Mixed Messages November From BAFTA to tax breaks why do games struggle to show off properly Game On Part November Microsoft s Phil Spencer on Rare s DS work SK vs Epic and growing the audience Game On Part November Microsoft Game Studios general manager Phil Spencer on what the future holds Single Player November Bungie studio manager Harold Ryan discusses the split from Microsoft Audio Chief Part November Continuing our chat with Bungie s Marty O Donnell Audio Chief Part November Bungie s Marty O Donnell talks up game audio s past and present Single Minded November Do developers want a single platform to make games for Life in the Fast Line October Catching up with Disney s Black Rock Studio Playing for Keeps Part UK industry stats October Hard facts about the UK sector its IPs and how it fares in comparison to the rest of the world Playing for Keeps Part Industry Survey October What leading independent studios and publishers think of the UK s prospects Playing for Keeps Part Outlook for the UK October The challenges facing UK developers Live stock Part October Continuing our Q A with XBLA s chief David Edery Live stock Part October Q A with XBLA s worldwide portfolio planner David Edery Lyon s den October Connection Events Pierre Carde discusses Lyon GDC and Game Connection Cliff s Notes September Epic s Cliffy B on porting Gears of War to the PC Q A Havok boss David O Meara September Tools firm s CEO discusses the acquisition by Intel Quality Control September EA UK s head of testing says QA needs to be taken more seriously Casual and Effect September Black Rock on aiming for both casual and hardcore gamers Emergent s Behaviour September CEO Geoff Selzer and president Scott Johnson discuss the tool firm s latest activity XNAbling everyone Part September The second part of our chat with XNA boss Chris Satchell XNAbling everyone Part September XNA boss Chris Satchell on the future of democratising development Gentlemen Start Your Engines September SPECIAL INVESTIGATION Licensing and developing game engines Editorial Engine troubles September What the Epic vs SK case really says about development Team Sports September NaturalMotion discusses its move into full games development To Be This Good Takes Ages September PART More discussions with Sega s in house Western devs Sega s Wild West September PART Q A with Sports Interactive Secret Level and Creative Assembly Epic Choices September Game Engines Special Q A with Epic s Mark Rein Rethinking game AI August The implications of Engenuity s new no cost licensing model Bright Spark August Q A with Spark Unlimited CEO Craig Allen Championship Management August Our special look at games development project management Project Management Case Study Q A Rebellion August How the independent uses Perforce Design Doc Hitting your target August Our design expert discusses clear goals with John Romero The Epic Diaries August Mark Rein s monthly update on all things Unreal Commercial break through August IGA s Ed Bartlett tells Develop how advertising can fund development Rockstar Leads August .and everyone follows An exclusive Q A with Rockstar Leeds founder Gordon Hall SIGGRAPH Games News Round Up August All the key announcements from San Diego You Auto have it August Autodesk execs discuss Max Maya Mudbox MotionBuilder and industry trends Brothers in arms August Warner Bros Interactive Entertainment boss Samantha Ryan reveals her game plan Going Loco August Develop sits down with Tsutomu Kouno director of LocoRoco Second Life Ripe for revolution August Could players lack of rights in virtual worlds spark a gamer revolt Getting PhysX ical July Develop catches up with Ageia s Michael Steele Develop conference round up Day July Headlines from the last day of the event Develop conference round up Day July Session and keynote coverage from beside the seaside Develop conference round up Day July The big headlines from the first day of the Brighton event Q A Joshua Howard Carbonated Games July We go UNO to UNO with the Xbox Live Arcade masters Mind Your Language July A special look at the localisation QA and testing sectors Shock and gore July Reflections from developers on the Manhunt and Resistance controversies The Crying Game July Quantic Dream s CEOs discuss their new PS game Q A Takashi Fuji iNiS July Develop feels the beat with the Gitaroo Man and Elite Beat Agents developer Listening for talent July EA UK s audio chief discusses recruitment for next gen projects Oh Canada July How one country conquered the world of games development From Rag Doll to Riches July An exclusive chat with the Media Molecule team Speaking Havok July Q A with Havok CEO David O Meara Winning formula July Develop goes behind the scenes at Sony Liverpool Boldy Going July Q A with Frontier head David Braben Creating a Storm July Evolution s journey from PS to PS and from WRC to new IP Climax change July A look at how independent developer Climax is changing its business Radical Movement July Free Radical discusses the changing face of independent developers Welcome to Montreal July We take a trip to the world s fastest growing games development hub The Creative Journey July Creative Assembly chief Mike Simpson discusses the studio s success Assassin s Team July The minds behind Assassin s Creed interviewed Agile Development July An interview with Ubisoft Montreal boss Yannis Mallat Zo s Modus Operandi July A look at which Kuju chose to rebrand its Brighton studio Quiz Masters July Relentless founders quizzed on their plans for the future The Rise of Middleware . July A special look at modular middleware Cloud July How Foundation conquered the world Hired for sound July Our special investigation in the audio outsourcing sector Tower of Babel July Q A with Babel Media MD Algy Willians The art of the matter July A special look at the art outsourcing market Master Mind June Phil Harrison answers Develop readers questions Blue GFX Localsoft Games Partnertrans Blitz Develop Contacts Address Saxon House a St. Andrew Street Hertford Hertfordshire SG JA UK Editorial Contact Advertising Contact Fax Develop About us Develop is the leading trade news and community site for all professionals working in the UK and international video games development sector Develop NewsNow.net Intent Media Company Number MCV PC Retail Mobile Entertainment Toy News MI Pro Bike Biz Licensing Industry Audio Pro Intent Media Privacy Policy Terms and Conditions Accessibility Top of the page Evolving Media Site Map News Sitemap Press Releases Site Map Politics International Technology Internet Entertainment Sports Lifestyle Oddly Enough Environment Health Science Special Coverage Video Pictures You Witness Blogs Reader Feedback Do More With Reuters RSS Mobile Podcasts Newsletters You Witness News Partner Services CareerBuilder Affiliate Network Professional Products Support Customer Zone Reuters Media Financial Products Find a financial adviser About Reuters leftrail BEGIN Section U.S. video game sales jump percent in Feb Thu Mar pm EDT Email Print Share Reprints Single Page Text By Scott Hillis SAN FRANCISCO Reuters U.S. sales of video game hardware and software hit . billion in February up percent from a year earlier with Sony Corp s .T Quote Profile Research PlayStation topping Microsoft Corp s MSFT.O Quote Profile Research Xbox for the second month in a row. Nintendo Co Ltd s .OS Quote Profile Research Wii was still the best selling console moving units and topping the PlayStation s and Xbox s according to market research firm NPD. With several marquee titles still to come in the front half of the year the industry is poised to achieve another year of record breaking sales despite difficult economic conditions NPD analyst Anita Frazier said in a statement. Software sales in February were up percent year on year while hardware sales rose percent NPD said. Microsoft which outsold Sony every month up until January blamed its weak showing on inventory shortages caused by stronger than expected demand over the holidays. Our manufacturing team guesses five months out. They made their forecast and didn t have as high a forecast as they should have said Microsoft spokesman David Dennis. We re doing everything we can pulling all the levers to boost output he said. Microsoft said it expects to have a healthy supply of Xbox s by April when Take Two Interactive Software Inc s TTWO.O Quote Profile Research Grand Theft Auto hits shelves in what is widely expected to be the biggest game of the year. Continued. 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Accessories Year Extended Service Plan Covers Electronic Items Repair Apple iPod classic GB G Black Apple iPod nano GB Silver rd Generation Boston Acoustics P TS Ea Table or Floor Stand for Bravo II and all P speakers Bracketron IPM BL Docking Cradle Mount for iPod Black Editorial Reviews Product Description The Bose SoundDock digital music system was specifically designed to expand and enhance your enjoyment of the music stored on your iPod. Just slip it into the docking cradle for the sound quality your favorite songs deserve. The iPod charges as it plays so you enjoy music without interruption. Its sleek slender design in White or Black fits almost any room s d cor. And the included remote lets you control the SoundDock system from across the room. Enjoy the songs on your iPod like never before. The SoundDock system is designed to play your favorite tracks with crisp clarity allowing you to discover subtleties in your music that used to simmer beneath the surface. A host of proprietary technologies adds vitality and realism to your tracks. With Bose proprietary acoustic design you enjoy a full rich sound that s greater than you d expect from a system this small. The SoundDock system is easy to operate. Just plug it in pop in your iPod and play. Your iPod works as long as it has a dock connector on the bottom. There are no extra wires or adapters. The remote allows you to control your music at the push of a button. And a stylish sophisticated look means it can be the center of attention or blend in wherever you place it. The SoundDock system and your iPod share a commitment to simplicity quality and above all music. Now just introduce them and watch this pair become best friends. Customer Reviews Wow what an amazing little sound system by Lady I just got this in the mail. I was really blown away by the quality of this product. It s really easy to set up. I have a IPOD nano G. It worked like a charm with my nano All you have to do is put in the correct dock adapter in the slot and your ready to go The sound is really beautiful. The price is a little high but you definitely get your money s worth. It also has an amazing bass. So Go for it You won t be disapointed The finalist that wasn t chosen by The Concise Critic I m a middle aged man who likes good music reproduced well. My idea of musical heaven Jimi Hendrix s Star Spangled Banner played LOUD on early Fisher speakers s era powered by a Sansui amplifier s era . So it has been difficult to grow old to downsize to go digital. But finally I have. What did I choose to deliver the sound burned into my I pod nano It took two months of regular visits to electronic stores Victor Wooten and Fanfare for the Comman Man and Leonard Cohen in pocket to decide. There were three finalists the Bose SoundDock the Klipsch iGroove and the Harman Kardon Go Play. The Klipsch was good but was only considered because of price. I wasn t sure I wanted to spend for a boombox. The Bose was the Harman Kardon was the Klipsch was . The Bose was my choice clearer crisper sound than the Harman Kardon which had better bass and seemed louder but because of price I was never able to pull the trigger. So the Harman Kardon now playing in the background was purchased because it was available from Harman Kardon directly through eBay for delivered. I m very happy but still miss the youth of my ears. Big Music from a small package by Mr. Raymond L. Moore I have a complete Home Theater System HTS in my grand room ceiling including an ipod dock for my tuner but I did not want to crank up the whole system to listen to music by myself. I bought the Bose SoundDock for this reason and it has accomplished this in grand style. The sound quality actually rivals my HTS and believe me I have a top notch HTS. My HTS has pairs of speakers located thoughout the house but the SoundDock carries into the other rooms with the same high quality sound. I am very happy with the Bose SoudDock and highly recommend it to anyone considering puchasing an ipod docking system. Bose Sound System by Carlos Munguia Great sound the only device you will need at your place to hear your music loud and clear. 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