Flip the Media
A blog about the digital media revolution

Last month, Wolfire Games, an independent game developer and distributor, unleashed a pay-what-you-want campaign for a bundle of indie games that seemed to take a play from the famous Radiohead pay-what-you-want experiment. The Humble Indie Bundle, as it was called, was offered from May 4 through May 11, and generated over $1.2 million in revenue for the game developers who participated, as well as two charities.

The bundle initially consisted of five indie games: World of Goo (2D Boy), Aquaria (Bit Blot), Gish (Edmund McMillen), Lugaru (Wolfire Games), and Penumbra: Overture (Frictional Games ). Later, Amanita Design kicked in a sixth game, Samorost 2. All the  games run on PC, Mac, and Linux platforms.

People could literally pay anything they wanted for the Humble Indie Bundle, starting at $.01. The largest single donation rang in at $3,333.33. I personally paid $10.01. You could choose to allot part or all of the price to the two charities, Child’s Play and the Electronic Frontier Foundation (EFF). While you could have bought the games or donated to the charities separately, the combination of the two made the bundle appealing. You can’t deny the power of one -stop shopping.

John Graham, Chief Operating Officer of Wolfire Games, was kind enough to answer some of my questions about the Humble Indie Bundle campaign in a post-promotion debriefing.

How did the idea for the pay-what-you-want Humble Indie Bundle come about?
Ever since the success of 2DBoy’s pay-what-you-want experiment and our Organic Indie Preorder Pack [a game bundle of Wolfire’s Overgrowth and the Unknown Worlds’ Natural Selection 2], we had this feeling that independent developers could really do a lot to promote themselves.
How did you decide what games to put in the bundle?

Our main requirement for this bundle was that we needed awesome indie games available for Mac, Linux, and Windows.  We didn’t have a fancy rubric, and weren’t maximizing any kind of bundle hotness equation, but I think it’s fair to say that we ended up with a group of games that are all different but very awesome.
Have you ever tried anything like this before? Did you learn anything from the Radiohead pay-what-you-want experiment?

Well, our theory was that a pay-what-you-want bundle would maximize participation and also allow people to feel like they were getting their money’s worth, and I think this proved true.  With pirated copies already easily available for all the games, we figured our biggest risk was not piracy but rather that we would spend a lot of time on this promotion, and then no one would hear about it. Read more…

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Comparison of video size, iPad and iPod Touch

Comparison of video size, iPad and iPod Touch

As far as tech toys go, I’m a late adopter.  I like playing with free betas, but when it comes down to handing over money, I become very conservative.  I like at least one Service Pack on my new OS, a critical mass of my friends on social apps, a solid couple of months post-release on a massively multiplayer online game, and a stalwart recommendation from my IT friends for new hardware.  I delayed my purchase of my Xbox 360 for almost two years; then shortly after I bought it, they announced the big price drop with the addition of the Elite model (shoulda waited longer!)

But this time, I threw the dice and pre-ordered a 32 GB Wifi-only iPad.  I even threw in a Mac Bluetooth keyboard, the dock, and a case.  There’s no super feature that made this the penultimate gadget for me; my desires were based around a great experience with my iPod Touch, a slowly growing interest in e-books (much to the dismay of my library card) and the ability to have a “one-stop-shop lite” computing device.  I game some, I email a fair amount, I watch videos while I travel or work out (no more tiny iPod on the treadmill – huzzah!) and I’ve been using the iPod Kindle app when I fly. Read more…

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It’s hard not to notice social games. Every time I log into Facebook, I am flooded with requests to play games with friends. Given that I’ve had an aquarium on and off since I was three, the allure of a virtual Facebook fish tank finally became too much: FishVille was going to be my game of choice. (Apparently, I’m not alone, as the game has more than 23 million monthly players.)

Like other social games, FishVille, developed by Zynga, leverages your social network for gameplay. Your friends help you obtain items and take care of your fish, and you help them in return. In that way, social games are more collaborative than other game genres. Social games are also built around the idea of playing regularly. Just like you feel compelled to check Facebook, you feel compelled to check on your fish tank or your farm. I decided to play FishVille for 17 days to see if it could keep my interest for the duration.

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For years, Nintendo has ruled the mobile gaming world, first with the Game Boy, then with the DS Lite. After an amazing run, though, the torch is being passed. Not to another gaming company, but to smart phone makers Google and Apple.

Over the next decade I believe smart phones will be where most gaming innovation will happen. The market for smart phone games is booming. A recent New York Times article reported that games make up more than half of the billion downloads from the Apple App Store. The App Store has about 15,000 games for the iPhone, and the Android Market has about 3,000 for Google Android devices.

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Animation is a very unique art form; it allows the filmmaker to control their story down to each individual frame. Each object, shadow, and line must be created and placed. The camera does not capture unintentional backgrounds, extra frames, or incidental light, there is only what the animator chooses to show.

The digital revolution in media production is dramatically changing the techniques, forms, content, and function of modern animation and is actively remixing it with other media forms so much that digitally-created animation is now nothing short of a new mode of cultural production and a totally unique form of motion-graphic storytelling of its own right.

The diversity of software tools available for creating moving images on a screen has contributed to the rise of a tremendous and diverse number of styles, techniques, and looks. The multitude of distribution channels further enforced the trend of convergence towards forms more suitable for display on multiple screen sizes and configurations.

As Manovich puts it in his review of Adobe’s AfterEffects, a popular suite for creating digital animations: “[A]s software remixes the techniques and working methods of various media they simulate, the result are new interfaces, tools and workflow with their own distinct logic. In the case of AfterEffects, the working method which it puts forward is neither animation, nor graphic design, nor cinematography, even though it draws from all these fields. It is a new way to make moving image media. Similarly, the visual language of media produced with this and similar software is also different from the languages of moving images which existed previously (Manovich, 2006).”

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Snook2009-12_1

Photo courtesy of Casual Games Association

Recently members of the casual games industry convened in Kyiv, Ukraine, for the 4th annual Casual Connect Kyiv conference.  The Casual Connect conference series is sponsored by the Casual Games Association and brings developers, publishers and distributors of casual games together for three days of presentations and meetings.  Other Casual Connect meetings occur throughout the year in Seattle and Western Europe (historically Amsterdam or Hamburg). Read more…

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For years, video games were strangely absent from the social media tidal wave. Aside from casual games built into social networking websites, games didn’t support social media.

The recently released (Oct. 13) “Uncharted 2: Among Thieves” for the PlayStation 3, hopes to change that with a built-in Twitter feature. The game uses Twitter in a fairly simple way, by sending updates on a player’s progress to his or her Twitter account.

Twitter is also at the heart of a social media update to Microsoft’s Xbox 360 that went live today. It allows you to post tweets, read the tweets of those you follow, search and view trending topics. Along with a Twitter app, the Xbox 360 update also has a Facebook app to stay connected to friends through basic Facebook features.

These instances of Twitter in video games—one software and one hardware—still only scratch the surface of the potential to meld social media and gaming. The use of Twitter in “Uncharted 2” seems like a good way to market the game and to find other people who play the game, but beyond that it doesn’t do much. And the Twitter integration on the Xbox 360 isn’t very deep, as you can’t run the app while you are playing a game.

The real issue here isn’t how Twitter is integrated into games or hardware platforms, but how the gameplay can take advantage of social media’s best assets—connecting people and sharing information.

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YouTube Preview ImageSeptember 22nd saw the arrival of Halo 3: ODST, a game that builds on the story of Halo 3 in new and interesting ways.  Unlike the first three games in the franchise, Halo 3: ODST does not feature Master Chief as its main protagonist.  That cybernetically enhanced super soldier instead gives way to “The Rookie”, a silent new recruit to the ranks of the Orbital Drop Shock Troopers, those folks who literally drop into the fight from ships in planetary orbit.  They’re “the best of the best,” of course, but they lack the accoutrements that Halo players are used to using – they have no damage-absorbing and renewable shield, they cannot dual wield weapons, and they cannot run as fast or jump as far.  If they take damage they’ll need to find a health pack in order to heal.  In other words, the ODST soldiers are more mundane than good ol’ Master Chief, more normal.

In the world of video games, especially in the worlds depicted in first person shooters like Halo, normal is actually pretty exceptional. Read more…

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