feature piece - Stewart Schley Content Services
Transcription
feature piece - Stewart Schley Content Services
Chaos never looked so entertaining as it does in this still image from World of Warcraft, the 800-pound gorilla of online games. Faster computers and high-speed connections make it possible to play intense, graphically rich online video games. Let the Games Beguile! SHEATHED IN A GREEN SHIRT, my chestnut hair f lowing past my shoulders and the muscles in my arms swollen in effort, I make quick work of the fir tree with a hatchet supplied to me by the lithe and beautiful Bryanna, a siren of the forest if ever there was. Quick now: There is a fire to be built, and I am just the man to do it, what with my growing portfolio of skills and a leather knapsack that seems to yield exactly the proper implements at exactly the right time. The task accomplished, the logs crackling at my feet with flame, I am infused with a radiant inner strength. I welcome any challenge. But suddenly and without warning a stranger materializes on my right. A 16 PAUSE | DECEMBER 2006 ONLINE PC GAMES, BOTH CASUAL AND IMMERSIVE, ARE CAPTIVATING MILLIONS BY STEWART SCHLEY stranger with an ominous name: “Diablo.” Perhaps I have strayed too far into the woods. Perhaps, in the end, I am not yet fit for the rigors of Tutorial Island. Good story, right? And guess what: It’s all true. Better still, it all happened within about five minutes after I logged on, created a password and a user name and slipped my way into the electronic world of Runescape, a sort of fantasy-storybook land where monsters lurk and damsels beckon. I wasn’t alone. A counter on my screen told me that on this otherwise normal Monday afternoon in August, exactly 198,439 people – some of whom probably should have been working – were enjoying a little escape of their own. Runescape is one of the dozens of immersive video games known as “MMOGs,” or “massively multiplayer online games,” a category that’s fast transforming your garden-variety PC from an instrument of sullen spreadsheets and tax forms to a phantasmagorical gaming machine. MMOGs are bursting with popularity. The Yankee Group, one of those well-respected consulting outfits that writes with stead fast seriousness about things like video games and (chuckle) “mobilizing the enterprise,” sees rising momentum for MMOGs like Runescape, which lets players interact with virtual beings controlled by other players around the world. The titanic leader of the category, though, is Blizzard Entertainment’s World of Warcraft. An often-quoted MMOG guru, Bruce Woodcock, estimates that Warcraft has attracted more than 6.5 million subscribers, giving it a paying audience bigger than that of The New York Times. That spells big money. It costs $13$15 to keep an active subscription t o Warcraft, and the subscription MMOG category at large rakes in more than $2 billion a year, although a growing number A Brief Taxonomy of Video Games 1. DOWNLOADED Users purchase the entire game – often a larger version of an online game – and can play without logging on. 1 2 4 3 2. SINGLE-PLAYER ONLINE The gamer logs on to a site and plays games hosted on a server. Most casual games work this way. 3. MULTIPLAYER The most common type. Gamers play alone or through a network with other game owners. 4. MMOG Players gather online – sometimes randomly – in an environment hosted by large arrays of servers. of games, like Runescape, contain advertising and are free. But the price to play is well worth it to Warcraft loyalists. The game site was so overwhelmed with Internet traffic shortly after its November 2004 debut that many of its servers crashed. What’s behind the MMOG uprising? Plenty of factors that will keep sociologists up late at night writing studied essays about community and identity in the Internet age, to be sure. But undeniably, there are big technology drivers at work, too. For one thing, the trusty old PC can do a lot more graphically and in terms of response times than it used to. In fact, despite all the dust-up over exciting new video game consoles like Microsoft’s Xbox 360, Sony’s PlayStation 2 and the highly anticipated Nintendo Wii, the most popular gaming platform in the world is the PC. There are hundreds of millions of PCs in the world, and game industry experts figure about half are used at least occasionally to play video games. But the PC is just one part of gaming’s new technology food chain. At the other end are high-speed broadband Internet connections provided by communications companies like Mediacom. They’ve unleashed new possibilities in the realm of videogames, with MMOGs providing an obvious example. “MMOGs have become richer and deeper with faster Internet access,” says a recent Yankee Group report. It’s a valid point. But with broadband Internet speeds getting faster – Mediacom, for example, offers an upgraded Internet WELL, THAT MAKES PERFECT SENSE PopCap Games’ Zuma – one of the most popular “casual” online games – puts you in the role of a stone frog that protects gold statues from menacing, rolling gemstones, by destroying them with balls you shoot from your mouth. A Publication service, Mediacom Online Max, that tops out at a swift 10 megabits per second of data – the possibilities for graphic ally rich, fleet-fingered interactive games are growing by the day. GOING CASUAL At the other end of the spectrum is a different breed of games that also flows over today’s revved-up Internet lines. Even as highly immersive MMOGs captivate zealots, the category of so-called “casual games” is growing even faster. Typified by simple, addictive word games and puzzles like Zuma, Diner Dash and Sudoku, the casual games category is almost singlehandedly responsible for broadening the video-gaming demographic beyond the stereotypical notion of the sleep-deprived teen with two empty Cheetos bags under his chair. According to research from several industry followers, slightly more than half of online casual game players are women, most of them over 35. Many seem to be smitten by a few attributes common to most casual games. For one thing, casual games reward thinking skills and are slyly PAUSE | DECEMBER 2006 17 ONLINE VIDEO GAMES G4 Mainstreaming the Medium GSN (WWW.GSN.COM) IS CELEBRATING ITS 10TH ANNIVERSARY, extending its franchise to blend innovative original game concepts with reality production. GSN, for example, features 84 hours per week of interactive programming. It gives viewers a chance to win prizes by playing along with GSN’s televised games via GSN.com. The network also features game shows, documentaries, alternative sports and casino-type games. In December, GSN plans to cover the first Worldwide Web Games Championship. Created by FUN Technologies Inc., one of the world’s leading online casual gaming providers, the WorldWide Web Games will let millions of players vie for the championship round by competing in three of the most popular skill-based games: Bejeweled 2, Solitaire or Zuma. The best all-around player G4 at E3: Hosts Adam Sessler and Morgan Webb of X-Play with Kevin Pereira and Olivia Munn of Attack of the Show report on the latest in will win a $1 million grand prize. gaming cool at the Electronic Entertainment Expo. At G4 (www.g4tv.com), this past May was G4’s video game programming includes Electric Playground, Cheat the network’s highest-rated month ever thanks to week-long, highand X-Play. Among the network’s offerings, X-Play has become the definition coverage of E3, the games industry’s annual mega-conmost downloaded podcast. And from G4’s interactive video game vention and product showcase. The network also has covered the roots, Star Trek 2.0 and Attack of the Show have become major hits. Tokyo Games Show, as well as last autumn’s launch of Xbox 360. Slightly more than one half of online casual game players are women, most of them over 35. “Casual games,” says Julie Pitt of RealArcade.com, “are easy to get into, but difficult to master.” conceived to pose progressively difficult challenges even as players improve, says Julie Pitt, the general manager of Real Arcade, one of a handful of prominent casual-game portals on the Internet (www. realarcade.com). “They’re easy to get into, but difficult to master,” says Pitt. For another thing, she says casual games tend to deliver a satisfying sense of order that appeals to many women. At Real Arcade, visitors can sample popular titles like Cakemania, Mah Jong Medley and Supercollapse on Shockwave by clicking on a few icons and, depending on their computer software, fetching a simple-to-install plug-in that takes only a minute or so to download. 18 PAUSE | DECEMBER 2006 Full-f ledged versions of many games can be purchased with a credit card right on the spot – they’ll download to your PC and remain there, allowing you to play anytime. Other games are totally free at Real Arcade and many other game portals. The Mediacom Internet portal at www.mediacomtoday.com, for example, offers lots of casual games with no subscription or payment requirement at all. Industry watchers now believe more than 100 million people worldwide are regular players of casual games. One reason: casual games are far less demanding, time-wise, than the highly immersive MMOGs that tend to keep players glued to the screen for hours (or sometimes days) per session. Enthusiasts often play in short, bursty sessions of as few as 5 or 10 minutes. “It’s sort of like recess for adults,” Pitt says. Dedicated gamer, casual or somewhere in between, there’s clearly a revolution under way in the converging world of video games and the Internet. Three years ago, the TV research firm Nielsen Media Research noticed for the first time a puzzling shortfall in a particular audience demographic: 18-to-34 year old males. Turns out that a good chunk of the young male audience was no longer watching TV, but instead was consumed with online gaming during prime time. Of course, personally I can’t imagine any such nonsense ever occupying my leisure time. But that’s just me. Now if you’ll excuse me, and I have some Wallbeasts to slay, and there’s still a good eight hours before sunlight. Stewart Schley writes about technology and media from Englewood, Colo. Learn more about Mediacom Online on page 40.