Friday 27 June 2008

How gaming is running with sport

How gaming is running with sport

By Margaret Robertson
Game consultant

Athletes
Running to victory from the comfort of your armchair
I never would have thought that the thing to change my life would be a pair of magic shoes.

I've never felt much kinship with Dorothy or Cinderella - or with Carrie, for that matter - but here I am, making decisions and changing my habits, purely on the basis of shoes.

They are, to be fair, talking shoes, which I was hoping would make the whole situation sound more rational, but I realise now only makes me sound madder. And, this being the 21st century, they don't talk to me but to my iPod.

The Nike+ system takes something I hate (running) and turns it into something I love (gaming).

Thanks to a pedometer on my foot that broadcasts to a receiver on my Nano, my iPod knows how far, how fast and how often I run, and tabulates my efforts on the Nike+ website so I can compete against the world.

I'm currently running in the great international Talls vs Smalls race, the Innies vs Outies face-off, and am 14th on the leader board for the beginner's challenge.

I'm 14th on the international leaderboard! If only my Mutant Storm scores had ever got so high.

Virtual jogging

And, to further sate my gamer brain, the site gives me a profile reminiscent of an Xbox Live GamerCard, and there are even Easter Eggs - those hidden, unlockable treats so beloved of videogames - which reward particular achievements with unexpected treats.

Five weeks ago I was running sporadically, lazily and slowly.

Screen grab from Wii Fit
Controversy rages over how fit Wii Fit can make you

Now, thanks to videogame style incentives, I'm clocking up miles come rain or shine.

And I'm not alone in this new adventure of becoming fitter through fun.

Millions of people around the world are currently really jogging around virtual parks, cheered on by the virtual avatars of their real friends thanks to Wii Fit.

Games, which have long dallied with the possibility of being fitness tools, have now established themselves as a genuinely useful addition to many people's active lives.

It's not a shift that's been universally welcomed.

Wii Fit has sparked a lot of negative comment about how effectively it can deliver on the promise of its name, with even its creator Shigeru Miyamoto back-pedalling to say that the game isn't actually supposed to make you fit, just more aware of your body.

However, those who only look to measure its cardio-vascular effects risk missing the real benefit it does to people's hearts.

Video game Olympics

For those of us who've spent a lifetime being picked last for football, or wheezing our way back from a run after everyone else has already showered and changed, the experience of being 14th in the world, or of having a cheering squad greet us when we run is a healing, heartening experience.

Chinese girl on the web
In China winning is associated with gaming more than sport

It helps associate physical activity with feeling good, not feeling bad, and that's a powerful, life-changing shift.

But is that the full extent of how games will change the world of sport? Are they destined to nothing more than motivational tools which plug in to shoes and exercise bikes and balance boards

By no means. It's now only a few weeks before the Olympics begin in Beijing, and already for hundreds of millions of Chinese the experience of losing or winning is one which is indelibly linked with videogames, not sport.

The immense popularity of games such as ZT Online and Fantasy Westward Journey demonstrate that these pastimes have become a truly mainstream activity.

How long before gaming finds itself fighting to achieve Olympic inclusion?

On the face of it, it's a ridiculous proposition, but activities such as pool, snooker and chess are all recognised Olympic sports, and there are many StarCraft players who would argue that the dexterity, speed and co-ordination their game requires far outweighs the physical demands of something like bridge - also recognised by the International Olympic Committee.

More to the point, with the rise of physical input games such as those seen on Wii and Sony's EyeToy, the argument against classifying videogames as sports on the basis of their lack of physical exertion is weakened even further.

Why would two tennis opponents need to be on the same continent, let alone the same court?
Margaret Robertson

Something such as EyeToy: Antigrav, a much overlooked PS2 game by Guitar Heroes Harmonix, is a good case in point.

An air-boarding game, it requires that you use your full body as a controller, leaning and twisting to steer, jumping to jump, and waving to pull off stunts.

It's exhausting and exhilarating, and it's hard to see how it fundamentally differs from an activity like gymnastics, even if the skill and fitness levels required are currently substantially lower.

Ball sensors

Indeed, one of the great advantages that electronic gaming offers over gymnastics or synchronised swimming is that it can be conclusively scored.

There are no suspicious national loyalties, no nakedly spiteful 5.7s. And it's this latter benefit which demonstrates the most straightforward way in which videogaming will change physical gaming.

It's not just a question of games converging with sport, it's that sport is also converging with games.

No-one who has watched the evolution of Wimbledon's Hawkeye, or has enjoyed the virtual fielding overviews of Sky's cricket coverage can have missed the way in which sport is learning to incorporate technology.

It's not a straightforward proposition, as the debates surrounding the introduction of instant video replays in football and the refusal to allow automated LBW calls in cricket proves, but as technology advances the arguments against these systems will become harder and harder to sustain.

There's no reason - in principle if not in practice - that we couldn't ultimately have sensors in ball and bat, in racquet and shoe, to measure to a millimetre exactly who was where and when.

And, continued to its logical conclusion, this line of technological integration could take sport to a place where we barely recognise it.

If we could measure every movement of the racquet and consequently model every movement of the ball, why would we need a real ball at all?

And if we don't need a real ball, why would two tennis opponents need to be on the same continent, let alone the same court?

Why would two runners need to be on the same track, or indeed need to run at the same time, if one could download the other's ghost?

Friday 13 June 2008

Nintendo dominates May game sales

Nintendo dominates May game sales

Wii fit launch, AFP/Getty
The launch of titles such as Wii Fit boosted game sales figures

US video game sales in May were up 37% on 2007 says market research firm NPD.

Total spending on video games for May was $1.12bn (£574m). Total sales for the year so far are $6.6bn (£3.38bn).

The figures were boosted by continuing strong sales of Grand Theft Auto IV (GTA IV) which was the best-selling title for a second month.

The highly praised game kept the top spot despite competition from other new releases such as Mario Kart and Wii Fit for Nintendo's popular console.

Seven of the top selling titles in May were for the Nintendo Wii console or its handheld DS game-playing gadget.

Top-selling title GTA IV sold 1.31 million units in May taking its total since its launch in late April to 4.2 million units

However, NPD said the strong sales of GTA IV was not boosting console sales.

"The continued success of GTA 4 is not translating into big hardware sales for either the PS3 or the 360 but there may yet be a lift in June due to gift giving for Father's Day and graduations," NPD analyst Anita Frazier said in a statement.

In May Nintendo maintained its top spot as the most popular console and managed to sell 675,000 Wiis. By comparison Sony sold 209,000 PlayStation 3 machines and Microsoft 187,000 Xbox 360 consoles, according to NPD.

The figures mean that total US sales of the Nintendo Wii number 10.2 million - on a par with Microsoft's Xbox 360 which has sold 10.27 million.

NPD projects that game sales could reach $23bn for 2008 - far higher than the $18bn reached in 2007, which was a 43% jump over 2006.

Thursday 5 June 2008

Gaming gains celebrity status

Gaming gains celebrity status

Margaret Robertson
Video game consultant and writer

Margaret Robertson on how games and gamers are attracting more and more recognition.

Hideo Kojima
Games developer Hideo Kojima is gaining a high profile

Like many commuters, one of my milder vices is leafing through a free copy of Metro on the morning train. It rarely disappoints - cute animals rescued from improbable peril, TV stars revealed to be dieting hoaxers, lovelorn fugitives betrayed by sausage addiction - but it's rarely worth slowing down from a rapid flick.

Today, though, I was brought to a standstill, not by the enduringly inexplicable photo of Mike Tyson cab-sharing with Aisleyne from Big Brother, but by a mean and moody quarter-page shot of a middle aged Japanese man.

Suddenly, alongside Amy and Blake and Peaches and Lily, here was Hideo Kojima, creator of Metal Gear Solid, and one of the best known game developers in the world.

But while Kojima had made it into the paper he hadn't made it into the fashion column or the interview slot.

He was smouldering out from an HMV promo advertising a signing session for the release of Metal Gear Solid 4: Guns of the Patriots.

What else would you expect? Game designers just aren't great gossip fodder.

Rich rewards

It's hard to imagine David Braben on I'm A Celebrity, Get Me Out Of Here, for all sorts of reasons.

Gillette, to my certain knowledge, has never approached Charles Cecil to be its new face, despite his formidable stubble, and I'm pretty sure Mike Tyson has never shared a cab with Matthew Smith.

In fact, I'm pretty sure that most Metro readers will never have heard of Braben, Cecil or Smith, nor be able to name off-hand the games for which they're revered (Elite, Broken Sword and Manic Miner, respectively).

Screen shot from Guitar Hero
Guitar hero has changed relationship between games and music

But Kojima's presence in the paper - albeit in a paid-for slot - is evidence of a trend that's been building for some time.

Game makers are gaining more and more recognition. In Britain they get OBEs, in France admittance to the Ordre des Artes et de Lettres. Game fans queue along Oxford Street to bag an autograph, and it's not unheard of for game studios to receive requests for candid developer calendars.

Nor are these emerging stars rubbing shoulders with an army of geeky nobodies.

Gaming is drawing celebrity to it like never before.

Throwing knickers

The arrival of Rock Band and Guitar Hero have changed the relationship of gaming and music forever.

At the moment the repertoire - Motley Crue and Def Leppard - may leave you cold, but the news stories show that games can be a better place to sell a single than iTunes, and a better place to launch an album than a TV show or a festival stage.

And if The Kingdom of the Crystal Skull has left you wanting more Spielberg, then you'll need to head to your Wii, not the cinema, for his latest release, Boom Blox. And speaking of cinemas, the rash of game-inspired movies in the works is going to produce an epidemic of heart-throbs racing each other to come out as life-long gamers.

Expect hours of interviews with Prince of Persia Jake Gyllenhaal earnestly explaining how much he loved the original game on the Apple II, and whatever hunk bags the Gears of War lead to lay claim to 16-hour co-op marathons to get him into character.

Screen shot of World Cyber Games website
The World Cyber Games attracts big prize money

Of course, the great thing about games is that there's scope for their consumers as well as their creators to become stars.

It's hard to imagine anyone throwing their knickers at a really prolific reader, or eBaying the kidney stones of someone who's seen a lot of films, but around the world top-class gamers are already celebrities.

Virtua Fighter experts get mobbed by girls in Japanese arcades. Korean Starcraft champs are on TV every night.

In Brazil the top Gunbound player was famous enough to get himself briefly kidnapped. Think it can't happen here? Sky already screens the Championship Gaming Series, and live e-sports events in the west attract audiences of tens of thousands.

Major events - such as the Electronic Sports World Cup and the World Cyber Games - have prize purses of hundreds of thousands of pounds.

New models

And money is a key issue. There's long been a theory that we don't get gaming celebrities because developers just don't have the charisma, or the looks, to be superstars.

The truth is colder: overwhelmingly they just don't have the money.

Being famous is an expensive business, and game makers were for many years most likely to be salaried employees, paid the same regardless of how much money their games made.

But that's changing: thanks to new distribution methods and new financial models, there are more and more ways for developers to work independently if they choose to, which lets them reach their market direct, speak their minds instead of towing publisher PR guidelines and retain more of the credit - and more of the profit.

All of a sudden, the indie kid who made Desktop Tower Defence is making more each year out of his ad revenue than lead designers on games that gross hundreds of millions. And wherever youth and money meet, fame follows.

So a year, or two, or three from now, there could be enough celebrity game developers that Mike Tyson would need to share a bus with them, not a cab.

Make no mistake, gaming is going to get celebrities, and celebrities are going to get gaming. But I'm still not betting you'll see them in the gossip section of the Metro. Not because they're too boring, or too ugly, or too poor. But because they're too smart.