Next Gen Video Games Let Players Control The Story

Menacing alien machines descend on Earth, and amid all-out war, a soldier searches a building to find a frightened boy hiding in a vent.

“It’s OK,” says the soldier.

“Everyone’s dying,” the boy replies.

The soldier must choose: Help the boy or tell him to flee.

Though it’s full of dramatic tension and realistic animation, this isn’t a scene from the next Hollywood blockbuster. It’s actually from upcoming video game “Mass Effect 3.”

Game makers are crafting more sophisticated story lines and creating characters that evolve based on their experiences within a game. It’s an attempt to interest new customers and reverse a decline in video game sales as the maturing business fights for people’s attention in the face of new devices such as the iPad.

A new crop of games calls for players to make choices that go beyond selecting a weapon. Among other things, players are asked to make moral decisions that force their characters — and the game’s narrative — to evolve in different ways. Upcoming games such as “Bioshock Infinite” and “Star Wars: The Old Republic” tap into this vein.

These storytelling games couldn’t come at a better time. U.S. sales of gaming consoles and video games hit a peak in 2008, at $21.4 billion, according to market research firm NPD Group. Since then, however, annual sales fell 13 percent to $18.6 billion in 2010. So far in 2011, sales are flat compared with last year.

With the recent Supreme Court decision protecting violent games as free speech, it’s more appropriate than ever for games to have more of a message.

Part of the goal of involved storytelling is to keep players occupied for longer, playing out stories through to the end. Video game makers are trying to stop players from getting bored and quickly offloading games onto used game shops, which can sap sales.

The new games merge first-person shoot-em-ups with movie plotlines to develop what some in the industry are calling a new art form.

In the past, games mostly sandwiched so-called theatrical “cut scenes” between bouts of trigger-finger action. In “Grand Theft Auto IV,” for instance, players are given missions on a roughly linear progression as other hoodlums call by cellphone and recruit them to participate in crimes that will elevate the player in rank. Players can follow along or ignore the story lines in favor of other pursuits, such as discovering hidden details like the giant, chained heart inside the Statue of Liberty lookalike.

Gradually, non-action scenes are becoming more central to games and the story is the focus. “Grand Theft” was a start in that direction, with two different endings depending on player choices. The new “Star Wars” game will have about 20 different endings and a billion ways to get there.

“Photographs tell stories. Movies tell stories. Songs tell stories. Games tell stories,” said Ken Levine, creative director for Irrational Games.

Levine’s studio is poised to release “BioShock Infinite” next year. The shooting game confronts main character Booker with moral decisions — like saving a man from execution or putting down a horse — all the while roaming around an immersive floating world that resembles early 20th century America.

“My mom’s not going to connect to the story of `Mega Man 2,’” Levine said, referring to the pixelated Capcom game from the late 1980s. “But hopefully she can connect to a story like this.”

These storytelling games represent yet another way the video game business is reaching out to people who have not traditionally considered themselves “gamers.” Mobile games including “Angry Birds” and addicting social-network games such as “FarmVille” have gotten more women to play. Motion controllers from Microsoft, Sony and Nintendo have turned video gaming into a physical workout that appeals to young and old.

Storytelling games could appeal to those attracted to character development more than killing.

Lindsay Grace, professor of interactive media studies at Miami University, said the video game industry is trying to accomplish what Hollywood has turned into a science: entering new markets by offering a little something for everyone — a little romance, a little action, a little this and that.

“Games have started to understand this in the last four to five years, but they are later to understand that than film,” he said. “Before, it was a shooting game, and that’s what you do.”

Grace, who’s been studying video games for seven years, believes the answer is not in more big-budget shoot-em-ups, but in independent video games pushing the boundaries of entertainment.

“From indie games to more mainstream offerings, in the next decade or so we are going to be seeing a greater diversity in subject matter,” said Scott Steinberg, the chief executive of video game consulting company TechSavvy Global. “The selection of games will more closely resemble your selection of movies.”

Market tracker NPD Group doesn’t track or categorize “storytelling” games specifically. But many of the games that have had commercial success dive deep into narrative territory. “Grand Theft Auto IV” has sold 20 million units since its record-breaking April 2008 launch. “L.A. Noire” was the top-selling game in the United States in May, with an estimated 899,000 units, despite an industry downturn.

A-list actors, writers and directors are increasingly participating in the industry, lending their voices, faces and ideas to the medium.

Guillermo Del Toro, the Oscar-nominated director behind such hits as “Pan’s Labyrinth” and “Hellboy,” recently cut off work on the unfinished “The Hobbit” movies in part to free himself to work on video games. One of his first new projects is with game maker THQ on a future release called “Insane.” Guillermo envisions the making of the game to take up eight to nine years of his creative life.

“We are in the infancy of people recognizing video games as art,” Del Toro said in a recent interview.

He believes game releases will become major cultural events someday, much like big-budget movies. “In order to be a storyteller in the 21st century, we urgently need to learn to tell stories through video games,” he said.

Aaron Staton, an actor from the Emmy-winning television series “Mad Men,” said he signed on to play detective Cole Phelps in the epic crime game “L.A. Noire,” to be part of the cutting-edge method of storytelling that the game explores.

Staton studied 2,200 pages of script in order to act out all the story lines that evolve from player choices. A key game mechanic is determining how the detective will react to suspects in the interrogation room. Deciding to believe or doubt them moves the story into what he describes as “its own separate reality.”

Many recent games have featured actors’ voices, but in “L.A. Noire,” their facial expressions and voices become “an important aspect of the story of the game and the game play itself,” Staton said. “So I thought that it would be exciting.”

Actions in these games are meant to have consequences that go beyond passing levels or gaining points. They unlock new, unexplored chapters, like a book that has dozens of endings, and provide lessons for the characters along the way.

A love triangle is expected to develop in “Mass Effect 3,” but only if characters created romances in the earlier two versions.

In “Star Wars: The Old Republic,” gamers can choose to play do-good Jedi Knights, evil Sith lords or six other classes of characters. Sparing an enemy’s life, for instance, will determine which direction the game heads and whether companions cooperate or betray the player later on.

Daniel Erickson, the lead writer of the “Star Wars” game, said the amount of storytelling content was unprecedented. The studio behind it, BioWare, created more than 10,000 characters to talk to and used voices from more than 1,000 actors.

The alternate paths amount to more than 60 “Star Wars” novels worth of content in a script that, if read completely, would last longer than the entire 86-episode run of the HBO television show “The Sopranos,” which would take three days without sleep.

“BioWare is a lot closer in structure to an ongoing TV series studio when it comes to the writing department than it is to a classic game design studio,” Erickson said. “It is story that drives everything.”

http://www.sploonch.com/s/__HYBRIS__/product/Sploonch/roviomobile-angrybirdsseasonspicnic_android-2.2-en/detail.jsf

CrowdStar Targets Female Gamers With First Mobile-Only Title, Top Girl


Fresh off a $23 million round of funding, Social gaming company CrowdStar is launching its first mobile-only social game, Top Girl. As you can see from the headline, the free game, which is launching for iOS, targets female gamers interested in shopping and fashion.

While CrowdStar offers another female-focused game on Facebook, It Girl, the two games have no connection. Top Girl is a mobile role-playing game that allows players to create a fashionable avatar and then climb up the fashion social ladder, collecting money by doing modeling jobs, buying new outfits, and going to clubs.

The core gameplay is around the modeling job, where as you work more,you earn coins and cash and are able to buy better clothes. The game also has a dating feature, allowing users to flirt with a virtual boyfriend.

The game actually doesn’t require Facebook integration and is utilizing OpenFeint’s (a fellow YouWeb company) plug and play social gaming platform more iOS. And Top Girl isn’t totally devoid of social features. For example, players will see a leaderboard of fellow players who have accumulated the most clothes.

As CrowdStar CEO Peter Relan has told us previously, he believes interactions on mobile social games will be different from social gaming on Facebook, necessitating the need to create new titles. We saw this trend with Zynga’s newest CityVille game ‘Hometown’, which was announced yesterday.

Relan says we can expect more mobile titles from CrowdStar in the coming year, with three mobile games already in development. And the company will expand these titles to Android as well as iOS.

>Video: Androidify Dance

>

Android, the best mobiles, the best apps and games

>Comic: The difference between Android and iPhone

>

By Tyler Willford

Android, the best mobiles, the best apps and games

>Android discovers Germany

>

Android, the best mobiles, the best apps and games

>Video: Dancing Android

>

Android, the best mobiles, the best apps and games

>Cut the Rope on Android

>

Cut the Rope is a fun and enjoyable game that anybody can pick up and play. It gets challenging but never frustrating. The gameplay mechanics are clever. The puzzles are well thought out. The game looks good and is very colorful. The audio is pretty good. It features an adorable little monster. Getting 3 stars will make you want to keep coming back.

The goal of each level is to feed a piece of candy, suspended by a series of ropes, into the mouth of a cuddly little monster named Om Nom, who is located somewhere on the screen. To do that, you have to cut the ropes in a way that makes the candy swing, jump, or fall into the little guy’s mouth. If you can do that while picking up all of the stars in each level, then you’re golden.

Electronic Theatre In-depth Review: Fruit Ninja

Halfbrick’s Fruit Ninja is one of those games that transcends market boundaries. Eminently casual in design by somehow retaining that one-more-go high score challenge appeal that sees the 8-bit era classics remain so appealing. Sitting alongside the likes of Angry Birds and Doodle Jump, Fruit Ninjacould be considered a hero of the smartphone gaming revolution.

            However, that was then, and here on Windows Phone 7 things could be considerably different. A gaming format aimed first at those already involved with gaming via the Xbox LIVE service and secondly at a more casual audience, you could easily be forgiven for thinking Fruit Ninja may not sit too well with the likes of The Harvest and Crackdown 2: Project Sunburst. But in reality, such games designed for the core market are becoming increasingly a minority product on Windows Phone 7, with the likes of Parachute Panic HD and Bejeweled Live proving popular once again.

            Given that level of success for Fruit Ninja’s peers, it’s surely unsurprisingly to learn that Halfbrick have been just as successful with the conversion to Windows Phone 7 as they were on iOS devices. Fruit Ninja is worryingly addictive and an easy recommendation for near-anyone with the compatible handset, especially given its pocket money price.

            The basic gameplay sees players attempt to slice fruit as it is launched from the bottom of the screen into the player area, and before it falls back out of play. Swiping with your finger, hitting three-or-more pieces of fruit in one stroke will award you a combo score on top of the point for each, but touching bombs at any point will significantly hinder your progress. The basic gameplay mode tasks you with achieving as high a score as possible while hitting less than three bombs (bones lives are awarded for passing benchmark scores).

            Fruit Ninja mixes things a up a bit further with the additional gameplay modes. Zen mode lacks any bombs but is held by a strict time limit, while the Arcade mode offers bonus bananas that seriously alter any strategy the player has developed in other gameplay modes. Of course, the Achievements and Gamerscore available for Xbox LIVE players is wisely spread across all three modes, with some difficult yet reasonable tasks for completion, potentially extending the game’s lifespan by a significant degree.

            Not exactly poor in its design, Fruit Ninja feature plenty of character. It simply doesn’t present any more than is required. An action-stained back wall and some splatters of juice from the polygon-based fruit are nice touches to a game that never really asks to be anything more, and doesn’t ever really need to be.

            As with many titles on Windows Phone 7, you can come at Fruit Ninja from two different angles. Players can set their own targets, taking on Fruit Ninja as if it was a battle against themselves: a modern Tetris on a modern format. Xbox LIVE gamers will instead opt for the preset challenges of the Achievements, and Fruit Ninja is sure to keep them enticed until all 200 Gamerscore has been earned.

Knowledge Aventure expands mobile library with launch of three new games.

TORRANCE, Calif., June 21, 2011 — /PRNewswire/ — Knowledge Adventure®, the leader in educational games for kids and ranked #1 in the multi-subject and math categories by NPD Research, today announced the launch of mobile games JumpStart® Roller Squash, Math Blaster® B-Force Blaster, and JumpStart® My ABC Book, extending the company’s ongoing commitment to the booming mobile games sector.  Knowledge Adventure entered the mobile games market in 2010 in response to their community’s demands for fun and engaging entertainment and educational content on a wider range of devices. These three new games represent the company’s expanding product offering and continued support of popular platforms, including iPad™, iPhone™, Online, Nintendo Wii™ and Nintendo DS™.  Each game will be available for $1.99 with a limited time intro price of $.99 and are downloadable from the iTunes App Store(SM).

These three new titles join Knowledge Adventure’s current mobile slate of JumpStart® Jet Pack, Math Blaster® Space Zapper, Math Blaster® HyperBlast, and JumpStart® Preschool Magic of Learning, all of which are consistently in the top 50 within the education category.

“Over the past 20 years, Knowledge Adventure has dependably demonstrated that we understand our audience by building iconic brands including Math Blaster and JumpStart that provide parents and teachers with quality games for kids,” said David Lord, president and CEO Knowledge Adventure.  ”We’ve built a deep relationship founded on trust with millions of moms, dads, kids and teachers which grows along with their needs. Our move into mobile gaming parallels our community’s move into this space. Knowledge Adventure content will be on any and all screens our audience engages with — be it smartphone, tablet, console or web-based.”

New Knowledge Adventure mobile games include:

 
JumpStart® Roller Squash Squash your way through two gameplay modes as you bowl over enemies and explore exciting mazes. Every adventurous level offers a new challenge using iPad and iPhone’s gyroscopic capabilities as well as “joystick” functionality. ($1.99, Available Now) •

Math Blaster® B-Force Blaster Race through the space training simulator and blast as many targets as you can. Help save the galaxy in this action-packed shooting game. ($1.99, Available Now) •

JumpStart® My ABC Book Explore the alphabet in this kid-friendly app designed for ages 6 and under. With songs, poems and stickers to introduce each letter and a special quiz mode to challenge letter recognition, players will be ABC masters in no time! ($1.99, Available Now)

Read more: http://www.sacbee.com/2011/06/21/3716129/knowledge-adventure-expands-mobile.html#ixzz1Px2cIfno

>Burn The Rope

>

One of the most popular iPhone/iOS puzzle game Burn the Rope made it’s way to Android Market. Burn the Rope is one of the top games which you can’t stop playing once started this extremely addictive puzzle game. Burn the Rope launches with 112 levels and the developer promises to add more, your task on the game is to burn as much rope as you can in each level. There’s a catch! The fire only burns upwards, leaving you to tilt and turn the puzzle to keep your flame alive!

As you progress through the levels, you’ll encounter bugs crawling along the rope. Different bugs have different reactions to the flame. For example, the ant changes the color of the flame so you can burn different colored ropes, and the spider shoots out a web bridge so you can access parts of the level that you could not before.
Burn the Rope is incredibly fun and addictive. You will actually feel like you’re burning a rope, yet there’s no need for a fire extinguisher!
• GIZMODO – App of the Day!
• TUAW – App of the Day!
• “Burn the Rope is a pretty great experience” – TouchArcade
• “Definitely worth grabbing” – AppSpy
• “This is a definite must buy” – TouchGen
• “The fire physics in the game are excellent” – AppSafari
• “Burn the Rope has the inventiveness that makes the best puzzle games interesting.” – SlideToPlay
Key features:
• 112 exciting levels with more coming soon!
• Incredibly fun and addictive!
• Unique controls!
• Beautiful graphics and cool fire effects!
• Easy to learn, hard to master!
• Fun for the whole family!
SMS permission is required for in-game purchases.

Follow

Get every new post delivered to your Inbox.