I love tools that are all about providing people with information they want, and on Tuesday, the video game industry's official ratings board got my attention with something awfully useful.
The Entertainment Software Ratings Board (ESRB) announced on Tuesday its new iPhone app, which is designed to put the board's full written summaries of more than 2,500 video games right at parents' fingertips.
A new iPhone app from the Entertainment Software Ratings Board allows parents to see the full ratings summaries of more than 1,500 video games.
(Credit: Daniel Terdiman/CNET)The idea is that with the app--officially called ESRB Rating, and available now, for free, in Apple's App Store--parents can punch in the name of any game rated by the board after July 1, 2008, and see not just the official rating--such as "M" for those 17 and up, or "E" for everyone--but the ESRB's full written summary of the title. The ESRB began writing the full summaries on July 1, 2008. Users of the app can also search for information about titles from before that date, but they will see only the basic letter rating and a brief content description.
Just over a year ago, the ESRB began making those summaries available to the public through its Web site, and through a mobile site (m.esrb.org). But the Web site isn't convenient to a parent who is actually out shopping for junior, and the mobile site is not something that many people who have standard cell phones will use, especially if they have to pay extra for data. An iPhone app is just so much easier.
Brilliant on-the-fly tools
Add this app, then, to the growing list of tools available for the iPhone and other smartphones that give consumers the ability to arm themselves with the most information about products and pricing while they actually have boots in the Best Buy, so to speak. Others include the brilliant SnapTell, which delivers comparative pricing information about books, DVDs, video games, and other items from sites like Amazon, Barnes & Noble, Gamespot, and others based solely on a photograph, and RedLaser, which scans items' bar codes and delivers similar pricing information.
But what makes the ESRB app so terrific, it seems to me, is that it provides parents with exactly the kind of nuanced information they need to properly choose the kinds of games they want to buy for their kids. Sure, the basic letter rating gives some context--if you're concerned about violence or racy content, you probably want to stay away from "M"-rated games--but within a single rating category, there is still a wide spectrum of content.
For example, the hottest game in the world right now is Activision's Call of Duty: Modern Warfare 2. The game has an "M" rating, but that just doesn't say all that much. Reading the summary, though, a parent can see much more: "Realistic gunfire, explosions, and cries of pain are heard during the frequent and fast-paced combat. The most intense depiction of violence occurs during a 'No Russian' mission where players take on the role of an undercover Ranger: Several civilians are gunned down at an airport as players are given a choice to participate in the killings (e.g., players can shoot a wounded civilian that is crawling on the ground), or walk by and observe without opening fire."
The app arms parents with the information to make informed buying decisions.
(Credit: Daniel Terdiman/CNET)That's a little more informative than "M," isn't it.
To be sure, kids are going to be able to get the games they want regardless of what their parents buy them. But given that games can cost $60 apiece--at least for the AAA console games--it may be that they don't quite have the means to sneak off with each and every first-person shooter they desire. They may still be dependent on Santa Claus, aka their parents, to get them the bulk of their games.
And, of course, those buyers who don't have an iPhone still will have to struggle to access these summaries, and it's unlikely that retailers will be providing them in any useful form.
But all in all, I find this precisely the kind of thing that puts the power over decisions about which video games to buy right back where it belongs: in parents' hands. We are in an age where so many pundits, politicians, and others are moaning and whining about the breakdown of society, and parents are complaining about the corruption of their children.
Well, complain no more: If you've got an iPhone--and I certainly hope the ESRB puts this app out for Android and other smartphones soon--you can do the research yourself. And then if you're still unhappy about the content in the games you buy your kids, you have no one to blame but yourself.
Corrected at 12:50 p.m. PST: This story incorrectly reported how many games rated by the ESRB would have summaries available through the iPhone app. It is more than 1,500.
Nintendo seems ready to resume its dominance over its video game console competitors, Microsoft and Sony, and to shake off several tepid months of sales, an analyst suggested Monday.
Those comments came after Nintendo put out a press release boasting that it had sold 550,000 Wiis in the U.S. during Thanksgiving week, leading Wedbush Morgan analyst Michael Pachter to estimate that the company may have sold about 1.1 million of the consoles for all of November.
Analyst Michael Pachter thinks the Wii is ready to resume its dominance over its rivals.
(Credit: Nintendo)Last November, Nintendo moved 2.04 million Wiis, so if Pachter is correct about this month's data--his estimate was based on a formula in which November sales numbers are equal to roughly double the Thanksgiving week sales figures--the company sold only a little more than half the units it did a year ago. Still, Pachter estimated that Microsoft and Sony will have sold about 700,000 Xbox 360s and PlayStations, respectively, during November.
A Microsoft representative said that, while the company doesn't provide internal sales numbers, Black Friday week Xbox sales were the best of the year and at least two times the previous week. A Sony representative said that the PS3 had a banner Thanksgiving week, and that 440,000 of the consoles were sold during the week. Nintendo did not respond to a request for sales numbers for Thanksgiving week a year ago.
Using Pachter's formula, the PS3 sales numbers would mean that about 880,000 of the consoles were sold for all of November.
Since the true beginning of the so-called next-generation console wars in November 2006--when both the PS3 and the Wii were released, joining the Xbox 360, which hit store shelves a year before that--the Wii has been the dominant player, routinely outselling its competitors.
Now the prices for all three consoles are within $100--the Wii and the lowest-priced Xbox are $199, while the PS3 is $299. That has led to an increase in sales for Nintendo's peers, especially for the PS3, which in September won its first month ever for U.S. sales, according to industry analyst the NPD Group.
Indeed, even Nintendo has acknowledged it had lost some of its steam. Last month, the company's president, Satoru Iwata, said, "The Wii has stalled."
But Pachter suggested that the Thanksgiving week numbers show that Nintendo has simply been a victim of its own success, and that the sales of the Wii--and its handheld game machines, the DS and DSi--are still very impressive.
"You can't really criticize Nintendo for" past success, Pachter said. "They're definitely going to be very solid and dominant this holiday season, but last year, they were so large and dramatic, (those numbers) are going to be hard to compare to."
For the Thanksgiving week, Nintendo said it sold more than 1.5 million devices, meaning that it sold almost 1 million of the DS and DSi. And to Pachter, that might be the most impressive data point of all.
After all, he said, the DS first came out in 2004. "When is this thing going to get old?" he said. "It never dies. It's amazing to me, but people just keep buying them."
Still, Nintendo's biggest advantage--over the PS3, at least--is that the Wii costs $100 less. And if Sony ever drops the PS3's sticker under $200, that could mean big trouble for the Wii, Pachter said. Such a move would force Nintendo to do something dramatic to keep up.
While he didn't say that Nintendo would need an entirely new console at that point, he did say that a sub-$200 PS3 would force Nintendo to do something like add a processor and graphics card similar to what is available on the PS3 and the Xbox. And that, among other things, means high-definition.
"I think consumers need that," Pachter said.
Updated at 5:10 p.m. with comment from Microsoft, and at 7:55 p.m. with comment from Sony.
NASA Ames' Vertical Motion Simulator, the largest-such simulator in the world, has been used since 1980 to help train pilots to fly helicopters, fighters, and space shuttles. Now, it is being used for training on the next-generation lunar lander.
(Credit: Daniel Terdiman/CNET)MOUNTAIN VIEW, Calif.--There I was, staking my claim to a pilot's slot in one of NASA's next-generation lunar landers, and to be perfectly frank, I think I'd better not quit my day job.
"I think we probably walked away from that," said NASA aerospace engineer Eric Mueller, after one rough touchdown. It was an overly charitable assessment of my performance. I'd hate to know what he was really thinking.
If you've been paying attention, you're probably aware that there are no current missions to the moon, and so you know that I wasn't actually trying to land there. But I was piloting the same equipment that real-life astronauts have been using to prepare for potential future lunar trips, and so you'll have to forgive me for being a bit disappointed that my skills are likely not up to snuff.
This indulging of my astronaut fantasies was part of a visit last week to NASA's Vertical Motion Simulator (VMS), the world's largest tool for training those whose actual job is to fly lunar landers, space shuttles, helicopters, Joint Strike Fighters, and even bobsleds on the skills and tricks necessary to get their crafts safely to their destinations.
Based in the Aviation Systems Division at NASA Ames Research Center, the VMS offers those who use it six degrees of freedom, including 60 feet of vertical and 40 feet of lateral motion simulation inside a huge, 100-foot-tall chamber that looks like something over which an auto mechanic would salivate. Those "flying" the simulator (see video below) have 20 feet of movement in both in the left and right directions, as well as 4 feet forward and back, and 25 degrees of roll, pitch, and yaw.
Originally opened in 1980 to enable pilots to test-fly helicopters, the VMS is currently being used, among other things, to help NASA get ready for what is likely to be its next great mission: a return to the moon with Constellation, the space agency's long-awaited next-generation program and the followup to the Space Shuttle program.
Over the years, according to Kathleen Starmer, the deputy director of NASA's SimLabs outreach team, VMS has been used by a wide range of private companies and military agencies that have needed to run vertical motion tests, including Boeing, Lockheed, Grumman, and others. And today, even when the simulator is not set up for faux lunar landings, it is in use 100 percent of available time, Starmer said. Those wishing to use it need only show that their project can offer some benefit to NASA, and be able to pony up about $5,000 a day.
Flying Altair
But I hadn't come to the VMS to see what it would be like to fly a helicopter. I'd come for a shot at Altair, the next-generation lunar lander, and the one that will be the business end of the Constellation program, at least on the surface of the moon.
According to Karl Bilimoria, an aerospace engineer in the VMS program, NASA is now in the process of running its third formal Altair simulation. When reporters aren't being allowed to barely land in the simulator, "pro astronauts," as Bilimoria put it, are coming to Ames and spending full days in the VMS. One reason for that, he said, is that with Altair, the pilots will need to master pinpoint landing accuracy: they'll need to put the craft down within 10 feet of their designated landing sites on the moon, requiring far more precision than what was required of the pilots of the Apollo age.
This is expected to be a difficult task with Altair because one of the design philosophies of the Constellation program will be to shave as much mass as possible off the payload in order to reduce takeoff weight--and save tremendous amounts of money that each additional pound costs to put in space. Bilimoria said NASA hopes to outfit Altair with the smallest possible control jets, a configuration that makes minute control of the landing craft more difficult than was the case with its much sportier Apollo counterpart.
Which would mean, of course, that NASA is trying to offset the loss of some of the brute force control that comes with less propulsion on the lander with state of-the-art electronics: advanced control systems and advanced cockpit displays.
It might not be possible to achieve the kind of landing accuracy NASA wants with the reduced control jet profile, Bilimoria said, but "before we throw our hands up," it will try to solve the problem with technological advances. "We can always squeeze out a little more," he said. "The question is, is it enough?"
To date, Bilimoria said that multiple simulations have shown that technology isn't quite up to the task at hand, and that it could be another year of running tests in the VMS before it's known if the goal is possible. Of course, any return trip to the moon is many years away, but Mueller explained that NASA is doing this work now in order to have the most advanced notice possible if it's going to be necessary to design Altair with larger control jets.
Rough landings
Inside the cockpit, I was strapped in and given some quick instruction (see video below) on how to read the two major digital displays and how to use them in conjunction with a set of joysticks to properly land the craft. The space is set up to resemble what an actual Altair interior would look like, down to the view out the window, and the narrow working space that is partially made possible by having both the pilot and co-pilot stand up straight rather than sit down.
In fact, the Altair cockpit simulator is one of five separate "interchangeable cabs" used in the VMS to mimic different kinds of vehicles, from rotorcrafts to fighters to transport vehicles. Each cab can be set up with conventional aircraft instruments or advanced avionics, depending on the needs of the client using the simulator.
On an Altair pilot's right is what is known as a vertical situation display, which Mueller said is a fairly typical glass cockpit-type display that, for the most part, would be familiar to fixed-wing pilots, and which is new for a lunar lander. The idea, said Mueller, is that this display provides good cues for landing.
On the left side is the horizontal situation display, a newer system that provides Altair's pilots with velocity vectors, and a touchdown display. This system features a set of "bells and whistles" developed at Ames and designed to help the pilot keep a "nice hover" over the landing spot and to improve their hover and descent skills.
One display in the cockpit shows the ground and the landing pad, and the lander's progress towards a proper touchdown.
(Credit: Daniel Terdiman/CNET)And, just to help the pilot with more true-to-life visual cues, there's also a "view" out the front windows, as well as a view from straight down underneath the lander at the ground below.
For someone skilled at piloting any kind of aircraft--even simulated ones in video games--landing the faux Altair is not that hard. The visual cues are extremely intuitive--basically, just keep a little dot in the center of the screen by tapping the joystick one way or another--and it's designed to be fairly simple, in the VMS, at least, to land.
Adding to the realism, of course, is the fact that the cockpit rocks back and forth and left and right, as it would in real life. So if you overcorrect, get ready to tilt the wrong way. Given my lack of skills, I found myself doing that far more than I should have.
Still, in each of my landing attempts, I managed to get the craft onto the lunar "surface," not even crashing once.
The progress of the lander is marked by the green line on the display in this picture. The long, squiggly line is evidence of a rather lengthy and roundabout approach to the lunar surface.
(Credit: Daniel Terdiman/CNET)To be sure, though, none of the current or future astronauts have to worry much about me being a competitor for their spots on actual moon missions.
Nor would they worry about competition from a CNET colleague who accompanied me to the VMS. As he attempted to fly the lander, his progress was recorded as a long, very squiggly green line on one of the displays, evidence of a remarkable lack of precision.
In the control room, two VMS scientists watched my colleague's progress and shook their heads.
"We've never seen anything like this," said one, of my colleague's roundabout approach to the ground.
"He still hit the pad," said the other. "It's amazing."
Microsoft on Monday said that millions of Xbox Live members have used the new social-media features that the company pushed live a week ago.
In June, Microsoft announced it would begin offering Xbox Live users access to Facebook, Twitter, and Last.fm. And while the manifestation of each of those services is scaled down on Xbox Live, the rollout has been one of the company's big pushes this fall for its hugely popular online system.
According to Microsoft spokesman David Dennis, the first-week figures show that at least 2 million Xbox Live users have logged into Facebook, and that half a million Last.fm accounts were created in the first 24 hours of availability. Dennis didn't address how many Xbox Live users have used the service's Twitter feature, except to say that there have been "tweets from nearly every market where we have Xbox Live."
So, based on the data Dennis provided, the Facebook integration with Xbox Live has had the most adoption. And while 2 million people logging into Facebook is far short of the 20 million total Xbox Live users, it is notable that fully one tenth of the service's users have tried the Facebook feature in just the first week.
Still, there's no way to know if the numbers of members using the social-media features will climb higher. There are those who feel that the Facebook and Twitter implementations lack some of the richness that has led to those services' phenomenal growth, and one has to wonder how many Xbox Live users will choose to spend time with Facebook or Twitter instead of doing things like watching movies or playing games.
As for Last.fm, Dennis said that in the first week, Xbox Live users had streamed 120 million minutes of music. Last.fm is a part of CBS Interactive, which also publishes CNET.
Lastly, Dennis said that 1.7 million Xbox Live users had gone to the new Zune marketplace--formerly known as the Xbox Live marketplace--and watched video.
A photo of a meeting between a participant in Must Love Robots, a small-scale alternate-reality game put on recently by the New York duo, Awkward Hug, and the game's signature robot.
(Credit: Flickr user Tim Scribbles)For Kiaya Steele, the men in suits and dark glasses who appeared suddenly through the raindrops of a New Hampshire morning were the first sign that something very unusual was going on.
One of the men stood under an umbrella next to the car Steele and her friend Kellin had been riding in moments earlier and delivered a message. As Kelli's sister Jenna was brought out of a second car that had pulled up mysteriously behind them, Steele was told that if she couldn't quickly prove that she was "the real Kiaya," the bomb planted inside Jenna would explode.
And this was just the tip of the iceberg of a day spent driving all around the countryside, complete with vans, staple guns, cameramen in trees, threats, red phone booths, and a series of hidden clues.
But this wasn't a situation for the FBI. Rather, it was a very small-scale--and low-tech--version of what is known as an alternate-reality game, an entertainment genre that has grown in popularity in recent years, especially because its traditional use of mixed-media--the Web, cell phones, social media, and others--can allow large numbers of people to play together collaboratively.
Over the years, the games have become a favorite marketing tool of large companies like Microsoft, which has commissioned huge ARGs, as they're known, for the launches of things like the video game Halo 2 and Windows Vista. Indeed, the first widely known ARG was called The Beast, and was used as a promotion for the release of the Steven Spielberg film "AI: Artificial Intelligence."
Those versions of ARGs have seven-figure budgets and allow thousands of people to participate. Yet while they get most of the ink written about ARGs, there has long been a steady stream of games built for very small audiences or, as in the case of Steele and the friend with a "bomb" insider her, an audience of one. It turned out that the intrigue was all part of a day-long mystery concocted by Steele's boyfriend, and involving several of their friends, as part of an elaborate marriage proposal.
"We use a lot of fictional analogies in our lives--gangsters in an alley (and) later in the quest there was a Soviet scientist, all themes that had played out in our courtship," Steele recalled. "We would write stories of sorts to one another before we dated. We'd take an image and run with it until it was too tired to move anymore. The whole thing was kind of a collaboration of our lives together."
Given that the game Steele's new fiance planned for his proposal had such a small audience, it was, to be sure, at the extreme end of the size and complexity spectrum for ARGs. But at any given moment, there are several ARGs being played that have slightly larger, yet still very small, numbers of participants. And it is these games, usually carried out at minimal expense and with no deep-pocketed sponsor, that may well be the true lifeblood of the increasingly popular world of ARGs.
And while there are practical limits to the kinds of interactions that are possible between the people running the larger games--the so-called puppetmasters--and the players, these smaller adventures offer everyone involved a much greater chance at direct communication.
"There are quite a few people making [small] ARGs, either without profit in mind or marketing [who are] saying, 'Look at me, I can do this,'" said Michael Andersen, who runs ARGNet, the leading source for news and information about the genre. "The motivations for a lot of these things vary. [One] advantage of doing these grassroots games is working for yourself. [And], it becomes a lot easier to have those one-on-one interactions [and the] feeling that not only can you communicate, but you can change what's going on" for fans.
Robot love
Earlier this year, a New York duo calling themselves Awkward Hug built and pulled off a small-scale ARG called Must Love Robots, which was centered around the idea of helping make love connections between people and robots.
Through a series of Web sites, social media, YouTube videos and more, Awkward Hug founders Jim Babb and Tanner Ringerud turned a $3,000 budget into a 3-month-long game with at least 300 participants.
Babb said that the project, which was entirely self-funded, came out of an original desire to create a Web series about a robot. But when the two realized that they could "make it so much more" by adding the various multimedia elements, they set out to build a bona fide ARG, one that would allow them to communicate directly with almost anyone who wanted to talk with them, even to the point of playing online games of Scrabble. And, of course, there were real-world meetings between prospective "dates" and the game's signature robot (see video below).
Given the huge gap in size between a large-scale ARG and something like Must Love Robots, it might be surprising that many of the ultimate goals are the same. It certainly was to Babb.
"What surprised me the most," Babb said, was that "players want more and they want to do things with you. It becomes a collaboration. The audience becomes characters."
And while it's not always possible for everyone to participate in person--Must Love Robots attracted players from around the world--one of the great things about the ARG genre is how many people who play do participate directly in one way or another. In Babb and Ringerud's game, for example, 20 people created costumes related to the story line and sent in pictures of themselves wearing the outfits, all of which were intended to be folded into the larger story line.
Kids creators
A different kind of small-scale ARG was Find Chesia, a project put on by the Finksburg, Md., library on behalf of its local schoolchildren and their summer reading program.
The story, said organizer Heather Owings, was centered on the story of Chesia, a 14-year-old girl whose parents have gone missing on an archaeological dig and who sets out to find them. The game was designed by five small teams of 11- to 15-year-olds.
Like with many small-scale ARGs, Find Chesia encountered a series of structural problems, most notably, Owings said, the fact that the kids turned out to be resistant--mainly due to regular conditioning about the dangers of online anonymity--to the idea of posting information in character to the game's Web site. In addition, there was the unforeseen problem that almost none of the kids were old enough to drive to the game's real-world locations.
This bracelet is an important element in the ARG, Finding Chesia, which was put on by a Maryland library on behalf of a town's schoolchildren and their summer reading program.
(Credit: Finding Chesia)Still, the game was successful enough for Owings to want to run the game again next summer, incorporating some of the lessons they learned this year. And despite the problems, Owings said that she came away with an appreciation for what the ARG genre can offer its organizers and participants.
"I like that ARGs use tools that were set up to do something else, and they're used to create something new," Owings said. "It's the taking of something and changing it and using it for something it wasn't intended [for] in a new and creative way."
Plus, she said, Finding Chesia turned out to be a perfect way to get the kids in on the enjoyment of building their own game, even though they lacked many of the skills generally considered necessary for such a task.
"It's a way for teens to create their own game," Owings said, "and we really enjoyed that aspect of it...They don't need to be computer programmer [and] here is a way for them to take ownership for creating a game on a fairly small level. [As well, it] helps them to realize how much the Internet does facilitate networking within the community, as well as outside the community."
These days, said ARGNet's Andersen, there are at least as many small, grassroots ARGs being produced as the larger, corporate-backed games. And those numbers could grow as an increasing number of people become versed in the tools for building them. According to Andersen, teachers at the University of Texas at Dallas and the University of Mary Washington are both teaching classes about ARGs.
But the real upside in the genre's growth will come naturally, as more people in more local communities get exposed to ARGs and discover the joy of playing something truly interactive and truly collaborative.
And while it's true that most small ARGs quickly peter out as players and organizers discover that they don't have the time or energy to follow through, there are those who feel that the ultimate payoff of participating is there for anyone with the stamina or commitment to grab it.
"For an independent ARG, the most successful thing you can do is complete it and have your core audience go all the way through," said Awkward Hug's Babb. "It's such a cool format, and the people who can make it through a whole one of these get an experience that no other media can provide."
According to IBM, 'BlueMatter, a new algorithm created by IBM researchers in collaboration with Stanford University, exploits the Blue Gene supercomputing architecture in order to noninvasively measure and map the connections between all cortical and sub-cortical locations within the human brain using magnetic resonance diffusion weighted imaging. Mapping the wiring diagram of the brain is crucial to untangling its vast communication network and understanding how it represents and processes information.'
(Credit: IBM)Computers capable of mimicking the human brain's power and efficiency could be just 10 years off, according to a leading researcher at IBM.
According to the researcher, Dharmendra Modha, the manager of IBM's cognitive computing initiative, scientists from his company and some of the world's most prestigious universities have already managed to simulate the computing complexity of the feline cortex, a feat that could augur a day not too far off when it will be possible to ramp up to what the human brain can accomplish.
Last year, IBM and five universities were awarded a DARPA contract to work on a cognitive computing project aimed at eventually achieving that goal. Just a year later, Modha said, his team, working in conjunction with the universities' scientists, have achieved two major milestones.
The first was a real-time cortical simulation that achieved more than 1 billion spiking neurons, as well as 10 trillion individual learning synapses. According to Modha, that exceeds what a cat's cortex is capable of.
Second, the scientists created a fresh algorithm they're calling BlueMatter that is aimed at spelling out the connections between all the human brain's cortical and sub-cortical locations. That mapping is a critical step, Modha suggested, for a true understanding of how the brain communicates and processes information.
The human brain, Modha said, is fundamentally different from today's computers in power and size, and he and the many scientists he is working with are eager to learn from the brain how to build new kinds of computing architectures. Part of the reason, he added, is that as our world gets more and more complex, a "tsunami" of data is being produced and analyzing those data demands "a new kind of cognitive system, a brain-like system, to make sense of it."
To achieve the goal, Modha and his fellow scientists are combining supercomputing, neuroscience, and nanotechnology research to demonstrate what's possible. The work they've done has progressed in just a year from the granting of the DARPA contract to today's achievements.
Modha said that examples of what could be done with computers working at this scale are realistic analysis of the world's water supply systems, or financial systems. The idea is to detect causality behind phenomena, and to make those connections quickly and effortlessly, the way the human brain works. Writing such a program using today's computers would be impossible, he said, but these future computers would be able to quickly distill answers to these kinds of enormous problems.
There's no promise, of course, that Modha and his colleagues will be able to advance the difference between the power of the cat and human cortexes in the next decade. After all, there's a difference of a factor of 20 between the two. But he sounded optimistic that a decade is a realistic goal.
But regardless of the timing, the aim is clear: reverse-engineer the human brain and learn its computational algorithms. And then deploy them in a bid to solve some of the world's most complicated computing problems.
U.S. video game industry sales plunged in October, dropping 19 percent from a year earlier, and 16.4 percent from September, according to data released Thursday by the NPD Group.
But with the tremendous, record-breaking, out-of-the-gate performance of Activision's Call of Duty: Modern Warfare 2 and the coming holiday season, NPD is bullish on the industry's fortunes for November.
Still, the $1.07 billion in total sales turned in by the industry in October were paltry, compared with $1.32 billion in October 2008 and $1.28 billion in September 2009. NPD analyst Anita Frazier tried to soften the blow a little bit in her monthly report, noting that while sales were down precipitously in October, it was still the third-best October sales report turned in by the video game industry.
"The continued economic turmoil, and in particular the troubling unemployment rate, is undoubtedly impacting industry sales," Frazier wrote in a statement. "Our latest Economy Tracker indicated that although consumers' general opinion about the economy is improving, their outlook on their own personal situation is worsening. If consumers' personal outlook continues to erode, they could very well be much more conservative with their holiday shopping this year."
That last sentence is no doubt one of the most chilling group of words imaginable to the honchos at companies like Microsoft, Sony, Nintendo, Electronic Arts, Activision, and many others involved in putting video game hardware and software in consumers' hands, especially as their most important sales months of the year are now at hand.
As always, regardless of the monthly results, the big console makers each had some things to celebrate in the NPD numbers.
For Nintendo, which has seen sales of its once-high-flying Wii dip and perceptions that the console's days of seeming infallible may be over, the numbers had some hope: in October, the Wii took back first place among the consoles--respectively the Wii, Microsoft's Xbox 360, and Sony's PlayStation 3. In October, Nintendo moved 506,900 Wiis, beating out the PS3 (320,600) and the Xbox (249,700).
Sony was coming off the first month the PS3 won since being launched in the fall of 2006, but while the console was beaten out by the Wii, there must certainly be some measure of gratification in having the PS3 come out ahead of Microsoft's console offering.
"In October, we saw continued momentum [for the] PS3, with nearly 70 percent growth, when compared to last October," Peter Dille, Sony Computer Entertainment of America's senior vice president of marketing, said in a statement. It was "the only console to see any growth year over year."
NPD itself touted Microsoft's chief bragging point for October: "Across all categories, the Xbox 360 platform contributed the greatest portion of total industry sales, representing 27 percent of total industry sales for the month," Frazier wrote.
Yet despite the record-smashing first-day sales posted this week by Call of Duty: Modern Warfare 2, the video game industry as a whole is facing a very painful reality: If sales don't improve quickly, there will be layoffs, slashed budgets, canceled games, and more.
Electronic Arts, for example, announced this week that it is planning to lay off 1,500 people as part of a major restructuring--the company's latest--and as a way to stave off growing losses.
And while the industry may have hoped that console sales--especially with prices for next-generation hardware now at their lowest levels ever--would help it rebound, Frazier did not offer much hope.
"Year to date, the hardware category has experienced the sharpest decline in the industry, with unit sales down 10 percent compared to the same time period last year," Frazier wrote. "Recent price cuts helped spur a one- to two-month increase in unit sales, and this month's Wii sales reflect that boost, but the other platforms have not sustained the sales momentum [after] price reduction."
Call of Duty: Modern Warfare 2 is said to have broken the single-day sales record for an entertainment property. According to Activision, the game earned $310 million in North America and England alone in its first 24 hours.
(Credit: Activision)So much for the supposedly unbreakable first-day sales record set last year by Grand Theft Auto IV.
On Thursday, Activision said that its brand-new Call of Duty 2: Modern Warfare, which hit store shelves on Tuesday, had "shattered" the previous record for opening-day sales by an entertainment property, earning $310 million in North America and the U.K. alone. That equates to 4.7 million copies of the new game sold in those regions, and, if true, would eclipse the previous first-day sales record of $310 million globally, which GTA IV set in May of 2008.
Given that GTA IV had nearly doubled the previous record of $170 million, set by Halo 3, I wondered at the time whether its new mark was unassailable. Clearly, the new Call of Duty has answered that question, and loudly.
Now, we have to ask once again whether there could be another challenger for the crown. It would be foolish, it seems, to conclude that there won't be, given the dominance of franchises like Guitar Hero, Rock Band, Grand Theft Auto itself, and, of course, Call of Duty.
A bigger question could be: Why do we care? That's especially true given how frequently these mega-records are broken. Still, it's hard not to get worked up about what it means for a single video game title to bring in hundreds of millions of dollars in a single 24-hour period, particularly while we're still mired in a fairly deep recession.
There are all kinds of arguments to be made about why video games do well in tough economic times, and I've trotted a number of them out in this space. But most games don't come anywhere near selling $310 million worth of product in their entire lifetime, let alone on their first day, so Activision--and its Infinity Ward studio, which actually developed the new Call of Duty--seem entitled to a little bit of attention.
But at the rate these records are falling, I'm going to have to start thinking twice every time a new game sends me one of these announcements about breaking records. Sooner or later, it's not going to be all that noteworthy, no matter how much money is earned in a single day. Until then, though, watch this space for word on which game will be next in line for the throne.
CNET News reporter Ina Fried testing out Microsoft's much-heralded Project Natal.
(Credit: CNET News)According to a report issued by British games magazine MCV, Microsoft's much-heralded Project Natal hands-free gaming control system could hit store shelves as soon as November 2010 and cost as little as $50.
MCV said that Microsoft could launch Natal with a 5 million unit global shipment.
"This and other details have emerged following a behind-closed-doors Microsoft tour of U.K. publishers and studios," MCV wrote. Microsoft "has been demoing the tech and detailing its 2010 plans in order to spur more development support."
MCV also said that it had been told by a publishing source that Microsoft is "trying to get as close as possible to 'impulse buy'" with Natal.
The technology is considered very important for Microsoft as it seeks to differentiate the Xbox from Sony's PlayStation 3 and Nintendo's Wii.
The Seattle Times weighed in on the story by predicting that, "This is probably a preview of what (Microsoft CEO) Steve Ballmer and (president of the entertainment and devices division) Robbie Bach will disclose at the Consumer Electronics Show in January."
Microsoft did not immediately respond to a request for comment.
There are literally hundreds of banned Xboxes for sale on Craigslist right now in the wake of a decision by Microsoft to kick as many as a million players off of Xbox Live for illegally modifying their consoles to play pirated games.
(Credit: Daniel Terdiman/CNET)Update (5:45 pm): This story now includes a statement from Microsoft.
Want an Xbox 360 but don't care about playing online or taking part in any of the Xbox Live services? Then this is your lucky day.
Thanks to a recent decision by Microsoft to ban as many as a million players from Xbox Live for illegally modifying their consoles to run pirated games, there is now an absolute glut of "modded" Xboxes for sale on Craigslist.
And while a brand-new Xbox Arcade--the lowest-price version of the console--sells for $200 with no free games, it is now possible to spend as little as $100 for a used, modded Xbox that comes with a slew of hit titles. You just have to be willing to give up using Xbox Live and be OK with your new game collection including mainly pirated titles.
Running a search for "modded Xbox" on Craigslist's Bay Area site returned 35 listings from the past three days. A similar search on New York Craigslist resulted in 87 listings. And dozens and dozens more are for sale on other local Craigslist sites.
One listing promised a "banned/modded" Xbox 360 with a 20 gigabyte hard drive; 20 HD movies; and 13 games including Madden 2010, Call of Duty: Modern Warfare 2, NBA 2K10, and others.
"Everything works perfectly," the ad reads. "The 360 was treated better than I treat most people."
The ad also reminded potential buyers that, "since the console is banned, you will not be able to connect to the Xbox Live service. Therefore, this posting is for those of you who don't care if you can play online or not."
One Craigslist poster named Danny Cuccovia, a 22-year-old student from West Valley College in Saratoga, Calif., was actually looking to buy a modded Xbox 360, and despite the incredible deals available right now, wasn't interested in one that couldn't get him onto Xbox Live.
A gamer looking to potentially go pro, Cuccovia suggested that modded Xboxes are great because there is no end to the supply of pirated games and that sellers of those games put very realistic-looking labels on them.
He also said he was sure that many of the people selling their banned Xboxes on Craigslist were doing so because they want to get a new one.
That was certainly the case with Kevin, a 29-year-old from Manhattan's East Village who logged into Xbox Live a few days ago only to discover the bad news about his console.
"I logged in, tried to play a game online, and it said I had been banned from the service for violating the terms of service," Kevin, who wouldn't give his last name, said. "I cursed, put my controller down, cursed Microsoft, and then bought another Xbox."
But even though he bought another used console that was advertised as being unmodified, Kevin said that when he tried to log on to Xbox Live, he quickly discovered he'd been cheated: the new device had been banned, too. So on Tuesday, he bought another one.
"If you're interested in a modded Xbox," he said, "I've got one for you."
Interestingly, Kevin and another New Yorker with a banned Xbox, 16-year-old Muhummad Sheikh, both said that the ban seemed to apply only to the console and not to their Xbox Live accounts.
Kevin said that his account still works, and that he was able to keep all his achievements, but he lost all the saved games. "They've done something funny," he said. "They call it a corrupted profile."
For sellers like Kevin, the rush to sell their banned Xboxes in order to buy a new one is pitting them against dozens, if not hundreds of people in the same boat. That means that getting the price they want is going to be near impossible. Kevin said that he had originally asked for $175--with an available legitimate copy of Rock Band for an additional $50--but has now dropped his price to $150. And still he has no bites.
"Someone (offered to) buy it for $100," Kevin said, "but I haven't capitulated yet."
In a statement issued late Wednesday to CNET News, Microsoft suggested that players who buy used Xboxes should beware that the company doesn't necessarily stand behind the consoles.
"If you purchase a modified console second-hand, the warranty is not transferable and the purchaser assumes the risk for any previous modifications," the Microsoft statement said. "If you purchase a console that has been previously banned, you will not be able to connect to (Xbox) Live."
To Kevin, the fact that the consoles have been banned but players' accounts still work smells a little fishy since that means if someone buys a new Xbox, they'll be able to get right back into their Xbox Live account and pick up, more or less, where they left off. And that could well mean that for the Xbox Live obsessed, there's no choice but to buy a brand-new machine, especially since many of the other consoles for sale on Craigslist right now have also been banned.
"Well, the holidays are around the corner," Kevin said. "They know what they're doing when it comes to making money."









