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July 29, 2008 2:28 PM PDT

'Scrabble' app on Facebook crashes in wake of 'Scrabulous' takedown

by Caroline McCarthy
  • 13 comments

When Scrabulous, a popular game on Facebook's developer platform, was shut down earlier on Tuesday because of copyright infringement issues with the manufacturer of the Scrabble board game, word game fans weren't totally left in the dark. After all, Electronic Arts (which handles the digital rights to Scrabble for the game's parent company, Hasbro) had recently created an official beta version of Scrabble for the platform.

Problem is, the servers that were hosting the "real" Scrabble app couldn't handle the load of new migrants, and the application crashed on Tuesday afternoon. Oops!

"We'll be back up shortly," an apologetic error message read. "We're working on some tech problems and Scrabble will be ready to play as soon as possible!" The game is slated to exit the beta phase in the middle of next month, and some (my colleague Rafe Needleman among them) initially found it to be a better-quality game experience than Scrabulous had been.

But in the wake of a server crash, Facebook users weren't too pleased, as the message wall for the Scrabble application revealed. "Wow, does this suck," one Facebook user wrote. "Why can't you guys work out a licensing deal with the Scrabulous boys? Now we're back to square one and have to go through all of your debugging process."

Well, to be fair, rumor has it that Hasbro put out an acquisition offer for Scrabulous, only to have it rebuffed because its creators thought the amount offered was insufficient.

"Sucks, sucks, sucks," another Facebook user said. "Locks up at 30 percent loading. Sucks. Oh, did I mention it sucks? Get a grip, Hasbro."

Too bad "FAIL" will net you only seven points.

Originally posted at The Social
June 11, 2008 12:00 PM PDT

'Spore' set to mold the future of Web 2.0-enabled gaming

by Josh Lowensohn
  • 1 comment

Next week game publisher Electronic Arts will unleash a cleverly packaged marketing device upon masses of hungry gamers awaiting the release of one of this holiday's biggest titles--Spore. The software is a "creature creator" letting players put together 3D characters with an interface nearly as simple to use as Nintendo's Mii maker seen on the Wii. The 300MB download will be available next Tuesday, though some diehard fans and "influencers" got their hands on it last night.

The upcoming game focuses on creating a species and taking it from the microbial stage of life all the way to multi-universe exploration and colonization--a mix somewhere between a science experiment and a game of Risk. The creature creator is the first step in showing potential users what they'll be getting their hands on in just three months time.

What may be more interesting though is how publisher EA has begun to integrate the Web into its latest titles--Spore included. For instance, in this new piece of software you can take pictures of your creation and send them to buddies via e-mail. You can also record video that can be uploaded straight to YouTube--like the clip I created and have posted below. Last year's Skate (also by EA) had similar features, although all of the content was hosted on EA's servers.



Others seem to have taken notice of this trend. Last month Sony integrated YouTube into its developer tools to allow PS3 developers to code in the option to record and upload clips to the popular video host without requiring gamers to leave the couch. Microsoft has also had its own system for letting gamers grab in-game screenshots and have them post it to special mini game sites that are linked up to the user's Live.com ID.

That's not to say EA is letting other companies house all that content though. The creature creator and eventual game will go hand in hand with Spore's official site which launched with limited functionality this past Monday. The company is touting the site as a way to build out your profile and discover other people's creations, but it's essentially a photo gallery full of in-game screen shots and creations people saved.

Sporemail is pictures of your creature captured in-game which can be sent to friends and viewed on Spore.com. Some shots double as character models you can pull into your software and re-tool to make your own.

(Credit: CNET Networks)

These photos have an additional use too--you'll be able to drag and drop what you see from other members into your own software be able to play with that same creature. Users will also be able to send creations to third parties to put into things like online comic books, or to print out into a 3D mold. The company is expecting this to lead to people making small changes to their in-game characters, or browsing through other people's creations while away from their home machine. These changes will sync up with their in-game characters the next time they play.

Each user-created creature is also a piece of something larger called SporePedia. Not unlike Wikipedia it's completely sourced and managed by players. They'll be able to upload their creations to the SporePedia with descriptions and bits of game data which will completely searchable both in-game and from the Web. EA is hoping it will provide a way for novice gamers to very quickly discover new creatures created by others, or simply archive what they've made without having to worry about saving it to local storage.

Also thrown into the site are widgets people can put on their blog or social-networking profile that showcase their latest creature creations and an RSS-powered news feed of what your friends have created. The site is currently the only way to view in-game screenshots, which are hosted with ratings, comments, and a tracking system that assigns special badges to popular or featured content.

In the end the creature creator is a far cry from the experience gamers will be getting in September. It's a very svelte game demo that's been packed with Web elements and the start of one of the stronger first-party community sites I've seen.

I really would not be surprised to see more games take advantage of the Web in the coming years, not just for the marketing potential, but for the extra sticking power. March Madness and fantasy sports suck up absurd amounts of time from office workers because the Web has become a gateway to some of the things we do on our off-work hours. There's not much keeping future games from doing the same if they begin to build up what players are able to do while away from their fancy hardware.

Related:
EA unveils 'Spore' tribal phase images, video
'Spore Creature Creator' to see light of day in June

February 22, 2008 1:26 PM PST

Dennis Fong's Raptr is innovative gamer social community

by Daniel Terdiman
  • 1 comment

Dennis Fong's new startup, Raptr, is a sort of applications-based social network for hard-core gamers.

(Credit: Raptr)

SAN FRANCISCO--Dennis Fong is someone who has a lot of street cred in the world of video games. A former world champion in games like Quake and Doom, he's also the founder of XFire, a company that enabled easy instant messaging among gamers that he later sold to Viacom for oodles of money.

Now, he's got a new start-up, known as Raptr, and it seems to have some very influential people rather excited.

I got my first introduction to Raptr Friday at the Startup Showcase at the Game Developers Conference. The session, which was organized by Charles River Ventures' Susan Wu, put five entrepreneurs on the spot to give short presentations about their company. Wu and several industry experts then got the chance to weigh in on each presentation.

Essentially, Raptr is a social network for gamers, but one filled with useful applications--at least for those for whom hard-core gaming is a way of life.

But since there are millions and millions of people like that, the company has an instant and wide market.

... Read more

Originally posted at Geek Gestalt
October 10, 2007 1:49 PM PDT

Global warming in a virtual world

by Candace Lombardi
  • 2 comments

Whether or not you're one of the few global warming skeptics left, there's no denying that the northeast has been experiencing an unseasonably--up to 85 degrees--warm October.

Now, even when you're playing escapist video games, you'll have to deal with the guilt that your habits have made it too warm to wear autumn tweed.

SimCity Societies (review from CNET Networks' GameSpot), the next generation of the SimCity computer game series that releases November 15, is going to simulate the environmental impact of different types of building and energy choices.

SimCity Societies pollution

SimCity Societies shows corresponding virtual pollution as a result of virtual energy choices.

(Credit: Electronic Arts/GameSpot)

Players who choose inexpensive and "readily-available" buildings or cheap energy that produces more carbon dioxide, will see environmental results in the form of virtual droughts, heat waves and other natural disasters.

Electronic Arts partnered with energy company BP to provide the data analysis. Players are also given BP product choices in-world, as well as offered more real-life information on energy, electricity production, carbon footprints and greenhouse gas emissions.

"With SimCity Societies, we have the opportunity not only to demonstrate some of the causes and effects of global warming, but also to educate players how seemingly small choices can have a big global impact," Steve Seabolt, vice president of global brand development at Electronic Arts.

Electronic Arts is not the first high-profile company to tackle global warming. The public radio producer American Public Media released Consumer Consequences in early September.

It all sounds very interesting and educational. But isn't the virtual world supposed to be an idealized place where you can go to create the world you actually want, rather than the one you're stuck with?

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