Check-In And Claim Gotham

To celebrate the upcoming release of The Dark Knight Rises, Nokia has teamed up with the masked vigilante to release the exclusive Limited Edition Nokia Lumia 900. Available in matte black, the Nokia Lumia 900 comes with a striking laser engraved Batman symbol on the shell.

Owners of the phone can join the battle for Gotham City in a real time, location-based The Dark Knight Rises challenge, powered by Foursquare and exclusive to Nokia. Build a profile, choose to fight for Bane or Batman, and start checking-in to claim locations for your side. Then continue the fight as you attack your enemy’s territories or defend your own, either by yourself or in groups. The Windows Phone-powered Nokia smartphone will provide updates with a dedicated Live Tile on the homescreen.

In addition, owners can access showtimes, wallpapers and exclusive content.

 

Exclusive: Trials And Tribulations With The Z. Kickstarter

If there’s things that nerds like, it’s zombies and card games. While there are a few physical products that combine zombies in some way with cards, Z. is a unique project in that it hopes to combine the two in a mobile app. Downward Viral is looking to get the funding for the project on Kickstarter and the project is entering its final stretch; it’s even gotten the backing from Robert Bowling of Call of Duty fame, who publicly endorsed Z. backed it with $10,000 and will be a producer on the game. We got a chance to talk to Sebastian Haley, Culture Editor at GamesBeat, who is working with Downward Spiral on Z. and get a feel for both the game itself and what it’s been like trying to ride the crowd-funding wave.

Has the fact that you can actually play the side of the zombies gotten you some extra attention?

It’s provided a sort of Alliance-versus-Horde mentality with some of the backers. When we released our Survivors and Zombies 101 updates explaining the differences between how each played, we immediately got a couple “Oh, I’m definitely a zombie player!” comments or vice versa, so that was cool. That’s what we were hoping for. We didn’t want to make one side the good guys and one side the bad guys; that’s why even the Zombie Hero cards are still called “heroes.”

Playing as the zombies was one of the things people remembered most about my first iPhone game from way back in 2009. So while zombies are in almost every game now, we’re always trying to make sure we do something fresh with them, and I really feel Z. lets us just go wild in that direction.

Has it benefited the reach of the Kickstarter that you’re offering both a digital and physical card edition?

I would say it might have actually complicated things. We’re making a cross-platform digital card game, and the boxed edition was only ever intended to be a Kickstarter-exclusive reward. But we’ve heard a very vocal group of backers and potential backers who are seeking just the physical edition. We weren’t really prepared for that, and it puts us in a difficult situation. With the digital rewards, those don’t cost us anything to produce, and we’ve really padded the all-digital bundle with as much content as we could imagine. But each physical reward begins to cut into the budget of actually making the game, and card games are not cheap. A 265-card booster box of Magic will set you back $100, and we’re offering a boxed set with 360 quality cards, so to get that and still help fund the game it’s not going to be cheap. Double Fine ended up spending roughly their entire original funding goal on physical reward fulfillment alone, and that doesn’t even include Kickstarter’s 5 percent, Amazon’s cut, and then almost 10 percent in taxes to the state of California.

But that’s the other thing that I’ve had to realize and commit to, because as much as I want to please every backer request — and I really do — we’re trying to make a game, not sell pre-orders for a finished board game or watch. After crunching the numbers, I honestly don’t know how Sedition Wars and Pebble can offer what they did at those prices. Unless I’m just talking to all the wrong people, they had to lose money with their Kickstarters, but they essentially bought all that publicity and future brand recognition. That’s not really in line with the spirit of Kickstarter, and it worries me that the Kickstarter community will start to have unrealistic expectations of what they’re really doing when they back a project like Z.

Viral attention is vital to any Kickstarter’s success, but do you feel that game enthusiast press attention has cooled a bit to crowdfunding since a few months ago?

I would say they haven’t cooled so much as they’ve frozen solid. Everyone’s got a Kickstarter these days, and it’s hard to grab the media’s attention in a room full of noise. Being a game journalist myself, I know what we’re up against as I get approximately 10-20 Kickstarter-related emails a week, and half of them have zombies in them.

So that wasn’t something we really planned for. We kind of thought that with all of our guest cards like Tim Schafer and Ron Gilbert, that we’d have at least a few “automatic headlines,” and then continue to make waves every other day. But instead it’s been like trying to make a sales pitch to a brick wall, with a few exceptions. I greatly appreciate them taking the time to look at Z. and see exactly why it’s worth talking about and seeing made a reality.

Many collectible card games have a somewhat high bar for entry, given the amount of rules you have to learn. Have you purposefully tried to give Z. a more mainstream appeal from it’s rules?

Absolutely, but without dumbing it down at all. Z. is designed for anyone to be able to pick it up and play in minutes, not after reading a 100-page rulebook. The familiar zombie horror themes and settings that we play up in our mechanics and cards help with that, because people automatically have a sense of what a shotgun should do, for instance.

But while anyone can hop into a game of Z. instantly, we don’t want it to be a shallow experience. It’s meant to be as deep as you want it to be, and so beyond just our own efforts in balancing, we’ve also brought pro-gamer Justin Wong on board to help ensure a solid design. Wong is best known for dominating the fighting game tournament scene for the last decade (along with a few elite others), and so his intricate knowledge of games like Marvel vs. Capcom and all of the Street Fighters will help us create an always-fast and always-fun experience for players of any skill level.

We’re really hoping that Z. will become a sort of gateway drug for traditional tabletop purists getting into the digital formats, and also for non-tabletop players or people intimidated by games like Magic to finally give CCGs a go.

Given the game’s online asynchronous multiplayer, are you hoping the game will hit a larger audience?

Ha, isn’t every product-maker hoping they’ll hit a larger audience with what they’re doing We want Z. to be available to as many people as possible, and in as many ways. Whether you’re on your mobile device or personal computer, we want to hit all the platforms that make sense for us as a small indie developer. And then having cross-platform turn-based play is what makes sense for our game and our players. We want to ensure that no one ever has to struggle with any aspect of Z. So just like with Words With Friends, you can take your turn whenever you want, and then your friend or ranked opponent can take their turn minutes, hours, or a day later. You can play at your pace, which is one of the biggest barriers to entry with classic tabletop games — you have to sit down and commit to a 2-6-hour long game of D&D, and most people just can’t do that on a regular basis.

 

Has your pledge to give an update every day about more details to the game convinced some people to help fund you?

I can’t say one way or another, but I know that people definitely appreciate seeing content and having an open dialogue with the people running the Kickstarter. I’ve seen a few campaigns where there are little to no updates at all, and they usually don’t go well. People feel like there is no commitment from the people asking for money, so why should anyone back them

At the same time, I worry now about spamming people too much (even though I try to keep the updates interesting and relevant), and wonder if maybe some potential backers are holding out until the last few days just to avoid the email notifications. Heh . . . You guys can opt out of them if you want, I promise!

Which one of the swag items has gotten the most attention from what you are offering?

People are most vocal about the deluxe boxed set, but the $100 all-digital bundle is by far our most popular reward level. It was a last-minute addition too, where I was looking at all of our rewards and thinking that they were too expensive and we weren’t offering enough, so the night before the Kickstarter went live I snuck that one in there as a limited reward and filled it with as much cool in-game content as I possibly could.

 

What have you learned about crowdfunding since you started the Z. kickstarter campaign?

Too much to say here, but it’s been an extremely eye-opening experience for me and the team. I’ll eventually write down and share some of my thoughts and lessons learned with everyone once the dust clears, but one of the positive aspects of my time on Kickstarter has been the Kickstarter community. And I don’t just mean backers, I mean people who have run campaigns, are running one now, or are about to launch one soon, we’re all like this tight-knit secret society now. Almost everyone helps each other out however they can, so that’s just been a very welcome experience compared to being a game journalist where everyone is always judging each other and at each other’s throats. There’s a definite indie spirit going around that I’m glad to have become a part of.

 

Want to play the Z. app Interested in Kickstarter Join the discussion on Facebook.

Activision Leeds Adventuring With Pitfall

Activision has confirmed that their new studio in Leeds, U.K. is not working on a new version of Pitfall. The mobile based developer was rumored to be working on a Call of Duty title.

“In setting up there has been a lot of interest given the publisher we are working with. In the third week of May we revealed we had the studio, and yes it is based in Leeds, and we have hired some key talent in the form of Mark Washbrook and Mark Lloyd [formerly of Rockstar Games],” said Activision director of partnerships & communication Martyn Brown. “The first game we are making is in fact Pitfall, which is 30 years old this year. We’ve been working on Pitfall since earlier in the year when we set up and it has been really good to revisit that and bring it to a modern audience.”

Brown said that this game will be the first of many classic Activision IPs that will be trotted out for a new generation on smartphones. “Being able to call upon a wide portfolio of properties is really good for us and we are looking forward to finally showing it to more people,” Brown explained.

Source: GamesIndustry.biz

Will Wright Talks Console Businesses Getting Shaken Up

Will Wright was on the leading edge of designers who decided to depart from a larger game studio to found his own smaller company. While Stupid Fun Club’s the primary focus is not on video games, Wright sees how the industry is shifting.

“You have a lot of people who are able to do a lot with small teams and low costs; of course there’s a lot of noise in the market,” said Wright. “I think in some sense it’s kind of equalized. It used to be big companies doing triple-A titles on consoles is where all the money is. It’s shaken things up quite a bit with all these platforms. In some sense all the little mammals – small developers, new companies – have an opportunity right now to fill new niches that are expanding rapidly. They might be small opportunities now, but they very well could be huge opportunities in the not-too-distant future.”

“I think all the console guys are running scared,” he added. “Not so much because of the hardware, but because of the business models, free-to-play and that kind of thing, have shifted underneath them.”

Source: GamesIndustry.biz

Mobile Social Games Supplanting Facebook Counterparts, Says Report

Doug Creutz of Cowen and Co. recently wrote a report that social games on PC are losing out to mobile products. The number of daily active users (DAUs) for Facebook’s top publishers like Zynga, EA and Disney. suffered a 5.5 percent DAU decrease over the past half year, with Zynga’s DAU dropping by 27 percent in the last 6 months.

“We believe it is hard to construct a model where over half of the top 20 games are shrinking significantly in aggregate but where the total is meaningfully growing,” says Creutz. “In contrast, 17 of the top 20 games on the iPhone are less than a year old. We think this is a function of the faster growth of mobile gaming relative to social.”

Zynga occupies eight slots in the top twenty Facebook games, but just two in the iOS rankings. EA and Disney both have two on Facebook and just one on iOS.

Source: Cowen.com

Assassin’s Creed Movie Will Star Michael Fassbender

Michael Fassbender will star and co-produce a movie adaptation of Assassin’s Creed. The actor has starred in X-Men: First Class, Shame, Haywire, Prometheus and will next be seen in The Counselor and Twelve Years a Slave.

“Michael Fassbender was our first choice [to play the franchise’s iconic hooded hero],” said Jean-Julien Baronnet, CEO of Paris-based Ubisoft Motion Pictures. “Michael (Fassbender) is an extremely smart, talented, versatile and committed actor.”

The plan for the movie is likely to involve packaging the project with a writer and director through Ubisoft Motion Pictures before resuming talks with a studio (probably Sony Pictures) for distribution. “We’re open to re-discuss with the key studios once the production package is finalized,” said Baronnet.

Source: Variety.com

Activision Unveils Walking Dead Shooter

Don’t confuse this with the episodic adventure game from Telltale; Activision is working on a full-fledged zombie-blasting funfest based on the hit AMC television show The Walking Dead. Developed by Terminal Reality, The Walking Dead will revolve around Daryl Dixon and his brother Merle on a “haunting, unforgiving quest to make their way to the supposed safety of Atlanta.”

Players will control Daryl as they attempt to avoid detection from zombies that hunt using sight, sound and smell and will choose between fighting them or using stealth to avoid detection. According to Activision, “No place is truly safe for Daryl as he makes his way through the Georgia countryside in this new, post-apocalyptic world.”

Source: IGN

Gamevil Puts $10 Million More Into Partner Fund

Gamevil revealed that it’s are putting another $10 million in its Partner Fund. The program is designed to help third-party developers create and publish titles on Android and iOS.

“The Partner Fund accounts for a large portion of the ambitious line up of 46 titles to be released this year and has thus contributed to our growth in the first financial quarter,” said Gamevil. “Third party developers and Gamevil mutually benefit from the partnership by leveraging the understandings from building Gamevil’s 130 million install base on iOS and Android worldwide.”

The funding has helped to launch Cartoon Wars, Air Penguin, Punch Hero, Fighter City, Last War, Immortal Dusk, Kami Retro, Cheese Please, and Moleheart, among others.  Assisting various developers has benefited Gamevil as well, and they say that these games have helped them grow early in 2012.

Steam Greenlight Opens the Doors To Smaller Developers

Valve has announced that it is launching a complementary element to Steam called Steam Greenlight. Launching in August, this new program is designed to be a way that developers can turn to the Steam community to greenlight a game to launch on the digital distribution service instead of using the internal team that greenlights products for Steam.

“Steam Greenlight is a new system that enlists the community’s help in picking some of the next games to be released on Steam,” reads the site for Steam Greenlight. “Developers post information, screenshots, and videos for their game and seek a critical mass of community support in order to get selected for distribution. Steam Greenlight also helps developers get feedback from potential customers and start creating an active community around their game as early in the development process as they like.”

“Over the many years that Steam has been selling games, the release rate of games on Steam has continued to grow significantly. But given Steam’s existing technological pipeline for releasing games, there’s always been a reliance on a group of people to make tough choices on which games to not release on Steam. There are titles that have tied up this internal greenlight group in the past, and we knew there had to be a better way,” the website adds. “With the introduction of the Steam Workshop in October 2011, Steam established a flexible system within Steam that organizes content and lets customers rate and leave feedback. This opened up a new opportunity to enlist the community’s help as we grow Steam and, hopefully, increase the volume and quality of creative submissions.We know there is still a lot of room for improvement in making Steam distribution easier and faster; this is just a first step in that direction.”

“The prime difference is the size of the team that gets to decide what gets released. For many stores, there is a team that reviews entries and decides what gets past the gates. We’re approaching this from a different angle: The community should be deciding what gets released. After all, it’s the community that will ultimately be the ones deciding which release they spend their money on,” Valve asserts.

Source: SteamCommunity.com

Portalarium Gets New Funding For Garriott Project

Portalarium announced that it has raised $7 million in Series A financing led by m8 Capital, with FF Angel, BHV Venture Capital, and Portalarium co-founder Richard Garriott de Cayeux all contributing. The funding will be used on their first product Ultimate Collector and the upcoming RPG from Garriott for mobile platforms.

“Following our early stage investment in Portalarium, announced in June 2011, we’re pleased to further our commitment to Richard Garriott and to Portalarium,” said m8 Capital  General Partner, Joseph Kim. “Richard is one of the legendary developers in the gaming industry and his vision for this next era of mobile and social gaming will firmly position Portalarium as an industry leader. We are looking forward to a successful launch of the company’s next game, Ultimate Collector, and to see how Richard will redefine the role-playing genre for the mobile-era.”

“This is an important step for the growth of our company,” said Garriott. “We are grateful for the confidence m8 Capital and Founders Fund have placed in our team and we believe gamers will ultimately reap the benefits from this partnership when they get a chance to play Ultimate Collector and see the unique mobile and social games that we are creating at Portalarium.”