‘Minecraft’ Maps Great Britain

Some Minecraft players out there have a lot of time on their hands, creating immaculate worlds by putting together and eliminating blocks. Some even take the time to recreate precise logos or redesigns from their favorite franchises.

That’s not enough for Ordnance Survey. The team actually took the time to create a 22 billion block map from Minecraft blocks, one that recreates the whole 224,000 square kilometers of Great Britain. That’s a lot of space to cover!

Though the map isn’t completely accurate due to height capping limits – 2,500 meters, to be exact – it’s still a remarkable place for players to visit, including such locations as Southampton, England, Scotland, Wales and others.

The download is free, but players will need to make sure you have 3.6 GB of hard drive space to store it all. It can be downloaded here.

Source: The Next Web

New Wii U Bundles Offered In Japan

Nintendo is no stranger to bundling up its systems to add value. Just recently, the company released a limited edition Legend of Zelda: Wind Waker HD bundle, one that includes the highly regarded remake along with a special edition GamePad controller for $300.

Overseas, it has a couple of new Wii U bundles that fans in Japan will be able to take advantage of. The company recently offered two 32 GB bundles, colored in white or black, that include the Wii U system, a GamePad, a Wii Remote plus controller, 30 days of Nintendo x Joysound Wii Karaoke U service, and digital copies of New Super Mario Bros. U and Wii Party U. They go for about 32,800 yen, or $332.

In addition, for an extra 2,000 yen ($20), players can also pick up the recently released Wii Fit U, as well as the accompanying Fit Meter that it works with. The Balance Board controller is still sold separately.

There’s no word yet if the bundle will be coming stateside – along with that Karaoke service – but, for now, players can take part in the Wii Fit U promotion kicking off on November 1, offering a free month of play before unlocking for a $20 price with a Fit Meter.

Source: Engadget

 

 

Game Companies Make Fortune’s Top Workplace List

Fortune recently posted its “Top 50 Best Small and Medium-Size Companies To Work For” on its website, and even though companies like Acuity and Intuitive Research & Technology led the charge, a couple of game makers did manage to find good spots in the rankings.

Riot Games, the creators of League of Legends, managed to make the list at number three.

“We aspire to make Riot Games a legitimately great place to work, so it feels great to be recognized for our efforts to create a culture where Rioters can thrive,” the company responded through its website.

“This was our first year applying for the list, so our expectations were blown away by the number three ranking. Teams from across the company contributed to the application process, which included a survey about life at Riot that went out to randomly-selected Rioters and an in-depth questionnaire about our culture and programs. This process gave us the opportunity to share Riot culture and stories, but also gave us a chance to take cultural inventory of where we’re at and where we still need to go.”

Meanwhile, Insomniac Games, developers of such games as Resistance: Fall of Man, Fuse and the Ratchet and Clank series, found a comfortable spot at number 15.

Source: GamesIndustry International

This Week’s [a]list Jobs – September 25

Opportunity is missed by most people because it is dressed in overalls and looks like work.”- Thomas Edison

Picky about where you’ll work  A couple high-flying game makers have made Fortune’s list of top small and medium size company workplaces.

Here are this week’s [a]list jobs:

  • Microsoft, Xbox – Marketing Manager (Redmond, Washington)
  • Google, Android – Head of Regional Marketing (Mountain View, CA)
  • YouTube – Partner Marketing Manager (San Bruno, CA)
  • Game Duell – Head of Social and Mobile Games (Berlin, Germany)

[a]list daily is your source for the hottest job openings for senior management and marketing in games, entertainment and social media.

To see last week’s jobs, click here.

Google Could Burn Cookies For Good

Google thinks it has the answer to concern over internet privacy and the “Do Not Track” movement against third-party cookies. The company is said to be planning a cookie-less tracking tool that provides advertisers with an alternative way to target people online while keeping users anonymous.

USA Today first broke the news, citing a source who’s familiar with the project who said Google has a new tracking tool in development called AdID. Several sources have since stepped forward to confirm with various media outlets that the project is in development. The sources have said that Google is planning to reach out to industry, government and consumer groups in the coming months before officially rolling out AdID.

According to the reports, AdID is deployed over ad networks that agree to implement it, replacing their ad targeting systems based on cookie data. On the user side, the tool provides ways to restrict which advertisers can track user information, and it automatically resets users’ AdID data once a year.

Concerns over internet privacy are nothing new but have reached a pitch since it was revealed that US spying agency NSA conducts extensive monitoring of online activity. Adding to the outcry is evidence that internet companies who collect vast amounts of data on their own have either complied with or been complacent of the NSA’s activities.

The message coming from Google’s side is that AdID is an alternative to cookies that takes user privacy into account. Cookies indiscriminately track user information and make that data accessible to anyone looking to target internet users. Google’s AdID would provide the targeting function without private user data.

Not surprisingly, Google’s plan has found detractors among advertisers. That includes the Internet Advertising Bureau, which represents the digital side of the industry. IAB general counsel Mike Zaneis told USA Today that while advertisers are only asking for some sort of tracking tool and not necessarily cookies, there’s concern with giving a single company complete control over the ecosystem.

Zaneis shared one concern over the scenario: “[Google] could depreciate the user of that ID on a whim [and] basically, and severely, undermine billions of dollars in digital ad spending.”

Google has no doubt seen that third-party cookies are becoming increasingly shunned, and not only by users. Apple’s Safari browser has never allowed third-party cookies to track user sessions. Internet users are also becoming more savvy about private browsing online, with nearly all browsers giving them the ability to block and erase cookie data. Advertisers may put on a brave face and try to resist the demise of the cookie, but they have a history of embracing Google’s efforts on their behalf. And even they have to recognize that for a growing number of internet users, the time to stick a fork in cookies can’t come fast enough.

Source: USA Today

Jenova Chen On Design, Marketing, And Emotion

When you talk about influential games on the PS3, you’re sure to mention Flow, Flower, and Journey, the troika of games created by thatgamecompany. These games were designed to elicit emotion, and presented a very different form of gameplay than typical console games. Their unusual nature and attention to detail brought awards and a sizable audience, and helped bolster Sony’s image as a company that fosters innovation on its platform.

Now thatgamecompany, co-founded by Jenova Chen, has reached the end of its three-game contract with Sony. Thatgamecompany has raised venture capital and is working on its first title that will be self-published, a major step forward. Chen now has to think not only about design, but about how a game will make money, the audience for a game, and what platform to publish on. The [a]list daily spoke with Jenova Chen about his approach to design and the new challenges he faces self-publishing in a rapidly changing game industry.

With all of the changes in the game industry, such as the emergence of mobile games, new consoles and new business models like free to play, how do you choose the platform to develop for What platform have you chosen for your next game, and why?

Jenova Chen

My company is very different than what is out there. We are not here to make games because we know mobile or social games are hot and they make a lot of money, so we want to make them. We started the company with a very simple goal: We want to make games that not just hard-core gamers, but everybody would like to play, not just hard core gamers. Games should be serving the mass audience. We’ve been experimenting with design techniques to create emotions that are relevant to people beyond the hardcore player. When we choose a platform, whether it is hardware or mobile or social, it is always about people, not what’s the hardest thing or the coolest thing.

With self publishing, does that change your choices?

I look at the industry from a supply and demand perspective. Recently there was a huge rise in social games, with Zynga coming out. Now social is going on a downward curve with mobile becoming the new hot area in the industry. What I see is that console gaming has been fairly stable. They’ve been doing the same things they’ve been doing for the past ten years and aiming at pretty much the same audience, maybe slightly older, teenage boys and young men. My fundamental view of the entertainment industry is to look at it through the perspective of feeling. Whether it’s film or games or novels, it’s pretty much about feeling. On the positive side you have romance, comedy, action-adventure, drama. On the cold side you have thriller, horror, sometimes science fiction. It’s very much more about feeling than what video games typically say. An MMO is mostly talking about the technology rather than a feeling.

If you look at the demographics of people with films compared to videogames, you’ll find the same group who likes to plays console games has been into the big summer blockbuster, action-adventure movies blockbusters and rock and roll and hip hop. The same demographic has been consuming a specific feeling across all medias. It’s very easy to understand why console games are the way they are, because they’re trying to satisfy the power fantasy of a teenager who doesn’t actually have the freedom and the power and they like to have those feelings supplemented. The only game in the past that was popular for females, that was really huge, was The Sims because it’s the first game that gives a social feeling between players.

What are the new opportunities you see?

Let’s look at today’s market — what has changed? People say a lot of money is moving out of consoles to mobile games or social games. That might be true on the surface, but what I would say is the same group of people who play Zynga games are not really console gamers. It’s not like the console player will start leaving consoles to play FarmVille. That group of people are actually the original casual game player. Casual gaming historically has been fairly small. That’s also why the hardcore gamers looked down on casual. When Facebook came out, that same group of people who played casual games got notifications. Why don’t you try it out? No credit card, no install, suddenly the same group of people who liked this emotion got access to games.

Compared to the console game industry of yesterday, the difference is a bunch of people who never would have played any games are now one click away from games. Now the question is have you designed a game for them What about the girls I’m not trying to be sexist, but usually young females like to play things that have a lot of emotions and relationships. That probably explains why there isn’t a lot of female gamers that play console games. Candy Crush is more appealing to women because it’s social.

I was looking at the distribution of genres in films. The musical genre is more popular in older female groups, but not in the younger male group at all. Horror films are more popular with youngsters, and the more mature men and women are not interested in horror films. I was looking at all of these emotions like horror and thrillers . . . what are the emotions that are popular among all ages? If you want to make a business, you have to decide if you want to go niche or you want to go broad. If you’re on console and you want to do a summer blockbuster, you are facing huge competition. It’s probably not worthwhile — you need to go for a different emotion. The Wii was very successful because it was the first console that was concerned with a different feeling than traditional consoles.

To me if your opponent goes broad you should go blue ocean, and if you want to go niche you should still avoid the niche that is already overpopulated. 

Where does thatgamecompany go?

This has a lot to do with why thatgamecompany was started. We grew up with games, gaming is a very dear and important medium. But as we grow older, most of our friends stop playing games. They say ‘I don’t have time for this.’ To me it felt really sad because the games that I really love are losing traction with people. Ten years ago when I came to the US I was hoping to crack the code and make games that still appeal to people who had grown up, who had given up games. At the time I had no idea of how to do it. Then I went to film school and learned screenwriting and animation. The game industry is following the development path of the film industry. What I thought would be great if we can make people love games again. I want to see people coming back.

What technology that’s current or coming up that do you think can have the most impact on game design?

In the long run, I am very excited about the fact that we can capture realistic humans and lighting and their performance. It’s not quite there yet, it’s very close. In the end, when you create emotions you have a wide range of media you can use in games. For example, animation or music. One of the strongest mediums that will evoke a strong response is performance is actually watching a human have real feelings. Next to performance, the strongest is music, which is why we spend so much time on music for our games. I’m looking forward to the future where directing a game is very much like directing a movie. You bring in actors, you work with them, you get the best performance out of them. I’m looking forward to that future, but right now I can’t do it, I’m not even going to bother trying.

With thatgamecompany self-publishing its next game, what are the marketing challenges you face How do you plan to overcome them?

Right now I think the interesting aspect is we’ve announced we’ll do cross-platform, but we haven’t quite narrowed it down to what platforms we’ll support. Especially now that there are all these new microconsoles coming out. Are we doing touch screen or controllers? So far we’ve been focused on touch because it’s so much more widely available to the general consumer. This has to do with the original goal with founding the company: We want to build games designed for everybody, not just gamers. So we want to be on a platform that everybody owns.

The challenge for marketing is we sort of understand how you would market a console game, thanks to Sony. We got to learn how to do marketing in the console business, which is very valuable. Now when you actually want to do that each platform is quite different. PS3 has 97 percent male 25 to 35 male audience, quite different from Android or iOS. Which media do you prioritize? Because you can throw money at it and not really reach potential players. We don’t have money to buy Superbowl ads. How can we reach many people and let them know the game is out there That’s the big challenge, and it’s a challenge to everybody. A lot of console publishers want to enter the mobile space, but have any of them managed to prove that they can make a game popular If you look at the top games, they’re all form independent publishers. That’s why we are going independent. There isn’t any service out that has proven to be worthwhile. 

There are a lot of games that just can’t manage to find an audience, aren’t there? How do you get around that problem?

I’ve seen so many good games from the indie community that didn’t manage to get big on the mobile platforms. My hunch is that if you want to solve your marketing problem to get your game known, approaching a traditional marketing company is a bad idea because the world is changing. You have to take advantage of what you have in your studio to promote yourself. For us we are game makers, we’re not really good at anything else. I am hoping the game itself will encourage other people to tell other people about the game. If people are truly moved, they will share it with other people.

For me a lot of the Journey players said they got people to buy a PS3 just to play Journey, but that’s such a barrier. As a game designer I would like the game to have a very low barrier. If you’re trying to use mechanics to punish people, that’s bad. You have to invite your friends to get to the next level. You want to tell your friends about. What should happen is you truly entertain them or inspire them in an emotional way, and they want to tell their friends about it.

What’s the greatest opportunity ahead for game designers, and the greatest challenge?

I like to look at business through emotion. Right now the game industry is still at a very young phase. There is a lot of space for people to go deeper on emotion. We actually went quite deep on the feeling of action and adventure. The feeling of killing someone used to be some pixel changed color, now it’s some guy’s guts are falling out. A lot of other emotions can go a lot deeper, and that will result in each genre becoming more and more sophisticated. Emotion can go wider. The new emotion that was not possible in the past should be possible in the future. What is the equivalent in a video game of a romantic film? A documentary? A drama? What is a family video game? There are family games, but they are mostly for the kids. What is the equivalent of a Pixar film in the video game industry, where adults and kids can have fun together? They don’t exist right now. They are all blue ocean, and they are huge markets.

Tapping Into Mobile Game Ads

Editor’s Note: The following is an exclusive contributed article by Diana LaGattuta, VP of Marketing at mobile ad platform NativeX. 

By Diana LaGattuta

If there’s one golden rule for advertising it’s probably to go where your audience is. This maxim has taken on new meaning with cookie targeting. Advertisers spent $90 billion last year identifying, tracking, and retargeting consumers as they surfed the web on PCs about 74 minutes a day, all in the name of getting in front of the right people. Even with the amount of effort advertisers put into reaching the right users, there’s still 158 minutes the average person spends on their mobile device every day that go unaccounted for. You would expect ad dollars to correlate with consumption. However, last year only 10 percent of ad dollars made their way into mobile. This is indicative a huge disconnect between where consumers are spending their time versus where brands and agencies are trying to reach them. The fact is, people spend the lion’s share of their time on mobile playing games but the advertising industry has yet to catch up.

One reason ad dollars have been slow to roll in is that when brands did test mobile they tried advertising on Facebook first. It’s no secret that Facebook’s early offerings on mobile were largely considered a failure and brands started pulling back millions of ad dollars. Even though Facebook’s latest quarterly earnings show they are turning things around, this was a setback for mobile advertising.

Another reason for the hesitance to go after mobile is the ineffectiveness of ad formats like banner ads. Banner ads are clunky, hard to read, and often take away precious real estate on tiny screens. It’s gotten so bad that, as HubSpot pointed out, consumers are more likely to complete Navy Seal training than click a banner ad. Brands and agencies are still uninformed and missing out on mobile advertising’s biggest sweet spot: mobile gaming.

A recent report from Flurry found that mobile users spend 80 percent of their time using apps. More importantly, the number one activity was not Facebook, it was time spent playing mobile games. Mobile gamers are everywhere and everyone. eMarketer has stated by the end of this year there will be 126 million mobile gamers in the U.S. alone. By 2015, that number will reach half of the U.S. population. It’s hard to argue the stats – gaming is and will continue taking the majority of eyeballs on mobile. But that’s only one reason why mobile gaming is the new sweet spot for brands. Another, and perhaps more importantly, is what brands can do in mobile games that they can’t do anywhere else.

Before I get to that, be honest with yourself for a moment. When is the last time you really paid attention to an ad Most of us intentionally skip commercial breaks with DVR, use ad-block in our browser, and mute audio during Pandora commercial breaks. We avoid ads because they are annoying, interrupting, and often irrelevant. However if done right, mobile gamers not only “put up” with advertising but actually engage with it in exchange for receiving in-game perks.

Nintey percent of mobile games are free and rely on a combination of in-app purchases and advertising for revenue. In-app purchases help complement the experience by unlocking game content, offering additional perks, or in-game items. Players often need virtual currency and have to choose between shelling out real money or engaging with an ad. Mobile gamers are such a unique audience because they are willing to engage with ads in games when they never would otherwise. As a result, brands end up capturing people paying attention and consumers get something they wanted.

For example, in exchange for more ammo, consumers could build and customize a real truck inside of an ad. Once completed, consumers have the option of scheduling a test drive. All this is done without the gamer ever having to leave the game.

Ad agencies no longer have to create outrageous messaging and intrusive audio that are interruptive and annoying. Instead, incentivized advertising brings engaged consumers to a brand for minutes at a time. The example above is just the tip of the iceberg when it comes to possibilities. Brands can jump right in to educating consumers with rich media interactions, videos, surveys, and mini-games that would be unrealistic to expect completion in any other medium.

There are two ways this can go from here. Brands and agencies that are just looking to push messaging out there will continue to use Facebook because it’s the safe bet. But there will be those who really want to engage with their audience in entirely new ways and have the courage to think boldly about mobile.

About the author

Named one of Business Insider’s 2013 Most Powerful Women in Mobile Advertising, Diana LaGattuta is an international marketing leader and pioneer in new media with global experience across the full range of marketing activities, including strategy, branding, advertising, product marketing, message development, event marketing, PR, digital marketing and social media. She has experience launching 5 mobile advertising businesses in the US, EMEA, and APAC: Enpocket, Sprint, Nokia, NAVTEQ, and NativeX.