Pop Culture Consciousness

BusinessWeek online has another excellent article. This time on the emerging popularity of videogame music. For old school Quake fans, this will come as no surprise – Nine Inch Nails was doing game music years ago. And although more popular bands like Front Line Assembly get more attention for their game efforts, within gaming circles musicians like Kevin Riepl and Bill Brown have the attention of their fans as well.

What’s more interesting to me is how this relates to other game and virtual world content. There are popular figures within the gaming community unknown to the general public – texture artists, skinners, modelers, aso – who may some day garner the same kind of attention we know reserve for traditional artisans.

(edit – turns out Wired is carrying a similar article today)

Selling the Experience

I had this conversation again yesterday:

Friend: Can you imagine that? Someone paid like a $100 for this sword-thing and it’s not even real! It’s nothing. Make believe. It only exists in the game.
Me: You need to think about it differently.
Friend: But it doesn’t make any sense. They’re buying nothing!
Me: What do you buy when you get tickets to a baseball game? Or a concert?

The only thing I can figure is that the perception of reality blinds people to this obvious commonality: virtual products aren’t much different than most entertainment, whether it be going to the Indy 500 to watch people race cars in a circle or going to Disneyland to visit Space Mountain, none of it is stuff you can put in the car, take home, and place on your shelf.

People don’t play video games because they have to, they do it because it’s fun. It’s a luxury we enjoy in developed countries when our basic needs are met. It’s really just like going to a sporting event. And there is also a social element. Perhaps not as immersive as the real thing (having a beer spilled on you in the bleachers is pretty immersive), but which is more social: watching the television alone in your room or playing Counter-Strike online with your clan?

The point is that what we now think nothing of was unthinkable not so long ago (e.g. paying some guy millions of dollars to dribble a ball on a wooden floor); and what is unthinkable now will likely be common in the not too distant future. Let’s not forget, there was a time when being an Actor was an almost shameful profession (in some parts of the world, they still think paying people to act is laughable). Which leads me to this article over on Gizmag about a videogame tournament with a $1,000,000 prize. Maybe when you read the article, Mark Cuban’s comments on broadcasting these videogame tournaments at digitally-enabled movie theaters doesn’t sound so far-fetched.

Killzone 2 and PS3 Images

I don’t know how long it’ll be on the front page, but the game trailer for Killzone 2 is well worth a look. If this is what one of the first titles for Sony’s PS3 looks like, it’s pretty impressive already. It’s a bit violent (go figure), but this is a good example of the future of online 3D. Watch it over on gametrailers.com (available as both a Windows Media Video and as a Quicktime).

Motor Storm screenshot

If you don’t want to watch the video, then check out these screenshots over on C|Net (the above image is from a Gamespot early review of Evolution Studios’ Motor Storm). Yes, Mom, that’s a videogame.

(edit – there’s some online discussion over which PS3 movies and screenshots are real time and which are pre-rendered or just cinematics. As of now, it appears the Killzone 2 trailer is a pre-rendered video clip intended to match the eventual real-time game rendering. I’m venturing the above image is also pre-rendered. However, the F1 racing car screenshot on the C|Net link is reportedly real time gameplay.)

When Is “Xtreme” Too Extreme

I guess for game developer Tecmo, it got too extreme when a relatively common videogame practice – reskinning a model (e.g. changing a game player’s visual appearance by modifying the model’s texture or “skin”) – crossed onto their XBox turf. Apparently the villians had the nerve to take scantily-clad beach volleyball babes from the classy Dead or Alive Xtreme Beach Volleyball and reskin the models sans itsy-bitsy bikini’s. Making game models bare it all isn’t new, but I guess Tecmo had never seen this kind of thing before. Yeah, right. Read the bullsh… story over on Wired.

(and if companies think this is bad, just wait til browsers morph into 3D interfaces; yes Virginia, the net can get worse)

Did P&G Rewrite History Here?

In the late 90’s I was working at a well-known and very well-respected company. It was the kind of company that attracted impressive individuals from other, well-known and well-respected companies. One such person came from Procter & Gamble to take over as the (lone) VP of Marketing.

The first thing this newcomer did was schedule every member of every product development team for training; every project manager, every marketer, every project engineer, every industrial designer spent two solid days learning this new development tool. What kind of training you ask? Well, the kind of training that supposedly appeared at P&G a couple years later in 2000, as suggested in the Newsweek article, “Going Home With the Customers” (Link). From the article:

Claudia Kotchka, a 27-year P&G veteran, as the company’s first vice president for design innovation and strategy. And one of Kotchka’s first acts was to embed top designers in brand teams to help rethink not just the superficials – graphics, packaging, product design – but, more importantly, how consumers experience products.

Kotchka now teams with such outside design firms as Palo Alto, Calif.-based IDEO. Their m.o.? Don’t interview consumers – go home with them. Observe, for example, how they use diapers.

(Note for later reference that Tide is listed as an example of a product lacking innovation.)

I’m not saying Kotchka didn’t spearhead this. For all I know she was working with or for the person my former employer hired and moved up the ladder in her place; or, more likely, was her superior and was the reason for the defection. But from what I recall, we were being trained (in 1998) to do what P&G was supposedly already doing!

Further, we were told it was this consumer observation practice that led to P&G’s Tide detergent bottles being modified in order to prevent liquid from running down the sides of the bottle after consumers used the provided measuring cap (discovered, my “encounter” training class was informed, when a team member noticed a consumer had “permanently” placed a towel down near the clothes washer so she could set a drippy bottle somewhere and not make a mess).

We called it “Home Encounters” or something like that, and it was both great training and a wonderful development tool. But if what they’re reporting on wasn’t in successful use at P&G before 2000, I’d really like to know what they’re doing.