Sunday, November 30, 2008

Capcom shares at their highest in 5 years



GamesIndustry.biz reports that Capcom shares have risen by 18 percent in Tokyo trading, closing at a five-year high of ¥1,938 ($20.30). The boost came after Mitsubishi UFJ Financial Group increased its rating on the game company to "strong outperform." 

Why should you care? Well, barring discussion of the worldwide economic downturn, Capcom is one of the few publishers that didn't hurl all of its AAA material into this holiday's retail warzone. In fact, Tokyo-based analyst for Mitsubishi UFJ, Hirotoshi Murakami, is quoted as saying, "The three titles to watch out for in the [fiscal] second half are Biohazard 5Street Fighter IV and Bionic Commando." We may not be super fancy analysts, but we reckon the first half of 2009 will be kind to Capcom.

Desert Bus for Hope 2 rolls on for Child's Play



As a reminder to those of you who like either helping sick kids or bearing witness to the most boring things in existence, the crew from LoadingReadyRun has just launched the second annual "Desert Bus for Hope" campaign. You can watch as they raise money for the Child's Play charity by playing the astonishingly boring "Desert Bus" mini-game from the unreleasedPenn and Teller's Smoke and Mirrors. How long they'll play is entirely up to you.

They're already guaranteed a 71 hour run, but by giving cash you can force them to go even longer. If there's a better way to spend your money than helping charity while simultaneously making a group of grown men die a little bit inside, we haven't heard of it.

WRUP: The Beginning of the End Edition


Folks, the end is very nigh. Over the course of the last seven days, we've lost a good bit of writers to turkey and zombie infestations. The ones who remain sent only the briefest of responses.
  • Alexander SliwinskiPounced by Hunter
  • Christopher Grant: Having already spent a couple hours today on Left 4 Dead, I'll be moving over to Mirror's Edge and Fable 2 to round out my weekend gaming portfolio. By the end of the weekend, I'll be as full on video games as I will be on leftovers.
  • Griffin McElroy: While not abusing the terrifying amount of power recently given to me by my new Zune pass, I'll probably be reaping a harvest of zombie corpses in Left 4 Dead, and trying to burn off them turkeypounds with feverish Rock Band 2 sessions.
  • Kevin Kelly: I picked up some new board games at the Board Game Geek Con in Dallas, and I'm addicted to a few of them, most notably Powerboats. On the electronic frontier I'm finally fighting zombies in Left 4 Dead, and blew the dust out of my Wii to try out some Boom Blox. Plus, I can't keep my fingers off of Gears of War 2.
  • James Ransom-Wiley: Tried throwing a gas can at a witch. Missed.
  • Jason DobsonThe only game I plan to play this weekend is called digestion.
  • Justin McElroy: Left 4 Dead! Again! More Ninjatown! Leftovers! Yelling!
  • Ludwig Kietzmann Too confused by this consumer-driven US holiday to respond. Also, flew 600 feet when a Tank tried to give him a hug. 
  • Randy Nelson: belched on a Boomer. 
  • Ross Miller: Hoping people will still be playing Left 4 Dead when Amazon ships it. In the interim, rented Far Cry 2 for the weekend.

Game Time With Mister Raroo: "Get High: The Return of the Score"

[For those of us old enough to remember arcade gaming during its peak, Mister Raroo takes us on a trip down memory lane, recalling the beauty of the high score. Though their importance may have been diminished in the more recent past, his GameSetWatch column examines how in some ways, they may be more popular than ever.]

Pizza Grease Memories

During my formative gaming years of the early- to mid-1980s, I spent much of my free time at the local Straw Hat pizza parlor. Located less than 10 minutes from my house by bike, Straw Hat featured a special area of the establishment that was dedicated to arcade games. Crammed with the hottest new cabinets, Straw Hat's makeshift arcade drew a menagerie of gamers from the local area, each with pockets full of quarters and one goal in mind: high scores.

Straw Hat's arcade games not only attracted nerdy little kids like me, but it was also a hangout for some of the seedier teenagers and adults from the surrounding neighborhoods. Hyperactive, long-haired, pimple-faced rockers with faded Ratt t-shirts, 30-something go-nowheres still living at home and getting an allowance from their mothers, and burned-out stoners zoning out and forgetting where they are at and what they are doing are but a sampling of Straw Hat's rogues gallery of gamers.

A Bad Day For GauntletI quickly discovered the optimal times to visit Straw Hat during which I could steer clear of the shadier patrons. Still, there were those few unavoidable times when I'd end up playing shoulder to shoulder with some pretty questionable fellows.

I'm still filled with fear when I think back to being yelled at by one particularly fierce Gauntlet player. I wasn't necessarily appreciative of the swearing that was blasted in my direction and in my honor, but at least I picked up a few choice combinations of curse words that I'd never heard before.

No matter whom it was that frequented Straw Hat on any given day, there was nary a person immune to allure of being able to permanently make a mark of their gaming prowess by scoring enough points to enter their initials on a game's high score screen. There were a handful of diehard Straw Hat regulars who continually jostled for the number one position, proudly putting their initials on display.

And, on the other side of the token, there were jokers who took the golden opportunity to perform electronic graffiti by entering their initials as FUK, DIK, ASS, or any other number of clever three-letter profanities. I only managed to claw my way to the bottom of the high score charts on a few rare occasions, but it still was enough to make me feel like I was riding on air as I peddled my bike back home.

A Lack of Belonging

My allowance wasn't hefty enough to warrant Straw Hat gaming as often as I'd have liked, so a great deal of gaming during that period of my life was at home. Even there, high scores mattered to me, and provided a significant way for my sister Sara and me to engage in some healthy sibling rivalry (save for hurt feelings or even a punch in the shoulder from time to time). Being 8 years younger than my sister meant I didn't get to stay up as late as she was able to, and it always seemed to be while I was asleep that my top scores were bested.

These were the days of the Atari 2600 (at least in my house—we weren't lucky enough to upgrade from that until after the NES era!), and since the game cartridges didn't provide an option to save scores, I often would argue the validity of Sara's alleged accomplishments, but my mom would always chime in as the neutral observer, verifying my sister's prowess. Sadly, Sara passed away a few years ago, but our epic battles for high scores make up some of my favorite gaming memories of all time.

Game Time With Mister Raroo logoIt wasn't long after this period in my life that scores began to lose meaning in many games. I recall Super Mario Bros. as the first game in which I realized that the score didn't really have any value toward the overall experience of navigating the levels. Case in point: each coin you collect results in your score increasing by 100 points.

However, these points in and of themselves don't provide much benefit to the player. Instead, it's the amount of coins gathered that holds the true value, with an extra life being awarded every each time 100 coins are collected. Thus, collecting coins has a purpose, but the score assigned to them actually does not. Needless to say, as much as I've always loved playing Super Mario Bros., I don't think I ever once put much thought into how high my score was.

Though some gamers may argue that score does matter in games like Super Mario Bros., to me it just seems like an unnecessary carryover from previous game design paradigms. In other words, I believe the reason so many developers continued to include scores in games whose design didn't necessarily require them was because, quite frankly, that was what had always been done. As a result, countless games continued to incorporate score tallies that didn't seem to have any purpose other than just to exist for the sake of being there.

So, to summarize, Super Mario Bros. is but one example of a game in which the score has little bearing on the overall experience. Does having a higher score make the process of guiding Mario through the levels significantly more thrilling? I don't believe so. For me, the beauty of playing Super Mario Bros. is in clearing what are truly unprecedented platforming challenges rather than concentrating on the score I amass doing so.

Relocation and Evolution

Naturally, over time, scores began to disappear from many games altogether. Or, in other cases, they evolved into something else. In a game like Phantasy Star Online, for instance, your score is essentially the experience points you gain from slaying monsters, and the leveling up of your character is the reward you get for "scoring" well in the game.

That's not to say that score-based games ceased to exist, but I believe they became much more niche or simply fell into a few specific categories. Puzzle games, for example, are an excellent showcase of games in which score continued to matter. When I received a Gameboy for Christmas in 1989, I didn't care much about my score in Super Mario Land, but I sure was preoccupied with the number of lines I could clear in Tetris. "Shmups" also became safe havens for score fiends, with some shooters incorporating scoring systems so intricate that sometimes I'd think I needed a mathematics degree to interpret them.

But even though high scores continued to hold importance in some games, the decline of arcades meant most gaming was taking place in people's homes, with bragging rights often being limited to the small circle of one's family and friends. Sometimes game magazines would publish reader-submitted high scores, and fans would send in photographs of their television screens to validate their rankings.

High Scores in Game Magazines

I was never good enough to go to that extreme, but I still took the time to enter my initials into any game I ranked highly in, sometimes even getting saucy and putting in something a little inappropriate just to make myself chuckle. However, since I had very few friends or family members who were into gaming, high score rosters were important to me mostly for personal vanity and nothing more.

The Return of the Score

For better or worse, there's no denying that the Internet has truly revolutionized global information transmittal. It's pretty incredible and more than a little frightening to realize that information can be exchanged at such a rapid and widespread rate. Anyone who has had nude photos unwontedly spread online can attest to this fact.

In terms of gaming, I believe the Internet revitalized a sense of community that had long since disappeared since the heydays of arcades. Of course, the interconnecting of gamers has also brought with it some pretty vulgar aspects, namely unsavory characters who take every opportunity to question your sexuality, insult your mother, and call you every racial slur in the book. But looking beyond these negative factors and even beyond positive cooperative play, gaming's intermingling with the Internet has allowed for something that I consider truly wonderful to arise: online leaderboards.

Though it can be disheartening to realize that my global rankings in many games are embarrassingly low, what makes online leaderboards most alluring is seeing how you rank against your friends. In that sense, the spirit of competition is back and stronger than ever, and whenever I play a game that supports online leaderboards, I'm always anxious to see how I stack up against my friends. Discovering that one my pals has bested my score since the last time I'd played is often enough to spark a fire under me to reclaim my position above them.

Mister Raroo Compares His Score

Granted, most popular modern games still don't support traditional scores. What would be the point of keeping track of score in a point-and-click adventure game like Sam & Max, for example? But the advent of global competition via the Internet and online ranking boards has definitely had an impact on the creation of a greater number of score-based games. A quick glance at the types of games available on Xbox Live, Playstation Network, or WiiWare will reassure any gamer that competition via scores is not only alive and well, but in some ways it's perhaps even healthier than it's ever been.

In fact, scores are so healthy that an entirely new type of score—namely, the Xbox 360's gamerscore—has been cultivated in the past few years. In this case it's not necessarily one's score for any particular game that matters as much as the cumulative score obtained from meeting certain criteria for the various games played on the system.

Far too many players go out of their way to play games they'd probably be better off not wasting their time on just to snag points for their gamerscores. I shudder to think how many relationships have broken up because gamers have chosen raising their gamerscores over spending time with their significant others!

And even for gamers like my brother-in-law Thomas who have yet to fully embrace the Internet as a way to play and connect with other gamers, the quest for high scores is a way in which he's been able to bond with his son Mario.

Missus Raroo and I purchased Link's Crossbow Training as a gift for Thomas on his birthday this past year, and he and Mario still regularly play the game, gleefully aiming to beat other other's top scores. I can only imagine how obsessed Thomas will become with attaining top scores once he finally enters the addictive world of online leaderboards, not to mention learning what a gamerscore is.

My son Kazuo is still too young to play video games, let alone understand what high scores are. But I have a feeling that sooner rather than later he'll become hooked on games, and I'm looking forward to the day he furiously works to beat Daddy's top marks.

Scores may not have relevance in all games released these days, but I'm glad their importance still exists and, with the ever-growing increase in gamers using the Internet, they'll no doubt continue to gain even more value to players. That said, high score rosters filled with names like MastaGangsta, xxSephiroth987xx, or WhiteBoi420 just don't have the same silly allure as those containing initials like FUK, DIK, and ASS!

Round-Up: Gamasutra Network Jobs, Week Of Nov. 28th


In this round-up, we highlight some of the notable jobs posted in sister site Gamasutra'sindustry-leading game jobs section, including positions from 2K Marin, Insomniac, Recoil Games, Relic Entertainment, NCsoft and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted in each market area this week include:

Gamasutra.com - Game Industry Jobs

2K Marin: Systems Designer
"2K Marin is looking for a dedicated, passionate and personable Systems Designer to join the team working on Bioshock 2. As a Systems Designer, you'll be the man in the middle of the million moving parts that transform high-level gameplay concepts into concrete player experience (and back again). "

Insomniac Games: Programmers - North Carolina Office
"Insomniac Games, an independent videogame developer ranked among the top 10 best small companies to work for nationally and locally, is opening a North Carolina-based development studio. Our NC studio will blend our experience and proven track record of hits with the tenacity of a start-up. Expanding to the Triangle also allows Insomniac to maintain an ideal size in Burbank while offering an East Coast alternative to attract and retain the best in the industry."

Recoil Games: Lead Programmer
"RECOIL GAMES and RADAR GROUP are co-producing EARTH NO MORE, a groundbreaking original IP action-adventure game for Xbox 360, PlayStation 3 and PC. We are now looking for a LEAD PROGRAMMER to become a key member of the company. Setup by industry veterans, we are an English-speaking team spanning seven nationalities based in Helsinki, Finland, a country known for its high standard of living, beautiful nature and a modern way of life."

Relic Entertainment: Senior Tools Programmer
"At Relic Entertainment we are developing an original game for PS3 and Xbox 360 and continue to build on our history of award winning games - games like Company of Heroes, Dawn of War, and Homeworld. Experience freedom of creativity and know your contribution is valued and recognized by the Relic team and also by gamers and industry experts around the globe."

WorldsInMotion - Online Game Jobs

NCsoft NorCal Studio: Powers Designer
"NCsoft is looking for talented individuals to be a part of the world's leading developer and publisher of online PC games. Makers of the world's most popular online game franchise, Lineage, NCsoft has also created many other award winning and groundbreaking products such as City of Heroes, Guild Wars, Richard Garriott's Tabula Rasa, Aion and Dungeon Runners in addition to various casual games via its game portal, PlayNC.

GamesOnDeck - Mobile Game Jobs

Nokia: Director Of Engineering - Games
"Services & Software will play a leading role in shaping Nokia's growth and transformation, generating new revenue streams based on software and services. The Services & Software Unit's portfolio of services creates opportunities for people to connect to each other and the things that matter to them."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.