The New York City Council Committee on Technology in Government is holding public hearings today on the subject of Net Neutrality.
A live stream of the hearings is available on LiveStream. The Council is live Tweeting coverage as well here. Also look for hashtags #netneutrality or #reso712A.
Entertainment Consumer Association (ECA) Vice President and General Counsel Jennifer Mercurio gave testimony earlier today in support of Net Neutrality.
A sample of her testimony:
ECA is strongly in support the proposals you’ve outlined in Resolution 712A-2007 and of the concept of Network Neutrality, the principle that protects one’s choice of content and equal opportunity on the Internet. Like President Obama, who has pledged to make Network Neutrality the law of the land, we believe that Network Neutrality is a key right for consumers, insuring continued enjoyment and use of the Internet for a variety of applications including recreation, creativity and economic expansion. This is especially true for video game players (gamers), because our hobby is increasingly tied to the Internet. Of the 117 million active gamers in the US, 56 percent play games online, accounting for over 65 million Americans.
Disclosure: The ECA is the parent company of GamePolitics
A pair of Electronic Frontier Foundation (EFF) Directors penned an article which delves into some of the issues surrounding the Anti-Counterfeiting Trade Agreement (ACTA) negotiations.
The Impact of the Anti-Counterfeiting Trade Agreement on the Knowledge Economy (PDF) was published in the Yale Journal of International Law. Authors Eddan Katz, EFF International Affairs Director, and Gwen Hinze, EFF International Policy Director, call the secret ACTA negotiations a threat “to undermine the balance of IP at the foundation of sustainable innovation and creativity.”
The EFF is concerned as well with the “unprecedented” secrecy around ACTA negotiations. The organization attempted to gain information using freedom of information laws, but only received 159 pages of information, while 1,362 were withheld due to national security concerns.
The U.S. is negotiating ACTA as a sole executive agreement, meaning that agreements “are concluded on the basis of the President’s independent constitutional authority alone.” The authors note that such agreements are not subjected to congressional vote, thus removing “the inter-branch accountability mechanisms essential to balanced policymaking.”
Circumventing the involvement of organizations such as World Intellectual Property Organization (WIPO) and the World Trade Organization (WTO), who typically account for “a range of interests” also removes “checks and balances” from ACTA negotiations.
Why should you and I be concerned about ACTA? The EFF has three responses for that question:
…though it was originally portrayed as an agreement to coordinate best practices on border enforcement of physical goods, ACTA will extend to regulation of global Internet traffic.
...implementation of ACTA may require amending U.S. law and upsetting developments in controversial areas of public policy.
…using trade agreements to set global norms for intellectual property enforcement risks distorting national information regulation.
The EFF authors offer the following proposals as ways to improve the transparency and accountability of ACTA:
• Reform trade advisory committees for more diverse representation;
• Strengthen congressional oversight and negotiating objectives;
• Institutionalize transparency guidelines for trade negotiations;
• Implement the State Department’s solicitation of public comments under the Circular 175 procedure
ACTA negotiations are scheduled to resume in January.
Speaking at the recent Montreal International Game Summit, the CEO of a game development company complained that publishers are deliberately deceiving the Entertainment Software Ratings Board (ESRB) in a bid to receive lower age ratings.
Rémi Racine of Artificial Mind & Movement (A2M), creator of Wet and the upcoming PSP version of Dante’s Inferno, said that publishers who attempt to trick the ESRB are looking for a wider audience—and subsequent profits— for their game.
Edge Online offered the following quote from Racine:
As a developer who has worked with a lot of different publishers, we’re aware of many that have tried to cheat the rating. They say to the ERSB that it’s a Teen rating [13+] rather than an Mature [17+] to try and sell more; you can do this just by sending them a video that doesn’t show the most violent stuff and then you’ll get the rating that you want rather than the rating you should get.
The ESRB’s Eliot Mizrachi addressed Racine’s claims, saying:
We regularly check games post-release to verify that submissions were complete, and it’s very likely that if a game contains undisclosed content that would have affected the rating assigned, we’ll find out about it. In such cases ESRB can actually impose fines up to $1 million as well as require corrective actions like re-labeling or even recalling product, both of which can obviously be very costly.
Racine’s comments came from a panel which discussed the social responsibility owed to consumers by those who make up the game industry. Racine was also blunt in his assessment of the game industry’s effectiveness at educating consumers:
Right now I don’t think the industry is doing enough to educate the audience. The ERSB is supposed to do it, but it feels like we just kind of expect these kind of industry or government bodies to do the job for us. As much as I don’t think it’s the place of EA or Activision to go off and try and inform parents on their own, a more active role needs to be taken by all participants to ensure our artists are free to express themselves and that content can be enjoyed responsibly.
A recent screening of Spencer Halpin’s Moral Kombat documentary featured a post-show panel of game experts discussing some of the topics presented in the film.
The screening took place on November 11th in San Francisco. Members of the roundtable included Wired’s Chris Kohler, Dean Takahashi from Venure Beat, Lorne Lanning of Oddworld Inhabitants and Spencer Halpin.
Perhaps the most interesting response was that of Lanning’s in response to the question of why violence and videogames is still such a hot topic:
They (media groups) want the sensationalism. They will broadcast anytime there’s a shooting; they will find people that have a very specific, loud, sensational, fearful opinion of it, and they will give them prime airtime. If you add up those minutes of airtime it’s actually a fair amount of penetration into the public mind.
But then, we look at the court cases and the Supreme Court decisions and court decisions in nine states, at the time I looked into it. And all of them, throughout all of these cases… they were sham cases. Those court cases, and the results of that, never get any airtime, because that’s not selling news. So we wind up with a very distorted opinion from the public perspective, those that rely on the corporate media. The results of the court case maybe be on page 9, probably on page 19 and take up a tenth of a page.
Meanwhile, when the sensationalism happens… the critics, with false claims that they are never held to, get a lot of exposure and that exposure compounds. We see this in so many things… in the lead up to the war, in healthcare… When it was a hot topic, we could count on the coverage being in a certain direction and I think we can continue to count on that because the media behavior isn’t changing for the better, if anything it can pretty much be proven it’s changing for the worse.
The full post-film discussion is available on YouTube in four segments: part one, part two, part three and part four.
Disclosure: Filmmaker Spencer Halpin is the brother of Entertainment Consumers Association president Hal Halpin. The ECA is the parent company of GamePolitics.
Definitive purchase intent for Call of Duty: Modern Warfare 2 (out today) is almost three times that of the average videogame title (21% to 8%) reports Nielsen.
Noting that buzz has “been consistently strong” for the title over the four weeks preceding its launch, the data gathering firm said that MW2 had unaided awareness levels in gamers six times higher than historical benchmark titles. Aided awareness numbers were almost triple that of the average videogame (71% to 26%).
46% of all gamers aware of MW2 reported seeing TV ads last week while 30% reported hearing info on the game from a friend or co-worker.
While an average game release has about 3% of gamers indicating they would pick up the title in the first week of release, the number jumps to 9-12% for MW2.
Nielsen said that households which purchased Call of Duty 4: Modern Warfare “spend nearly 3 times the amount of money on video game purchases annually vs. the typical video game buying household,” making MW franchise fans “valuable, highly desirable customers at retail – which is perhaps why we see a concerted effort to entice them to not only purchase the game itself, but also special editions and limited-edition consoles.”
Count Ice T (pictured) among those who already picked up a limited edition version of Modern Warfare 2. (via GiantBomb)
A unnamed Best Buy store is taking the liberty of cracking open new Xbox 360s and updating them with the latest firmware. The only problem? They slap on an additional $29.99 charge for the service.
A reader of the Consumerist website snapped the pics to prove it. Updated consoles were resealed, given an “Inspected by Best Buy” sticker and adorned with magic marker indicating the date that the firmware update had been applied.
The story was originally posted on the Consumerist a few weeks ago, but we thought it was still worthwhile for those who hadn’t seen it. What do you think—a value-added service for those without Internet or consumer gouging?
Broadpoint AmTech Analyst Ben Schachter doesn’t question the fact that digital distribution of games is increasing, but he doesn’t see it having an effect on GameStop’s business until 2017.
Limited hard drive space (he estimates 70% of current-gen consoles have no hard drives), bandwidth limitations and an extended console cycle (which Schachter sees continuing through 2014) are among the factors that will allow brick and mortar retailers to fend off their digital counterparts reports IndustryGamers.
Physical media still holds sway over gamers as well, notes Schachter:
…consumers attribute a value to having a hard/physical product that can be sold, traded, and is portable. GME's own study put the residual value of physical game disc at approximately $10-20 dollars vs. a download-only version of a game.
He also points to the “relative failure” of downloadable content for Grand Theft Auto IV:
The Grand Theft Auto (GTA) franchise is among the most well-known and successful brands ever created in the video game industry, yet having digital-only distribution of a product tied to GTA's most recent console title led to very disappointing sales. The bottom line is that retail still matters.
In these trying economic times, as our sister-site GameCulture reports, more and more gamers are resorting to digital downloads for mobile devices because of the attractive price points.
A group of gamers angry at Valve Software over the development of Left 4 Dead 2 are poised to disband their boycott group.
The Steam Group L4D2 Boycott, comprised of over 41,000 members will close on October 21, 2009 reports VoodooExtreme. The group was angered over what they termed Valve’s abandonment of the original Left 4 Dead game, which they expected more updates and content for, versus Valve’s decision to launch a new version of the game.
Steam user Agent of Chaos said the group had “accomplished everything we can” and added that “Our goal wasn’t to steer people away from L4D2, it was to get Valve’s attention and have them support original L4D. We succeeded and that’s where our mission ends; nothing more or less.”
Another group admin, Steam user Walking_Target stated that “people are unwilling or unable to wait for Valve to follow through in any cohesive way. Valve is at least trying to make things right, there will be speed bumps on the way, however we will get there.”
Labeling the boycott group a success, Walking_Target continued:
As a collective we have done more than achieve a few goals, we have paved the way for Developer-Community relations in the future. No matter what the press or other gamers say, we have made an indelible mark upon the future of this industry. You should all be proud, we certainly are.
Valve flew the leaders of the boycott group out to their offices in September in a bid to make peace.
The Entertainment Software Rating Board (ESRB) has drafted a pair of Delaware politicians for use in its holiday PSA drive.
State Representative Helene Keeley (D) and State Senator Bethany Hall-Long (D) appear in print, radio and retail ads designed to urge parents to check ESRB ratings when purchasing or renting a videogame.
Representative Keeley, (whose ad is pictured left) said:
Virtually all video game retailers have voluntary store policies restricting the sale of Mature-rated games to anyone under the age of seventeen. Parents can show their support for companies that have and enforce these policies by shopping for games at those stores.
Ads will run in Delaware shopping malls and radio stations beginning this month and running through December. The ESRB will also distribute a ratings education brochure to participating retailers for additional consumer education.
In light of the recent blight of console failures and the cost of software, gamers should probably know the difference between product liability and warranty, even though the legalities of either are not always black and white.
The latest Law of the Game column on Joystiq delves into just this subject matter, including assessing the job developers and publishers have done so far in addressing games released with problems:
For now, however, it seems that the rare occasions where disks are actually faulty have been, by and large, addressed by the manufacturers without intervention by the courts or the government, which does put the game industry in a pretty good light when it comes to not overburdening the consumer with the resolution of an error.
If, per chance, a faulty disc shattered inside a console, rendering the machine useless, the author (a lawyer) believes that, “the manufacturer would almost certainly be held liable, even with a liability disclaimer.”
A set-top box-based home videogame system in the works from TransGaming, has landed seed money from Intel Capital, the investment arm of the chip manufacturer.
GameTree.tv is expected to launch in the second quarter of 2010. Units are powered by Intel’s new Atom CE4100 processors (codenamed Sodaville), which promise to run “rich media applications such as 3-D graphics.”
One definite plus for the system is the ability to run Flash-based games. The developer also notes that users don’t always want or need a keyboard and mouse in the living room, so part of what they are building includes the integration of gaming controllers.
PCMag recently had some hands on time with the device, trying out Peggle and World of Goo.
Certainly this service/device is aimed mostly at casual gamers. Hardcore types out there, is this something you would consider checking out?
IGN Entertainment has acquired WhatTheyPlay, a website aimed at providing parents with information and resources about today’s videogames.
Launched in 2007 by videogame industry veterans John Davison and Ira Becker, WhatTheyPlay was a property of What They Like, Inc. No word was offered on the whether or not the founders or other staff would remain with the site as it moves under IGN's umbrella.
Davison, formerly President of the company, announced the acquisition in his blog. He added:
This project has been a labor of love for us, and we are immensely proud to see the brand we created together two years ago become part of the IGN Entertainment network.”
Calls for comment were not returned as of the time of this posting.
We often hear publishers bemoan the fact that they don’t see any revenue from used game sales. But is that really true?
In a recent interview with IGN, Game Crazy’s Director of Used Games Marc Mondhaschen says that publishers are reaping benefits from game trade-ins, albeit indirectly:
We did a study not too long ago for a very large vendor who we managed to figure out for them 20 percent of their sales inside the first 28 days were paid for with trade dollars. So you got 20 points of their sales that wouldn't happen unless we had a trade business going. And that's specialty retail. Game specialty retail is maybe a third of the channel, 35 percent of the channel. So you got 10 percent of your sales that wouldn't happen unless somebody was out there trading games with your customers.
And if you didn't have specialty retail it would be pretty hard to sell innovation into the channel at all. I mean, Wal-Mart doesn't really buy Katamari Damacy. So, in order to innovate, in order to grow innovation in the business you need a specialty games retailer that actually knows something about videogames. And in order to have them, they need the margins through used games...
Mondhaschen explains that while publishers don’t typically see any money from used game sales, they do benefit in other ways:
When The Lost and Damned came out we started selling a whole lot more Grand Theft Auto 4, both on the new side and on the used side. Which, then, sort of funds people's ability to go play L&D again...
-Reporting from San Diego, GamePolitics Senior Correspondent Andrew Eisen...
Usually, it's the PC crowd that gets dissed by game publishers. But in the case at hand Valve is doing right by computer gamers while Microsoft seems intent upon squeezing the last nickel out of Xbox 360 owners.
At issue is Crash Course, a bit of DLC for the popular zombie shooter Left 4 Dead. Valve, which doesn't charge for DLC, plans to give Crash Course away to PC players. Meanwhile MS will be nicking 360 gamers $7 for the download.
Not that he has any explaining to do (although MS does), but Valve's Chet Faliszek told Eurogamer why it's happening this way:
We own our platform, Steam. Microsoft owns their platform. They wanted to make sure there's an economy of value there...
Via: The Consumerist
Everyone complains about lousy remakes of favorite games, but activist Chinese gamers did something about it - at least for a little while.
zonaeuropa reports that the online relaunch of Hot Blooded Legend was stopped cold by a mob of avatars that blocked new players from passing through the gates of the game's virtual city. The avatars were controlled by Chinese gamers who were upset that the new game didn't do justice to their beloved original:
Several days ago, Shanda published some screen captures which the players sadly found to include class restrictions and commercial stores... if a player has cash, he can purchase equipment to upgrade without having to go through the trouble to combat monsters ...
The players decided to call for a boycott... At 2pm, the game opened as scheduled... At one entrance, more than 40 characters stood still. They wore cloth dresses and cloth shoes and stood shoulder to shoulder. Other players cannot enter... Meanwhile, several thousand people were blocking the gates of the various cities in the game.
The "counter-attack" [by game admins] came soon... Some players found their screen went black suddenly... Other players were transported by the system administrator far into the wilderness...
While the blockade eventually ran out of steam, the protesters made their point.
Via: boingboing
Xbox 360 maker Microsoft is playing defense against a lawsuit filed in a Wisconsin court by a disgruntled gamer who claims that his console scratched game discs.
The Madison Record reports that plaintiff Jason Johnson's suit is proceeding after Madison County Circuit Judge Daniel Stack denied Microsoft's motion to dismiss the case. Although Judge Stack threw out two counts, he ruled that two others may proceed. Johnson is seeking $50,000 plus costs. From the newspaper:
Johnson is suing the company for alleged defects in its X-Box 360 video game console. Johnson alleges the company sold the product knowing it scratched video games and made them unplayable...
Johnson is seeking damages from the Washington-based company's alleged violation of the Illinois Consumer Fraud and Deceptive Business Practices Act, negligence, breach of implied warranty and strict product liability.
According to the newspaper account, Microsoft's attorney argued that the suit should be dismissed because Johnson didn't personally buy his 360; the system was a gift from his wife. That's a pretty silly argument and Judge Stack apparently thought so too.
Outspoken God of War designer David Jaffe posted a video rant against used game sales on Saturday, but apparently removed it from YouTube the following day.
We caught up to Jaffe's video yesterday morning while scanning our daily RSS intake (left). By late afternoon when we checked back to gather some quotes for this article, it was gone. In its place was a YouTube message reading, "This video has been removed by the user."
A short time later, when we looked again, we couldn't even access his blog. A system message from Blogger read: "This blog is open to invited readers only."
It's unclear why Jaffe's video was taken offline or why he locked his blog. While Jaffe's video argument against used game sales was punctuated by occasional f-bombs, that's not unusual for his freewheeling commentaries. Prior to being locked, readers of Jaffe's blog were engaged in a lively response to his video, both pro and con.
The used game issue is a passionate one indeed, and Jaffe has addressed it previously on his blog. For his part, Jaffe takes the standard industry line that games are bad for developers and publishers. In the deleted video, he said (we're paraphrasing from memory here) that he didn't begrudge consumers the right to buy used games, but that game creators deserved a cut of used game sales. He said that some have defended used game sales by comparing buying a used game to buying a used car. However, Jaffe said that was a bad analogy because while playing a used game is the same experience as playing a new game, driving a used car is a different experience from driving a new one.
GP: Hmmm... We tried to reach Jaffe via Twitter to ask him about the missing video, but it appears that his Twitter account is no longer active. We hope that Jaffe has not decided to stop interacting with gamers. While we don't always agree with his rants, they are provocative and entertaining.
Shadow Complex, an adventure game in the vein of Castlevania or Super Metroid, became available for sale last week on Xbox Live Arcade. While the game has garnered impressive reviews, some are upset by the fact that its plot has been derived from the fiction of Orson Scott Card, a known campaigner against gay rights. Gamers upset by this news are suggesting a boycott to ensure their dollars don’t end up funding Card's political agenda.
In an opinion piece for Gamasutra, Christian Nutt sees the idea of boycotting a game based on the political views of one of the creative influences as a sign that video games are growing up:
When Shadow Complex was announced, I personally was torn. I'd already long since made the conscious decision to not support Orson Scott Card directly with my money...
What bothers me is people who suggest that it's a non-issue because the topic of discussion is a game... "Remember back when we were kids and we just enjoyed games?" asks Wizman23.
Yes, I do. But we are not kids anymore... I was 32 on the day [Shadow Complex] became available for download on Xbox Live... I can't approach things the way I did as a child. That's not me being self-righteous; I mean that I literally cannot do this...
And that's why it's acceptable to talk about this... If we can have meaningful political discussion in other media, we can have it in games.
From all accounts, Shadow Complex looks like a very fun game. For those who are put off by Card’s involvement, Nutt points to a suggestion offered up at GayGamer: buy the game and make a donation to a gay-positive charity to offset any profit Card may see from the sale.
-Reporting from San Diego, GamePolitics Senior Correspondent Andrew Eisen...
As the Canadian government undertakes a public consultation on copyright issues, the head of game publishers lobbying group ESA Canada has penned an op-ed on the issue for Straight.com.
Not surprisingly, Danielle Parr argues for technological protection measures (TPM) and against mod chips (which are not currently illegal in Canada). Parr writes:
For the video-game industry, TPMs are not only used to prevent piracy and cheating (e.g. “modding” game code to give an unfair advantage over other players); they also enable access to a greater range of features and options that would otherwise be unavailable. Things like parental controls... “trial” or “demo” versions of games, and new digital distribution platforms like Valve’s Steam, Xbox Live Arcade, or the PlayStation Network, all provide greater choice and access for consumers...
By ensuring that consumers have a variety of digital offerings to choose from, legal protection for TPMs allows market forces to protect consumer interests, so if a consumer does not like the conditions of sale or terms of service for one digital product or service, they can simply take their business elsewhere. Failing to protect TPMs under the law effectively means that the government is dictating the business model, which is bad news for business and for consumers.
Those commenting on the Straight.com piece, however, don't seem to be buying Ms. Parr's arguments. As I post this, there are 15 comments, all of which are critical of the ESA Canada boss's op-ed.
GFOX: Danielle Parr, and the [ESA Canada] are completely out of touch on this issue. By failing to bend to an American lobby group such as the ESA I hardly think that the government of Canada can be seen as "dictating" any particular business model... The ESA's [penchant] for freely spewing unsubstantiated and exaggerated statistical data with the sole intention of striking fear into the hearts and minds of lawmakers is appalling...
NerdOfAllTrades: I agree that measures should be taken to prevent piracy, but punishing your loyal customers with TPM, which will only mildly inconvenience real pirates for the few hours it takes them to remove it... will only make people want to buy fewer PC games.
Sébastien Duquette: DRM is a failure... I really don't like Parr's fear-mongering tone. The industry of video game is flourishing, without DRM inforcement
Will: The video game industry has claimed to be on the brink of collapse due to piracy since the 1980s, and yet it somehow continues to grow bigger and more profitable... There will always be free riders who don't pay for their copy, but that isn't relevant. It's how many games you sell, not how many you don't sell that matters... This control-freak mentality... serves only to create hostility between the industry the customers...
AWJ: once you throw in an anti-circumvention law like the American DMCA, your platform monopoly becomes a state-enforced monopoly... Danielle is even arguing is that if the government doesn't give Microsoft and Nintendo and Sony the state-enforced monopolies they want, then it's "dictating the business model". If nothing else, I admire her chutzpah...
WayneB: Let me get this straight - [DRM] is an advantage to the consumer? What a bald faced lie.
Idle: This is a disgusting show of contempt for canadians brought to you by the ESA "of Canada".
GP: In the photo at left, Parr is seen at ESA Canada's Ottawa Day 2009 lobbying event.
Eidos president Ian Livingstone (left) is the latest game industry exec to complain about used game sales.
The BBC spoke to Livingstone about the issue. Here are the Eidos exec's comments:
The pre-owned market is a serious problem, because there is no benefit to developers or publishers...
A shop makes a bigger margin on a pre-owned title, and can sell them six or seven times, so there is no incentive for them to reorder and the content creator gets no slice of the action.
GP: "No slice of the action," of course, is the operative phrase in Livingstone's mini-rant.
Frankly, I have no sympathy for the industry's used game whiners and even less when I remember that digital distribution is inching ever closer. When that happens, the publishers will be in the driver's seat.
Enjoy your used game savings while you can.
Via: gi.biz