The reworking of a House Bill aimed at providing incentives to attract film, television and videogame creators to Texas has resulted in a boon for videogame developers.
HB 1634 was originally passed in 2007, offering a $22.0 million pool to pull from in order to offer grants worth 5% of a project’s budget. Unfortunately, as The Austin Chronicle reports, the bill paled in comparison to the offering of other states because of tight terms and high budgetary requirements.
HB 873 was passed in April of this year, and while it featured the same name—The Texas Moving Image Industry Incentive Program—it featured loosened terms and leeway for rules to be reworked on the fly, already resulting in an increase in spending in the state.
While film spending within the state in the wake of the shift from HB 634 to HB 873 stagnated, videogame spending increased. The paper reports on the growth in the game sector:
Last year under HB 1634, there were 33 qualifying applicants statewide, spending $58 million and getting $2 million in grants. Under HB 873, there have already been 19 applicants, investing a total of $62 million and receiving nearly $4 million from the state.
Austin’s share of the $62.0 million dollar pie so far? $43.0 million, causing Tony Schum, Director of Economic Development for the Greater Austin Chamber of Commerce to state:
All the right mixture of elements are here for us to promote gaming, and these incentives are really an accelerator.
Full details of the The Texas Moving Image Industry Incentive Program can be found here.
Following yesterday’s news that the American Federation of Television & Radio Artists (AFTRA) had endorsed a tentative deal with videogame publishers that would see voice actors receive a raise, word comes today that the Screen Actors Guild (SAG) has rejected a similar contract.
SAG’s board had approved the agreement and passed it on to its four member caucuses, which shot it down. Variety reports that a provision designed to allow a single actor to perform multiple parts (up to 20 voices, with up to 300 words each) in turn for a daily base rate was the reason for the rejection.
Word also comes down that not only did AFTRA—which according to Variety receives the “lion’s share” of videogame-related work—endorse their deal, but they did so in “an overwhelming and strong” manner.
The two sides will apparently now return to the bargaining table.
The board of the American Federation of Television & Radio Artists (AFTRA) has endorsed a tentative deal with videogame publishers that would see game voice actors receive a bump in pay.
Separate AFTRA and Screen Actors Guild (SAG) contracts were announced earlier this month. SAG’s board has approved its deal as well reports Variety, and has sent out the agreement to its four member caucuses for a final go over.
The contracts of both groups expire on December 31. The new 15-month long deals, if approved, would run through March 30, 2011. As it stands now, each group would receive an initial 3% raise and a second increase of 2.5% on April 1.
Opposition to one of the pact’s points has apparently sprouted up as some members are not too pleased with a provision that would allow employers to use actors to perform up to 20 different voices—with up to 300 words for each voice—and be paid at the daily base rate, which some see as a step backward from current terms.
The next time you see a big name actor or artist associated with a video game, you can finally rest easy. That actor or artist is now being properly paid, based on a new agreement with video game publishers by the Screen Actors Guild (SAG) and the American Federation of Television and radio Artists (AFTRA).
The announcement came late Friday in the form of a press release, touting the new deal that brings SAG in line with the pay scale for AFTRA members:
The contracts deliver a 3 percent wage increase upon ratification for SAG, thereby bringing SAG's wages into parity with AFTRA's, and another 2.5 percent increase on April 1, 2010, for both unions. Both pacts contain increases in benefit contributions and a liquidated damages provision to incentivize employers to give notice of vocally stressful work.
The contracts also established a new "atmospheric voices" category for voice actors. This allows performers to record multiple minor character voices in one sitting.
The contracts go into effect upon ratification by union members and lasts until March 30, 2011.
Other provisions include:
Hmmm, there's that term again: Vocally Stressful. Three times in the same press release. It will be interesting to see what guidelines the two sides come up with for this.
As everyone knows, the economy is pretty bad. There are signs it is getting better, but none of the 50 states have been immune, according to Forbes magazine. To that end, it released its yearly list of the states with the best business climate for 2009. Virginia tops the list at number 1.
Two states with a large video game foundation made the top 10. Washington came in at number 2, bolstered by the Microsoft behemoth. Texas came in at number 8, no doubt in part to the growing video game development community in Austin and the vicinity. California, home to many of the big video game publishers and developers, rose two spots from numer 40 last year to number 38.
Forbes detailed how it determined the rankings:
Our Best States ranking measures six vital categories for businesses: costs, labor supply, regulatory environment, current economic climate, growth prospects and quality of life. We factor in 33 different points of data to determine the ranks in the six main areas. Business costs, which include labor, energy and taxes are weighted the most heavily. We relied on nine different data providers. Moody's Economy.com is the most-utilized resource.
Many of the top states showed a more educated workforce, the magazine said.
For those who have trouble with the written word, Forbes also included a look at their list in pictures. If you want to digest all the data at once, then you can look at the handy table provided.
Shadow Culture Secretary Ed Vaizey (left), a consistent supporter of the UK's video game industry, said this week that the British Government was too focused on the video game violence issue and not paying enough attention to helping the industry grow.
Develop reports that Vaizey made his comments while registering for the new London Games Conference, which will be held in October. The Conservative Member of Parliament said:
I’m delighted to be speaking to the London Games Conference. The games sector is one of the most successful creative industries in the UK, but it has been forgotten by Government.
While Canada and France aggressively compete to attract talent, all our politicians can talk about is video games violence.
Yet games should be a dream for a politician – it recruits people qualified in difficult subjects, like maths and computer science; it’s regional; and it’s successful and world-beating. Government backing should be a no-brainer.
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...
As GamePolitics has previously reported, Massachusetts Gov. Deval Patrick is a tireless promoter of his state's growing video game industry.
Yesterday, the Guv made his support official. In a proclamation designating September 9th as Video Game Innovation Day, Patrick looked ahead to the launch of The Beatles Rock Band and harkened back to the creation of the original video game, Spacewar!, at MIT:
Whereas In 1961, MIT students Martin Graetz, Steve Russell and Wayne Wiitanen invented the game Spacewar!, one of the first video games ever created; and
Whereas Throughout the Bay State, innovative companies are developing new gaming technologies from diagnostics to social media. Our universities feature programs and curriculum that support the growth of the videogame industry; and
Whereas On this day, Harmonix Music Systems, the Cambridge-based inventors of Rock Band and developer of the original Guitar Hero games, is releasing The Beatles: Rock Band™, a game that will not only bring the creativity and joy of The Beatles music to countless people, but will introduce the Fab Four to new generations of fans,
Now, Therefore, I, Deval L. Patrick, Governor of the Commonwealth of Massachusetts, do hereby proclaim September 9th, 2009 to be, Video Game Innovation Day...
Mass Technology Leadership Blog points out that the official fun will continue next week when 300 tech executives, members of the Mass Technology Leadership Cluster, will gather to celebrate the proclamation and release research findings on the state's video game industry. If you're local to Cambridge, the event is free.
Sega's marvelous Dreamcast system launched ten years ago today and EA Sports boss Peter Moore, who headed Sega of America at the time, has posted a nice retrospective on his blog.
Although EA's refusal to develop for the DC was likely a major factor in its abbreviated life, Moore is diplomatic on this issue:
Over the years, I have been asked many times whether EA's decision not to develop and publish games for the Dreamcast was a major contributing factor in its early demise. That we will never know. But it is hard to argue with EA's rationale at the time and the ultimate outcome - get in position for the impending arrival of the Playstation 2, deploying all resources against the newest version of Sony's already wildly successful video game platform...
Moore also points out that the DC, which shipped with a built-in modem, was the first console truly enabled for online gaming:
With the Dreamcast's online capabilities, we coined a phrase "We're taking gamers where gaming is going"... As rudimentary as those first dial-up game play experiences were, we proved that it could be done, and that gamers were clamoring for competition that extended past whomever was sat next to you on the couch at the time...
Many saw the Dreamcast as a spectacular failure... If measured by longevity and the ultimate financial outcome, they were right. But the Dreamcast had a profound and lasting impact on the world of video games...
We’ve heard video games blamed for a lot of crazy things over the years but the “death of our planet”?
Well, that’s a new one.
Yoshiyuki Tomino (left), creator of the long-running Mobile Suit Gundam series, delivered the keynote at Japan’s CEDEC 2009 game developers’ conference and offered a rather strong negative opinion on the subject of video games and how they affect our lives.
I think that video games are evil. [Gaming] is not a type of activity that provides any support to our daily lives, and all these consoles are just consuming electricity! Let's say we have about three billion people on this planet wasting their time, bringing no productivity at all. Add 10 billion more people, and what would happen to our planet? Video games are assisting the death of our planet!
Those are some pretty surprising comments coming from a man whose franchise has spawned more than 100 video games over the last couple decades. Tomino, who thinks nothing’s bested Tetris since it came out over 20 years ago, offered the attending developers advice on how to proceed from here on out.
You have to find the median -- that games are not evil, perhaps not necessarily good either, but something that can be considered a pastime…
This is what I want to tell you: I want you to create a game that does not negatively affect our daily lives and is something that is considered more productive.
AE: I can’t help but imagine a slack-jawed look of disbelief from the game developers in attendance.
Via: Gamasutra
-Reporting from San Diego, GamePolitics Senior Correspondent Andrew Eisen…
Video game publishers group ESA has released its annual report for the 2009 fiscal year, which concluded at the end of March.
As noted by Venture Beat,
The ESA fought 43 bills aimed at regulating content or controlling access to video games and none became law... Meanwhile, five states enacted tax incentives for the creation of game development jobs. Another 17 states are considering enacting the incentives.
The group said that it will be hard to get the attention of the federal government and Congress, which is preoccupied with issues such as climate change and healthcare. The ESA wants more done to stop piracy of games...
Despite the stunning revelation of a bureaucrat screwup that invalidates 25 years' worth of game and movie content rating enforcement in the UK, all parties in the game supply chain have agreed to proceed as if the law was still in effect.
The British government is expected to fix the loophole, which dates back to the Maggie Thatcher era, later this year.
As reported by gamesindustry.biz, members of the UK's Video Standards Council have agreed to continue enforcing ratings. VSC exec Laurie Hall explains:
All sectors of our membership, whether they are video distributors, videogame publishers or entertainment retailers have confirmed that they will continue to conduct their businesses as usual.
Whatever the position of the law is at present our members will continue to operate as if it was mandatory. So far as videogames are concerned they have been acting upon this basis under the Pan-European Game Information (PEGI) system for quite some time.
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
The Associated Press reports that the Entertainment Software Association, which represents the interests of U.S. video game publishers, spent $1.2 million on government lobbying efforts during the period April-June, 2009.
Looking beneath the surface, GamePolitics has obtained an actual copy of the ESA's latest federal lobbying report. The document shows that Big Gaming has its fingers in a surprising number of legislative and governmental pies. The following are issues which the ESA reports that it lobbied on in Q2:
Agencies lobbied by the ESA include some surprising entities. Here's the list:
DOCUMENT DUMP: Grab your own copy of the ESA's lobbying report... (9-page PDF)
Part 2 of Video Games are Dead, Scott Steinberg's short documentary look into the future of the game biz, has dropped.
While it's unclear why this needed to be a two-parter, there were a couple of good lines:
We have too many people who have a love of money in our industry. We need more people who have a love of art, who have a love for the act of creating games. -Chris Taylor, Gas-Powered Games
Game publishers and the retailers, they should come to some kind of agreement about how to make [used game sales] happen so it doesn't really hurt the developers. But at the same time consumers have their own rights and to pull games out of the reach of many consumers is actually not a good idea. -Dean Takahashi, VentureBeat
Catch Part 1 here...
It seems like just hours ago that we linked to a report claiming that Germany had surpassed the UK as Europe's number-one video game market.
Oh, wait. It was just hours ago. Well, put a big oops! on that one.
gamesindustry.biz, which was among several sites that also carried the original story, is now reporting that the source of the data, Gfk Chart-Track, has admitted to a screwup. Germany is not ahead of the UK in game sales:
Gfk Chart-Track in the UK has contacted GamesIndustry.biz to admit that the press release it issued earlier today had been written using incorrect data. The company is expected to release a correction shortly. It is understood that Germany is not a bigger games market than the UK.
This is the second time in as many weeks that GfK Chart-Track data has been publicly questioned. Last week, Nintendo contacted GamesIndustry.biz following confusion over UK sales figures for the first half of the year.
GP: Somebody at Gfk needs to get their act together...
While violent video games are a major target of late for German politicians, that hasn't stopped Germany from climbing into the number one spot among European game markets.
gamezine.co.uk reports that Germany edged out the UK, largely because the current recession hit the UK software market harder, triggering a 20% drop in software sales.
The top selling game in Germany? Wii Fit.
Among other European countries, Portugal posted a 16% increase in game sales, while Sweden (The Pirate Bay notwithstanding) climbed 4%. The Netherlands saw a 2.4% rise.
Check out GamePolitics' recent coverage of game-related news from Germany.
The ranks of the PC Gaming Alliance have expanded with the addition of eight new member companies, reports gamesindustry.biz.
Leading retailer GameStop and famed designer Chris Taylor's Gas Powered Games studio are the biggest names among those joining the PCGA, which aims to foster PC gaming as a viable business. Others include GameTap, Howie's Game Shack and Bigfoot Networks.
GPG's Taylor (left) explained his decision to join:
I've spent most of my career fully immersed in the world of PC gaming. It's where many of the world's biggest gaming franchises were born and where much of the industry's innovation continues to this day.
By joining the PCGA, Gas Powered Games hopes to make contributions that keep PC gaming at the forefront of the industry, help it to overcome its challenges, and continue to fulfil its amazing potential.
GP: Gotta put this out there - Chris Taylor's late-90's RTS Total Annihilation is on my all-time Top 10 list of games...
The video game industry experienced a near-fatal meltdown in the 1980s. In today's uncertain economic climate, could it happen again?
Tech journalist Scott Steinberg examines the issue in part 1 of Video Games Are Dead.
The video is also available on Facebook, where it has generated a lively discussion.
Steinberg interviews a number of game industry and media types in search of an answer:
The Federal Communications Commission is holding a series of public workshops this month regarding the development of a National Broadband Plan.
Steve Augustino, a Washington, D.C. attorney who specializes in communications issues relating to video games, believes that the game biz needs to make its voice heard at these events. He offers advice to various game industry segments in his latest column for Gamasutra:
For mobile game developers, Augustino suggests:
I would tell the FCC the explosion of the Apple iPhone shows that quality devices can and will drive adoption and use of mobile broadband services. I would add that six of the top paid iPhone applications for 2008 were games... I would tell them that mobile games also are popular on "feature phones," although the "walled garden" effect hinders their growth...
There is a need to improve the consumer experience in finding, downloading and buying mobile games. Users should have the right and ability to access mobile games from the provider of their choice...
For PC game developers, Augustino's focus is a bit different:
I would [remind the FCC] that PC gaming has played a significant part in both the advancement of computing capabilities and in adoption of broadband by consumers... Gaming is the ultimate social experience, whether one plays Texas Hold 'Em, Farmville, Diner Dash or World of Warcraft...
We expect to see more of in-game voice, video and other communications technologies as broadband capabilities increase...
For game industry organizations, venture capital firms or major game publishers, Augustino suggests:
The [FCC] should consider the potential effects of broadband in expanding the market for interactive entertainment, venture backing of content creators and the game development job markets in this country... more broadband is good for the entertainment industry...
I would discuss the rise of "serious" games and describe the many ways in which game technology is used by businesses, hospitals, government and others for these purposes. I also would discuss the efforts of non-profit groups to increase the use of interactive media to educate children. Games offer a new frontier of possibilities in these fields...