'Console'에 해당되는 글 3건

  1. 2009.03.25 Will OnLive Kill The Game Console? by CEOinIRVINE
  2. 2009.03.24 Qualcomm backs game console for `next billion' by CEOinIRVINE
  3. 2008.12.16 How To Have Wii Fun by CEOinIRVINE

The new online gaming service lets players stream games on computers and TVs.


SAN FRANCISCO--When serial entrepreneur Steve Perlman founded tech incubator Rearden, he says he had a simple goal: to take risks on wildly disruptive new business ideas. Perlman's latest idea is a doozy. If it works as promised, Sony, Microsoft and Nintendo's console efforts could be in big trouble.

The idea Perlman is unveiling Tuesday at the 2009 Game Developers Conference is simple, even if the execution is mind-bogglingly complex: Move videogames online and give players access to the latest games on cheap computers or on even cheaper "microconsoles" the size of a pack of cigarettes.

Perlman promises that his new company, OnLive, can deliver the latest games, instantly, on any TV with a cheap "microconsole" or on a Mac or PC via a conventional DSL or cable broadband connection. No need for the latest machine equipped with a powerful multi-core processor or a pricey graphics card.

The catch: The online game service has to move the data from the server hosting the game to the user, and back, quick enough that a gamer won't notice any lag between his input and what he sees on the screen.

Crack that problem, however, and a number of others go away. There's no need for gamers to invest in a pricey console. No need to upgrade, either. Games hosted on servers can't be pirated. And Perlman says he'll be able to offer game developers a fatter slice of the revenues than they can get by working with retail channels stuffed with middlemen.

Of course, OnLive first has to solve the tricky business of moving information between a gamer and a remote server. Perlman, a former Apple (nasdaq: AAPL - news - people ) principal scientist and founder of WebTV, is confident he's gotten there, and he says he's filed for plenty of patents, too. "The good thing about doing something insane like this is it's easy to patent," Perlman says. "I think if I knew how big a problem this was to solve I would not have done this."

To demonstrate the system for a reporter, Perlman loaded up "Crysis," a game notorious for pushing even $2,000 gaming rigs past their limits. He then showed off the lush foliage and the gently undulating waves of the game's tropical battlefield, as another player snuck up behind to conk him on the head as others watched the action.

In other words, OnLive promises more than just access to the latest games. Because the games are played on a server, OnLive also allows fans to watch live games, join games at any point or share video clips of their exploits with friends.

Perlman says the service is supported by a wide range of game developers, including Electronic Arts (nasdaq: ERTS - news - people ), Ubisoft, Take-Two Interactive Software (nasdaq: TTWO - news - people ), Warner Bros. Interactive Entertainment, THQ (nasdaq: THQI - news - people ), Epic Games, Eidos, Atari Interactive and Codemasters.

So will it work? Success will lie in the details. Will the experience please demanding hardcore gamers, whose opinions are influential among the wider community of gamers? Will gaming publishers pile into the platform with enough content to compete with game consoles boasting hundreds of titles? Will the company be able to charge enough money to cover the costs of the hardware it will use to play all those games?

We'll find out. OnLive will give videogame developers a chance to try out 16 playable titles this week in San Francisco.






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A startup called Zeebo Inc. is betting that people in emerging markets want to play good video games just as much as people in the U.S., Western Europe and Japan do.

Zeebo plans to launch its "video game console for the next billion" in Brazil next month for $199 and other countries later in the year for $179. It was developed using the cell phone technology of Qualcomm Inc. (nasdaq: QCOM - news - people ), the San Diego company best known for its mobile phone chips.


The Zeebo unit is light, and a little larger than the Nintendo (other-otc: NTDOY.PK - news - people ) Wii. But instead of playing video games on disks, the Zeebo will use digitally downloaded games - distributed through cell phone networks that players don't even have to subscribe to.

The console is not meant to directly compete with the latest, powerful devices like Sony Corp. (nyse: SNE - news - people )'s PlayStation 3, Microsoft (nasdaq: MSFT - news - people )'s Xbox 360, or the Wii.

Rather, said Zeebo CEO John F. Rizzo, it is targeted at consumers in emerging markets like India, China, Brazil and Eastern Europe who generally can't afford the latest high-end consoles, or the games published for them. In many of these countries, cell phone service is more readily available and cheaper than wired broadband.


Zeebo, unveiled Monday at the Game Developers Conference in San Francisco, attaches to any TV and uses a fraction of the electricity that high-end gaming consoles need. Its batteries can be juiced with what looks like a typical cell phone charger.

The Zeebo's technological capability is somewhere between that of the original PlayStation, which launched in 1994, and its 2000 follow-up, the PlayStation 2. By U.S. standards this won't elicit many oohs and aahs, but Rizzo said the vast majority of the Zeebo's target market has not played an ultra-realistic modern video game. In Brazil, for example, a two-decades old system called Mega Drive, called Sega (other-otc: SEGNF.PK - news - people ) Genesis in the U.S., still sells well, said Reinaldo Normand, Zeebo's vice president of business development and licensing.

Zeebo hopes that by improving on systems like Mega Drive and offering wireless downloads of games, it will attract the emerging middle classes of India, China and Brazil to modern video games. A game like "Quake" may be old news to an American gamer today, but in 1996 it blew people's minds - just what Zeebo hopes it will do in Brazil.

 

Big game publishers like Electronic Arts Inc. (nasdaq: ERTS - news - people ), THQ Inc. (nasdaq: THQI - news - people ) and Activision Blizzard (nasdaq: ATVI - news - people ) Inc. have agreed to make their games available for Zeebo. The question now is whether its target market, which the company estimates to be as big as 800 million, will sign on as well.

So far, video game consoles have not been successful in emerging markets. In addition to the price barrier for many consumers, piracy is widespread, which scares game publishers away.

Zeebo plans to sell games for a few dollars more than what pirated games cost on the black market (about $10 in Brazil, for example, compared with about $100 for a legally available game), hoping that the ability to buy games from the comfort of home will lure consumers. Next year, the company plans to drop the price of the console to $149.

Mike Yuen, senior director of games and services at Qualcomm, compared the Zeebo's content delivery system to the Amazon Kindle, the electronic book reader that requires no subscription fees - just the purchase of the device and the content. Zeebo also said it plans to let customers have access to the console's broadband wireless service by connecting the device to their PCs.

Zeebo did not say how much money went into developing the console, but Rizzo noted that the company has only five full-time employees. The system, he said, is "designed from the ground up to be economically viable."

"Launching a new console is not for the faint of heart," Rizzo said.

Zeebo's launch reminded some people in the industry of the Phantom gaming system, which earlier this decade tried to digitally distribute computer games - but didn't really get anywhere. However, Wedbush Morgan analyst Michael Pachter pointed out a key difference. While the Phantom was meant for U.S. markets, which already had easy access to high-end gaming consoles, the Zeebo taps an entirely new market.

Citing McDonald's (nyse: MCD - news - people ), which popularized the fast-food hamburger, and Wal-Mart (nyse: WMT - news - people ), the mother of one-stop stores, as examples, Pachter said "anyone who's ever made money in business has exploited an unexploited market."

Copyright 2009 Associated Press. All rights reserved. This material may not be published broadcast, rewritten, or redistributed






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How To Have Wii Fun

Business 2008. 12. 16. 06:58

Sorry to spoil Santa's secret, but at least 2 million of you will wake up during the holidays to discover you're the proud owner of a shiny new Wii. During November, Nintendo sold an unprecedented number of consoles, reports the NPD Group, driving the total population of Wiis in the U.S. to 15.4 million. Nintendo's waggle-controlled consoles are now owned by some 20% of the U.S. population.

And of course you want a Wii; it is only the hottest holiday wish-list item since Hypercolor tees. And with the Wii's widespread appeal--bringing family members of all ages together for bouts of virtual tennis or bowling--its an easy gift everyone will enjoy. Kids want to be blasting away at on-screen targets with the Wii Zapper. Friends want to share their "Animal Crossing" experiences, live, over the Internet with the chat-capable Wii Speak. We all want to design our own Mii so we can watch its body inflate and deflate as we progress through "Wii Fit's" workout regimen.

It is not just the console, though, whose sales are soaring. The past two years have been a Battle Royale of sorts as consumers have stalked UPS delivery trucks and harassed GameStop (nyse: GME - news - people ) employees in the hopes of snagging an all-too-scarce Wii. With the steady influx of new owners, every old Wii game is new again. Unlike most videogames that, at best, have a three-month retail shelf life, six-month old Wii games still top the monthly best-sellers lists.

Personal trainer "Wii Fit," which was released last May, sold 697,000 copies this November. "Wii Play" is over a year old, but sold almost 800,000 units last month--rivaling sales of Microsoft's (nasdaq: MSFT - news - people ) Xbox 360. The six-month old "Mario Kart" sold over 600,000 copies. Conversely, the new "Guitar Hero: World Tour" sold less than half a million copies on the Wii.

"We are seeing a new paradigm where titles such as 'Wii Play' continue to perform in the top 10 month after month," says Cammie Dunaway, Nintendo of America's executive vice president of sales and marketing. "With so many new consumers discovering videogames, these titles are something they haven't experienced." Even "Wii Music," which had disappointing sales at launch, is "picking up steam," Dunaway says. That means Nintendo (other-otc: NTDOY.PK - news - people ) games are no longer constrained to the narrow "launch window" demand curve that the industry thought governed most videogame sales. And it puts Nintendo in the position of trying to craft new retail strategies to ensure its games remain visible amidst all the new titles popping out for the Wii.

That explosion of games creates something of a dilemma for new Wii owners. Some 306 games were released for the Wii console in 2008 compared to 264 for the Xbox 360 and 201 for the PlayStation 3, according to EEDAR's GamePulse database. This glut of content--much of which isn't very good--makes buying a Wii game a leap of faith. Publishers want to capitalize on the growing audience of Wii gamers, but few outside of Nintendo have learned how to make a good Wii game. The average review score for games on the console is 62 out of 100.

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