Category: Gaming

Sony PlayStation 3 is Done. Put a fork in it.

They are so crushed by the Wii (what a stupid f$#@ing name) that they are going to pimp their already meager fan base.

Product placement won’t bother the fans, but the privacy issues of reselling gamer data will.

Look at Real. People hate them more than Microflaccid now, and there are multiple open source Real players because of this.

Sony PlayStation to sell user data to advertisers
There’s already plenty of product placement in video games, but Sony (SNE) appears to have plans to take the nascent industry — in which advertisers only spent $80 million last year — to a much more sophisticated level. The company has agreed to let Nielsen track the behavior of PlayStation gamers to let advertisers better understand gamers’ demographics, how much time they spend on a given game, and how closely they pay attention to the product placement. Sony and Nielsen aren’t being totally clear yet on how they’re going to acquire the information, but it could be a combination of self-reported data and stats gleaned directly from the consoles themselves somehow.

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It’s the Gameplay, Stupid

The article mentions price, and lack of titles for the PS3, but it’s the Wiimote (what an in-bloody-credibly stupid name).

Having to do “rocker switch, left, left, a, b, a” to swing a golf club is simply inferior game play.

Six Wiis sold for every PS3 purchased in Japan
By James Sherwood
Published Tuesday 3rd July 2007 12:24 GMT

Nintendo’s Wii continued to reign supreme in Japan last month, with sales outstripping Sony’s PlayStation 3 by a staggering six to one. The Wii outsold Microsoft’s Xbox 360 by an even greater margin.

According to figures from Japanese market watcher and publisher Enterbrain, some 270,974 Wii consoles were sold in the four weeks to 24 June. This compares to just 41,628 PS3s and a measly 17,616 Xbox 360s, during the same period.

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Chinese Gold Farming

The fact that this underground meatspace economy exists in parallel to the cyber economy of World of Warcraft indicates that the “money” of this game is not properly valued.

What’s an economist’s take on what is going on here?

The Life of the Chinese Gold Farmer

By JULIAN DIBBELL
Published: June 17, 2007

It was an hour before midnight, three hours into the night shift with nine more to go. At his workstation in a small, fluorescent-lighted office space in Nanjing, China, Li Qiwen sat shirtless and chain-smoking, gazing purposefully at the online computer game in front of him. The screen showed a lightly wooded mountain terrain, studded with castle ruins and grazing deer, in which warrior monks milled about. Li, or rather his staff-wielding wizard character, had been slaying the enemy monks since 8 p.m., mouse-clicking on one corpse after another, each time gathering a few dozen virtual coins — and maybe a magic weapon or two — into an increasingly laden backpack.

Twelve hours a night, seven nights a week, with only two or three nights off per month, this is what Li does — for a living. On this summer night in 2006, the game on his screen was, as always, World of Warcraft, an online fantasy title in which players, in the guise of self-created avatars — night-elf wizards, warrior orcs and other Tolkienesque characters — battle their way through the mythical realm of Azeroth, earning points for every monster slain and rising, over many months, from the game’s lowest level of death-dealing power (1) to the highest (70). More than eight million people around the world play World of Warcraft — approximately one in every thousand on the planet — and whenever Li is logged on, thousands of other players are, too. They share the game’s vast, virtual world with him, converging in its towns to trade their loot or turning up from time to time in Li’s own wooded corner of it, looking for enemies to kill and coins to gather. Every World of Warcraft player needs those coins, and mostly for one reason: to pay for the virtual gear to fight the monsters to earn the points to reach the next level. And there are only two ways players can get as much of this virtual money as the game requires: they can spend hours collecting it or they can pay someone real money to do it for them.

At the end of each shift, Li reports the night’s haul to his supervisor, and at the end of the week, he, like his nine co-workers, will be paid in full. For every 100 gold coins he gathers, Li makes 10 yuan, or about $1.25, earning an effective wage of 30 cents an hour, more or less. The boss, in turn, receives $3 or more when he sells those same coins to an online retailer, who will sell them to the final customer (an American or European player) for as much as $20. The small commercial space Li and his colleagues work in — two rooms, one for the workers and another for the supervisor — along with a rudimentary workers’ dorm, a half-hour’s bus ride away, are the entire physical plant of this modest $80,000-a-year business. It is estimated that there are thousands of businesses like it all over China, neither owned nor operated by the game companies from which they make their money. Collectively they employ an estimated 100,000 workers, who produce the bulk of all the goods in what has become a $1.8 billion worldwide trade in virtual items. The polite name for these operations is youxi gongzuoshi, or gaming workshops, but to gamers throughout the world, they are better known as gold farms. While the Internet has produced some strange new job descriptions over the years, it is hard to think of any more surreal than that of the Chinese gold farmer.