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    <title><![CDATA[[GameRatty] category: Mac]]></title>
    <link>http://gameratty.com/category/Mac</link>
    <description></description>
    <pubDate>Thu, 04 Sep 2008 14:49:40 +0000</pubDate>
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    <docs>http://blogs.law.harvard.edu/tech/rss</docs>
    <item>
      <title><![CDATA[Will Wright Reacts To Critical Spore Reviews, Reveals Personal Playing Style]]></title>
      <link>http://gameratty.com/article/a3e0dd88a1329adf0b617a3de18cbc8e</link>
      <guid>http://gameratty.com/article/a3e0dd88a1329adf0b617a3de18cbc8e</guid>
      <description><![CDATA[EAs biggest PC game of the year and the brainchild of renowned game designer Will Wright , Spore hits store shelves today. The game has won Best of E3 awards and been lavished with positive...]]></description>
      <content:encoded><![CDATA[<p><img src="http://multiplayerblog.mtv.com/wp-content/uploads/2008/08/willwright.jpg" alt="Will Wright, Lead Creator of 'Spore'" align="left" />EA&#8217;s biggest PC game of the year and the brainchild of renowned game designer <strong>Will Wright</strong>, &#8220;<strong>Spore</strong>&#8221; hits store shelves today. The game has won Best of E3 awards and been lavished with positive pre-release coverage in the gaming and mainstream press.</p>
<p>So why is it getting <a title="Metacritic Lists 'Spore' Reviews" href="http://www.metacritic.com/games/platforms/pc/spore?q=spore"><strong>8s and 9s</strong></a> rather than 10s? And what does Wright make of reactions such as that of <strong><a href=" http://www.nytimes.com/2008/09/05/arts/television/05spor.html&lt;br &gt;&lt;/a&gt;">the <em>New York Times</em>&#8216; review</a></strong>, which concludes:</p>
<blockquote><p>&#8220;Now if Mr. Wright and the Maxis team just take another few passes through Spore&#8217;s later stages and release a big revision patch next year, they may finally end up with a game to match the stellar toy they have already unleashed.&#8221;</p></blockquote>
<p>On Friday, I had a chance to talk to Wright about the response the game has been getting, giving him a chance to clarify the goals of his design team and to reveal how he&#8217;s playing &#8220;Spore.&#8221; (As the week progresses, we&#8217;ll be posting Wright&#8217;s thoughts on each of the game&#8217;s stages, which he also shared during the interview.)</p>
<p>I read Wright that <em>Times</em> paragraph and this is what he said:</p>
<p>&#8220;I haven&#8217;t read that, but it&#8217;s interesting. The feedback we&#8217;re getting from people is that everyone has some level they like and some level they don&#8217;t like. A lot of the reviews I&#8217;ve read have said that the Space Stage was far and away the best and they were disappointed by the earlier stages because they were too simple. Other people have said the Creature Stage is their favorite and that the Space Stage seems too complicated. We knew, since we were using different genres with every level, that everyone would have ones they really clicked with and ones they didn&#8217;t. We&#8217;ve pretty much seen that. There hasn&#8217;t been any consistent feedback. Some people have said the Civ phase is the best.&#8221;</p>
<p>When I talked to Wright, I had played deep into the Space Stage, which I was enjoying. But I had seen complaints from hardcore game reviewers and message board posters that all of the stages have less complex gameplay than many gamers had hoped. As wonderful as the content creation and sharing options are, the one consistent complaint I&#8217;ve seen is that the gameplay seems to have been &#8220;dumbed down&#8221; for the sake of appealing to a more casual audience. Was it?</p>
<p>&#8220;I&#8217;d say that&#8217;s quite accurate,&#8221; Wright told me. &#8220;We were very focused, if anything, on making a game for more casual players. &#8220;Spore&#8221; has more depth than, let&#8217;s say, &#8220;<strong>The Sims</strong>&#8221; did. But we looked at the Metacritic scores for &#8220;<strong>Sims 2&#8243;</strong>, which was around 90, and something like &#8220;<strong>Half-Life</strong>&#8220;, which was 97, and we decided &#8212; quite a while back &#8212; that we would rather have the Metacritic and sales of &#8220;Sims 2&#8243; than the Metacritic and sales of &#8220;Half-Life.&#8221;</p>
<p>And one way of getting there is to present a narrower range of options than a hardcore player might be expecting?</p>
<p>&#8220;Yes,&#8221; he said. &#8220;Part of this, in some sense was: can we teach a &#8220;Sims&#8221; player to play an RTS [or Real Time Strategy game]? &#8230; I think the complexity we ended up with was toward that group.&#8221;</p>
<p>As simplified as Wright says &#8220;Spore&#8221; gameplay is, it should be noted that when you ask him how he&#8217;s playing the game, he proves that one can find a complex approach. I asked what he&#8217;s been up to in the game. He replied: &#8220;I like the Space Stage a lot. It&#8217;s kind of like &#8216;The Sims&#8217; in that you can have multiple saved games and have them interact with each other. You can start one game, let&#8217;s say as the Klingons, and go all the way up and have the Klingon empire. And then have the Romulan empire and go meet the Klingons and start a war. I&#8217;ve always liked that kind of high level storytelling where I have multiple saved games interacting.&#8221;</p>
<p>The doesn&#8217;t sound simple at all.</p>
<p>&#8220;Spore&#8221; is out today for Mac and PC. You decide if it gets the job done.</p>
<p style="text-align: center;">***</p>
<p>Check back daily this week for Multiplayer&#8217;s &#8212; and Wright&#8217;s &#8212; breakdown of each of the stages of &#8220;Spore.&#8221;</p>
<p><strong>Related Posts<br />
<a title="Using ‘Spore,’ Scientist Proposes Better Body For Humans, Gives Us Second Mouth" rel="bookmark" href="http://multiplayerblog.mtv.com/2008/09/05/spore-scientist-proposes-better-body/">Using ‘Spore,’ Scientist Proposes Better Body For Humans, Gives Us Second Mouth</a><br />
<a title="The ‘Spore’ Verdict - One Week With 2008’s Biggest Video Game Experiment" rel="bookmark" href="http://multiplayerblog.mtv.com/2008/09/04/spore-after-one-week/">The ‘Spore’ Verdict - One Week With 2008’s Biggest Video Game Experiment</a></strong></p>

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      <pubDate>Sun, 07 Sep 2008 06:01:08 +0000</pubDate>
      <category domain="http://gameratty.com/tag/spore">spore</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/video game experiment">video game experiment</category>
      <category domain="http://gameratty.com/tag/wright">wright</category>
      <category domain="http://gameratty.com/tag/game designer">game designer</category>
      <category domain="http://gameratty.com/tag/gameplay">gameplay</category>
      <category domain="http://gameratty.com/tag/spore gameplay">spore gameplay</category>
      <category domain="http://gameratty.com/tag/hardcore game reviewers">hardcore game reviewers</category>
      <category domain="http://gameratty.com/tag/space stage">space stage</category>
      <source url="http://multiplayerblog.mtv.com/2008/09/07/will-wright-reacts-to-crtical-spore-reviews/">Will Wright Reacts To Critical Spore Reviews, Reveals Personal Playing Style</source>
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      <title><![CDATA[The Best of Big Download: September 1-7]]></title>
      <link>http://gameratty.com/article/51d683192473a26e3cffbe12cf6d14d0</link>
      <guid>http://gameratty.com/article/51d683192473a26e3cffbe12cf6d14d0</guid>
      <description><![CDATA[Filed under: Mac , PC , Meta (about Joystiq

After a long dry spell for major PC games this summer, we are looking forward to playing a lot of cool titles in the next three months. In the meantime...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/mac/" rel="tag">Mac</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/meta-about-joystiq/" rel="tag">Meta (about Joystiq)</a></p><div align="center"><a href="http://news.bigdownload.com"><img hspace="4" border="0" vspace="4" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/bd-announce-head.jpg"  alt="" /></a><br /></div>
After a long dry spell for major PC games this summer, we are looking forward to playing a lot of cool titles in the next three months. In the meantime let's look on the first week of September and see what we can come up with for news, downloads and our exclusive features:<br /><strong>Exclusive features</strong><br />
<ul>
    <li><em>Spore</em>: It ships to stores today in the US so make sure you check out our coverage of Will Wright's magnum opus, including our <a href="http://news.bigdownload.com/2008/09/03/five-reasons-why-we-think-we-will-love-spore/">five reasons we thing we will love this game</a>, our<a href="http://news.bigdownload.com/2008/09/05/spore-out-of-the-box/"> first out of the box experience</a> and some interesting <a href="http://news.bigdownload.com/2008/09/02/spore-hits-harvard/">Spore related advertisements</a>.</li>
    <li><em>Champions Online</em>: We get a hands-on look at the <a href="http://news.bigdownload.com/2008/09/05/hands-on-champions-online-snake-gulch-zone/">Snake Gulch zone</a> for Cryptic Studios's upcoming super hero MMO title.</li>
    <li><em>Reviews</em>: Our latest review takes a look at the next chapter for <em>American McGee's Grimm</em>, <a href="http://news.bigdownload.com/2008/09/04/review-american-mcgees-grimm-godfather-death/">Godfather Death</a>.</li>
    <li><a href="http://news.bigdownload.com/2008/09/03/team-fortress-2-comprehensive-achievement-guide/"><em>Team Fortress 2 Comprehensive Achievement Guide</em></a>: If you want to see detailed descriptions of every achievement in Valve's multiplayer shooter there's no better place to look.</li>
    <li><em><a href="http://news.bigdownload.com/2008/09/03/big-ideas-heroism-and-the-mmo/">Big Ideas</a></em>: Our latest column on game themes takes a look at being a hero in an MMO title.</li>
    <li><a href="http://news.bigdownload.com/2008/09/01/macmonday-larva-mortus/">MacMonday</a>: Our latest column on Mac gaming takes a look at the action horror game <em>Larva Mortus</em>.</li>
    <li><em><a href="http://news.bigdownload.com/2008/09/04/alt-tab-on-the-subject-of-demigod/">Alt-Tab</a></em>: Our latest feature gallery column takes a hands-on look at Gas Powered's upcoming title<em> Demigod</em>.</li>
    <li><a href="http://news.bigdownload.com/2008/09/05/freeware-friday-quest-for-glory-2/"><em>Freeware Friday</em></a>: Our latest look at free games checks out the recent adventure game remake <em>Quest for Glory 2</em>.</li>
</ul><p><a href="http://www.joystiq.com/2008/09/07/the-best-of-big-download-september-1-7/" rel="bookmark">Continue reading <em>The Best of Big Download: September 1-7</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href=http://news.bigdownload.com/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/07/the-best-of-big-download-september-1-7/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1306615/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.joystiq.com/2008/09/07/the-best-of-big-download-september-1-7/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/07/the-best-of-big-download-september-1-7/#comments" title="View reader comments on this entry">Comments</a></p><div class="feedflare">
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      <pubDate>Sun, 07 Sep 2008 04:00:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/review takes">review takes</category>
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      <source url="http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/385746344/">The Best of Big Download: September 1-7</source>
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      <title><![CDATA[New Game Releases for the Week of September 7, 2008]]></title>
      <link>http://gameratty.com/article/d0ffc114bcc2bc043813a93de7886706</link>
      <guid>http://gameratty.com/article/d0ffc114bcc2bc043813a93de7886706</guid>
      <description><![CDATA[Gamerdeals.net writes

The highlights this week include Spore (PC/Mac), NHL 09 (Xbox 360, PS3), NHL 2K9 (Xbox 360, PS3, Wii, PS2), Spore Creatures (DS), and The Price is Right (Wii, DS

Check out the...]]></description>
      <content:encoded><![CDATA[Gamerdeals.net writes:
 <br> 
 <br> &quot;The highlights this week include Spore (PC/Mac), NHL 09 (Xbox 360, PS3), NHL 2K9 (Xbox 360, PS3, Wii, PS2), Spore Creatures (DS), and The Price is Right (Wii, DS).
 <br> 
 <br> Check out the full list of new video game releases (USA) for the week of September 7, 2008 on Xbox 360, PlayStation 3, Nintendo Wii, Sony PS2, PSP, Nintendo DS, and PC!&quot;]]></content:encoded>
      <pubDate>Sat, 06 Sep 2008 14:42:16 +0000</pubDate>
      <category domain="http://gameratty.com/tag/week">week</category>
      <category domain="http://gameratty.com/tag/nintendo wii">nintendo wii</category>
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      <source url="http://www.n4g.com/gaming/News-194947.aspx">New Game Releases for the Week of September 7, 2008</source>
    </item>
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      <title><![CDATA[In-Depth: EA's Gibeau On Reinvigorating EA Games]]></title>
      <link>http://gameratty.com/article/fc7a615a3e8af703e44a983e6ffa8361</link>
      <guid>http://gameratty.com/article/fc7a615a3e8af703e44a983e6ffa8361</guid>
      <description><![CDATA[Over at Gamasutra, Christian Nutt has been talking to EA Games' Frank Gibeau about the continuing -- if you believe it, which I believe I do, somewhat -- reinvention of Electronic Arts as a more...]]></description>
      <content:encoded><![CDATA[<p><img alt="-" src="http://www.gamesetwatch.com/frankgibeau.jpg" hspace="5" align="left"/><i>[Over at Gamasutra, Christian Nutt has been talking to EA Games' Frank Gibeau about the continuing -- if you believe it, which I believe I do, somewhat -- reinvention of Electronic Arts as a more creative, progressive game company. And that's worth a crosspost here on GSW, I think.]</i></p>

<p>Since its unveiling during Game Developers Conference 2005, Will Wright's evolution sim <i>Spore</i> has become a huge investment for EA, one which the company hopes might eventually expand into an entire division of the company, as has Wright's mega-hit franchise <i>The Sims</i>.</p>

<p>Until that happens, however, <i>Spore</i> falls under the EA Games umbrella managed by label president Frank Gibeau. Beyond that game, Gibeau is working to encourage a label-wide focus on quality, one which he admits had "slipped" in the years prior to CEO John Riccitiello's wide-reaching reorganization of the company.</p>

<p>Gamasutra sat down with Gibeau to discuss the high expectations for <i>Spore</i>, what exactly success means in the context of that game, plans for the franchise, and why it's important to EA's long-term bottom line that studios be allowed to prioritize quality over rigid development deadlines.</p>

<p><b><u>Spore And Electronic Arts</u></b></p>

<p><b>What does <i>Spore</i> mean to EA? </p>

<p></b>Frank Gibeau: <i>Spore</i> is a huge priority for EA and specifically for our EA Games label. This has been a big bet for the company over the last several years. It's a Will Wright project that carries a level of expectations for quality and, frankly, success. And we're finally on the verge of bringing it to market after a few E3s and a few years of working on it, and we couldn't be more proud of the product and we're very excited about it. </p><p>We believe it has the potential to become a platform on which we can build a very large and enduring business. The team that is building <i>Spore</i> has been the team who put out <i>The Sims</i> and <i>The Sims 2</i>, so they bring a lot of experience and knowledge from the business side about how that grew, but even more importantly, we have a really powerful creative idea in <i>Spore</i> with the combination of the editors and the gameplay and the quality of content that frankly we think travels pretty well. </p>

<p>It's a global idea -- an idea that appeals to eight-year-olds all the way up to 80. It appeals across gender lines -- probably not as much as the female-skewing of <i>The Sims</i>, but there's a lot of women who find <i>Spore</i> appealing and have been playing the <i>Creature Creator</i>. </p>

<p>On [September] 7th, we'll be launching it on the PC, Mac, DS, and also iPhones and mobile phones. We haven't even scratched the surface of other platforms out there like consoles and the Wii and some others. Clearly we're thinking about those, and we believe the <i>Spore</i> concept and IP can move a lot across a lot of platforms over a long period of time.</p>

<p><b><u>The Meaning Of Success</u></b></p>

<p><b>I know this has come up before, but can you define what success means, in the context of <i>Spore</i>? Obviously, we the public probably won't know how much in the way of resources went into it, but success is definitely a big question in terms of that game.</p>

<p></b>FG: I think that we will consider <i>Spore</i> successful based on the critical reception that it receives, based on the commercial reception, and how long and enduring the business will be. We believe that we've got a very high quality game that we're anticipating that we're going to meet success on a critical level. </p>

<p>On a commercial level, the indicators are pretty positive with the reception to the <i>Creature Creator</i> and the buzz that's out there. Obviously, you want to score with unit sales and revenue profit, and those will start to roll in and we'll be able to gauge whether we hit our goals or not. And frankly, time will tell whether or not <i>Spore</i> as a concept is as broadly appealing a concept as controlling people in <i>The Sims</i>, and whether <i>Spore</i>'s unique blend of editors and pollinated content gameplay can expand and move across more platforms. </p>

<p>I think when we think about <i>Spore</i>, we believe that it has the potential to be another label inside of our company, much like <i>The Sims</i> is. That would be something that we would ultimately aspire to. But we're a very focused bunch, just in making sure that we have a great release on September 7th and that our SKU plan shortly thereafter starts to roll out with a lot of content and new gameplay modes for our customers.</p>

<p><b>Can you talk at all about the kind of investment you've made thus far?</p>

<p></b>FG: I can't give you hard numbers. I can say that it's been a significant investment for the company. It's been in development for a number of years, and you've probably seen it at a number of E3s. It's a significant investment for the company, but I can't really give you hard numbers.</p>

<p><b>This is pure theory, but what would the roadmap be like if it turns out that <i>Spore</i> doesn't have the reception that you're hoping for?</p>

<p></b>FG: I think we'll cross that bridge when we come to it. (laughs) I'm not sure speculating on a hypothetical of "What if it doesn't work?" is something I want to do right now. Again, we're really focused on nailing the 7th and making it a hit. If something isn't hitting expectations, we'll make adjustments. We always do. </p>

<p>Again, we believe that we're on track and we believe that we have something that's a pretty powerful idea. It wouldn't be getting the buzz and the anticipation if its core didn't have a compelling quality and idea. The <i>Creature Creator</i>'s reception has been pretty positive. We released one segment of the game back in June and we've got millions of uploads on our creatures and millions of downloads, and a very positive customer reception to it.</p>

<p><b>How has the commercial success of the <i>Creature Creator</i> been? A lot of people are using it, but it's unclear how much of that translates into commercial success. What do you think about how it's performed so far?</p>

<p></b>FG: I think you saw it in the PC charts -- I think it was number one in the month that it was released. It's a relatively low price point, so it moved quite a bit of volume to get to that chart position, and the same was true in Europe. Also, what's not tracked by that chart are digital downloads that our store and other third parties experienced, so between the digital and the retail sales of the <i>Creature Creator</i> complete [version] were very positive. </p>

<p>But again, we looked at that as an experiment, which was to put out a free version so that the folks who just want to try and see it for free can do that and have a great time, and for the people who were investing more time, we had the blocks set up for a purchase. We sweated that, and we wanted to really make sure that the customer saw value for that dollar. We believe that we successfully nailed that, and the feedback from the marketplace has been very positive.</p>

<p><b><u>Spreading Spore</u></b></p>

<p><b>You're alluding to this potential that it could become a large-scale brand like <i>The Sims</i>. I feel like <i>Spore</i> sort of exists outside of the Games label already, in the sense that it's got a large, comprehensive, multiplatform strategy. It doesn't feel so much like the other versions are ports of it, but they sort of plug in to this overarching strategy. Can you talk about how that has developed?</p>

<p></b>FG: I don't think of <i>Spore</i> as a product. We think of it as a platform. We have lots of opportunities to take that platform to other consoles and to smart phones. It allows us to bring different styles of gameplay. It allows us to bring multiplayer to it. I think it's a very flexible platform for us to be able to bring with lots of experience, because the idea is so gigantic -- creating and controlling a universe -- we can take it in lots of different ways. </p>

<p>When you talk to the design team and brainstorm of what we're going to do next, we never really run into walls. It really is, "Is it fun? How can we move it to a different region or customer in a different way?" Again, we think of it as a platform, and that's ultimately why when you make that development investment, you do it on a really big idea. </p>

<p>You're just going to see the opening salvo on the 7th in terms of those four platforms, but rest assured, they're not going to be ports on the Wii and the DS later on in its cycle. It's not going to be ported to the 360. We're going to look at how to bring that idea to life on those platforms in a unique way, because that's the only way it's going to work.</p>

<p><b>The strategy with other platforms -- do you think it's risk mitigation, or is it trying to serve the <i>Spore</i> strategy from the perspective of getting a global, broad appeal for the title?</p>

<p></b>FG: We actually looked at it more fundamentally, which was, "What would a <i>Spore</i> experience be like on the Wii, and why would that be cool?" And if it passes muster on that type of brainstorming and design, then that's when we start to move forward with it. Of course there's a business strategy behind it, which is platform extension and brand extension, but ultimately, where we've started is looking at, "Okay, how do you create and control a creature on the Wii in a universe and have it be fun?" </p>

<p>Does <i>Spore</i> exist in a browser experience? Sure. Could you create and control a universe in a browser? Sure. Is it completely different from what we're doing on the PC? Yeah. Again, we go back to that original creative idea that Will had, and the combination of pollinated content and editors, and bringing that to life in lots of different ways.</p>

<p><b>Is there a browser version of <i>Spore</i> in the works right now?</p>

<p></b>FG: We're not announcing anything, but speaking against your hypothetical, that was one of the platforms you could look at, sure.</p>

<p><b><u>Will Wright And Electronic Arts</u></b></p>

<p><b>Will Wright is not only a great fountain of game development ideas, but he's also becoming a significant player, culturally, and is starting to get the recognition that goes along with that. How do you see the significance of Will Wright in your organization, both in terms of designing games and in the broader question?</p>

<p></b>FG: It's a tough one to answer, because he is <i>Spore</i>. He created <i>The Sims</i>. These are incredible entertainment experiences from a genius, so when we look at Will Wright, he's the guy. When you look at what he wants to do and how he works, it's very much a collaborative and flexible environment in terms of how we work together, but he's the guy who came up with <i>Spore</i>. </p>

<p>Now, there's an incredible team around him at Maxis that frankly helps bring these things to life and makes them a reality in terms of the game design and the code and the rest of it. But he's magnificent when he's in these teams and inspiring young designers, and he's surrounded himself with some pretty capable engineers. And Will Wright is Will Wright. He's everything he's cracked up to be, and he's an excellent part of our company.</p>

<p><b><u>Mainstream Appeal</u></b></p>

<p><b>The title is getting some mainstream notice. What are your expectations there? Have you been finding this is a concept that's really being embraced by the larger world of media and culture that encounters it?</p>

<p></b>FG: Yeah, we've been very surprised and have loved the reception we've been getting from non-traditional gaming media, and frankly, just from the people downloading it who have never played a game before and who are casual players. </p>

<p>I think the vessel or the idea that has really worked with them has been the <i>Creature Creator</i> -- the fact that you can make these fantastic animals and make them do different things. You're almost a Pixar artist overnight without training, in terms of how easy to use the editors are. That's really been the entry point to this idea of <i>Spore</i> for the mass market that I think has captured their attention -- this idea of evolution and the toolbox of the editors to create whatever you can imagine. </p>

<p>Frankly, we've been blown away with what we've seen uploaded to YouTube. We knew we could get to some pretty wild designs, but the quality of even the ones that are salacious is amazing. It's really cool to see what people can do when you give them these tools.</p>

<p><b>It's funny just to see the ones that mimic preexisting characters. I saw a really convincing Pikachu, which kind of surprised me.</p>

<p></b>FG: I saw a Viking ship! We were just stunned. Every day here we're just shooting around different creations that people have made. Again, I think what's so killer about the game is that you can download it. When you're playing the game, that Viking ship is in the game, or that Pikachu that you saw could be in the game. </p>

<p>I think that's another powerful part -- this idea of the pollinated content and the social networking that can happen inside of that. It's really elegant, simple, and I think it ties to a lot of interesting things that people are doing right now with user-generated content.</p>

<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/r6mdrBhTAD0&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/r6mdrBhTAD0&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object></p>

<p><b><u>Reinvigorating EA Games</u></b></p>

<p><b>At E3, John Riccitiello spoke to Dean Takahashi and the quote that stuck out in my mind was, "I don't think the investors give a shit about our quality." There's been a big push for quality from EA, and it's been building over the past couple of years, but the EA Games label is probably under the most scrutiny, especially from the hardcore gamers, to deliver on that strategy. What do you think about it?</p>

<p></b>FG: I think our quality slipped, and that was one of the things -- as an assumption and then an objective -- that I brought to this job, which was, "We are going to improve the quality of our products, and we are going to create IPs that have the same resonance as some of the top ones we're seeing in the industry." </p>

<p>In the 24 or so months before I got the job, there were some big mistakes, and the quality was down. I think what I brought to the job and thought about most carefully on the initial, "What are we going to do here?" was, "How do I unlock the talent I saw inside EA?" </p>

<p>I think there's incredible designers and creators inside this company, but the talent was being stifled or prevented from really manifesting itself into great games. That was really job one, to figure out how you unlock that talent and how you find room in the business plan to give yourself the time to create the hits -- "hits" meaning games that are averaging north of 80 on Metacritic, as opposed to being in the 70s or lower. </p>

<p>It's going to be a long process, but I'm very pleased with the start that we've had so far in the first part of this year. I'm very proud of <i>Burnout [Paradise]</i> and <i>[Battlefield:] Bad Company</i>, and I'm very pleased with where <i>Spore</i>'s ending up. <i>Warhammer [Online]</i> looks to be doing great, and <i>Mirror's Edge, Dead Space</i>, and <i>Need for Speed: [Undercover]</i>. </p>

<p>We've really given the teams the autonomy, the flexibility, and the time to really get after quality in each of these different franchises. And while we're not perfect, I think we're definitely making strides here. Our average quality is way up through the first part of this year. We're not satisfied, though. We need it to be higher, and we're going to continue to press and push to make it that much better.</p>

<p><b>If the games are better, they probably will sell better. Investors don't care about quality directly, but they care about it indirectly. It's obviously much more creatively satisfying to encourage talent to blossom and to see great games coming out, but what do you think about it strategically?</p>

<p></b>FG: Strategically, you've got to find a methodology that allows you to orchestrate all of these different game releases into a financial plan. But it all operates off the idea that good games generate good profits. Frankly, they generate long-term, enduring profitability, and when you cut corners on quality and ship a game that's a 65 in order to make a quarter, you might make the quarter, but I can guarantee you that the gamer customers are not going to be happy and they're not likely to buy the sequel in any sizable numbers. In fact, you might even get some of the units back because you overestimated or you dumped in the channel. </p>

<p>I wasn't party to John's interview to Takahashi on that quote. My view is more simple, which is, "Great games generate great profits." I know that John feels that way, and that's what we dialog at internally at the company, but for me, I try and look at all the different studios inside of our label, and I try to figure out how to orchestrate a plan over the long term that generates this long term, enduring profitability, but it starts with great games, because that's what we do. </p>

<p>We've been there where we've been pumping out games, and you can look at the reception and the response from gamers out there and our fans kind of starts diminishing. You can't get that back. The only way you get that back is by making great games and winning them back one at a time. That's what we intend to do and are doing, frankly.</p>

<p><b><u>"The Core And More"</u></b></p>

<p><b>One thing that the label split does is that it sort of shuts the EA Games label out of the casual boom to an extent. I mean, you've got the EA Casual label, <i>The Sims</i> label, and you've got Pogo, but you guys are focused more directly on the core. What do you think about your positioning there?</p>

<p></b>FG: I think the way we describe it internally is, "The core and more." If you look at <i>Need for Speed</i> or <i>Spore</i>, they're pretty broadly appealing designs, and they do reach a customer that is more casual in terms of their play pattern. </p>

<p>It depends on what you call casual, but a guy who's on Kongregate or Addictive Games... they're hardcore gamers, in all those cases. They're playing for free, but at the same time, they're [also] playing <i>World of Warcraft</i> or they're playing <i>Metal Gear Solid</i> on the PS3 or they're playing <i>Bad Company</i> on the 360. So I tend to come at it from a point of view of that we're not shut out of the casual games market at all. </p>

<p>We're really looking at male gamers, 15 to 35, and where they spend their time. There's lots of different expressions of the franchises and brands that we do that could work in a play-free model, as well as a traditional packaged goods model. So I don't feel like I'm shut out at all. It's really a play that's "the core and more," but acceptability is pretty key to us, being able to grow this market. I'm not interested in being "only M-rated games that appeal to a certain segment that's only this big."</p>

<p><b><i>Dead Space</i> isn't the first M-rated game that EA's published, but it's maybe the first significant M-rated new IP developed by EA. I could be going out on a limb here, but it stands out in my mind.</p>

<p></b>FG: When we started that project, it was a very careful calculation, frankly, that said that the survival horror genre is a great genre, as represented by <i>Resident Evil</i>, but there's room for more in that category, and there's ways to innovate there. That was an example of very carefully saying, "Yeah, this is a survival horror game. It's M-rated, and we're going all out. We're not going to compromise and try to make this T-rated." </p>

<p>But when you look at something like <i>Spore</i> or <i>Need for Speed</i> or even <i>Mirror's Edge</i>, we're trying to reach a broader audience with an accessible design -- something that can really appeal to the mass market. In those cases, again, it all starts at the original game idea and really understanding where its limitations are and where its opportunities are.</p>

<p><b>Are you concerned at all with the extreme, hard-M kind of content that's going to be going into Dead Space? As you're publicly traded and open to criticism and are to an extent new to dealing with that sort of content as a company...</p>

<p></b>FG: Not in the least. For me, the rule is, "Does it have creative integrity?" And I think that it does. I would be proud to be the publisher. If we were a cable channel, I would be very excited to have The Sopranos, Generation Kill, The Wire, Weeds, or any of those M-rated shows, because at their core, they have incredible creative integrity. The writing is spectacular, and you can be proud of that. </p>

<p>The thing you have to watch is that you need to follow the rules in terms of how you promote it. As long as the right age groups are buying the game, I'm satisfied, because I'm very proud of what's in Dead Space. But Dead Space has creative integrity. If something is just there for gratuity, bolted on to try and hype it, then that's not something that I'm interested in.</p>

<p><b><u>The Casual/Hardcore Divide, Or Lack Thereof</u></b></p>

<p><b>You're talking about the distinction between casual and hardcore, and I think it's awfully forced sometimes, in the sense that it seems like an "either/or." It's not really as much of a black-and-white situation as it's painted. Mirror's Edge does have a broad appeal in a lot of ways. Just on the face of it, it's fairly hardcore just in terms of it being first-person action-oriented, but its worldview is so different to a game like <i>Dead Space</i> or <i>Medal of Honor</i>.</p>

<p></b>FG: Absolutely. I couldn't agree with you more. I kind of reject the notion of casual and hardcore gamers. I think it ends up putting you into boxes with limitations that you don't need to be dealing with. But when I look at what we do in our label, it's not about EA, the corporation. It's about the developers, and it's about the individual city-states -- the studios. </p>

<p>I play a lot of games, and I'm a big fan of Infinity Ward and <i>Call of Duty</i> and Blizzard and <i>World of Warcraft</i>, and I think of those development teams and franchises just as people think of Maxis with <i>Spore</i> or DICE with <i>Battlefield</i> or BioWare with <i>Mass Effect</i>. I think that's where the value is in what we do, and that's where the importance is. That's why the model that we're trying to use inside of our label is much more focused on those developer brands and going after ideas like you describe, which is <i>Mirror's Edge</i> as well as <i>Dead Space</i>, as well as <i>Skate</i> and <i>Need for Speed</i>.</p>

<p><b><u>The State Of EALA</u></b></p>

<p><b>EALA has been primarily creating games that fall under EA Games. Since it's the end of the Neil Young era, can you tell me a little bit about where it's going and what's going on there?</p>

<p></b>FG: Neil hasn't run EALA for a while. EALA reports into my organization. There are multiple groups down there. There's the mobile team and some casual groups. But in general, we have <i>Command & Conquer</i>, both <i>Red Alert</i> and <i>Tiberium</i>. We've got <i>Medal of Honor</i> down there. We've got a very good business. Mike Verdu, who ran the <i>Command & Conquer</i> business with Neil, is now the general manager of EALA. </p>

<p>He reports in to Nick Earl, who runs our California studios. He manages Maxis, as well as our Redwood Shores group that's doing <i>Dead Space</i>. I feel very good about the management and the leadership and the franchises at EALA. </p>

<p>Across town, you have Pandemic, so we have a pretty sizable footprint in LA inside our label with the EALA group as well as Pandemic. It's a group that we have very high expectations for, and we have a future plan for them over the next few years. We feel really great about the <i>Red Alert</i> product coming out this November.</p>

<p><b>EA A, I'm going to be blunt here, has been a disappointment by and large, I think, in terms of output. It's produced a number of games that disappointed creatively. The last installment of <i>Medal of Honor</i> was, I'm sure, a disappointment commercially, too. That's why we're kind of wondering what the story is there.</p>

<p></b>FG: We're very confident in EALA. This isn't BS, because if we weren't, we'd do something different. I believe in Mike and his leadership. I believe in Nick, and I believe in the teams down there. We have a product in <i>Command & Conquer</i> that has delivered 80-plus rated Metacritic, which is a tough standard, for seven years now. It's an extremely successful business for us globally, so if you just take it by pieces, certainly the <i>Command & Conquer</i> business has been humming along. </p>

<p><i>Medal of Honor</i>? It's been bumpy, no question about it. We hope to have a different strategy there that allows us to get back and bring that brand to greatness, and I feel confident that we have some good moves underway there. And we have some other products down there that we're evaluating with Doug Church's team, on the Spielberg projects, and also on <i>Tiberium</i>. </p>

<p>This is software meets entertainment. Things get bumpy. Sometimes you have groups that have uneven performance. But all I can speak to you right now is what I'm responsible for, which is what's going to happen to LA going forward. It's a key part of our organization, we have some top franchises there, and I think we have a very proven, stable, aggressive leadership team there in place now where we intend to change your perception of EALA, for sure.</p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/gamesetwatch?a=vV2uL"><img src="http://feeds.feedburner.com/~f/gamesetwatch?i=vV2uL" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/gamesetwatch?a=T5m0L"><img src="http://feeds.feedburner.com/~f/gamesetwatch?i=T5m0L" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/gamesetwatch?a=GO4PL"><img src="http://feeds.feedburner.com/~f/gamesetwatch?i=GO4PL" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/gamesetwatch/~4/385362900" height="1" width="1"/>]]></content:encoded>
      <pubDate>Sat, 06 Sep 2008 12:00:11 +0000</pubDate>
      <category domain="http://gameratty.com/tag/idea">idea</category>
      <category domain="http://gameratty.com/tag/pretty powerful idea">pretty powerful idea</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/company">company</category>
      <category domain="http://gameratty.com/tag/label">label</category>
      <category domain="http://gameratty.com/tag/progressive game company">progressive game company</category>
      <category domain="http://gameratty.com/tag/casual label">casual label</category>
      <category domain="http://gameratty.com/tag/original creative idea">original creative idea</category>
      <category domain="http://gameratty.com/tag/design team">design team</category>
      <source url="http://feeds.feedburner.com/~r/gamesetwatch/~3/385362900/indepth_eas_gibeau_on_reinvigo.php">In-Depth: EA's Gibeau On Reinvigorating EA Games</source>
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      <title><![CDATA[Norwegian post office switches logowants to catch all subscribers]]></title>
      <link>http://gameratty.com/article/f84fdc1fc7308d1e6458502d1cb0a5ca</link>
      <guid>http://gameratty.com/article/f84fdc1fc7308d1e6458502d1cb0a5ca</guid>
      <description><![CDATA[The post office logo, the logo from the Mac/XBLA game Marathon, and a Pokeball. Which one does the new logo look like the most...]]></description>
      <content:encoded><![CDATA[<p><a href="http://gonintendo.com/wp-content/photos/norwaypost.jpg" title="norwaypost" onclick="pp_image_popup('http://gonintendo.com/wp-content/photos/norwaypost.jpg',490,344,'norwaypost'); return false;"><img src="http://gonintendo.com/wp-content/photos/thumb_norwaypost.jpg" class="centered" alt="norwaypost" width="300" height="210" /></a></p>
<p>The post office logo, the logo from the Mac/XBLA game Marathon, and a Pokeball.  Which one does the new logo look like the most?!</p>
<p><strong><small><a href="http://www.joystiq.com/2008/09/05/norway-posts-new-logo-pokeball-or-marathon-symbol-variation/">Link</a></small></strong></p>
]]></content:encoded>
      <pubDate>Fri, 05 Sep 2008 16:49:03 +0000</pubDate>
      <category domain="http://gameratty.com/tag/logo">logo</category>
      <category domain="http://gameratty.com/tag/post office logo">post office logo</category>
      <category domain="http://gameratty.com/tag/macxbla game marathon">macxbla game marathon</category>
      <category domain="http://gameratty.com/tag/link">link</category>
      <category domain="http://gameratty.com/tag/pokeball">pokeball</category>
      <source url="http://gonintendo.com/?p=54982">Norwegian post office switches logowants to catch all subscribers</source>
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      <title><![CDATA[Spore is almost here]]></title>
      <link>http://gameratty.com/article/37f3aa03ebf35df7153a47040240bf1c</link>
      <guid>http://gameratty.com/article/37f3aa03ebf35df7153a47040240bf1c</guid>
      <description><![CDATA[Get happy, Andrew Clark : the wait is almost over! The next big gang from the creator of The Sims invades Earth in a few days, as EA has shipped copies of the highly anticipated video game, Spore, to...]]></description>
      <content:encoded><![CDATA[<p><img border="0" width="200" src="/wp-content/uploads/2008/09/news-sporeout.jpg" height="150" align="left" hspace="5" vspace="5" title="Spore Is Almost Here..." alt="news-sporeout Spore is almost here..." /></p>
<p align=justify>Get happy, <a href="/blogs/clark/god-complex-is-it-wright/">Andrew Clark</a>: the wait is almost over! The next big gang from the creator of The Sims invades Earth in a few days, as EA has shipped copies of the highly anticipated video game, Spore, to retailers for the PC, MAC, Nintendo DS, mobile phones and the iPhone. Spore is rated E10+ by the ESRB, and will retail for 49.99 USD. A collectable Spore Galactic Edition will also available for 79.99 USD, and include &#8220;The Making of Spore&#8221; DVD, a hardback art book, fold-out poster, 100-page Galactic Handbook and the National Geographic Channel documentary, &#8220;How to Build a Better Being&#8221; DVD. Spore will be on store shelves in North American on September 7.</p>
<p align=justify>Spore gives players their own universe in a box, allowing them to create and evolve life, establish tribes, build civilizations, sculpt entire worlds and explore a universe filled with creations made by other gamers. Spore gives players a wealth of tools to customize nearly every aspect of their universe: creatures, vehicles, buildings and even spaceships.  To download a free trial of the Spore Creature Creator, visit <a href="http://www.spore.com" target="_blank">www.spore.com</a>.</p>
]]></content:encoded>
      <pubDate>Fri, 05 Sep 2008 07:04:51 +0000</pubDate>
      <category domain="http://gameratty.com/tag/spore">spore</category>
      <category domain="http://gameratty.com/tag/spore dvd">spore dvd</category>
      <category domain="http://gameratty.com/tag/dvd">dvd</category>
      <category domain="http://gameratty.com/tag/spore creature creator">spore creature creator</category>
      <category domain="http://gameratty.com/tag/creator">creator</category>
      <category domain="http://gameratty.com/tag/hardback art book">hardback art book</category>
      <category domain="http://gameratty.com/tag/sculpt entire worlds">sculpt entire worlds</category>
      <category domain="http://gameratty.com/tag/100-page galactic handbook">100-page galactic handbook</category>
      <category domain="http://gameratty.com/tag/sims invades earth">sims invades earth</category>
      <source url="http://feeds.feedburner.com/~r/AdrenalineVault/~3/384089986/">Spore is almost here</source>
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      <title><![CDATA[Raptr Makes Gaming Even More Social]]></title>
      <link>http://gameratty.com/article/2e69815ca86f5b4a247529aefb2112a8</link>
      <guid>http://gameratty.com/article/2e69815ca86f5b4a247529aefb2112a8</guid>
      <description><![CDATA[Social gaming network Raptr has launched a public beta of its service, giving even more gamers the chance to share what they're playing and how they're doing
The service communicates with various game...]]></description>
      <content:encoded><![CDATA[<p><img border="0" alt="Raptr" title="Raptr" src="http://blog.wired.com/photos/uncategorized/2008/09/05/raptr.jpeg" style="margin: 0px 0px 5px 5px; float: right;"></img>
Social gaming network Raptr has launched a public beta of its service, giving even more gamers the chance to share what they're playing and how they're doing.</p>
<p>The service communicates with various game networks -- like your Xbox Live or PlayStation Network account, or even your <em>World of Warcraft</em> character -- to show what it is you're playing. It can even interact with Facebook, Twitter, and FaceFeed accounts, updating your status there as well.</p>
<p>You can keep track of games played and achievements earned through a dashboard interface at the Raptr website, or through a downloadable client. The public beta was accompanied by the launch of an alpha version of a Mac client. The client uses the Adobe AIR web application environment, which is installed with the Raptr client.</p>
<p>Raptr was founded by Dennis Fong -- co-creator of the XFire game-based messaging service -- and the company used the launch to also announce an infusion of $12 million through funding. They'll probably need it, if they hope to hold off <a href="http://blog.wired.com/games/2008/06/ea-acquires-vid.html" target="_blank">the Electronic Arts-owned competing service, Rupture</a>.</p>
<p><em>Image courtesy Raptr</em></p>
<p><a href="http://www.gamasutra.com/php-bin/news_index.php?story=20109" target="_blank">Raptr Raises $12M, Launches Gaming Social Network</a> [Gamasutra]</p>
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<p><a href="http://feeds.feedburner.com/~a/Gamelife?a=h4EEGA"><img src="http://feeds.feedburner.com/~a/Gamelife?i=h4EEGA" border="0"></img></a></p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/Gamelife?a=OFmNL"><img src="http://feeds.feedburner.com/~f/Gamelife?i=OFmNL" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=sLcWl"><img src="http://feeds.feedburner.com/~f/Gamelife?i=sLcWl" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=l7zbl"><img src="http://feeds.feedburner.com/~f/Gamelife?i=l7zbl" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/Gamelife?a=kq2eL"><img src="http://feeds.feedburner.com/~f/Gamelife?i=kq2eL" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/Gamelife/~4/384336306" height="1" width="1"/>]]></content:encoded>
      <pubDate>Fri, 05 Sep 2008 05:25:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/raptr">raptr</category>
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      <category domain="http://gameratty.com/tag/raptr raises 12m">raptr raises 12m</category>
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      <category domain="http://gameratty.com/tag/mac client">mac client</category>
      <category domain="http://gameratty.com/tag/image courtesy raptr">image courtesy raptr</category>
      <source url="http://feeds.feedburner.com/~r/Gamelife/~3/384336306/raptr-makes-gam.html">Raptr Makes Gaming Even More Social</source>
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      <title><![CDATA[Play videogames or study for the SAT, now you can do both]]></title>
      <link>http://gameratty.com/article/4006ae8cbc3e98c60cb7a8f69dbf9e45</link>
      <guid>http://gameratty.com/article/4006ae8cbc3e98c60cb7a8f69dbf9e45</guid>
      <description><![CDATA[Did I study rigorously for the ACT when I was in high school? Hell no . I was far too busy leveling up my party in the .hack// series to read through some boring test prep booklet. Yeah, it probably...]]></description>
      <content:encoded><![CDATA[
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				<img src="http://www.destructoid.com/elephant/ul/102515-Untitled-1.jpg" alt="Play videogames or study for the SAT, now you can do both screenshot" width="468" border="0" />
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				<p>Did I study rigorously for the ACT when I was in high school? <i>Hell no</i>. I was far too busy leveling up my party in the <i>.hack//</i> series to read through some boring test prep booklet. Yeah, it probably hurt my score somewhat, but the siren song of videogames was just far too strong for me to ignore. Also, I tend to just hate studying in general. <br /><br />If <i>you</i> happen to enjoy studying as much as you like playing videogames, and need to take the SAT at some near point in the near future, then Aspyr Media&rsquo;s <i>futureU</i> might be something to look into. Promising to &ldquo;sharpen and challenge skills&rdquo; through a series of mini-games, <i>futureQ</i> sounds rather like a more academically serious <i>Brain Training</i>. Here are the subjects you can expect the game to cover:</p><ul><li>Reading: Focuses on refining players' reading skills, vocabulary, main idea identification, themes and arguments, technique, and recognizing word meanings based on context. </li><li>Writing: Concentrates on improving players' writing skills by covering topics such as passive voice, run-on sentences, misplaced modifiers, parallelism, conjunctions, fragments, coordination and subordination, pronouns, subject-verb agreement, tenses, adverbs and adjectives, gerunds, idioms, wrong words, and double negatives.</li><li>Math: Enable players to practice critical math areas such as algebra, geometry, data, statistics, probability, polynomials, and sequences.</li></ul><p><br />I find myself doubtful that these educational games could really be all that fun, but if they end up helping some people stomach studying long enough to get into a good college, good for them. <i>futureU</i> is available now for the PC and Mac at an SRP of $39.99.</p>		
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      <pubDate>Thu, 04 Sep 2008 17:47:07 +0000</pubDate>
      <category domain="http://gameratty.com/tag/challenge skills">challenge skills</category>
      <category domain="http://gameratty.com/tag/skills">skills</category>
      <category domain="http://gameratty.com/tag/enable players">enable players</category>
      <category domain="http://gameratty.com/tag/videogames">videogames</category>
      <category domain="http://gameratty.com/tag/players">players</category>
      <category domain="http://gameratty.com/tag/math">math</category>
      <category domain="http://gameratty.com/tag/aspyr medias futureu">aspyr medias futureu</category>
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      <category domain="http://gameratty.com/tag/practice critical math">practice critical math</category>
      <source url="HASH(0x8ae97b0)">Play videogames or study for the SAT, now you can do both</source>
    </item>
    <item>
      <title><![CDATA[Play videogames or study for the SAT, now you can do both]]></title>
      <link>http://gameratty.com/article/7a01f2f71f2b0a84aeed697e044d74b8</link>
      <guid>http://gameratty.com/article/7a01f2f71f2b0a84aeed697e044d74b8</guid>
      <description><![CDATA[Did I study rigorously for the ACT when I was in high school? Hell no . I was far too busy leveling up my party in the .hack// series to read through some boring test prep booklet. Yeah, it probably...]]></description>
      <content:encoded><![CDATA[
					<p>
				<img src="http://www.destructoid.com/elephant/ul/102515-Untitled-1.jpg" alt="Play videogames or study for the SAT, now you can do both screenshot" width="468" border="0" />
			</p>
				<p>Did I study rigorously for the ACT when I was in high school? <i>Hell no</i>. I was far too busy leveling up my party in the <i>.hack//</i> series to read through some boring test prep booklet. Yeah, it probably hurt my score somewhat, but the siren song of videogames was just far too strong for me to ignore. Also, I tend to just hate studying in general. <br /><br />If <i>you</i> happen to enjoy studying as much as you like playing videogames, and need to take the SAT at some near point in the near future, then Aspyr Media&rsquo;s <i>futureU</i> might be something to look into. Promising to &ldquo;sharpen and challenge skills&rdquo; through a series of mini-games, <i>futureQ</i> sounds rather like a more academically serious <i>Brain Training</i>. Here are the subjects you can expect the game to cover:</p><ul><li>Reading: Focuses on refining players' reading skills, vocabulary, main idea identification, themes and arguments, technique, and recognizing word meanings based on context. </li><li>Writing: Concentrates on improving players' writing skills by covering topics such as passive voice, run-on sentences, misplaced modifiers, parallelism, conjunctions, fragments, coordination and subordination, pronouns, subject-verb agreement, tenses, adverbs and adjectives, gerunds, idioms, wrong words, and double negatives.</li><li>Math: Enable players to practice critical math areas such as algebra, geometry, data, statistics, probability, polynomials, and sequences.</li></ul><p><br />I find myself doubtful that these educational games could really be all that fun, but if they end up helping some people stomach studying long enough to get into a good college, good for them. <i>futureU</i> is available now for the PC and Mac at an SRP of $39.99.</p>		
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      <pubDate>Thu, 04 Sep 2008 17:47:07 +0000</pubDate>
      <category domain="http://gameratty.com/tag/challenge skills">challenge skills</category>
      <category domain="http://gameratty.com/tag/skills">skills</category>
      <category domain="http://gameratty.com/tag/enable players">enable players</category>
      <category domain="http://gameratty.com/tag/videogames">videogames</category>
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      <category domain="http://gameratty.com/tag/aspyr medias futureu">aspyr medias futureu</category>
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      <source url="HASH(0x8b62404)">Play videogames or study for the SAT, now you can do both</source>
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      <title><![CDATA[James Pattersons Exclusive Novella and Sneak Peek Preview Included in Womens Murder Club: Death in Scarlet Videogame]]></title>
      <link>http://gameratty.com/article/aa05ee21390a4e799aabec645d1af653</link>
      <guid>http://gameratty.com/article/aa05ee21390a4e799aabec645d1af653</guid>
      <description><![CDATA[Oberons I-play division and THQs Elephant Entertainment have collaborated to bring casual gamers and readers James Pattersons Womens Murder Club: Death in Scarlet . This award winning authors...]]></description>
      <content:encoded><![CDATA[<div align="center"><a href='http://news.filefront.com/wp-content/uploads/2008/09/womansmurderclub3.jpg'><img src="http://news.filefront.com/wp-content/uploads/2008/09/womansmurderclub3.jpg" alt="" title="womansmurderclub3" width="400" height="300" class="alignnone size-full wp-image-27889" /></a></div>
<p>Oberon&#8217;s I-play division and THQ&#8217;s Elephant Entertainment have collaborated to bring casual gamers and readers James Patterson&#8217;s <em>Women’s Murder Club: Death in Scarlet</em>. This award winning author&#8217;s detective mysteries have been translated into seek and find videogame format. <em>Women’s Murder Club: Death in Scarlet</em> comes with an exclusive Women&#8217;s Murder Club novella, Fallen Flowers which delves deeper into the game&#8217;s story. The game also includes a ten-chapter sneak peek of Patterson’s next Women’s Murder Club novel, 8th Confession which will come out in 2009.</p>
<p>James Patterson&#8217;s <em>Women’s Murder Club: Death in Scarlet</em> is available at retailers throughout North America for the PC and Mac. You can try out the game for an hour through an online download at <a href="http://www.bigfishgames.com/download-games/3431/james-pattersons-womens-murder-club-death-scar/index.html" target="_blank">Big Fish Games</a>. There no information on whether the unlimited online purchase of the game includes the exclusive content of the boxed game so beware.</p>
<p>---<br />Related Articles at Gaming Today:<ul><li><a href="http://news.filefront.com/james-pattersons-new-gig-casual-gaming-with-womens-murder-club/" rel="bookmark" title="Permanent Link: James Patterson&#039;s New Gig - Casual Gaming With &#039;Women&#039;s Murder Club&#039;">James Patterson&#039;s New Gig - Casual Gaming With &#039;Women&#039;s Murder Club&#039;</a></li><li><a href="http://news.filefront.com/si-offers-up-a-sneak-peek-of-madden-2008/" rel="bookmark" title="Permanent Link: SI Offers Up a Sneak Peek Of Madden 2008">SI Offers Up a Sneak Peek Of Madden 2008</a></li><li><a href="http://news.filefront.com/guild-wars-eye-of-the-north-sneak-peak-weekend/" rel="bookmark" title="Permanent Link: Guild Wars: Eye of the North - Sneak Peak Weekend">Guild Wars: Eye of the North - Sneak Peak Weekend</a></li><li><a href="http://news.filefront.com/guild-wars-eye-of-the-north-prerelease-bonus-pack-to-hit-shelves-july-20/" rel="bookmark" title="Permanent Link: Guild Wars: Eye of the North Prerelease Bonus Pack to Hit Shelves July 20">Guild Wars: Eye of the North Prerelease Bonus Pack to Hit Shelves July 20</a></li><li><a href="http://news.filefront.com/guild-wars-releases-eye-of-the-north-map-and-manual/" rel="bookmark" title="Permanent Link: Guild Wars Releases Eye of the North Map and Manual">Guild Wars Releases Eye of the North Map and Manual</a></li></ul></p><br /><div class="feedflare">
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      <pubDate>Thu, 04 Sep 2008 14:49:40 +0000</pubDate>
      <category domain="http://gameratty.com/tag/womens murder club">womens murder club</category>
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      <category domain="http://gameratty.com/tag/ten-chapter sneak peek">ten-chapter sneak peek</category>
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      <source url="http://feeds.feedburner.com/~r/GamingToday/~3/383553274/">James Pattersons Exclusive Novella and Sneak Peek Preview Included in Womens Murder Club: Death in Scarlet Videogame</source>
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