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Atrayo's Oracle

This blog site will mostly be used as cross posts from my main blog site "Atrayo's Oracle" regarding the games industry in general. Such posts will be on probable innovations, if not other generalized points of view. http://atrayosoracle.blogspot.com

Author: Atrayo

Hello All,

There are a myriad of video games out in the world that have a subliminal Death Wish for our civilization. In the other spectrum there are lesser known often lewd and pornographic dating video games online. Nothing except perhaps the series of "The Sims" published by "Electronic Arts" of "Mr. Will Wright" game designer fame. Has there stood a near family friendly sort of popular video game for audiences of all ages. 

My conceptual design today is just an early notion into marrying both a social matchmaking features found online. Be it: eHarmony, Match.com, Friend Finder, and so forth that are non-pornographic and free of lewd tendencies mostly. With that of a multiplayer or MMO (massively multiplayer online) game world found today that is F2P (Free to Play). Although free to play for adults with a valid credit card much like a dating website. If players were to seek each other out in real life there can be safety features included like in any regular matchmaking dating website service. Such as passing a Real ID background check to see someone doesn't have a criminal history and so forth. 

Instead of interfacing with a matchmaking website in plain 2D (dimensions). One can have a dating or matchmaking video game world in first person, third person, and/or isometric overhead viewpoint. This would be a niche audience and not tailored towards minors such as teenagers. More so for adults seeking a family friendly clean outlook free of the sleazy filth found elsewhere online. 

Like with any dating or matchmaking website its free to enroll as a member. However to get better features one has the option to become a paying member at various membership tiers. In many ways several game publishers with MMO game titles have done similar over the years. With F2P game titles with optional subscriber plans for paying members. Being offered more convenience, greater status, and other pertinent rewards in games. 

 

 

I would hope such a MMO or multiplayer game title would be more than just finding romantic partners. To venture into social friendships which can include even finding like minded people of a similar spiritual or religious faith in such a setting. A social hub matrix can be part and parcel of the game design elements of the feature rich game world. Bringing people as players together in virtual fictional settings be it with celebrations or other forms of common game play. Not to make such a game world like a "Candy Land" of wishy washy game setting. There can be real world dilemma overtones to entertain as much as to build shared engagement in such an online community setting. I won't go too much into game design particular features just state the general theory behind such a project if one were to be created overall. 

There can be an added social cause layer added to such a game world and to reveal some real world personal character traits of a person. Many know of the Griefer term as a player that causes turmoil to others as a sadist for instance. What if quite the opposite behavior is encouraged in such a game world by revealing in game play the best cooperative traits of a real person. This will take some sort of social engineering and psychology involved to design game play elements that approach such a would be process. 

The reason why to shine a light on a person's truer disposition instead of the traditional alter ego. Is much like crowdfunding for social causes online. What if in such a virtual fictional game world setting for a MMO or multiplayer game title. There are zone wide events that mimic the plights of International, National, or Regional real world charities. This will be part education to the community of players of the struggles facing such social causes in the real world. To portray them in a game world not just to spice up game play for example. But to actually generate a Crowd Sourced Fundraising Drive In-Game. Like in many other MMO's have accomplished from player contributions collectively. 

These real world charities will be vetted by the game developer / publisher and perhaps selected by the community of players themselves. Of course game storyline plots and any unique content must be planned for ahead of time like a pipeline delivery system. Although an auto-generated game content engine would go a long way to remove some of the burden from the developer. For on the fly generated game play events that occur randomly or are tied to choke point quest (mission) based instanced game play.

Allow me to list some examples a Tsunami event in the real world can have the game world and community of players up to 90 days later. Have game world content that mimics the environmental catastrophe as it's happening and the after effects in rebuilding. This would make the game a quasi simulator as it draws real world parallels of the dilemma's faced elsewhere for humanitarian issues. Another example can be the war torn plight occurring for the last couple of years in Syria. Having large swaths of humanity displaced because of war and famine has been our ancestors history for tens of thousands of years. To create such a zone or zones in a game world for the "United Nation" charities for war torn refugees be they women and children. Or to help fund the existing burgeoning camps in: Jordan, Lebanon, Turkey, and now Europe. 

This may be too much reality but heck present day game worlds are excellent at showcasing destroyed civilizations and Diaspora's. Like I mentioned at the top of this concept game publishers have a subliminal death wish for our civilization. Although in their defense they are giving gamers what they want. What if giving us what we need instead feeds our minds and hearts in a greater capacity, wouldn't that be a truly novel idea in a matchmaking game world. By attempting to reveal real world personal character traits of real people in game play. Yes, it might sound naive and can easily be faked, but given the opportunity it can still be harnessed by connecting people together virtually and perhaps in the real world too. 

Ivan "Atrayo" Pozo-Illas, has devoted 21 years of his life to the pursuit of clairvoyant automatic writing channeling the Angelic host. Ivan, is the author to the spiritual wisdom series of "Jewels of Truth" consisting of 3 volumes published to date. He also channels conceptual designs that are multi-faceted for the next society to come that are solutions based as a form of dharmic service. Numerous examples of his work is available at "Atrayo's Oracle" blog site of 10 years plus online. Your welcome to visit his website "Jewelsoftruth.us" for further information or to contact "Atrayo" directly. 

 

Hello All,

This is rather an impromptu "Gems of Opportunity" marketing event conceptual design based on the incident back on last January 14th. Where the rap artist known as "Snoop Dogg" gave on his Instagram account an explicit diatribe against Mircosoft's Xbox One video game console online service. The video lasts 16 seconds, but I'm sure his sentiment is echo'ed by tens of thousands of their customers.

https://youtu.be/f3_EaRP0oak

(*Note: Explicit F-Bombs are used in this short video clip.)

 

Mr. Snoop Dogg in disgust at the end of the video briefly states he doesn't want to be forced to go to the competitor video game console and online service of "Sony's Playstation 4". If either Mircosoft or Sony has Discretionary Marketing Budgets for Golden Opportunities this is the time to turn this unfortunate incident into Sweet Lemonade.

 

Here is an article online from Fortune magazine regarding what happened in depth. "Fortune.com: Snoop Dogg Complains to Bill Gates After Xbox Live Outage"

 

“A message to Xbox One, Microsoft, or whoever the f—,” he said in the video. “Ya’ll f—in’ server is f—in’ whack.”

Snoop was apparently responding to a brief outage on Microsoft’s Xbox Live gaming platform yesterday. He claims that he had an issue playing games online with others and called on everyone at Microsoft to fix the problem.

“Is it that difficult to play somebody online?” Snoop asked.

But he wasn’t done. Snoop, who obviously hasn’t kept up with much of what is happening at Microsoft lately, didn’t direct his diatribe to the Xbox team or even Microsoft CEO Satya Nadella. Instead, he called on the company’s co-founder to get him back on the digital gridiron. ---Don Reisinger. (Fortune Magazine) Jan. 14th, 2016.

 

My marketing event concept is as follows since not a peep has occurred since Snoop's video went viral online over a month ago. Not to kiss up although it can be seen as a publicity stunt of sorts. Is two fold to convert this black eye for "Mircosoft" into a boon as the Summer months are fast approaching.

First, throw a charity football celebrity party in honor of "Snoop Dogg". Inviting his posse of friends and associates to play their video games of football online. Inviting other current famous football athletes that are active and a couple that are now retired. Those NFL athletes can be active in the philanthropic scene as well. Microsoft by sponsoring this celebrity party can select a charity that both "Snoop Dogg" and the NFL can agree upon. Mircosoft can also make a sizable donation for the charity where a fund raiser at the party occurs. Those friends and friends of friends of Snoops posse can be pited against the NFL athletes and others online in football video game matches. This can capitalize on theEsports trend that is sweeping gamers worldwide by inviting spectators to watch. In order to generate charitable dollars as the fund raiser event, with any other potential sponsors placing matching charitable gifts on what is raised overall.

Inviting XBox One developers and Mircosoft CEO "Mr. Satya Nadella" to the event as well. Using their attendance to directly speak to the colorful concerns "Snoop Dogg Voiced Overall". However it doesn't stop there to offer all Xbox One online service customers an apology and a solemn guarantee to do better. Which includes for every major online outage all Xbox One customers receive an incentive of some sort to compensate them for their down time.

Second, to offer "Snoop Dog" a commercial Mircosoft Xbox One spot to spoof the basis of his video diatribe. To make light of in a humorous manner his colorful video and to promote the Xbox One platform overall. Be it any "Madden" video games or other games that may be debuting soon for gamers / customers.

To galvanize this momentum by having a series of Microsft hosted events on Twitch.comto simulcast "Snoop Dogg" gaming online on the Xbox One. With any of the games he did on the commercial spots on television or online media. Which can include offering prizes to the viewers on the Twitch channel and the gamer's he played a round with on the Xbox One online service.

This is how one takes an unsavory incident with another disgruntled celebrity that ties in with another company's demographic of installed customer base. To scale up the incident by flipping it into a Win / Win scenario by creating a positive turnaround. All the while by gaining supportive publicity for the company, supporting an existing charity mission, and keeping the once disgruntled celebrity engaged with their product / service.

Although if Microsoft does Fumble This Opportunity then Sony can seize upon this or a similar marketing event turnaround in their favor for the Win!
 

Ivan "Atrayo" Pozo-Illas, has devoted 21 years of his life to the pursuit of clairvoyant automatic writing channeling the Angelic host. Ivan, is the author to the spiritual wisdom series of "Jewels of Truth" consisting of 3 volumes published to date. He also channels conceptual designs that are multi-faceted for the next society to come that are solutions based as a form of dharmic service. Numerous examples of his work is available at "Atrayo's Oracle" blog site of 10 years plus online. Your welcome to visit his website "Jewelsoftruth.us" for further information or to contact "Atrayo" directly. 

Gaming Movie Theater Industry Concept:

Posted by Atrayo Tuesday September 30 2014 at 9:34PM
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Hello All,

Now that the soggy autumn season has gripped my part of the State of Florida. This conceptual business model seems quite appetizing for an indoor experience away from local thunder storms.

Allow me to begin that this concept isn't rather new for its been tried before be it here in the States or in Europe. Making it more an afterthought novelty experience then a serious attraction within a movie theater complex. Before I get ahead of myself allow me to explain in basic terms what a "Gaming Theater Arena" is all about. Besides watching the latest movie flick at the cinema a few rows of seating can be converted to gaming hardware seating kiosks.



Take for instance how an airliner passenger seats have those rear head board LCD tv screens in business and first class sections. Besides the classical fold up tray for eating or placing your laptop during a flight. Now borrowing from that example from airlines transfer it over to a Branded Experience. As a gaming arena in a movie theater screen salon that to keep seats filled. This option is picked up for local movie theater operators during those seasonal periods where block buster films are lacking. Let's say the Spring and Fall portions of the year when box office sales are waning. Perhaps taking a page from how IMAX 3D branded experiences are offered in literally across every movie theater operator today across America, Europe, and beyond. This concept can be directed as an augmented business model for movie theaters if not for a stand alone franchise chain of gamer theater arena's. That is after the initial prototype of its first iteration works out the kinks and glitches with the daily operations and technological hurdles.



Now back to the overall presentation picturing (pun intended) the photo above of any standard movie theater screening room salon. Whereby the photo just above this paragraph showcasing these airliner passenger rear top head board LCD monitor screens. Just cut and paste that image to every rear seating row of a movie theater screening room salon. All synced in visual display in whats being presented on the big projector screen itself. These seats have the option to mute the local monitor volume if they so choose. Especially if gamers are wearing a headset microphone accessory. (As a rental or personally brought in to use) Since these games to be played aren't just played locally but On the Cloud.

Present day "Onlive.com" is a similar cloud based gaming platform for PC / Mac / Tablet / Smartphone gamers and their propriety video game console. Account holders with Onlive.com (Link) can unlock particular game titles to play solo or cloud based multiplayer games. Today's movie theaters as a novelty like I stated earlier have Xbox 360 Parties like at this Cineplex Theater Chain (Link) operator offers today.  What I'm describing here is far more sophisticated than that which can include the Oculus VR Helm (Link) as a rental accessory for gamers. So instead of playing your cloud based game on yesterdays 2D flat screen. Play it with a 3D virtual reality helmet that hooks up to the under the seat kiosk hardware.



Speaking of the seating itself it'll have a Rumble Pack built into the seat. Like any present day video game console handset controller offers. Maybe if the movie theater chain operator wants all the bells and whistles. They could splurge on a Scent Emitter housed again under the seat itself. Even the recent Xbox One from Microsoft spent over $100 million dollars just to do research and development on the hand controller. Of which they explored having a built-in projector with a olfactory output scent emitter. Polygon.com Xbox One Hand Controller Explored Having A Scent Emitter (Link, Article date Nov. 19th, 2013)

Continuing about hand controllers these gamer arena seating can have one or two configurations of input game controllers. Most common at the end of each armchair will be a one hand controller with recessed buttons and a joystick. Durable for the punishing treatment gamers are known to dish out on arcade kiosks or video game consoles. Or two that aforementioned fold down tray like a airliner passenger rear seating. When folded down showcases a keyboard and a stationary trackball and not a mouse which needs constant movement. I swear personally as an old school MMO (Massively multiplayer online game) and FPS (First person shooter) multiplayer gamer with my Logitech Marble Trackball Mouse. Aiming in a shooter be it PvE (Player versus environment) or PvP (Player versus player) is essential for me with the fine precision of rolling a trackball with one or two fingers. None of that drama with scrolling mice across a mouse pad. Aside from my decade long testimonial of a trackball for gaming purposes.

Business operation wise if theater arena gaming does take off. Much like the movie studios pay for the marketing of movies with national commercial trailers for movie goers. Game publishers can do in kind promoting new games like they usually do but with a focus to be played in such arena theaters for gamers. Gamers attending such a retrofitted movie theater by a local operator can be issued member ID cards. Where game time can be purchased on site or in advance sorta like using time on a desktop computer at an Internet Cafe. Account holders can also have particular games including MMO ones unlocked via the Cloud gaming platform. All offered by the cloud games catalog library of whatever is on sale or fully priced.

To encourage a local community of gamers such a movie theater operator can promote local clans and guilds to organize. Offering tournaments, prize promotions ala contests and sweepstakes (games from their cloud library, cash, accessories for the theater arena, trips to a Comic-Con, etc...), even gamer fund raiser marathons for a local or national charity. Which if the movie theater operator could go as far finding corporate or local small business sponsors for the charity event that cater to such a demographic.

Many of today's multiplex movie theater chains have back-up concession stands that are rarely used. Perhaps if a mega blockbuster movie showing is occurring. Otherwise that space goes unused for months at a time. How about opening up a Gamer Theater Arena gift shop in such a floor space. Catering to servicing the accounts of such a branded experience besides selling merchandising and accessories or rentals (ie Oculus VR helms) to gamers. Which will mean having a sales customer service clerk on site besides at least one technical staffer. To deal with any hiccups of glitching equipment in the screening salons of the arena's.

This is how I envision such a "Gaming Theater Arena" taking shape for a local movie theater operator. Or if indeed a stand alone series of such arena's are created. As IMAX first started in a piece meal fashion taking years before becoming popular. These gamer theater arena's will also Revolutionize the Dead Arcade Industry of the 20th century business model. Where gamers can play solo, local or online multiplayer via the cloud gaming platform, and certainly massively multiplayer online games networked via the Internet. Maybe an exclusive deal can be made with a particular game publisher ala Microsoft, Sony, or Electronic Arts for instance. In helping to defray the marketing costs and playing their games exclusively via the cloud game infrastructure platform.

Here's hoping the future is here now since the technology for this already exists. Just the vision and the cajones to pull it off is lacking. Since companies like "Audience Entertainment" (Link, Techcrunch.com article link of Aug. 21st, 2014) are highlighting a SDK (Studio Development Kit). For movie goers or music concert attendees to be a macro motion sensor input for commercials and basic games with interactive media.

Games Industry Store Policy Concept: "Treating Game Cards Like Lotto Scratch Off's At Retail"

Posted by Atrayo Thursday November 14 2013 at 2:06AM
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Hello All,

Today's concept is more so a common sense retail store policy that is long over due. For nearly a decade now game publishers first introduced on retail store shelves like in "Walmart or Best Buy" game cards as a product. Basically a Game Card is a highly decorated piece of card board with a very much lauded crucial hidden code. The code is layered under that latex like silvery substance you see on Lotto game scratch cards. What the game card code buys is either proprietary currency from the game publisher. Or a month's worth subscription to any particular MMO (Massively Multiplayer Online) game they may offer. 

Here below is a picture from "Sony Online Entertainment" (SOE) game card as how it would sorta appear on a retail store shelf.




Such game cards appear in a card board deck as a promotional display usually within the video game sales department. For years this is how they have been presented and sold at retail spaces. The danger is either unattended minors or professional shop lifters just scratching off the game cards and thus stealing the highly prized codes. When I first learned about such a product within stores I was astonished that these game cards weren't placed under the sales counter. Now years later when I venture into the video games department I see littered scratched off game cards. Plundered like booty by young or older devious gamers that literally game the system (pun intended) by stealing such retail codes. What can be far worse is potentially criminal thieves stealing dozens of these unattended retail game cards and grabbing the codes. Where like a ticket scalper they hawk the codes at a lower price point reselling them creating a cottage "Black Market" before they've ever been sold!

What this denotes is a game publisher and the retailer not fully comprehending the jeopardy they're in with legitimate sales. This can drive up incidents of stores returning damaged or in this case tampered merchandise back to their wholesale distributors. Not to mention putting your customers through the ringer by having them explain at your store what happened upon returning the product.

Case in point I heard of a testimonial from a community guild mate of mine within our forum site. He went to his local "Walmart" store here in the States and purchased several SOE Game Cards like the one shown above. When he arrived home and began to input the codes he received errors that the codes have already been claimed. I'm sure his frustration only grew from there when he called the SOE customer service department in California. (note they do not have a toll-free phone number) He was told his only recourse is to return the tampered game cards to the retailer. In part as a first time buyer of these tampered game cards he certainly feels jilted which his only fault wasn't being careful. However sincerely this wasn't the customers fault it was both the retailer "Walmart" and that of SOE. Consider how many non-gamers buy these game cards as a gift for children or other adults to enjoy. Only to hand them a tampered used game card without knowing any better. A major insult to injury I say.

Thus this Store Policy Concept is born where hopefully those industry insiders or Venture Capitalists that may happen to read my unique blog site take notice. Opportunity is afoot. Below I'll explain three potential solutions that game publishers that can provide guidance to their retail partners.

First, train your sales cashiers that ring up your customer transactions to spot a tampered game card. If it's been scratched off by a thief its no good to your customer. This one step alone will save the store a drama with your customer by having to return a tampered game card. A customer service situation averted is a customer service incident saved from ever needing to occur.

Second, if game publishers or retailers insist that product placement within a video game department has to stay the same. Then train your store management, stocking employees, and electronic department attendants to keep on the look out of any tampered game cards on store shelves. To immediately remove them as encountered before a hapless customer purchases one. Also, to keep very vigilant of any store thieves stealing codes in that department. They may also take the product into the store bath room and lift potentially dozens of game card codes. Then subsequently dumping the tampered game cards into a random store shelf hallway. To be replaced by staff on its proper shelf not realizing that it was tampered. Or the code thief could just not even care by being that sneaky in effort and leave countless game cards in the bathroom area itself.

Third, this is the most Ideal Method to place the game cards behind a sales counter display or secure area shelf. Much like a Lotto game Scratch-Off that are prominently displayed next to the cigarette cartoons and porn magazines. (ie convenience stores like "7-Eleven") This way the game cards aren't a temptation for unattended minors or thieves from stealing the codes. If this means paying retailers extra to place such merchandise behind the secure sales counter it will be worth it. Saving yourselves the headache and your customers as well for being the point man in dealing with such cases of unnoticed code theft in regards to customer service incidents.

Basically this is a clear case of a lack of understanding of the gamer sub-culture in popular society. Where game publishers offering a convenience to their customers in a store retail environment. Just having them placed in an unsecured location on a store shelf. This sort of retail store neglect and free for all by thieves has been ongoing for numerous years now. Game publishers are partly to blame for not providing their retail partners clear guidance on product placement. I suppose game publishers have lacked this fore sight since they sell their game currency and game subscriptions in a secure E-Commerce outlet.

I hope this games industry store policy concept is of help to major big box retailers and game publishers. Since your small business hobby store owners probably already have the better common sense by avoiding the mistakes your committing at point of sale opportunities.

Games Industry Concept: "Multiplayer Scalability as Middleware Game Software Suite"

Posted by Atrayo Thursday August 29 2013 at 8:15PM
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Hello All,

Those of us as avid gamers be it on the PC/Mac or a video game console have had our noses against an artificial ceiling imposed by game publishers. What I mean for over a decade if not more multiplayer games as mostly FPS (First person shooters) combat games. Have only offered an upper limit of 64 (32 vs. 32) players per game round on a server. This Status Quo has created a vacuum of Opportunity for an enterprising game software company, if not a collective of grass roots coders / modders.

Game developers be they: DICE, Infinity Ward, Treyarch, Bungie, etc... Have forced fed gamers an artificial scale of multiplayer game play for far too long. Their reasons however have been valid to a point, be it restrictions on game development of time, resources such as labor and money, or plain lack of will power and vision in the final game design document. This game industry attitude has been prevalent for a dozen years now since the very first multiplayer games were 8 (4 vs. 4) players. Soon they leaped to 16 (8 vs. 8) and again they doubled over the years to 32 (16 vs. 16). Here's a little history the very first modern era multiplayer was on the "Atari ST" video game console for a game called "MIDI Maze". It debuted in 1987 and allowed up to 16 players to play together. Fast forward to the classic "Doom" in 1993 that allowed up to 4 players simultaneously. Where just a year prior in 1992 the father of the modern FPS shooter "Wolfenstein 3D" debuted by ID Software and Apogee Software as the publisher.

Now let me bring you closer to our early 21st century whereby a visionary game developer known as "Zipper Interactive". On the "PlayStation 3" console created a ground breaking FPS 256 Multiplayer Game Experience server side. The game is known as "MAG: Massive Action Game" that game title came out in 2010. I'm sad to say "Sony Computer Entertainment" the ones that support all things "Playstation". Bought out the once independent game developer and have shuttered them last year or so. The "MAG" multiplayer game servers will be shut down on January 1st, 2014 for good.

Aside from MMO FPS game titles such as "Planetside 1 & 2" brought to us by "Sony Online Entertainment". If not the MMOSIM known as "War World II Online" brought to us by game developer "Cornered Rat Software" with mixed results. Are the outstanding larger scale mutliplayer game experience that are combat shooter related known to the global consumer market.

Do take heart during my research for my innovative concept today I was pleasantly surprised it wasn't original. To say a Swedish non-profit staffed by 25 people created a Middleware Game Software that includes ground breaking multiplayer scalability. They're known as "Much Different".


Much Different "Man Vs Machine" (Link)

What "Much Different" accomplished took them 2 years to build and that was a 1,000 player internet browser FPS game. (technically they only got 999 players) They have moved onward to having supported "Battlestar Galactica" by game publisher "Big Point". Besides having recently been picked by "Behaviour Interactive" for the MMO of "Warhammer 40,000: Eternal Crusade". Press Release (Link)

What I thought up as a innovative concept still stands as a market opportunity beyond that of a Visionary non-profit Swedish game software company. I would hope a competitor anywhere on this globe of ours could give "Much Different" a run on its world class multiplayer experience. Again I reiterate a game software company or a collective of like minded grass roots coders / modders could launch a venture in this direction.

This is what I a futurist innovator had in mind a software company or grass roots group offering an open source middleware of game utility software suite. Produces a demo that provides a 128 (64 vs. 64) FPS multiplayer game server experience. The demo could even provide a bare bones simplistic FPS multiplayer game as a proof of concept of said technology. That way anyone world wide could patch together either a rudimentry or sophisticated multiplayer game experience. That would Frickin Shame Game Publishers to jump on this Middleware Band Wagon. So tomorrow's FPS or even RPG games like "Neverwinter Nights" fame could have beyond the stagnant 64 (32 vs. 32) multiplayer game server experience.

The middleware game software suite can literally scale upwards to support 256 (of "Zipper Interactive" fame), 512, or even 1024 game multiplayer experiences. Such a software game company could go on to offer consultancy services to supplement their revenue needs.

Here is the (Link) to Pikkotekk multiplayer game technology experience provided by "Much Different" as an example. I believe they are coding in a language called "Unity" for their platform of choice.

If ambitious grass roots coders / modders did come together for such a open source venture. Their offering is only open source for non-commercial usage. So corporate clients would pay market driven license fees to use the middleware game software developed by their efforts. Where everyone else in a truer open source initiative becomes the guinea pigs. To test and help develop such a middleware software suite according to their specific project needs.

Like I've stated prior the Market Opportunity is here now! "Much Different", shouldn't be the only off the shelf middleware game software provider globally. For such a game technology that would otherwise be developed in-house by game developers. "Much Different", even has launched a kiddie MMO for toddlers called "Badanamu World"(Link) for the South Koreans from what I understand.

So who else in Europe, Asia, or in the United States is bold enough to pursue such a vision to break the dozen years multiplayer artificial barrier from the games industry?

Video Game Console Concept: Tablets & Laptops as a Video Game System Platform

Posted by Atrayo Saturday September 8 2012 at 9:59PM
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Hello All,

The last video game consoles from the big three of Nintendo, Microsoft, and Sony arrived sometime around the year 2005. They are already 7 years old with a protracted shelf life due to our global economic Great Recession. Why not go in a simplistic manner that may be slimmer as a consumer friendly computer product offering to gamers. Instead of building a peripheral video game system that attaches alone to an existing home television hook up. Offer instead a video game console system that is based off the existing computer platforms of a Tablet or a Laptop computer?

Steve Jobs, of Apple Inc. computer fame and mentor ushered in the tablet computer device only 2 years ago. It's full retail price point is $499 US for the most recent model. Yet Sony fell flat on its face 6 years ago when it offered the PlayStation 3 at such a price point. For decades the American consumer is only comfortable of buying into a new video game platform at the $299 US offering at retail. Since video game makers consistently lose a bit off the top of selling the game hardware at a loss. Knowing full well that the games be it in disc or cartridge format sell the video game system. However nowadays so does the game download or micro-transaction as well from an existing online network for members.

I'll offer two simple no-brainer concoctions for your purvey this day on a potential next generation video game platform. Nintendo, has already spilled the beans on their next generation system with so-so responses for now.

A) Offer the next generation video game system platform to resemble more a modern laptop or notebook computer. So for instance consider the company Dell that owns the Miami, Florida based "Alienware" line of computer hardware offerings. For example lets say they come out with an Unlocked specifications laptop video game console platform. So according to the budget conscious consumer all the way to the price is no limit gamer. Dell or Alienware will build you a next generation laptop that doubles as an exclusive video game console. Being easily backwards compatible with past PC games since its computer architecture is based off the personal computer. Any number of generic or dedicated game controllers can be selected for such a video game platform. Aside from the keyboard and mouse that is native to all laptop computers. Offering a catalog of game emulators to play yesterdays games with today's laptop hardware. Besides offering exclusive game titles to its own video console members at a cheaper price. Months later such exclusive game titles are offered to other retail customers whom can buy the same game at a higher price point since it'll be played on other game systems.

B) Offer the next generation video game system to resemble more a modern tablet computer. Say for instance that Apple, Samsung, or Amazon would be an ideal company to make such a video game system offering. Recalling that the American consumer doesn't usually budge outside a $299 price point at retail. For a brand spanking new video game console model, whereas the brand new tablet computers sell at $499 US, not a problem.

An exclusive video game console presented as a tablet computer isn't so much of a stretch. Able to play the current crop of freemium game titles, Mac / PC games to a point, etc... If exclusive game titles are tossed into the mix allowing multiple game tablet systems a local adapter hook up for multiplayer game play. Not bad, this is not to say that game controllers unique to such a system can't be devised as well.

Both of the ideas above would have their own Member Online Networks that is partly Cloud based. Just in case a AAA Blockbuster game demands more performance than the local user game hardware can muster. Not a problem let the Cloud handle it on its own end.

Now envision this Cable Tv / Internet providers say I want to get into the video game console business. Say perhaps Comcast or Verizon for instance want in on this side of the games industry. They already offer 24/7/365 entertainment content pipeline streamed to your existing home televisions, VOIP & smart phones, and of course Internet connectivity. It would be a hop skip and jump just to offer a Laptop or Tablet computer to their customers as a stand alone video game console system. Today's Sony Playstation 3 and XBox 360 already offer cable Tv programming via their exclusive member networks. Besides the typical Blu-Ray or HD disc players on this current generation of video game consoles. Why can't a Cable TV / Internet provider do the same since Microsoft and Sony plunged into their pool of customers?

Back on May 25th 2008 I offered another video game console conceptualization. Of an LCD or Plasma televisions having a built-in video game console. Similar as to past VHS / DVD players and now Blu-Ray players attached to the back half of a modern flat screened television display.

LCD & Plasma TV's Doubling as Dedicated Video Game Consoles

Who's to say that the recent Ouya as a droid operating system video game platform. Won't be an equally appeasing consumer hit amongst gamers. However the "Ouya" is for nearly now and my notions are for a tomorrow that could be possible for a mogul with a sense of vision for gamers.

Electronic Industry Concept: "Augmented Reality (AR) Visors & Eye Glasses"

Posted by Atrayo Monday June 11 2012 at 4:23AM
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Hello All,

As a futurist I pride myself in taking a stab at the dark of what the next generation of technology or processes may look like in reality. When Google announced "Project Glass" a couple of months ago of a pair of eye glasses utilizing augmented reality. I thought to myself what is the next step down the line and how will such a piece of visual technology affect society as a whole? Below are my thoughts and my own conclusions with additional features such a visual tech can make use of for ease of use functions.

The days of 2D flat screen displays are numbered when augmented reality or (AR) eye glasses or visors takes the world by storm. Just like flat screens replaced the old 20th century analog television set. The flat screen televisions, monitors, and 3D televisions will become the thing of the past due to (AR) visual eye ware. Electronic makers such as Sony or others that rely heavily on the flat screen television or computer monitor market. Could very well end up like today's Kodak company behind the curve having lost out of the digital camera market they helped invent.

Building on top of whatever Google has in mind with their own personal "Project Glass" project. Here is my vision of the augmented reality (AR) visor helmet or eye glasses of tomorrow practically here today in 5 to 10 years time. Picture either a set of (AR) eye glasses or visor helm with miniature web cams on the left, right, center front, and rear center of such a piece of visual digital eye wear. If not a crown of disguised miniature web cams for a true 360 degree viewing. The web cams are to capture your very own personal environmental experience. Using a GPS tracker to provide auxiliary tracking metrics akin to a (HUD) heads up display. The scenery recorded by the 4 web cams or the crown of web cams gets blended into the lenses of the (AR) visor or eye glasses. The user will have a personal slider mechanism to graduate the Immersion Rates of the transparency of said images. Just like any user of audio input devices uses a volume control for ease of use and comfort. The Immersion slider will provide a (AR) Visor or Eye Glass wearer satisfaction to personally navigate their personal location. Such as if on the move through a throng of fellow people, around obstacles, and miscellaneous hazards. If one is in a safe and comfortable location than the Immersion slider can go full tilt with the digital landscape drowning out any sense of personal real world reality.

All (AR) visor helmets or eye glasses come with ear pads for audio inputs and a microphone boom. Since they'll work either in conjunction with your mobile smart phone or as a stand alone personal computer. Wearable computers of science fiction becomes reality with (AR) visors and eye glasses. Any additional input devices will be motion gesture based via technological jewelry or other worn cue markers. Today's "Mircosoft's Xbox 360 Kinnect" hands free motion control device may very well be considered a grand daddy to future wearable motion gesture based peripheral devices. Those augmented reality visor helmets will have additional computer circuitry behind the hard protective shell. All shaped to fit the human head, be it shielded to protect the wearer from any electo-magnetic interference to the human brain. Much like cell phones and their microwave transmissions have proven to possibly effect the human brain in certain research studies.

Gamers of tomorrow will be sporting (AR) visor helmets branded to look like their favorite games of tomorrow. IE picture a "Star Wars" Republic or Empire star fighter helmet being worn by a gamer. Much like today's gamer computer system has a notebook aesthetic skin or laser engraving of iconic Images.Where the (AR) visor helm is either linked by a wireless connection to a belt computer pack or a as a stand alone computer helm. With motion gesture based and speech recognition command inputs during game play fully immersed in their game session be it in public or in the privacy of their own home. Computer LAN's (land area networks) will take on a whole new meaning with gamer tournaments or charity marathons. Having access to 360 degree view points due to the rear center or crown web cam's on the (AR) visors or eye glasses. The old adage of having "eyes in the back of your head" will become a truism because of this technological piece of digital visual eye wear. If not the nerdy wise crack of having 4 eyes due to eye glasses will have a whole new meaning in the future.

Motor cycle drivers, mounted police patrols, and military forces will also benefit from the use of (AR) visor helmets when out navigating the world at large. Especially when out in hostile environs for security forces coordinating via their futuristic wearable computers. Today's science fiction will certainly again become tomorrow's science fact because of augmented reality visor helmets and eye glasses of digital visual ware.
 

Academic Profession Concept: "Modern Game Art & Science Historian"

Posted by Atrayo Monday January 16 2012 at 12:08PM
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Hello All,

Time to time I may produce a concept that would seem a miss or a zinger from the eye of the visionary. Today's entry is no exception to this rule. I am casting a wide net with a forecast not to come perhaps 10 to 15 years from now by my prediction. I can be wrong where it comes sooner rather than later, time will tell.

As a niche outlet of academia in regards to the modern entertainment games industry. Where today colleges and some universities are offering accredited degree programs. In area's of game design, game programming, if not game business enterprise such as marketing and public relations. Right now there are many arena's where modern gaming is finding outlets in economics, sociology, healthcare, psychology, medical research, and finally military applications. Be it physicians offering patients a game so as to instill in practice a non-local sedative throughout the course of game play. Economists drawing parallels between the wealth in a particular online game's faux currency. In comparison to a sovereign currency on a per capita basis of overall wealth. Game graphic engines being developed for modern day military grade simulators as a training aid for combat. As to most recently medical research scientists making an AID's drug design discovery last September. Where gamers via crowd-sourcing in under 3 weeks time find a solution of a molecular structure in an enzyme in the game of Foldit. That previously left scientists stumped for the last decade in how to figure out how to bind the molecule together.*

Academic pursuits are only growing in terms of the backdrop of modern games as a source of entertainment. I am going to surmise that in 10 to 15 years time as the games industry continues to mature as both an art and a science. That the most progressive and forward looking colleges and universities will offer history degree's for "Modern Games". Where the traditional Ivy League Universities (Princeton, Harvard, Cambridge, etc..) will be the last ones to jump upon such a band wagon. Since it will be commonplace and a safe bet to pursue as a degree curriculum program. Everything from the modern era on Pong down to the latest blockbuster game title would be known by modern game historians. Be it game design elements, the technologies utilized to make the games, down to best business practices put out into the marketplace.

Today many savvy gamers and shrewd investors rely on predictions from financial analysts. As to the market success of a game company or a new game title.  When modern game historians come onto the scene perhaps a colorful personality will emerge as a celebrity of sorts. Much like Dr. Michio Kaku is to modern day audiences for a physicists perspective of scientific developments. Where a modern game historian will offer up sage like recollections of past success and failures of particular game publishers. Knowing the consumer trends of what makes a good game much like a game designer could envision for their installed base of customers.

Those that are history or philosophy majors that work in the corporate environment and not in academia. Due to their educated knowledge of foresight and mature discernment in roles of corporate leadership be it in management or as an executive. Will be similar for the future Modern Game Historian finding roles within the games industry be it working for a game publisher or a game developer. Using their education and expertise as a predictor of consumer mega-trends in order to launch new corporate initiatives. Be it a new corporate policy or a new game project development cycle for an eventual wide market release. Modern game historians will be utilized as a layer of consultancy aside from many other secondary disciplines. Besides modern game historians entering roles of governmental policy or think tanks for the entertainment industry as a whole. Today's amateur game historian as an enthusiast will be delighted that their passionate pastime hobby is assimilated into academia. When the rest of society plays catch up (pun intended) to the pivotal role of the grand history of modern games. That will be offered to all of us as beneficiaries in education, scientific research, and in many other forms of commerce.

Gamers Succeed Where Scientists Fail: Molecular Structure of Retrovirus Enzyme Solved, Doors Open to New AIDS Drug Design 

Games Industry Concept: Mega Multiplayer Games

Posted by Atrayo Sunday August 21 2011 at 8:16AM
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Hello All,

What I'm proposing with "Mega Multiplayer Games" or MMG as an acronym is a scaled down version of a full blown "Massively Multiplayer Online Game" or a MMOG. Where MMO's or MMOG's consist of thousands of players per server shard if not tens of thousands together in one super shared game world. An MMG takes a single player game and regular multiplayer game mode and makes a glorified game mode together. Not to the scale of a MMO, but extending the shelf life of many single player RPG or FPS games to come.

Current multiplayer games be they FPS mostly have been stuck at either 32 to 64 players per game server as an artificial limit. Not due to technological hurdles, but economic ones of not willing to invest resources to push the regular multiplayer ceiling. The "Mega Multiplayer Game" pushes that ceiling where a standard single player game gets a backdrop conversion.

Take for instance the Bioware games franchise of "Mass Effect" as an example. Mass Effect games 1 and 2 play differently from each other as will "Mass Effect 3". Its logical since its an evolution in game play mechanics and game design to see what works and what doesn't. What if under a MMG game treatment a gamer can play "Mass Effect 1-3" with the current flavor of how "Mass Effect 3" will be presented. For example as each single player game iteration is introduced previous single player game titles under the same IP (Intellectual property) entertainment brand. Will be stitched together like a daisy chain keeping all the game encounters in "Mass Effect 1 & 2" intact. But be presented with the User Interface and game mechanics of "Mass Effect 3". Akin to when the game developer "Blizzard" redid "World of Warcraft" through the MMO game expansion of "Cataclysm". The entire MMO landscape of that one game was given a facelift.

A "Mega Multiplayer Game" offers continuity of past single player games to be assembled by a skeletal framework. Where the most recent game version gives all past game title versions a facelift in game play. So where a MMO allows thousands of players together in a game world. An MMG allows hundreds of players together to experience their favorite single player games together. Picture playing an MMG version of "Mass Effect 1-3" just with your clan or guild mates all being able to explore the galaxy on the Normandy. Where each player has their own version and custom look of "John Shepard". If not allowed to play other prominent roles of "Garrus" the Tunarian and so forth. Or allowing players to jump randomly into Npc's (Non Player Characters) of whatever race and play them out according to the game's story arc for that npc.

There can be other versions of "Mega Multiplayer Games" than just the one example I provided above. Where the latest single player game dictates the game mechanics in user interface that all games in their line up are played. There can be via the MMG skeletal frame work conversion allowing each game to be played as it was designed. So continuing with the "Mass Effect" example "Mass Effect 1-3" are played as each one is presented in game design. However they are all still glued together to form a continuous game world. Still that would mean a dizzying manner in how the game is played by user interface differences between each game title version.

Game rental service vendors can offer gamer consumers servers that are tailored towards a "Mega Multiplayer Game" environment. Just like how they are tailored towards the FPS game match server business model today. Game Publishers can offer present and future game entertainment IP's with a MMG game mode. Right alongside the vanilla single player or traditional multiplayer game modes. So instead of a game publisher investing into a full blown "Massively Multiplayer Online" game project. They can go the "Mega Multiplayer Game" route instead where gamers not needing to subscribe in a "pay to play" monthly MMO business model. Do something closer to a "Guild Wars" business model where the consumer just buys the game itself and no monthly subscription fees on the back end. The game publisher can offer a selection of its own servers so MMG games can be played. Just like they currently do with FPS game titles. It'll be the game server rental vendors by interested consumers to allot additional server rack space on how popular a game entertainment IP may be.

This is but a choice to another way how we all enjoy our games. No way I'm I spelling out all the intricate obstacles that may be encountered like any game title project in development. It is still a novel and different game mode model for our games to be played and enjoyed together.

Games Industry Concept: Breaching The 64 Player Cap On Multiplayer Games

Posted by Atrayo Thursday May 26 2011 at 9:16PM
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Hello All,

In my opinion the 64 player cap on multiplayer game servers mostly in the FPS genre is artificial. Set in place because its been done before and doesn't break new ground in software development costs. Be it set down on paper by the game publisher or the development studio with the limited resources they may have at their disposable.

If the Sony PlayStation 3 video game console now pushing around eight years old in hardware specs. Can have a game development studio of "Zipper Interactive" produce the FPS game called "Mag" (Massive Action Game). That provides a multiplayer game experience of 256 players in the FPS genre. Its because it can be done not just for video game consoles, but for PC's as well. Some game developers may cop out stating that the game could support higher number of players. But it wouldn't play right. Well the dirty little secret is they built the level map designs for only 32 or so players. That's why it won't play right to begin with from the start.

Aside from this minor rant on my part I digress and would like to provide a concept that can break new ground for game developers. That's if they have the resolve and vision to pursue the nearly decade long 64 player game server cap that has been self-imposed.

Take for instance how "Intel" the computer chip CPU maker first offered the "Dual Core" and than the "Quad Core" computer chips. I state this as a engineering barrier being broken by Intel where for decades prior it was always a mono core computer chip. Than someone or a group of computer architectural engineers came up with the simple but brilliant idea to stack the computer CPU chips.

My concept is nearly identical, why not stack several instances of a virtual 64 player game servers. Until 256 simultaneous gamers can be achieved in multiplayer game server. By Instances I mean like the instances we encounter as gamers in a MMO (Massively Multiplayer Online) game setting. Where if need be a zoning loading screen to cross between 64 player virtual instances if the restriction is needed. Albeit a seamless crossing from 64 player instance to the next virtual instance would be preferred in game play. Be it in a FPS or RPG genre such as a "Battlefield Franchise" game or a multiplayer "Never Winter Nights" D&D (Dungeon and Dragons) setting.

In so far the only place I've ever had the gaming pleasure to game in a FPS setting beyond the 64 player capacity. Is in the original "Planetside" MMOFPS offered by "Sony Online Entertainment". Which ironically is the same parent company that "Zipper Interactive" that provided the FPS game "Mag" for the PlayStation 3 via "Sony Computer Entertainment of America" game publisher. Not to frown on Sony, but are they the only game publisher to have the vision for gamers? To provide games that surpass the 64 player cap on multiplayer server games?

I hope not, since the leadership hasn't come from "Electronic Arts" nor from "Activision" the leading FPS genre of game publishers. I suspect it will be some Independent game studio that will take the world by storm by breaking such a barrier for the PC platform. Although technically the prize does belong to "Zipper Interactive" for the video game console of the PlayStation 3.

Its self explanatory to gamers what sheer enjoyment if the structure and game design features of a command and control. That is both fun and provoking within a 256 player game server would offer us all. If widely adopted I could envision game LAN's and game leagues alike becoming early users of such 256 player multiplayer servers. Besides the crop of game server rental vendors waiting to serve their customer base all to readily.

Just picture the single player campaign maps of "Battlefield: Bad Company 2" (By EA / DICE) each offering 32 player limit for the PC platform. (24 players on the game consoles). Eight such maps linked together via virtual instances to reach the 256 player capacity in game server multiplayer play all on "Rush or Conquest" Mode. If a game server doesn't become filled to capacity. Then only the X number of maps that are utilized where the rest are dormant until a minimum number of players login.

This can be done if only the leadership and vision was offered to gamers and the electronic games industry as a whole.

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