Twitter's Biz in Japan

Techvibes' own Warren Frey has relocated to Japan for an undetermined length of time and was lucky enough to attend the New Context Conference put on by Digital Garage. Biz Stone of Twitter, Robert Greenberg of Zynga, along with several execs from  Japanese social media powerhouses Mixi and Gree came together to discuss social media and how it plays out in the sometimes very different Japanese market.

Biz Stone, the cofounder of Twitter, took the stage at the New Context Conference in Tokyo on Thursday as the keynote speaker for the conference.

Stone explained how we used to “surf” the web, but today search engines have fixed that somewhat broken metaphor and let us find what we need to find. However the information on the web is growing at such a rate that even search engines are becoming overwhelmed.

Stone contrasted that with the statement that we are now “living in the age of Twitter.” At first the service was dismissed as being not of much use. But as it grew, it became a vital mode of communication during emergencies such as earthquakes or other natural disasters, or during uprisings such as the recent conflict in Iran.

Twitter has social aspects but isn’t a social network, and aloows you to find things but isn’t a search engine. All these other components have built up to the point where its allowed for the creation of Twitter, Stone said.

But “Twitter isn’t a triumph of technology, it’s a triumph of humanity,” Stone said. Twitter allows people to connect and become citizens of the world instead of nations. But the world isn’t defined by hardware and software. We define the world around us and “the new context is Us,” Stone said.  We are the nodes of connection in the network of the future, not computers.

Joi Ito joined Stone on stage for questions, where Stone said the reason for the 140 character limit was to comply with international texting standards. The constraint became a design cornerstone, allowing  the service to “fail gracefully” down to the level of the 140 character tweet.

Another group-buying site joins an already crowded Canadian marketplace

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Raise your hand if you like deals.  Of course you do!  That's why Groupon is taking the Canadian marketplace by storm. 

Now raise your hand if you think there are too many group buying companies in Canada. All of you, eh?

Just last month RedFlagDeals.com announced the launch of their new group buying program called Deal of the Day.  So, yeah there are a bunch.

And yesterday, North American restaurant and hospitality guide, MenuPalace.com launched Dealfind.com. The main difference between DealFind and everyone else?  Their unique ambassador program. 

It starts to work when users refer friends, colleagues and family members to purchase a deal. Through this program, Dealfind encourages users to share the deal with others via Facebook and Twitter. Whenever a purchase results from a referral, Dealfind will pay the ambassador a commission.

I guess the next logical question should be, who likes to make money?

Onlive: the future of... everything?

E3 is dominated by console games. But a new online gaming service named Onlive may change not only how people game, but whether they ever buy another console system.

The idea behind Onlive is simple; serve games from the cloud to the gamer, no console required. The actual execution is another story, with issues like bandwidth and massive data centres making things much more complicated. 

But the cloud, video and massively-scaled computing has come a long way in the eight years since Onlive was founded, and here on the E3 floor the company demonstrated console games playable through low-end PCs, Macs and soon though the company’s own proprietary set top box for televisions. 

And from what I can tell, it works. Playing a console game through the system feels exactly like playing it on a console, minus the slab of plastic under your television. Since Onlive is tracking your controller’s input and then sending back video from the game running on its own servers, the client on your computer is very small and not resource intensive. 

This is a sea change in gaming, since gamers can now subscribe to games instead of buying them, rent them is they feel like it, and will have access to a library of games they may never have had access to before, particularly Mac users who have been the poor neglected stepsister of gaming for decades. 

Onlive rolls out today in the US, and though they wouldn’t commit to a specific date for a Canadian release, they did say they will be rolling out to other regions once they’ve deployed successfully domestically. 

On a meta level, Onlive signifies that the cloud has reached a new stage. Video games are just about the most taxing computing process possible, and if it’s now possible to stream them through the internet to home users, clearly we’ve moved forward. Even if Onlive fails, the cloud clearly is capable of success. 

Techvibes at E3: Day 2

Sony has had its share of troubles over the last year or so, ranging from sagging sales to being upstaged at last year’s E3 by Project Natal (now known as Kinect.) But you’d never know it at their press conference, which was a rousing two hours of whooping and cheering from the Sony faithful as they outlined their plans for the next year. But while there were a few surprises during the press conference, most notably the appearance of  a Portal 2 trailer and the resurgence of the classic Twisted Metal franchise, most of Sony’s presentation was dedicated to refinement of their announcements at previous E3s. 

 Sony’s Move motion controller was shown in great detail, with demonstrations of the “wand” at work in Sorcery, a game where you literally wave a magic wand to affect the environment. Many different movements, from drinking potions to besting enemies using spells can all be accomplished using Sony’s Move controller, which they stressed is the most accurate controller of its type. And at a $50 starting price, it’s also one of the most cheap. Sony also introduced PSN Plus, a for-charge layer on top of their already free Playstation Network service. Of particular interest to gamers north of the border, Sony will finally make their video content available to PSN users in Canada. 

 Sony also put a big emphasis on 3D gaming. The Playstation 3 is capable of pumping out 3D content with a simple firmware upgrade (and the purchase of a 3D TV), so the company was eager to show off 3D content like Killzone 3, which did have an impressive amount of bullets flying into the audience and guns seemingly being held in your own hands, once you donned the magic glasses. 

 While the new titles were impressive and the 3D content is pretty eye-popping, this was more of a “business as usual” conference for Sony. One hopes they’re saving the real surprises for the Xmas season. 

 

Techvibes at the E3 Expo, Day 1

It’s Christmas in June for gamers, as the annual E3 Expo ramps up and announcements come pouring in about the software and hardware due to arrive over the next year. I was able to attend the Electronic Arts press conference yesterday, and while the action staples like the new, Afghanistan based Medal of Honour and the tongue in cheek Bulletstorm look cool, it’s the work EA is doing in the casual space that has the most future potential. 

EA Sports is taking on the MMA franchise, but while that’s interesting in and of itself, the infrastructure they’re building around it is the real story. EA Sports Live Broadcast will allow gamers to record their taunts and boasts, but unlike other online networked play, their rants will be seen by an audience of thousands and their actions as players will be commented on by actual sports broadcasters. In effect, EA has reproduced Wide World of Sports using user generated content and their own game as a platform.

EA also showed off a revised version of EA Active, their foray into fitness gaming. A bevy of personal trainers from EA’s Vancouver campus took the stage at the Shrine auditorium to bob, weave and punch their way through a series of mini games ranging from biking to boxing. Using Microsoft’s new Kinect (formerly Project Natal) hardware peripheral, Xbox players can simply use their arms and legs to interact with the games. 

Of course it wouldn’t be E3 without giant, genre defining games, and EA rolled out Need for Speed: Hot Pursuit as a ear-crunching, pedal-smashing example of what they’re capable of in the racing game space. They also showed footage from Dead Space 2, furthering the already sterling reputation of the sci fi survival horror franchise. Star Wars: The Old Republic was saved for last, with a stunning trailer depicting war between the Republic forces and an army of Sith on an alien world. Why is it that the games look so much more interesting than the prequels?

WIND mobile arrives in Vancouver

Wind Mobile launched their Vancouver location at the foot of the trendy Yaletown neighbourhood today at an event punctuated by a crowd of both media and consumers eager to try out Canada’s wireless challenger to the mobile Big Four. 

 Wind CEO Ken Campbell was on hand for the opening and praised his company as the first wireless carrier to actually listen to its customers, highlighting the extensive online consultation Globalive implemented before launching their products and plans. 

 And given the somewhat weak lineup of phones on hand at the launch, the plans will be what really distinguish WIND from its competitors. For one, there are no contracts when customers sign up with WIND, and their phone and data plans are significantly cheaper than comparable plans with other carriers. 

 WIND’s voice plans consist of Chat, which at $15 a month gives users 100 free minutes, Always Talk which for $35 features unlimited province wide minutes, and Always Shout, which for $45 offers unlimited Canada-wide calls. Incoming texts are free on all three plans, but outgoing texts are only free with the Shout plan. 

 Data plans also offer an interesting mix of options. The Social plan, at $10, gives users unlimited access to IM< Twitter, and Facebook, but tops out at 50mb/month otherwise. Charged gives users 500mb per month at $20, while the Infinite plan offers unlimited data for $35. WIND execs were quick to mention that unlimited means truly unlimited, not 5 gigabytes or less. WIND will also offer an Infinite Laptop plan, which will offer unlimited data when using their 3G USB stick. 

 At present WIND is only offering HTC (using Windows 7) and Blackberry smartphones, but when I asked about Android phones, I was told, “ask again in a few weeks.” WIND will also sell a SIM to Nexus One users. They would do the same with the iPhone, but it doesn’t work on the carrier’s frequency at the moment. 

 “Everybody WINDS” is the carrier’s introductory offer for new users, slashing 50 per cent off their voice plans until June 30th. Besides the Yaletown location, WIND also has stores opening in Kitsilano and Park Royal and will be available at select blockbuster locations. 

 

Moodfood wins Canpages contest by feeding you in living colour

Vancouver-based Canpages (recently acquired by the Yellow Pages Group) has just announced that the winner of their API contest is none other than Moodfood, an iPhone app designed by Windsor based startup Red Piston. 

Moodfood lets users input the color they associated with their current mood, then leverages the iPhone’s location aware functionality and draws on the Canpages database of over one million business listings to find appropriate nearby restaurants. The app also integrates with Facebook, allowing users to update their page with their restaurant choices. The app is available for free on the iTunes store and there’s also a video of Moodfood in action. The creators of the app won over $5,000 for their efforts. 

Hitting the big time with an iPhone game at GDC Canada

David Whatley, President of Critical Thought Games, implored indie developers attending his “From Zero to Time Magazine: App Success”  that if they want to make a “big pile of money,” this was the session to listen to. Whatley developed the runaway hit "Geodefense" for the iPhone, and explained to developers at GDC Canada how they could do the same thing. 

The opportunity to make millions, or at least hundreds of thousands of dollars, is definitely there, though many people are making tens of thousands of dollars. Some will make hundreds of bucks, and many will make next to nothing. Whatley said he wants to tip the odds in their favour. 

Basically, it breaks down to cost vs. revenue. Keep costs really low, by constraining your scope, finding game designers who can wear multiple hats, and use existing resources.Whatley followed his own advice by “borrowing” the art style of Geometry Wars, and stuck to what he knew by building a game in the tower defense genre. 

Ads are a waste of time in the iPhone space, Whatley said, but public relations is a good way to get the word out about your game. So Whatley farmed out the PR work to a firm, then concentrated on developing the game. 

Keeping costs low also meant higher margins, and Whatley was able to get his product to market relatively fast, even though it was a “nights and weekends” project.

Another important point is to not just think of the usual game media, but to target places like Inc, Maxim and Time, because more people will pay attention to your product. 

The end result is that since Geodefense made money, Whatley then had leverage to use for his second game, Geodefense Swarm. He decided to reuse 90 percent of his work, such as the art, sound and code. The tradeoff was using the saved time to promote the game. That promotion paid off, since once the PR firm went to work, downloads of the game skyrocketed. Interestingly, downloads of Geodefense also picked up. 

But the key is to have a fun, compelling game. If you have a terrible game with awesome PR you have nothing, and if you have a great game with little PR, you’re in the same boat. YOu have to clearly establish your business goals, by assessing your skills, your resources and critically, your weaknesses. You want to constrain your product goals, focus on your audience, and importantly, use other people’s code. Write less code, and design more. “Reinventing the wheel is for wheel inventors,” he said. 

Finally, any indie developer can make games from anywhere, something that has up to now been impossible. Indie developers can now compete with big companies like EA, with products that are sitting right next to them on the virtual shelf. So do so, Whatley implored. 

Social Games at the Speed of Light at GDC Canada

Farmville and Mafia Wars have consumed the waking hours of many, many Facebook users, and in the process made Zynga a lot of money with 27 million people playing their games and trading virtual goods for real cash. Bill Mooney of Zynga presented “Building Social Games: Gaming at the Speed of Light” at the Game Developers Conference Canada keynote today. 

Mooney started by pointing out that social gaming has grown 324 per cent in the last year, and not only on Facebook but on other platforms. But what’s interesting, Zynga said, is that a lot of the people playing social games have never played the game before, and are also turning into a form of hardcore gamer. 

This model has been seen before around the world in games such as Maple Story, but now the same phenomenon is repeating itself in North America. 

The value of the game increases as more friends join the game, and interestingly people will also pay for virtual goods, a behaviour that was not expected to occur in North America. 

Social interactions are key to the game. Though people sometimes complain about requests to play games, it is in fact an important part of growing the game. But Mooney said they wanted to find deeper ways for people to connect, such as requests for help. Gifting is another way to bring people into the game, though Mooney stressed there’s more to learn on that front. People will also use interactive components, such as Facebook chat or simply calling up friends to trade in-game items.

“Go Fast” is another key feature of the Zynga approach. New features are rolled out on a weekly basis, and “social gaming lives in dog years”, Mooney said. 

This is still a market where “8 smart guys out of nowhere” can rise to the top, Mooney said. The uptake for Zynga is that they had to get better, faster. He said this event marked the second generation of social games.

Measuring user behaviour is key to success, he said. Finding out how many people like cows vs. how many like sheep may seem trivial, but delving into users preferences and continuous testing means you cna constantly tweak the game without betting on huge risks, as big console games often do. 

Creating “user delight” is very important. Making the users happy is key to continued success, but the audience will tell you what they think, either by you asking or by voting with their feet. People will also pitch ideas, and “a lot of people are smarter than just a couple of people,” Mooney said. 

Social gaming can be broken down into a mantra: play, invest, and express. People have to enjoy the game, but they also have to put in their own sweat equity, in ways such as forming their own "Farmville groups" or extending the game's reach on their own. People also need to express their own creativity within the game through customization.  


Ubisoft dominates 1st annual Canadian Videogame Awards

The Canadian Videogame Awards kicked off their inaugural ceremony last night in high style with the complete history of pixelated awesomeness encapsulated within ten minutes by Video Games Live, a symphonic rendition of game music from the past three decades.

And the enthusiasm didn't wane as tr awards were handed out to Canada's best and brightest game creators. Produced by Greedy Productions president and Electric Playground host Victor Lucas, who also hosted the event, the CVGAs highlighted the cream of the Canadian game developing crop. Amongst the winners were Ubisoft Montreal, who swept the Best Visual Arts, Best Game Design, Best Technology and Best Console Game of 2009 categories for Assassins Creed II. Edmonton-based Bioware wasn't far behind with awards for Best Writing and Game of the Year for Dragon Age: Origins. Toronto's Cabybara Games saw Critter Crunch win for Best Downloadable Game and also took home an award for their work on MIght and Magic: Clash of Heroes, which won Best Handheld Game. Vancouver-based Relic Entertainment's Warhammer 40,000: Dawn of War 2 won for Best Audio, and Vancouver was also represented by Rainmaker, who won for Best In-Game Cinematic Sequence for their work on Ghostbusters: The Video Game. Finally, Yaletown's own United Front Games won Most Promising Game for Modnation Racers.