H.264 Codec Adopted for Next-Gen HD DVDs

The DVD Forum has ratified the new H.264 Advanced Video Codec (AVC) for inclusion in the forthcoming High Definition DVD platform.

The H.264 codec, formerly known H.26L, was was developed by the Motion Picture Experts Group (responsible of course, for the various MPEG formats) and the International Telecommunication Union, and has now been ratified into the MPEG-4 codec. The codec enables a variety of video content to be compressed for transmission and decompressed for playback in a highly efficient way.

Apple has already made an announcement to the effect that H.264 will be included in a release of its QuickTime platform next year.

“Apple is firmly behind H.264 because it delivers superb quality digital video and is based on open standards that no single company controls,” said Philip Schiller, Apple’s senior vice president of Worldwide Product Marketing in a statement.

H.264 is intended to be used on a number of platforms, and as such covers a wide spectrum of bandwidth requirements – from HD television to mobile phones. The codec is highly efficient, and has been demonstrated playing back 1920×1080, 24fps HD movies at up to half the data rate of MPEG-2. Less data means room for more channels – or better audio and video.

Don’t expect HD playback performance on your new mobile phone – Apple’s test detailed above required a dual processor G5 to do the playback. The new codec will be more suited to digital television broadcasts to phones and mobile movies with a much lower resolution.

How H.254 works – and it’s not too technical, either

MPEG resources on the internet

SCEA President: Cheaper Broadband is Critical for Future Consoles

Sony Computer Entertainment America’s (SCEA) president, Kaz Hirai has said that broadband, and cheap broadband too, is going to be essential for future of games consoles – and you can bet he’s talking about the PS3.

His presentation to the Congressional Internet Caucus focussed on Sony’s content strategy for their next iteration of the absurdly popular PlayStation console brand. Sony, and indeed most console and games manufacturers, are placing a lot of emphasis on online gaming as it carries a lot of potential for microtransactions – a constant stream of small charges for extra content, access to games and services. The notable exception here is Nintendo, who have done their best to hide the fact that there is a broadband adaptor for the GameCube and will even happily prosecute UK games stores if they dare try to sell one.

To encourage the growth of online gaming, and therefore the microtransaction business model, Hirai argues that broadband subscription fees need to be cheaper.

Hirai emphasised Sony’s commitment to online gaming by saying “For the next generation console, online is going to be like air conditioning in a car. You’re going to need it.”

Kaz Hirai’s presentation

Exclusive: Mobile Gaming Goes 3D

Mobile gaming, that is playing games on your mobile phone, is growing rapidly. Advances in phones, displays and networks mean that the handset in your jacket pocket is a considerably more powerful games console than that NES you sat in front of just a few years ago playing Mario Kart. In fact, phones have grown in sophistication so quickly that it’s quite shocking to think that just five years ago our most immersive mobile gaming experience was a quick bout of Snake.

The success of mobile gaming can attributed to Java – Sun’s environment means that games can be written in Java and will run on any phone that has a J2ME (Java 2, Micro Edition) virtual machine embedded in its operating system.

Additionally, Gamers are now used to seeing graphics made out of millions of polygons on their GameCubes and PlayStation 2s and expect the same thing from their mobile gaming. Memory and processor advances now mean that games developers can now meet this demand, and so the JSR184 standard (now known as M3G) came into being, to provide a platform for developers to produce immersive 3D games.

As phones incorporate more memory, faster processors, dedicated graphics chips, stereo sound and 3D graphics, it means that games too require more resources to produce. As the games get more complex they require a multi-disciplined approach, with artists, coders, level designers and musicians all contributing to the final product.

This rapid increase in sophistication means that it’s now impossible to produce a decent game for modern phones without a suite of development tools, and as 3D graphics creep out onto our phones, tools are appearing that deal specifically with the unique problems of throwing around shaded, textured polygons on tiny screens with limited resources.

A new breed of tools, specifically designed to enable developers to squeeze the best performance out of M3G is appearing, and you’ll be playing games created with these tools on your phone in the very near future.

I had a chat with Stephan Groud from Superscape – one of the companies behind the M3G standard – and product manager for the first 3D toolkit for mobile phones, Swerve. We talked about the benefits of 3D and what’s up next for mobile phone gaming.


Tell me a little how Superscape got into 3D on phones, and how Swerve came into being.

Superscape is 3D company – we’ve done 3D for 18 years now. We’ve always worked in the 3D field, either around 3D games or tools. In short, the company has always been focussed on 3D for low processing power or low bandwidth.

We looked at the mobile market and decided that we had the expertise to take our experience and provide 3D for constrained devices and constrained networks, which is exactly what the mobile market is about.

We set out to develop this technology, Swerve, which is basically suited for 3D on mobile devices. To make it a success, we went to companies like ARM and Vodaphone – and came to the conclusion that unless there was a standard to do 3D on mobile phones, then it wouldn’t be a viable proposition.

We then went to Nokia and Sun and helped set up the JSR 184 standard, which basically states how you do 3D, in Java, on a mobile phone. The exact remit of the standard was to deliver 3D experiences on mobile platforms, over the air. The standard had to be generic enough to do not only games, but menus, user interfaces and potentially location-based services. It also needed to be a standard that could output content small enough to downloaded over the air.

The standard was ratified in November 2003, and since Swerve had been in the making for about three years, it was the first commercial implementation of that standard, both in terms of engine and tools.

What exactly is the Swerve platform?

The Swerve solution is an engine, compliant with JSR 184, that sits on your phone, within the Java architecture. We worked with companies such as Siemens and Motorola to embed our technology in handsets to make them JSR 184 compliant, or M3G compliant which is the new name for the standard. A M3G phone can run any JSR184 piece of content.

On top of releasing the engine on the day the standard was ratified, we announced the second generation of our tools, SwerveStudio. This allows you to export 3D scenes from 3dsMax – we took the most popular 3D package and built in every function that would be required to author or develop content for the M3G platform, without having to recreate everything from scratch. If you know 3dsMax and you have an understanding of the M3G API, you can use SwerveStudio because it’s basically the same thing, but with tools for optimising the scene for mobile phones, to preview the scene as it would look on a handset, to script behaviours, and to export the scene as a M3G file.

If you have SwerveStudio and you have 3dsMax you have an environment that allows you to create a good chunk of what a game is. The rest is done by a coder through a regular Java IDE [integrated development environment].

By integrating your toolkit in 3dsMax and using the Java VM on phones, that gives you a huge installed base of artists and coders that can use Swerve straight away – and a huge installed base of consumers that can run the content.

We’re working with mobile phone manufacturers to get the M3G API embedded onto handsets shipped from this summer onwards.

We’re not the only people to come up with a product based on the M3G standard, and there are other people announcing phones and tools based upon it, so that’s basically growing the market for games that are based on our tools.

What are the main titles coming out that use Swerve?

We realised quickly that it was all well and good to have a tool set, but the manufacturers and operators want games. What we’ve done over the past six to eight months is to create a catalogue of games – and most of those games are based on famous intellectual properties from Sony, Disney and 20th Century Fox, Universal, and Activision. We either developed those games in house or worked with external developers. The games are Independence Day, based on the 20th Cenutry Fox movie; Van Helsing, Universal’s blockbuster this summer; SWAT from Sony Pictures; and Evel Knievel – we have the rights for mobile platforms to develop games based on his brand; we’re working with Disney on TRON2.0, which will be focussed on Light Cycles, so we’re not cramming too much into a game that has to be downloaded over the air.

Big brands, big studios, big companies are all working with us because they’ve had a look at our technology and said “Hey, this is the best way to take our brand into the mobile space.”

M3G as a technology gives a truer representation of your brand. If you look at other technologies, even 2D, it’s sometimes difficult to recognise the brand you’re using.

We’re working with the guys behind the brands and studios to improve our tools, improve the engine and tackling IP holders, game developers, network operators, handset manufacturers and technology guys to make sure the whole system works together.

When will the first Swerve-developed titles be available for download?

That’ll be with the release of the first M3G handsets, in Q3 2004.

What do you think of handsets like the N-Gage QD that use dedicated games on memory cards, and attempt to be more of a games console rather than a phone? Do you think they’re a kind of stopgap, or that this will be a common way for distributing titles?

There are two ways to do mobile 3D games. One way is the N-Gage route, which is basically native games, megabytes of data, you buy a cartridge in a shop and you plug it into your handset. That’s something that has been proven in the past with the GameBoy and GameBoy Advance, there’s clearly a market for it. Whether there is room for a mobile phone player to create a market for it is another question.

The other way is what M3G is exactly about: It’s not native, it’s Java with none of the benefits of native because the engine is partly Java, partly native to keep performance up. It’s sub-250 kilobyte games, to be downloadable over the air, and you don’t have to go into a shop and buy it. You can be on a train or a taxi, you didn’t know you wanted to play a game, but you’ve got fifteen minutes in front of you and no newspaper at hand. You can download a game on impulse.

These are two very different propositions. If you’re talking about platforms like the N-Gage right now, the volumes are fairly limited, because of the price point, because of the market it targets, as opposed to Java handsets – there are going to be millions of those over the coming years. Java handsets are a cheaper proposition and are more accessible. A handset can have the M3G API embedded in it and still look like a professional handset.

We’ve chosen the M3G way because we believe that mobile handsets are inherently connected devices and, in the same way that add-on camera accessories for handsets never took off, potentially the same thing could happen to platforms like the N-Gage. If you have to think about what you’re going to be doing with the phone over the day, you lose the immediate satisfaction of downloading a game on impulse and being able to play it.

What N-Gage has done though, is to put mobile gaming on the map for a lot of people. Nokia is a big company and the fact that they’ve pushed this platform so much and invested so much money in it has raised a few heads around the industry and also around the console industry.

Our proposition is downloadable content and we’re sticking to that right now, because our technology can do it.

What’s next for Swerve?

We’ll be looking at how well customers react to 3D on mobile phones, and looking at the uplift that 3D on phones causes, in the same way that 3D on consoles caused such a big market.

We’ll also be growing the catalogue of games that we have in house, or that we develop with partners. We have about 25 right now – we’re going to need a lot more than that when there are several different handsets in the market.

Also, Swerve as a 3D technology can also run in BREW and native environments, as well as J2ME. Swerve BREW applications can be run on BREW handsets such as the recently announced Kyocera Koi, thanks to a downloadable BREW extension provided by Superscape to BREW network operators. Swerve Native applications can run on the same engine as Swerve J2ME applications as it is a dual language 3D engine. This makes the business case for embedding the engine on an upcoming handset even more attractive, especially as Swerve is a generic 3D engine.

The next challenge will be hardware graphics acceleration, and the M3G standard was built with hardware acceleration in mind. The hardware acceleration does the grunt work in terms of rendering polygons, shading and anti-aliasing and M3G gives the developers a nice API to work with to develop games quickly.

M3G is a high level API, with a scene tree with nodes for each object in the scene – what that means for an animator or a programmer that you move a car or an actor rather than move every single polygon that makes up the car. It’s object based.

M3G has a long life in front of itself, even when hardware acceleration comes along because it gives an entry point for developers and designers that is very easy to use without losing the benefits of hardware acceleration.

What do you think are the most important types of game for mobile phones? Will the connectivity change the types of games people play?

We’re developing a variety of games, single player games. Given the interface on mobile phones, we have racing games, first person shooters, sports games. These are quite well-suited because most handsets today have some form of joystick so it’s quite easy to navigate a car around.

In terms of multiplayer, you have to be concious that networks have latency and so turn-based games are the ideal target for the moment. Golf is a great example of a game that is quite interactive and visual, benefits from being in 3D and at the same time is simple to implement in multiplayer because you can actually play in turns.

I suppose bandwidth is less of an issue with golf because you’re only transmitting a vector?

The interesting thing with golf in 3D is that if you both have the same game and you’re playing with each other you don’t have to send that much data across the network because you’re not replicating that much data: the power of the shot, the swing. The game engine can understand this and replay it like a movie on your opponent’s handset.

There are a lot of tricks with 3D implementations of games, like being able to download new levels, new guns that we’re looking at also.

Do you think there is much of a market for selling add-ons to games like levels, skins and equipment?

If you look at ringtones and wallpapers, well who would have thought that people would be willing to pay millions of dollars to just have a different ringing sound on their phone?

We hope there is a market for game add-ons, and it depends on the way that a campaign is organised. In Formula One, for example a developer could release a game on the first day of the season, with the first track — and subsequently produce new tracks for every race available for download.

This makes a lot of sense because they can charge a little for each new track, but in terms of network usage it’s nothing. The data they need to send to recreate a new 3D track if the game is well built is minimal. The less data they send over the network, the better it is for them economically. The value for the user is extreme, because they have a new track and they can actually play the race that’s being run that weekend.

It’s a whole industry in the making!

3D brings a lot more. If you need to send a 2D track, then you’re in for a big download. You’re looking at sprites as opposed to rearranging pieces of track. You can have green trees in England and yellow trees in Spain, but in 3D it’s the same tree, it’s already on the phone – you’re just saying “this.tree = yellow”, rather than downloading an image of a new tree.

We’re learning every day – it’s exciting times. When you think about convergence, this really gives some meaning to the word: you have people from the PC world, such as developers, hardware and 3D guys, mobile phone operators, cinema studios – everybody is coming together.

It does seem that you need many different skills to produce a game these days – you need proper artists, programmers, musicians, you need to get the intellectual property from somewhere…

It’s not easy, but the results are quite impressive!

The JSR 184 Standard

Swerve

Superscape

A US$500 PS3?

A new report from industry analysts Wedbush Morgan is predicting that the usual things will happen when a new games console is released: it’s be very expensive on début, and decline in price afterwards.

WM’s report, The Definition of Insanity: Why the Next Console Cycle Will Start Off With a Whimper, bases its pricing of the PS3 on an assumption that it will be like Japan’s PSX – full of extra functions. I think this won’t be the case at all.

The PSX has a digital tuner, has PVR functionality and a DVD writer and is marketed as a home media centre that plays games. Gamers aren’t too worried about having a PVR that plays Killzone 2, PVRs appeal to a slightly older audience. Gamers aren’t too bothered about their games console having a DVD writer in it either – they have PCs for that.

WM predict that the PS3 will be priced on its US début at US$500 (€411) in 2005. I say it’ll be more like US$300 (€249), and because we always get fleeced here in the UK, call it UK£300 (€450) on its UK début.

The report predicts that PS2 games will be produced through 2008, which when you consider that PS1 games are still being made ten years after the original appeared, is not too much of a stretch of the imagination.

WM feel that the PS2’s backwards compatibility with PS1 titles was a key factor in its success, and with doubts over XBox 2’s compatibility with older titles we might just get to see this replayed and confirmed.

The report also attacks discounting of games, and they certainly have a point: gamers have come to expect prices of titles older than six months or so to drop dramatically, and so just wait until they do. WM’s recommendation to combat this isn’t going to win them any friends: keep supplies scarce at the beginning, and keep the price up.

See, I told you analysts were evil.

The report

PSX Gets an Upgrade

Despite disappointing sales and no release date for Europe, Sony’s PSX home media centre – a unit consisting of a home media centre, a PVR, and a PS2 – has had a couple of new models added to the range.

The DESR-5100 has a 160mb hard drive, the DESR-7100 has a 250mb drive. Both look the same as the original PSX, though there will be a limited edition silver 5100.

Scheduled for release on July 1, the main enhancements are related to the PSX’s DVD recording features – users can now manually set the bit rate for recording, meaning that longer movies can fit on a disk. There are also 50 templates for creating DVD menus, along with much-demanded DVD+RW/DVD-RW compatibility.

Online PS2 capability has been improved ever so slightly – you can now browse the Central Station bulletin board – but that’s it. No online Twisted Metal Black for PSX owners then. If you have one of the older PSXs, a firmware upgrade coming along on the 15th will add all of the new features, minus the disk upgrades of course.

The units are expected to sell for about 74,000 and 95,000 yen respectively (€562 and €722), but there is still no release for Europe and the US.

Sony Style

Neilsen Report: Game Websites Provide Stickiest Content

Websites offering online games like Solitaire and Bingo are the stickiest places on the internet, according to a new report from Neilsen//NetRatings (whatever committee thought up that cheesy // gets a slap from me).

46 million (that’s 1 in 3) Americans visited sites like Slingo to buy and download mini-games like Crazy 7s and Amazing Snail. Slingo is now one of the stickiest sites on the internet with surfers spending an average of four hours a month playing cards and throwing turtles. Even jigzone.com, offering free online jigsaw puzzles manages to trap people for an hour and a half of picture-rearranging fun per month.

But it’s not just playing the games, people like to read about them too – which explains why EA Online and MSN Games are so popular.

“The diversity of online game offerings showcases the popularity of games in the U.S.,” said Kaizad Gotla, an internet analyst at Nielsen//NetRatings. “Ranging from sites that offer original games to content sites that offer the latest information on popular console and PC games, the gaming industry’s presence online is indisputable.”

And who is it that’s playing cards, being amazed by snails and lobbing these turtles around? Middle aged American women: 15% of visitors to mini-games sites are American women between the ages of 35 and 49.

“Contrary to popular belief, the online games category is not dominated by males or by teens,” says Gotla. “Rather, the popularity of online games appeals to a broad demographic online, especially among middle-aged women.”

So look out for some exciting new games coming from Digital Lifestyles: first up Cat Food Challenge and Polyester Panic.

Jigzone – strangely relaxing

Slingo

Neilsen NetRatings

Microsoft Planning Paid Anti-virus Service

In a move that is sure to be unpopular with many, Microsoft quietly let slip that it is working on an anti-virus subscription service. MS recently acquired anti-virus company GeCAD in June 2003, and this is the first sign that it is working to release a product based on its acquisition.

Mike Nash, corporate VP for security at Microsoft said at a dinner with journalists in Seattle “I want to make sure customers have another choice. Some people will continue to use Symantic, and some will use ours.” Symantic’s share price then slid down 5% almost immediately.

Many people are furious that Microsoft is looking to make money out of a problem that is related to the many security flaws in its products, and considered to be perpetuated by poor coding in MS software such as Outlook and Internet Explorer.

Microsoft will have to tread carefully with this one – even if they make their product free and bundle it with Windows, thus providing maximum protection, they will probably be accused of anti-competitive practices and end up in court.

Oh, the irony.

Microsoft’s security site

AVG – free anti-virus software

Review: The N-Gage QD – Mobile Gaming’s Next Step.

Support Digital-Lifestyles.info by buying your Nokia QD from Amazon

We’re doing a three part review: part one covers the deck itself, part two covers available games and part three will cover the new titles specially produced for the launch of the QD.

Nokia knows that the N-Gage will succeed or die on the the quality of the games and Arena service, and the two forthcoming sections of the review will give you an insight as to whether they’re any good or not – watch this space. In the meanwhile, we’ve had a close look at the new QD hardware.

Part One: The N-Gage QD deck itself
The N-Gage game deck Nokia have admitted that their first attempt at a games console didn’t exactly set the world on fire: it had a number of design problems and they misjudged market desires – and failed to take into account just why Nintendo have had a 15 year reign on mobile gaming. But with new features, a greater emphasis on networked play and the GameBoy Advance looking a little basic these days, have they got it right this time?

The first thing that pops into your head when you handle the new Nokia N-Gage QD is “Isn’t it small?” And it is – surprisingly small. Here’s a phone and a games console, and it’s considerably smaller, and lighter, than a GameBoy Advance. Cheaper, too, if you get the QD on a decent contract.
The game deck is very compact indeed The deck is well constructed, and despite its compactness it has a reassuring weight to it (143g), without being awkward. It’s one of the most robustly-made phones I’ve used. The equator of the unit is a protruding rubber seal, and will generally be the first thing to hit the floor when you drop it, thus providing a fair bit of impact shock protection. The seal clips neatly over the phone’s ports limiting sand and water penetration, but doesn’t make it waterproof. External connections are limited to just headphones, power, and the game slot. All communications with the N-Gage are done via Bluetooth. The rubber equator also features no less than two loops for connecting a lanyard to – a quick look at any bus stop will demonstrate that youths like nothing more at the moment than hanging things like keys and phones round their neck with a lanyard. Or they do in Blackheath anyway.
How the N-Gage measures up against the GameBoys Using the unit as a phone has been vastly improved – you now hold the unit flush to your cheek, rather than holding it out at an angle, as was the case with its previous incarnation. Sadly, the unit’s display rests against your face when you make a call. If you wear make up or use the phone on a warm day, be sure to carry a cloth so you can wipe sweat and foundation off the screen. Lack of exterior controls for volume mean you can’t easily adjust call loudness if you’re suddenly in a noisy or quite environment.

Buttons have a nice clicky feel, and are well illuminated. 5 and 7, usually the confirm and cancel keys for games are transparent with raised tops so that you can find them more easily. The directional pad is in a far more sensible place, but has a bit of a floaty feel to it. The unit would benefit from shoulder buttons to save fingers traversing round the face of the deck so much, but that might just be my GameBoy usage creeping to the fore there.
With the back off The 4096-colour display is difficult to read if the backlight isn’t on, but battery life in the QD is impressive. Nokia claim a full ten hours of gaming off a charge, up from about three to six hours previously. I charged the phone on Tuesday morning and only needed to give it a drink again on Thursday, after leaving it on continuously with my normal number of phone calls, texts and a few bouts of The Sims. As a side note, it accepts the standard Nokia charger and I can’t think of a household that hasn’t got four of those kicking around somewhere.

The display can be a little hard on the eyes in bright sunlight, too – a side by side test with the 32,000 colour GameBoy Advance SP on a sunny day on the Heath showed that the SP had far better contrast.I have to ask: with many smart phones, the GBA, Sony’s PSP and the Ninendo DS all featuring screens capable of displaying 32,000 colours and above, will the N-Gage have the graphical flair to entice users?

The phone boots into a rather plain user interface, with the standard contacts, calendar, telephone, messaging and web functions available straight away from the Series 60 operating system. A single button press will launch whatever game you have in the game slot. You can leap straight into N-Gage Arena from the phone menu, without having to go into a game – Nokia are betting a lot on the Arena being a key selling point for the phone, and I’ll cover that in another review covering the news games.
The rather plain phone interface The interfaces for the phone and the game functions were evidently designed by two different teams. Two different teams in different countries. Who never spoke to each other or exchanged emails, or perhaps were even completely unaware of each others’ existence. The N-Gage Arena and gaming interfaces are much more compelling and excitingly designed, showing that Nokia have put a lot of thought into their appearance.

The general phone interface is quick and responsive, and I’ve never felt as if I was waiting for an application to do something, which is refreshing given the performance of some smart phones lately.

The more interesting plainAll the usual messaging functions are present: SMS, Multimedia Messaging, and email. I did come across an irritating feature whilst texting, however: pressing the uppercase key a couple of times whilst writing a text message (for the odd bit of EMPHASIS) turns the T9 dictionary off for some reason. This is highly annoying and requires six or seven button presses to switch it back on and then another six or so to get back to where you were. I do hope this is a bug rather than a deliberate feature.

Contacts, calendar and other aspects of the phone can all be managed easily from from the software suit supplied with the phone, using Bluetooth as stated before.

Web, WAP and Arena are all accessed through a GPRS connection, so ring your service provider for your settings. The unit features a sound recording application which, whilst handy, uses very high compression and sounds rather watery.
Size comparison of the game cards with a SIM ... and Lego Stormtrooper Games are supplied on a MMC card, and the QD is backwardly compatible with its predecessor. The moving of the game slot to the bottom of the console is a welcome move, so you don’t have to take the back off the unit to swap games over. Nokia seem to have realised that people might want to play more than one game in a session.
Inserting a game card Despite not having a camera, the QD will play video clips and other multimedia messaging, however there’s no radio and something key has been removed from this iteration of the N-Gage.

Nokia have removed the dedicated MP3 player from the console, preferring instead to emphasise that the QD is optimised for gaming. This makes the deck less useful in my opinion – and it leaves us with mono sound for games! Midi music and samples in Sims Bustin’ Out is unconvincing and muddy – sound for the rest of the games will feature in their review, coming soon.

We’ve only seen one game at the moment, so we’re not going to come to any conclusions about Arena, sound or graphics capabilities until we’ve seen exactly what the games can make the N-Gage do. Nokia say that it’s the games and the Arena that are going to make the N-Gage a leader, and since it’s a somewhat average phone, we’re going to have an in-depth look at Nokia’s key selling points in the next part of this review.

For:

  • Compact, stylish, good build quality, robust
  • Symbian OS
  • Web access, full email support
  • Improved controls
  • Reliable
  • Excellent battery life
  • Bluetooth
  • Multiplayer capabilities show lots of promise

Against:

  • No camera, radio or MP3 player
  • Mono sound
  • 4096 colour screen

Support Digital-Lifestyles.info by buying your Nokia QD from Amazon

US On-line Gaming: US$4 Billion by 2008

Online gaming is growing rapidly. Even miserable old souls like me who can’t stand wizards, Wookies and the thought of being thrashed at Counter Strike by some smug 14 year old whose reflexes are yet to be destroyed by years of gin have signed up for the odd Massively Multilayer Online Roleplaying Game (MMORPG).

A new report from In-Stat/MDR makes some striking claims about the growth of the US market – they estimate it will expand from a measly US$1 billion (€818 million) to a much more lucrative US$4 billion (€3.27 billion) by 2008. Much of this income will come from in-game advertising.

Aside from the growing awareness and acceptability of online gaming, the report states that falling costs will spur growth – when online gaming costs as much as watching television, then it’ll really take off.

The report claims that online gaming costs about US$1 per hour, opposed to US$0.13 for watching TV. I thought the US$1/h figure was a little high, so decided to run my own numbers: a quick calculation shows that my 16 hours of Eve per week sets me back about €0.18 (US$0.21) per hour. I’m not factoring in my broadband connection costs there, because I use that for other things. Honest. Given that many online game players can easily rack up 40 hours a week plus, then cost per hour on a monthly subscription can often fall below €0.07 (US$0.09). But then, they have no friends.

Advertising in games is, as previously reported here, growing alongside the MMORPG field. In-Stat/MDR senior analyst Eric Mantion. States: “The secret strength of online games will be when the volumes of people playing grow to the point where advertisers will start buying ads that will not only be interactive, but also targeted at specific demographics of players.”

In-Stat/MDR hypothesise that half the US population will be playing online games by 2008, which is somewhat optimistic. My own finger in the air guess is about 25%, taking age of population, literacy and competition from less interactive entertainment into account.

Buy Quafe Ultra!

In-Stat/MDR’s report

Gizmondo GPS Gaming

The Gizmondo is an interesting new twist on mobile gaming: the hand-held console has an integrated miniature GPS unit, so games will know where you are. Location-based gaming is new, because the technology just hasn’t been economical until now. Game worlds can be tailored to respond to a users location and fantasy worlds can be “overlaid” onto real-world places.

The console’s specifications are remarkably similar to many smart phone/PDAs available now, and it essentially looks like an upside down nGage. It’s essentially a tri-band GPRS phone with a 400MHz ARM processor, 240 x 320 pixel TFT screen, Bluetooth and a camera. What makes the unit exciting from a games perspective is the 3D graphics accelerator, providing proper polygon-based graphics rather than 2D sprites.

Games can be installed via the phone network or through MMC/SD cards. There are currently three titles associated with the console: Colors (an “urban warfare” game), Stunt Car Extreme and Speedgun Stadium (a first person shooter, interestingly single player). A new game, code-named “City” has just been announced, a multiplayer title designed for quick-fix gaming.

The arrival of the Gizmondo shows that manufacturers are starting to take mobile gaming very seriously indeed, no doubt because of the revenue stream potential: networked mobile games consoles mean that networks can charge for access, charge per game and charge per session. They can also sell add-on levels, outfits and even in-game objects and items.

The arrival of the Gizmondo will concern Nokia. From the public’s point of view, the two consoles are virtually undistinguishable, both from a purely visual perspective and from functionality – except the Gizmondo has a GPS unit. The Gizmondo is due for a Autumn launch in the UK, with the rest of the World following shortly. Pricing is estimated to be around UK£250 (€373), but will no doubt be considerably less when sold with an air time contract, as seen with the nGage.

Carrying around a GPS unit also means that network providers’ marketing departments will have fun thinking up new ways to send you location-specific sales messages. All network subscribers at an outdoor festival can be messaged with special offers on CDs, for example. With potential like this, expect GPS units in phones to be a lot more common in phones in future: a drop in price for GPS technologies coupled with better mobile networking and a proven revenue model means location-based entertainment’s time is soon.

Gizmondo

Tiger Telematics