Massively Multiplayer: Gaming In The New Millennium

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"According to the report, rumors of a potential acquisition of Valve by Google are not accurate, and overstate the financial strength of Google while underestimating the value of the Steam service. However, there is a desire on the part of both companies to work together on certain projects in the near future, and this could be related to either the Android service or a potential new piece of hardware from Google, possibly a miniaturized PC to play Steam games. The companies have definitely been talking, and the talks are much more friendly than the talks between Microsoft and Valve ever were, even when the companies were cooperating to bring exclusive games to the Xbox 2. There's a shared culture between them, a shared taste for innovation.

Whatever it is, they're working on something. Maybe it's Half-Life 3?"

-from a rumor column on a Valve gaming forum, posted on March 18, 2010

Oh random rumor commenter, if only you knew the thirst.
 
Something just don't change isnt it?

"But the future refused to change."-Chrono Trigger.

36c.jpg
 
Narration: Nearly seven years after it was launched all the way back in 2003 as a way for iPod owners to buy music legally for their devices, Apple's iTunes service remains the biggest digital music store in the world, selling millions of songs and albums each day. However, the biggest money maker for iTunes isn't its extensive song library: it's actually its video game service, which delivers digital content to Apple's video game consoles and Macintosh computers. The iTunes store has a storefront exclusively for games, and business is booming: on average, Apple sells over $10 billion worth of digital games annually on its service, and that segment of Apple's business has seen a sales increase every single year since its introduction. iTunes does 44 percent of its digital content sales in games, 41 percent in music, and 15 percent in movies, and all three segments are steadily growing. iTunes benefits from an extensive library of current video games, as well as classic titles from both Sega and other companies, including companies like Capcom and Konami. While far from a one-stop shop for video games, since the iTunes service doesn't carry titles from rival companies such as Nintendo and Microsoft, it offers over ten thousand titles on its service, a library that grows every week. Reggie Fils-Aime, the head of Apple's gaming division, says that a major goal of the company has been to add new classic content every single week, in addition to a steady lineup of newer games. More than half of the original Sega Genesis library is now available for download on users' iTwin consoles, iPod music players, and iPhone devices, while classic systems like the Sega Saturn and Sega Game Gear also have significant fractions of their libraries, including most of the top selling games on those platforms, available for purchase.

Reggie Fils-Aime: We want to deliver content to our customers so that they have an incentive to purchase games legally. It's the same as it is for music, back when iTunes was launched, the only way a lot of people would be able to download digital content would be through piracy services, and the people working so hard to make those songs weren't getting paid. And then Apple and Steve Jobs came along and said, "hey, there's a better way, and everyone can get paid", and that's how iTunes was born. And we're always listening to our customers, if there's an old game that hasn't been available for a while, and there's enough demand for it and we can make a deal with the company, then that game will show up on iTunes.

*Fils-Aime is shown scrolling through the iTunes video game marketplace on an iPhone.*

Fils-Aime: There's so many games here. You could never possibly play all of them.

Narration: It's that sheer volume of available content that's elevated the iTunes Store far above its contemporaries. Nintendo's online digital store offers only a few hundred classic titles on its service, though most modern Nintendo games are available for download to their current Sapphire and Supernova systems. Microsoft's storefront offers up classic PC games and current Xbox titles, giving it a slightly larger library than Nintendo's, but one that pales in comparison to Apple's huge collection. PC owners, however, have the Steam Store, the brainchild of Gabe Newell, founder of the gaming software company Valve. Valve was once known for its popular Half-Life series of first person shooter games, but in 2003 started the Steam service as an easier method of online game distribution. The company has surged forward to become the leading seller of PC gaming content, even fending off a hostile takeover effort in 2007 by Microsoft, which failed after that company experienced a downturn in sales. Though Steam sells games on both the PC and Macintosh platforms, its greatest success has come on the PC, with Apple's iTunes store having a slight majority of Macintosh gaming market share.

-from a February 1, 2010 report on CNN

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Meanwhile, brick-and-mortar chains like Gamestop are still doing well, even in the age of the digital marketplace. Indeed, the prevalence of digital gaming sales has generated a bit of an arms race, with Gamestop pushing used sales and digital stores offering incentives to get gamers to buy new at a slightly higher price.

"We offer increased rewards for used sales, and we're also using pre-order bonuses for those who choose to buy new," said one Gamestop regional manager we talked to, who says that physical bonuses are the most enticing rewards for buyers, and that exclusive digital content hasn't caught on as well as Gamestop and some of the gaming companies like Ubisoft and Activision would have liked. "Call Of Duty fans aren't pre-ordering the game for special skins or costumes, but if we offer something like a half-priced strategy guide or a t-shirt, that tends to generate more pre-orders."

Apparel bonuses have proved popular. Gamestop offered up a physical replica of Alex's hat for pre-orders of the original Thrillseekers, and for Thrillseekers 2, people who pre-ordered the game got Emma's punk inspired t-shirt. Some stores have gone so far as to offer media bonuses: For Fullmetal Alchemist 2, Best Buy offered up the game's entire soundtrack on a three-disc set, though those were limited to the first 50 pre-orders per store. For pre-orders of Squad Four Protectors, Nintendo and Target partnered up to give away a special Sapphire disc with the original Squad Four and Squad Four Eclipse, those discs are now fetching upwards of 50 dollars on Ebay.

Digital storefronts are also choosing to go with the carrot rather than the stick when it comes to buying games, with Apple's iTunes store frequently offering up $5 or $10 credits to purchasers of new games, so for example, someone buying the latest iTwin game might get a $10 coupon that can be used to buy an album for their iPod or iPhone. This approach has helped the iTunes Store become the most popular digital gaming storefront, and has made full-priced digital titles viable when one can simply choose to go to Gamestop and get the same title physically for $5 less used.

These efforts to offer up more value for consumers during continued tough economic times are helping to keep the video game industry strong, but will these bonuses and special offers stick around once times improve and once some of the bigger companies begin to clear out some of their competition? Only time will tell, but for the moment, a savvy gamer willing to shop around is likely to get a little something extra with the purchase of the latest big games.

-from a February 21, 2010 article on Games Over Matter

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Walmart, Feeling Pressure From Competitors, Begins "Aggressive Pricing Strategy" For New Video Games

You might have an easier time finding a deal on a new video game at Walmart, if an internal memo from the company proves accurate. Walmart has long avoided so-called "sale pricing" on video games, frequently selling most newer titles at full price long after competitors have slashed prices on the most recent games. Now, feeling pressure from companies such as Kmart, which has begun offering deep cuts on certain games and bonus incentives to frequent customers to purchase certain titles, Walmart will begin a new pricing strategy on certain video games, offering up games at discounts more often, with price cuts on certain games designed to beat some of its competitors to the punch. The company takes great pride in its "everyday low price" strategy, avoiding temporary sales in lieu of offering lower prices on most of its items 24-7. It has avoided using items like video games as "loss leaders" in order to get people into its stores, and instead, chooses to sell those games at full retail price until finally cutting the prices permanently once that item's MSRP has been reduced by the company. Now, over the next few months, the company will introduce a strategy in which it will permanently cut the prices of some of its new games just weeks after that game is released, offering those games up at $49.96 or $39.96 and keeping them at those prices indefinitely. The aggressive pricing will be accompanied by an ad campaign specifically geared toward gamers that will be rolling out in the spring of 2010.

Walmart, which remains the world's top retailer, has seen slightly reduced sales growth in recent quarters, owing to the economic recession, the rise of digital marketplaces like Amazon, and aggressive pricing by competitors including Target and Kmart. Though the company's overall growth profile remains strong, stock prices have dipped and there are some indicators of a corporate restructuring on the horizon.

-from an article on Gamespot.com, posted on March 12, 2010

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"According to the report, rumors of a potential acquisition of Valve by Google are not accurate, and overstate the financial strength of Google while underestimating the value of the Steam service. However, there is a desire on the part of both companies to work together on certain projects in the near future, and this could be related to either the Android service or a potential new piece of hardware from Google, possibly a miniaturized PC to play Steam games. The companies have definitely been talking, and the talks are much more friendly than the talks between Microsoft and Valve ever were, even when the companies were cooperating to bring exclusive games to the Xbox 2. There's a shared culture between them, a shared taste for innovation.

Whatever it is, they're working on something. Maybe it's Half-Life 3?"

-from a rumor column on a Valve gaming forum, posted on March 18, 2010
Calling it, Valve teams with Google to make the Steambox. It makes so much sense. Plus, it’s symmetrical. Between Nintensony, Segapple, and Goovalve, you have a Japanese electronics giant teamed with a Japanese game developer, an American electronics giant teamed with a Japanese game developer, and an American electronics giant teamed with a American game developer. Now, all we need is a Japanese electronics giant teamed with an American game developer. No candidate really stands out, but, if we cast a little wider, to Asian electronics makers in general...Maybe Samsung could buy out Microsoft’s gaming division and complete the square?
 
1: Back when there was some sort of mini-TV kind of toy, yet I forgot the name, is/was there an OTL counterpart to that?

The "halfway handhelds" that were released in 2002 (and continued to be updated and released throughout the decade)? I mean, IOTL the closest thing to it would something like what Dropmix was, but obviously a lot less technologically capable, at least as of TTL 2002. We'd be getting closer to that in 2010, I could see stuff like an interactive Thrillseekers board game, or something akin to an enhanced playmat for TCGs like Yu-Gi-Oh and Magic: The Gathering that plays animations accompanying the cards that get played.

Speaking of Magic: The Gathering...

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Inez Delgado: Hi! It's time for Turn The Tables, where two girls talk about board games! I'm Inez Delgado, heiress to the Silver Sail fortune...

Regan Hardwick: And I'm Regan Hardwick, the nerd princess!

Inez: And today, we're not talking about a board game! Instead, Regan and I have gone out and dropped some serious money on these!

*In front of them are two Magic: The Gathering booster boxes with "Forbidden Masters" printed on them.*

Regan: These are boxes of the Magic: The Gathering set Forbidden Masters, and the MSRP of these boxes is $399.99, which is really crazy!

Inez: But these supposedly have some really crazy cards inside of them because this is the first special set printed after Wizards of the Coast ended the Reserved List.

Regan: ...what's the Reserved List, Inez?

Inez: I don't know, but judging from all the angry yelling on Twitter it must've been something really important! Now let's crack these boxes and see if we can't pull a Black Lotus.

Regan: What's a Black Lotus? *Inez glares at her, Regan laughs* I'm just kidding, I know what a Black Lotus is. Let's get crackin'! *tears off the shrink wrap*


-from Episode #46 of the Nerdist and Youtube-based web show Turn The Tables, originally uploaded on September 15, 2017 (Nerdist) and on September 22, 2017 (Youtube)

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Does The Loud House ever get made ITTL?

Mmmm... can't confirm or deny that just yet. We'll see though!
 
The "halfway handhelds" that were released in 2002 (and continued to be updated and released throughout the decade)? I mean, IOTL the closest thing to it would something like what Dropmix was, but obviously a lot less technologically capable, at least as of TTL 2002. We'd be getting closer to that in 2010, I could see stuff like an interactive Thrillseekers board game, or something akin to an enhanced playmat for TCGs like Yu-Gi-Oh and Magic: The Gathering that plays animations accompanying the cards that get played.

Speaking of Magic: The Gathering...

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Inez Delgado: Hi! It's time for Turn The Tables, where two girls talk about board games! I'm Inez Delgado, heiress to the Silver Sail fortune...

Regan Hardwick: And I'm Regan Hardwick, the nerd princess!

Inez: And today, we're not talking about a board game! Instead, Regan and I have gone out and dropped some serious money on these!

*In front of them are two Magic: The Gathering booster boxes with "Forbidden Masters" printed on them.*

Regan: These are boxes of the Magic: The Gathering set Forbidden Masters, and the MSRP of these boxes is $399.99, which is really crazy!

Inez: But these supposedly have some really crazy cards inside of them because this is the first special set printed after Wizards of the Coast ended the Reserved List.

Regan: ...what's the Reserved List, Inez?

Inez: I don't know, but judging from all the angry yelling on Twitter it must've been something really important! Now let's crack these boxes and see if we can't pull a Black Lotus.

Regan: What's a Black Lotus? *Inez glares at her, Regan laughs* I'm just kidding, I know what a Black Lotus is. Let's get crackin'! *tears off the shrink wrap*


-from Episode #46 of the Nerdist and Youtube-based web show Turn The Tables, originally uploaded on September 15, 2017 (Nerdist) and on September 22, 2017 (Youtube)

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One, I'm glad those are still produced, but I wonder if people with autism would be interested with the interactive mini-televisions in particular.

Two, I think that any and all collaborations between Inez and Regan ITTL should be praised for their charm.
 

Deleted member 100251

One, I'm glad those are still produced, but I wonder if people with autism would be interested with the interactive mini-televisions in particular.
I mean, who wouldn’t? They’d p sweet imo. (I’m not really getting how you are connecting people with autism and interactive mini-TVs in general...)
 
I mean, who wouldn’t? They’d p sweet imo. (I’m not really getting how you are connecting people with autism and interactive mini-TVs in general...)

Well, I have autism, and from experience, I think the ability to have the character(s) in one TV interact with the one(s) in another would result in some interesting machinima, assuming machinima still happens ITTL.
 
Winter 2010 (Part 6) - Protecting Civilians On The iTwin
Guardian

Guardian is a third person shooter for the Apple iTwin that features a series of missions in which the protagonist, an agent with a secret peacekeeping organization, is tasked with protecting different VIPs, each of whom plays a role in keeping world peace and preventing an evil terrorist group from causing chaos and destruction. There are six VIPs in all to protect, each of whom has their own story, set of skills, and character traits, and each of whom the player character gets to know quite well over the course of the story. The game gives the player two options of control schemes: a traditional scheme utilizing a normal controller, or a motion control scheme which features a wide variety of different actions to perform and a finely-tuned aiming system. While playing the game with traditional controls is quite fun and good enough, the motion controls make Guardian one of the most immersive experiences to date on a home console, with dozens of different actions able to be performed both in combat and outside of it. The protection missions themselves, which do take the form of escort missions (with each protected person having a lifebar and ending the game immediately if they're killed), are much less frustrating than they might seem at first, due to all of the escorted characters having extremely sophisticated AI. Some will help fight back against the enemy, some are quite good about hiding, and still others know intricacies about the various locales that can directly help the player in combat. In addition, not all of the VIPs are targeted with lethal force: in some cases, the enemy will attempt to capture them, and they can actually be rescued if the player is quick enough, though again, it does cause a game over if the enemies manage to get that character taken away completely. The player has some options in how they wish to interact with the VIPs, from professional to friendly to downright hostile, which can sometimes affect the VIPs behavior. Each of the VIPs is designed to be a complex character and oftentimes endearing to the player, so that the player actively cares about protecting them. There are few if any cases where a VIP will act in such a way that will get them killed, though in a few cases they sometimes take unnecessary risks. The VIPs include a scientist responsible for curing a deadly plague, an ex-soldier who holds valuable military secrets, a highly intelligent polyglot diplomat, an accused war criminal who might be able to help catch an even worse war criminal, a celebrity popstar who has become embroiled in an international incident, and finally, the President of the United States himself in the game's final mission. Each of the missions is connected to each other, all of them related to a much more important mission, with each of the six VIPs ultimately playing a role in how the game's storyline will ultimately wrap up. The ex-soldier is actually one of the game's primary antagonists, though this is only revealed quite late into the game, and even this soldier has a sympathetic backstory and a reason for assisting the game's ultimate villain, a terrorist warlord who seeks to prevent a peace conference because he believes it will cause a nation accused of genocide to get away scot-free. This nation is connected to the war criminal from the fourth mission, while the celebrity popstar has been working to expose this nation's crimes because one of her friends was kidnapped and executed by the nation's government. Each of the game's characters and missions is weaved into an intricate web of stories and secrets, while the protagonist himself, while having a distinct personality as well, has no personal ties to any of the game's events besides just trying to do his job as best he can. He's a sympathetic character who forms bonds with everyone he protects, but is also sort of an "everyman" with no emotional attachment to the plot, only the characters.

Guardian is released on March 2, 2010, and gets excellent reviews upon its release. It features good (but not great) graphics, but the game's voice acting, storyline, and motion controls get high praise, and it ends up being one of the biggest new iTwin IP launches of the year. Sales are good at release and hold quite steadily, with the game's excellent reception ensuring a sequel.

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The Conduit 2: Aliens Among Us

The Conduit 2 is an FPS published by Apple and is the sequel to 2008's hit title The Conduit. Continuing directly from the events of the first game, The Conduit 2 sees Secret Service agent Alan Rickard returning as the primary protagonist, teaming up with terrorist-turned-secret agent Elayna to battle an alien horde that's invaded Earth. This alien invasion is much more subtle than the ones presented in games such as Encounter or The Covenant: the aliens don't turn their weapons on humans right away, but instead seek to ingratiate themselves to humanity while infiltrating its institutions, and the game plays out much like the classic mini-series V meets The X-Files, with Rickard and Elayna mostly spending their time taking out aliens who are serving in capacities such as business or government leaders. Like its predecessor, The Conduit 2 features plenty of puzzles, and also has some stealth elements, while incorporating the motion-controlled dual wielding of the previous game. It features improved graphics over its predecessor, and some faster paced gun battles, with the added ability to team up with partner Elayna to cover each other's backs or pull off some slick gunplay moves. Most of the game's missions (which total 17 in all), have two primary objectives, one of which usually involves installing something or reaching a certain point, while the other usually involves killing a target. Sometimes the game mixes this formula up, but for the most part, each of the missions has fairly similar goals, but the circumstances surrounding those goals can change dramatically, making most of the game's missions seem fairly fresh despite their at times formulaic nature. Despite the player not being able to control Elayna, she's every bit Rickard's equal, and is better than him in some aspects, including sneaking and hacking. The player never has to worry about rescuing her, and even if she gets "killed" in combat, she'll usually get back up immediately after the current firefight is over. Sometimes Elayna will separate from the player and go off to do her own thing, and Rickard will be required to coordinate his activities with hers, or wait for her to trigger a switch or open up an area. Other times, it'll be the other way around: Elayna will take a more hands-on role while the player as Rickard must flip switches or find something and bring it back to her. The game's primary antagonist is an alien diplomat who was in charge of the previous truce between humans and aliens: while the diplomat at first seems to have good intentions, as it turns out he was merely hoping to lure humanity into complacency so it could be conquered and harvested later. After Elayna and the resistance, with Rickard's help, foiled his plans, he attempted another subtle invasion of Earth, and Elayna and Rickard spend most of the game trying to track him down and prove his duplicitousness. The game's final mission does see an overt war launched against humanity by the aliens, and the two agents must infiltrate the alien mothership and destroy it. After the aliens are foiled, they return to their home planet, and Earth seems safe, with the game ending as Earth is invited into a galactic confederation. However, subtle clues throughout the game hint that this confederation may not be what it seems, leaving a slight sequel hook for a third game.

The Conduit 2 is launched on March 23, 2010. As a big tentpole shooter with escort features, the game is compared in many ways to Guardian. In some aspects, including graphically, it's better, but the gameplay and storyline aren't quite as well received, and overall, review scores come in good but not quite as good as those for Guardian. It is considered to be better than the original by most critics and fans, and sales in the first week are quite good, making it the biggest iTwin launch of 2010 thus far. The success of both Guardian and The Conduit, which are both Teen-rated shooters that push the edge of that rating, continue to establish the iTwin as a system for all kinds of players, young and old, with a wide variety of games and a focus on gameplay. The success of the games, both of which have traditional control schemes but feature better motion controls, also helps to establish that motion controls are the preferred way to play most iTwin games, and while it's too late in the iTwin's lifespan for Jobs to consider scrapping his rule that all iTwin games are required to include a traditional control option, it does come into consideration that the iTwin's successor needs to continue with motion controls and require them for certain games.
 
Guardian is a third person shooter for the Apple iTwin that features a series of missions in which the protagonist, an agent with a secret peacekeeping organization, is tasked with protecting different VIPs, each of whom plays a role in keeping world peace and preventing an evil terrorist group from causing chaos and destruction. There are six VIPs in all to protect, each of whom has their own story, set of skills, and character traits, and each of whom the player character gets to know quite well over the course of the story. The game gives the player two options of control schemes: a traditional scheme utilizing a normal controller, or a motion control scheme which features a wide variety of different actions to perform and a finely-tuned aiming system. While playing the game with traditional controls is quite fun and good enough, the motion controls make Guardian one of the most immersive experiences to date on a home console, with dozens of different actions able to be performed both in combat and outside of it. The protection missions themselves, which do take the form of escort missions (with each protected person having a lifebar and ending the game immediately if they're killed), are much less frustrating than they might seem at first, due to all of the escorted characters having extremely sophisticated AI. Some will help fight back against the enemy, some are quite good about hiding, and still others know intricacies about the various locales that can directly help the player in combat. In addition, not all of the VIPs are targeted with lethal force: in some cases, the enemy will attempt to capture them, and they can actually be rescued if the player is quick enough, though again, it does cause a game over if the enemies manage to get that character taken away completely. The player has some options in how they wish to interact with the VIPs, from professional to friendly to downright hostile, which can sometimes affect the VIPs behavior. Each of the VIPs is designed to be a complex character and oftentimes endearing to the player, so that the player actively cares about protecting them. There are few if any cases where a VIP will act in such a way that will get them killed, though in a few cases they sometimes take unnecessary risks. The VIPs include a scientist responsible for curing a deadly plague, an ex-soldier who holds valuable military secrets, a highly intelligent polyglot diplomat, an accused war criminal who might be able to help catch an even worse war criminal, a celebrity popstar who has become embroiled in an international incident, and finally, the President of the United States himself in the game's final mission. Each of the missions is connected to each other, all of them related to a much more important mission, with each of the six VIPs ultimately playing a role in how the game's storyline will ultimately wrap up. The ex-soldier is actually one of the game's primary antagonists, though this is only revealed quite late into the game, and even this soldier has a sympathetic backstory and a reason for assisting the game's ultimate villain, a terrorist warlord who seeks to prevent a peace conference because he believes it will cause a nation accused of genocide to get away scot-free. This nation is connected to the war criminal from the fourth mission, while the celebrity popstar has been working to expose this nation's crimes because one of her friends was kidnapped and executed by the nation's government. Each of the game's characters and missions is weaved into an intricate web of stories and secrets, while the protagonist himself, while having a distinct personality as well, has no personal ties to any of the game's events besides just trying to do his job as best he can. He's a sympathetic character who forms bonds with everyone he protects, but is also sort of an "everyman" with no emotional attachment to the plot, only the characters.
A game of nothing but escort missions...That is good.
 
Hey, @RySenkari, have you had a chance to check out my ideas for the Disney Parks ITTL in PM? (I only ask again because I'm worried that the last one got lost in a sea of comments.)

Great update by the way. Loving how motion controls are being handled ITTL.
 
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