Can 343 Industries Continue Success of Halo Franchise with “Halo 4”?

Written by: Brendan Nienhaus

After years in development, “Halo 4” is set to be released in November. But can 343 Industries continue previous developer Bungie’s success with the popular Halo Franchise?

The Halo Franchise has been a gaming fixture for over ten years since the release of “Halo: Combat Evolved” in November 2001, recording sales in the billions in the many gaming iterations and spin-offs that include books, an animated feature and even action figures. But the driving force behind all of this success has been the development team at Bungie, the creators of the Halo Franchise. Now, over ten years later, a new developer takes over the reigns of publisher Microsoft‘s billion dollar gaming franchise: 343 Industries.

343 Industries was created by Microsoft to take over the Halo franchise shortly after Bungie and parent-company Microsoft split after the release of “Halo 3” in 2007, Bungie going on to form Bungie LLC. Microsoft, however, did manage to maintain the intellectual rights to the highly profitable Halo franchise as well as a minority stake in Bungie, so the studio continued to collaborate with Microsoft on two more titles in the Halo Universe, “Halo 3: ODST“(2009) and “Halo: Reach“(2010), before finally handing over the Halo Franchise to 343 Industries for “Halo 4”.

343 Industries wasn’t left without a few of the original members of the Halo development team as some members of Bungie elected to join the new gaming studio to remain with the Halo Franchise, including 343 Industries’ Frank O’Connor, the franchise development director for “Halo.” O’Connor had this to say in a recent interview about 343 Industries work on the new Halo title:

” There’s a few ex-Bungie people at 343, but the vast majority of people are new, but they’re all old to Halo. Every single person came to the interview because they had some passion for Halo. Normally you can’t chose your family, but in this case, we could. And they also bring in different cultural experiences, different technological experiences, different design ethics and visions. So we have this incredible melting pot of passionate Halo fans with incredible new ideas and brilliant new approaches.”

So it appears that 343 Industries is confident that they’ve brought together a team capable of handling the pressure of creating the next installment of the Halo franchise, but what about the game itself?

Microsoft and 343 Industries have promised some exciting new elements to the gameplay of Halo in its newest title as well as brand new enemies to keep players interested in the franchise. One of these new gameplay elements is the Spartan Ops mode. Spartan Ops is a co-op narrative series that serves as a secondary campaign to Halo 4’s single player campaign, offered in weekly episodes, much like a television show.

“It is like a TV show you can play,” O’Connor said. “I’m really hoping for water cooler moments where people gather to talk about — not what they watched on TV — but what they did in the game, like plummeting to their doom. This seems like it could be an exciting addition to the Halo franchise, but the real news is about the new enemies in the franchise, called the Prometheans.”

The Prometheans are AIs of ‘Forerunner’ construction, the same beings who built the Halos present in the first games. Some of the  types that have been announced are the Promethean Crawlers, Promethean Watchers and the Promethean Knights. The Crawlers appear to be the most basic of enemies, mechanical quadrupeds capable of attacking from a distance or up close, and in numbers. The Watchers are flying machines that detach from Knights and heal and augment allies, as well as deflect ordinance(i.e. grenades) using a gravity beam. Finally the Knights are heavily armed bipeds that seem to fill a similar role as the Covenant Elites, attacking from range and with melee weapons. These enemies promise to offer interesting combat situations for the gamer to engage in and hopefully offer new, exciting gameplay components.

So has 343 Industries created a Halo game that lives up to the expectations set by their predecessors at Bungie? We will just have to wait until the release of “Halo 4,” November 6, to find out.

Making Money the League of Legends Way

Dreamhack Festival 2011

The central floor at Dreamhack 2011

Written by: Nick Mingay

SACRAMENTO – E-sports has become a sensation and streaming online games such as League of Legends is a viable source of revenue for professional gamers.

The gaming community has exploded in the past decade with the introduction of MMORPG’s (Massively Multiplayer Online Role Playing Games) and RTS (Real Time Strategy) games. It is not only playing the games that has infiltrated pop culture, but the streaming of live gameplay has become all the more prevalent. Players of games such as League of Legends, Starcraft II and Counter Strike sit in from of their computers or have parties not to play the game, but to watch it being streamed by professional players.

League of Legends seems to be the most commonly streamed game. It is not the most popular game in  big tournaments put on by Major League Gaming or the massively successful Dreamhack, but the fans of LOL, as it is known, is growing by the day.  Many of the professional League of Legends players stream for a majority of the day seven days a week. They play advertisements during downtime and make money depending on how many viewers they have at the time.

Streamers can get a free program to broadcast their games, Xsplit seems to be the most popular. From there, they need only to sign up with a streaming website, Ow3ed.tv or Justiv.tv are the two most commonly used.

Own3d.tv is by far the most popular streaming website for professional players. The site hosts the players streams and provides a platform for them to make money off the stream by playing the advertisements set up by Own3d.

Streamers are paid for how many viewers they have at the given time of advertisements. For every advertisement played per 1000 viewers, the streamer gets three dollars. This may not seem like a lot, but the most popular players have an average of 10,000 viewers watching while they are online. That means $30 for each ad played.

The ads are often played in sets of three, so for every three adds the streamer can make $90. They can play the ads as much as they like, but most play a set of three once every half hour or so.  Not a bad payout for playing a game you love.

The hardest part about streaming to make money is to capture your audience. Many of the professional players are known from international tournaments. Anyone just coming into a stream will have to grab the attention of viewers through wit, banter, well played games and a great music selection while they stream. The biggest key to keeping and growing an audience is keeping them entertained during downtime. This can be done with Youtube videos, discussion of the last game or game mechanics overall and have music running in the background.

Online streaming does not seem to be a consistent way to make money in the future because of the dynamic nature of competitive gaming, but for the professional League of Legends players it seems to be a great way to enjoy what you do for a living.

 

Casual Gaming Appeals to Women

Women are increasingly drawn to casual gaming

When we think of video games, we generally think of boys—or young slacker men—shooting ‘em up, mowing ‘em over, and gawking at the curvaceous cartoony women gracing the screen for hours on end. In fact, researchers from the Stanford University School of Medicine have shown that the part of the brain that generates rewarding feelings is more activated in men than women during video game play. If the man (or boy) in your life is “hooked” on gaming, this probably explains why. However, women are increasingly drawn to video games, although generally of a different sort known as casual games.

As reported in the New York Times, a recent Consumer Electronics Association (CEA) study found that 65 percent of women in the 25-34 age bracket play video games. The key factor involved with these findings is the increasing popularity of casual games. Casual games typically are played on a personal computer or online, although they now are trending on game consoles and smart phones as well. The typical casual gamer is older and more predominantly female.

Microsoft’s Solitaire was likely the first known casual game. Similarly, Tetris was originally bundled on the Game Boy and its popularity made Nintendo’s portable gaming system a success. Bejeweled is a current casual game played widely on smart phones and on Facebook. In fact, Facebook hosts a number of casual games that have become a firestorm of mostly female casual players; Farmville alone has over 63,000,000 active users every month.

Women gamers are also increasingly drawn toward adventure and hidden object games, generally played on PCs and consoles. Many of these games are much like an interactive mystery novel that involves exploring spooky settings, gathering inventory of useful items to manipulate in order to escape from jams, and solving cryptic puzzles. These games are usually non-violent and feature interesting characters, intriguing storylines, and excellent graphic artwork. Engaging examples of these games include Benoit Sokal’s Syberia with its amazing, lush graphics and mesmerizing story; and the point-and-click Carol Reed Adventure series that take place in Sweden with actual local photography used as backdrops and real people (not models or graphics) as characters. These casual adventure games are deceptively serene as evil lurks around every shady corner.

While casual games are not exclusively women’s domain, they are the backbone of increased gaming popularity from this sector. And it appears that the part of the brain that generates those rewarding feelings isn’t just for men anymore.