Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Wednesday, February 24, 2016

The man who made 'the worst video game in history'


Howard Scott Warshaw

The video game of Steven Spielberg's ET is considered to be one of the worst of all time and has even been blamed for triggering the collapse of Atari. Howard Scott Warshaw, the gifted programmer who made it, explains how it was rushed out in a matter of weeks - and how he feels about those events in California now.
Spielberg was unimpressed.
"Couldn't you do something more like Pac-Man?" he asked.
It was July 1982 and Atari, then one of the world's most successful tech companies, had just paid a reported $21m for the video game rights to Spielberg's new blockbuster, ET the Extra-Terrestrial.
Howard Scott Warshaw was the programmer tasked with designing the game.
"I was stunned," says Warshaw. "Here was Steven Spielberg, one of my idols, suggesting that I knock off the game! My impulse was to go, 'Well, gee, Steven, couldn't you make something more like The Day The Earth Stood Still?'"
Magazine advert for ET the video game
Warshaw's stock was high at Atari. The 24-year-old had just finished the video game of Spielberg's Raiders of the Lost Ark. Spielberg considered Warshaw a "certifiable genius" and 36 hours earlier Warshaw had been hand-picked for their next collaboration.
"It was a day that will live in infamy in my life forever," says Warshaw. "I was sitting in my office and I get a call from the Atari CEO. He said, 'Howard, we need the ET video game done. Can you do it?'
"And I said, 'Absolutely, yes I can!'"
Games for the Atari 2600 were distributed on cartridges that took weeks to manufacture. If ET was to be in the shops for Christmas, Warshaw had a tight deadline.
"The CEO goes, 'We need it for 1 September.' That left five weeks to do it! Normally it'd be six to eight months to do a game, not five weeks.
"Then he said, 'Design the game and on Thursday morning, be at the airport and there will be a Learjet waiting to take you to see Spielberg.'
"I'm not sure exactly what I was full of but whatever it was, I was overflowing with it."
Steven Spielberg and Howard Scott WarshawImage copyrightDave Staugas
Warshaw drew up his pitch to Spielberg, and travelled from the Atari headquarters in Sunnyvale, California to Los Angeles. His idea was an adventure game in which the player had to help ET phone home by collecting components to make an inter-planetary telephone. The player would have to dodge government agents and scientists in order to complete the mission.
"I got down to Spielberg and I laid out the whole design," he says. "I told him, 'I think it's really important that we do something innovative. ET is a breakthrough movie and I think we need a breakthrough game.'
"I talked him out of the idea of a Pac-Man knock-off. But the key was to design a game that I could deliver in five weeks."
Screenshot from ET the video game
Atari needed ET to be a hit. In 1982 sales had reached a peak of $2bn but the company was losing market share to home computers like the Commodore 64, which could do more than play games.
"It was the hardest I've ever worked on anything in my life," says Warshaw, who was the game's sole programmer. "I started working at the office but after a while I realised there was a problem; I still have to go home to sleep and eat occasionally.
"So we had another development system installed in my house so that I would never be more than two minutes away from working on the code except when I was driving.
"There was a manager who was assigned to make sure I was eating so that I'd be able to keep going.
"When it came to the end of the process, my reaction was, 'Wow, I did it!'"
Screenshot from ET the video game
Atari ordered an initial run of four million copies and budgeted a reported $5m on what would be, at the time, the biggest-ever advertising campaign for a video game.
"ET needs help from his human friend - and that's you!" read the magazine ad. Television commercials ran for weeks. Spielberg himself appeared in a promotional video, whilst Warshaw was flown to the London premiere of ET and given a seat in front of the Princess of Wales.
"The bosses believed that as long as we put anything out the door with ET's name on it would sell millions and millions," he says.
To begin with, the game was "right up there on the Billboard top sellers" but word began to spread that there were serious problems.
Howard Scott Warshaw
Image captionHoward was flown to the London premiere of ET in December 1982
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Howard Scott Warshaw
"It was a finished game but it certainly wasn't perfect," Warshaw says. "There were too many opportunities where you could suddenly wind up in an odd situation. That was too much for a lot of people and caused them to put the game down."
Players complained that the ET character would inexplicably fall into pits and get stuck. As one 10-year-old told The New York Times: "It wasn't fun."
Screenshot from ET the video game
Image captionOne of the infamous pits that players had trouble avoiding
Atari soon realised that ET was not going home. In early December 1982 it announced "disappointing" sales for the year and the value of its parent company Warner Communications plunged. The results triggered steep drops in the value of other video game makers.
"After the Christmas season it was starting to come back from retailers," says Warshaw. "It still sold nearly 1.5 million units, but when you needed to sell four million, that's not good enough."
By the second quarter of 1983, Atari's parent company announced losses of $310m.
"Things just started to unravel," says Warshaw. "It's awesome to be credited with single-handedly bringing down a billion-dollar industry with eight kilobytes of code. But the truth is a little more complex."
Consumers were turning to the home computer and the market was saturated with video games. In a bid to avoid collapse, prices - and much of the workforce - were slashed. But it was futile and in July 1984 Warner offloaded Atari for $240m.
"I took some time off to recover from the whole experience," says Warshaw. "I went into real estate for a couple of years and hated it.
"Eventually I went back to technology, returning to video games as a manager and director, but it had lost the charm by then."
Creatively unfulfilled, Warshaw undertook projects in writing and TV production.
"I knew I was done with the industry but I couldn't envision an alternative. I became depressed."
Warshaw's solution was "to throw reason to the wind" and in 2008 he retrained as a psychotherapist.
Howard Scott Warshaw
Image captionDespite the ET fiasco, Howard designed some of Atari's best-selling games
"Maybe a part of me really wanted to compensate for all the trauma and depression I created with the ET game," he says. "But in reality it's something I always wanted to do."
Today Warshaw bills himself as The Silicon Valley Therapist, "fluent in both English and nerd". Does he use his own story of colossal failure with clients?
"Sometimes I do," he admits.
"But every therapist uses their own experience with their clients. To me it's a very natural thing. Programmers and therapists are all systems analysts. It's just that I've moved on to a much more sophisticated hardware."
In April 2014 Warshaw was given his own chance to obtain closure on the ET fiasco. A film company was making a documentary about a legend that had persisted for 30 years - that in 1983 Atari had buried truckloads of the unsold ET games in the New Mexico desert.
Dump at Alamogordo, New MexicoImage copyrightAP
Image captionIn April 2014 copies of ET were excavated from a dump in Alamogordo, New Mexico
"I never believed it, I just thought it was absurd," says Warshaw.
The city of Alamogordo granted permission for a public excavation to take place. Warshaw was invited to attend.
"When we arrived, there was a long, long line of fans from all over the country who had travelled to see this," he says. "It was an odd thing to sit there and literally watch your past being dug up."
The excavation confirmed that Atari products were indeed buried at the dump and Warshaw was filmed at the moment a battered and crushed copy of ET was pulled from the ground.
"I became extremely emotional," he says. "This little game that I had written in five weeks more than 30 years ago was still generating excitement. I was full of gratitude.
"Is ET really the worst game of all time? Probably not. But the story of the fall of the video game industry needed a face and that was ET.
"I actually prefer it when people do identify it as the worst game of all time because I also did Yars Revenge and that's frequently identified as one of the best of all time. So between the two, I have the greatest range of any designer in history!"

Thursday, June 4, 2015

Steam Machines, Steam Link, & Steam Controller Launching November 10th

For a couple of years now Valve has been developing and promoting the concept of what has become their Steam Universe. The Linux-based SteamOS running on top of console-sized Steam Machines for the living room, controlled with the Steam Controller. Now after becoming subject to Valve Time and delayed from 2014, today Valve and their partners are announcing that Steam Universe is finally launching later this year.

Steam Controller


First and foremost, let’s start with the Steam Controller. The final version of Valve’s controller is pretty much identical to what we saw at GDC 2015, featuring what has become the controller’s signature touchpads, along with an analog stick, motion controls, haptics (vibration), and what Valve is calling dual-stage triggers, all communicating with host systems over Bluetooth. Though ultimately lacking the touchscreens of Valve’s original design, the final controller retains the touchpads and the same goals Valve had held to since the start: making more traditional mouse-driven PC games playable on the couch with a controller. Valve has put up a short promotional video showing it in action, and it will be interesting to see if it works as well in real life as Valve would like it to. When not part of a Steam Machine bundle, Valve will be selling



Next up, this brings us to Valve’s Steam Machines initiative. With last year’s delays we’ve seen a few of the initial Steam Machines reissued as Windows machines in the interim, but now with Valve finally ready to ship on their end, the full collection of Machines will be available. In terms of design all of these Machines are all small form factor designs intended for the living room, with the actual designs being a mix of existing SFF designs – such as the Gigabyte BRIX Pro or the Falcon Northwest Tiki – while other designs being brand new entirely.

Meanwhile as far as performance and costs go, the initial wave of Machines run the gauntlet from low-powered, console-like computers to high-end machines that are meant to take a stab at 4K rendering. The cheapest machines start at $449, such as the Alienware in its low-end, Core-i3 powered configuration, and also the iBuyPower SBX. Meanwhile at the middle of the pack are machines like the Zotac SN970 at $999, and finally at the high-end the sky’s the limit. With many of these designs accepting desktop class CPUs and video cards, the price tag on the top configurations can go into the thousands of dollars, with Falcon Northwest quoting $4999 for what will be their top-end Tiki.

As one might expect, all of the Steam Machines are shipping with one Steam Controller, with additional controllers available from Valve for $49. Meanwhile the very first Steam Machines from Alienware and Syber are already available for pre-order from GameStop and Syber respectively, while the rest are slated to be available in November. The pre-order machines are said to be a “limited quantity” (though we don’t know just how limited), and will be shipping on October 16th, for gamers who are willing to order the machines before the reviews and formal launch. Otherwise we’re expecting to see everything else go out around November 10th.

Steam Link

Finally, we have the Steam Link, Valve’s in-home streaming receiver for Steam. Intended to be used with Steam’s existing, built-in streaming technology, the Link is designed to allow playing Steam games in other locations away from the host PC/Machines, be it things like spare bedrooms or locating the host in said spare bedroom and putting the Link in the living room. The Link features a 2x2 802.11ac for wireless connectivity, or a 100Mbit Ethernet port for wired fallback, along with a trio of USB 2.0 ports and of course the necessary HDMI port.

Valve will be selling the Link on its own for $49, while a package with the controller will be $99, and somewhat surprisingly for a consumer device these days, Valve’s even throwing in HDMI and Ethernet cables. As with the Steam Machines, the Link is available for pre-order through Valve or at GameStop, with a limited number of the devices shipping on October 16th.
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Sunday, May 31, 2015

Presidential Hopeful Ted Cruz Says He Loves Video Games

Presidential Hopeful Ted Cruz Says He Loves Video Games


It's important to know where presidential candidates stand on issues that matter to you most, what are some of their favorite games?

Presidential hopeful Ted Cruz, for example, recently said that he loves playing mobile games like Candy Crush Saga and Plants vs. Zombies. He'd play console games too, but he's worried he'll get hooked.

“I don’t have a console, mostly as a time management tool, because if I had one, I would use it far too much,” Cruz told The Daily Beast in an interview.

Cruz, a junior Republican Senator from Texas, said that some of his favorite childhood games were Galaga, Space Invaders, and Centipede.

“I was a kid growing up in the ’70s and ’80s. I had a Nintendo, an Atari,” he said. “I still remember the Christmas we got our first Pong game.”

According to The Daily Beast, Cruz's roommate in Princeton and later Harvard Law David Panton said he remembered Cruz playing Super Mario Bros. and "Japanese fighting games" through the night.

On the other side of the aisle, the William J. Clinton Library recently posted a photo of democratic presidential hopeful Hillary Clinton doing what so many others did in the early 1990s: playing GameBoy. The photo you you can see here was taken on April 6, 1993 on her flight from Austin, Texas to Washington, DC. At this time, Bill Clinton was President and she was the First Lady.

What do you think about Ted Cruz's taste in games? Let us know in the comments below.

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Thursday, May 21, 2015

Well, look at that: Spotify launches video

The world's largest subscription music service retools itself for broader appeal with new types of entertainment like videos and podcasts, as it prepares to fend off an expected rival from Apple.


NEW YORK -- Spotify is changing its tune -- from "listen up" to "look here."

In a move to appeal more broadly to consumers, the Sweden-based music service showed off new features Wednesday including video, podcasts and specialized experiences for people like runners.

During the event, Rochelle King, Spotify's vice president of design and user experience, demoed a carousel of playlists that will be tailored to particular members on a new "Now" start page, including video clips from Vice News, Viacom's Comedy Central and Nerdist News. Spotify's main catalog of songs will be interspersed with these clips as well as podcast spoken-word tracks.

"There were a lot of times when people wanted to use Spotify but had to leave it to come back for five minutes or 10 minutes of entertainment," Chief Executive Daniel Ek said in an interview. "View this step as how we expand music to more places in your life."

Adding video and other types of content could encourage people to spend more time using Spotify and, in the process, generate more advertising revenue. That could help the company keep a tier that's free for you. But it also means that Spotify's format -- a monthly subscription that gives members unlimited access to songs -- will become more complicated for mainstream consumers to understand.



The move also repositions Spotify before Apple launches its own subscription service based on Beats Music, part of its $3 billion purchase last year of headphone maker Beats. Apple is expected to relaunch the subscription service next month at its annual Worldwide Developers Conference.

Spotify is the biggest service of its kind by listeners, but its rapid growth has been matched by ballooning losses -- 162 million euros last year, or more than $180 million. Part of the reason is most of its users remain on its free, ad-supported tier rather than subscribing for $10 a month, which generates more revenue per user. Digital video could make the ad-supported free service more profitable. Prized by advertisers for how it commands viewers' attention, digital video saw ad spending more than double on mobile devices and jump 38 percent on desktop computers in the US last year, according to researcher eMarketer.

Spotify already has video ads. By including videos people theoretically want to watch, the company can better ensure that people are actually watching the commercials, rather then simply hearing them as the service plays in the background.

However, making Spotify a source for more diverse entertainment risks confusing consumers unfamiliar with the new model of charging a monthly $10 subscription for all the music they want to hear. Spotify identifies its core users as tech savvy early adopters and people who are dogged music fans -- but that leaves a wide swath of mainstream consumers untapped. Will those potential new customers be confused about what they're being asked to pay for if Spotify has comedy clips from Comedy Central shows and news segments from Vice News?

Ek said the new features work toward Spotify's goal of offering a more personalized experience. "Maybe you won't watch the comedy clip, but we will learn that, and we will take it away from you if it's in the way for you," he said.

Apple's entrance into subscription music, which it resisted for years, has the potential to both harm and help rivals like Spotify. Apple will become an intimidating direct competitor, with a globally recognized brand and an established relationship with music buyers worldwide through its years as the primary purveyor of digital downloads through iTunes. Yet one of the most difficult challenges for upstarts like Spotify has been educating mainstream consumers about what a subscription music service is; Apple launching such a product will go a long way toward informing the masses about this model.

Also on Wednesday, Spotify unveiled other new features, including one designed to find soundtracks for people out on a run, based on their gait, as determined by motion sensors in their smartphone.

The new Now experience will begin rolling out Wednesday to iPhone users in the US, UK, Germany and Sweden, with more markets and platforms to follow in the near future. Spotify Running will start rolling out to iPhone users globally Wednesday.

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Thursday, April 23, 2015

YouTube turns 10: The video site that went viral

YouTube is the Web's de facto home for video. But 10 years ago, online video was anybody's game. As it celebrates a decade offering us everything from new celebrities to cat videos, YouTube has become a premier destination for content. Here's how it got there.



Ten years ago today, a startup called YouTube uploaded its first video.

Co-founder Jawed Karim, in a private test of the fledgling service's capabilities, posted a short video of himself at the San Diego Zoo. The 18-second clip shows Karim unenthusiastically noting how elephants have "really really really long, um, trunks. And that's cool. And that's pretty much all there is to say."

Actually, there's a lot to say. From that modest beginning, a mammoth has evolved.

It's difficult to overstate just how big YouTube is: By the time you finish watching Karim's "Me at the zoo," other YouTube viewers around the globe will have collectively watched more than seven years worth of video. In the time it takes to watch that test video two more times, about 12 days of footage will have been uploaded to Google's video site.

Today, YouTube attracts more than 1 billion unique visitors a month -- or one out of every seven people on the planet. And that audience is helping create online stars. Today's fastest-rising celebrities aren't coming out of Hollywood. They're teens hamming it up or breaking it down in front of the computer to create a new kind of entertainment.


That dominance wasn't a foregone conclusion. In 2006, Google paid $1.65 billion for YouTube, which was founded by Karim along with entrepreneurs Chad Hurley and Steve Chen. The sheer might of its parent, though, didn't guarantee success. (How frequently do you check your Google+ social network, for example?) Several factors early in YouTube's existence played out in its favor and set it on the path to becoming the biggest media platform on the planet.

"No one organization has done more for creatives in the whole history of humanity than Google or YouTube," said Will Keenan, who heads the US digital division of television production giant Endemol.

Utilitarian start

YouTube's main attraction at first wasn't the videos you could watch but the files you could store online. The founders wanted to create an easy way to share videos, not necessarily a place to sit back and let others watch them. At a time when video files were large and online storage capabilities for them were scarce, YouTube's appeal was in its role as an early version of now popular cloud-based service Dropbox.

"People were already videotaping at that time, but they had no way to store that content," recalled Zefr cofounder Rich Raddon, whose company helps studios manage their copyrighted material on YouTube. "It was more of an archivist point of view."

Here, Google's resources were key.

"They were really able to benefit from Google's scale," said Laszlo Bock, Google's head of human resources. Bock started at Google in 2006, the same year the search engine bought YouTube. For Google, the challenge was finding a balance between getting involved enough to be helpful but not a hindrance.

One of Google's perks was its arsenal of technology. The infrastructure needed to sustain heavy usage was daunting for a startup but not for one of the Internet's biggest companies.

"It was necessary that the platform got bought early by Google because the sheer costs to store and code and stream all that video were massive," said Raddon. Google's data centers around the world distributed content to make it quick to access so viewers didn't have to wait for videos to load. "When you hit play, there isn't that much buffering because that content had been spread out, localized throughout the world."

The un-TV

YouTube was one of many sites striving to be the the Web's home for free video. One way it set itself apart was by letting its users figure out what the site should be, rather than prescribing that YouTube should feel like "real" television.

"A bunch of services out there, they really thought they were going to be TV," said Jim Louderback, who ran multichannel network Revision3 and is now an editorial director of the VidCon conference on online video. "YouTube looked at themselves and said, 'What's going to make it easy for people to share video? We're going to let it be what it is."'

That democratic approach extended to elements reminiscent of social networks. Unlike the inherent distance that rests between TV and its audience, performers and viewers on YouTube could form interactive online communities. YouTube's most successful "creators" quickly learned that being accessible and authentic on the platform was crucial for building a fan following.

In fact, some of YouTube's most memorable videos are of a tearful teen defending Britney Spears and a gangly graduate student singing a song called "Chocolate Rain" in a Barry White-like voice.

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