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Stanley Pierre-Louis interview: ESA CEO digs into its first digital E3

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Stanley Pierre-Louis is CEO of the Entertainment Software Association.

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The Electronic Entertainment Expo (E3) disappeared from the landscape during the pandemic, as it just wasn’t possible to gather 65,000 people in downtown Los Angeles last June. The Entertainment Software Assocation (ESA) canceled the event outright, but this year it will hold an all-digital E3 from Saturday June 12 to Tuesday June 15.

Industry stalwarts such as Microsoft (with Bethesda), Ubisoft, Square Enix, Capcom, Bandai Namco, and Take-Two Interactive are showing up at the online event to reveal their big games coming out this year or later.

I spoke about the event with ESA CEO Stanley Pierre-Louis, the game publisher trade group that puts on the show. We talked about the structure of the new digital E3, which will have 40 or so companies present on a back-to-back schedule from Saturday through Tuesday. Pierre-Louis said it was important to get the big companies there as well as to show some diversity through the indies who will be on the digital stage for the first time. He talked about the fact that the digital show will reach wider crowds than ever around the world through streaming partners, and he shared some of the ESA’s policy priorities and diversity focus. We even talked a bit about the trade show metaverse.

We also touch on the absence of Sony, Activision Blizzard, and Electronic Arts as well as the value of showing up at a time when all the world’s eyeballs are on games. One of the new things this year is a virtual expo floor as well as an awards show that comes at the end of E3.

Before E3, we’ll see today’s Summer Games Fest created by Geoff Keighley, who isn’t part of the big show this year. But GamesBeat will be there. I’m moderating a session with some familiar names on Saturday morning on the official E3 channel, and Jeff Grubb and Mike Minotti of GamesBeat will have a podcast at 2:45 p.m. Pacific time on Saturday on the official E3 channel.

Here’s an edited transcript of our interview.

Above: Stanley Pierre-Louis is CEO of the Entertainment Software Association.

Image Credit: ESA

E3 2021

GamesBeat: How is your first digital event turning out?

Stanley Pierre-Louis: We’re excited about the show and about being able to present a different E3 for audiences around the world.

First and foremost, we’re happy to be having an E3 together. Last year we had to cancel because of COVID. Everyone understood that. One thing we heard from media and from fans was that it would be great if we could convene around an event. E3 seems to be doing that. It’s the center of gravity for our events, and we’ve seen others trying to draft off of it, because it has the force of bringing people together. We’re excited that it is that center of gravity. We have great companies participating — Xbox, Nintendo, Capcom, Square Enix, Warner, Ubisoft. We also have indies participating. That’s exciting.

The other thing is, because this is a digital program, we’ll have additional programming around it, including some panel discussions about games and game development, also about topics of the day. We’re trying to do it in a light fashion. We want to reflect what the community is talking about, but we also want to honor the spirit of E3, which is to celebrate games and have fun. For the first time we’ll have hosts. Since this is a four-day event, we thought it would add some continuity to have people guide us through the experience.

We’re excited about seeing how that goes and what learning we can have for future E3s that will probably, necessarily, have to be hybrid in some way. People appreciate a live event and being able to convene, but more people want to access it than can get to it. If we can work out the right formula to reach audiences in a broad way and an exciting way, while preserving the excitement of being together in person, that would be an ideal outcome for E3.

GamesBeat: How many companies are participating? How does that compare to the 2,000 companies that usually used to arrive?

Pierre-Louis: There are around 40 companies participating in some way, shape, or form. In this kind of setting, that makes a lot of sense, because it’s sequential, as opposed to simultaneous, the way it would be with a physical event. It also allows for a diversity of presentations, what people are sharing and what they want the audiences to know today versus later. They have to think about how they sequence their announcements all along. Different companies now have different product release dates, game release dates and the like. E3 has been able to fit into their marketing cycles, which we’re excited about. We’re also looking to use E3 to share messages about who we are as a community. All those things make for an exciting show.

E3 2019

Above: We won’t be in L.A. to see signs like this for E3 2021.

Image Credit: Dean Takahashi

GamesBeat: That process of narrowing down to about 40, was that a painful one? Or did you wind up having fewer people rushing in to do this?

Pierre-Louis: Different companies had different experiences with their digital presentations. Some hadn’t done them before and some had done them before. We were able to bridge gaps with those who wanted some of the expertise our team could bring, but also harness the power of some of the brands that do this uniquely well on a global stage. It’s a mix of various needs, and we were excited about the companies who wanted to participate and engage in this digital format. We’ll take that learning into the next E3 to see what works and if we want to carry over, particularly for the audiences who can’t make it.

GamesBeat: I’m glad to see the representation of indies in the show. That should generate some goodwill, I think.

Pierre-Louis: They’re doing a lot of exciting things in terms of distribution, in terms of monetization. A lot of good and different stories will get showcased because of E3 that otherwise might not have been.

Who’s missing?

GamesBeat: Is it still tough to not have EA and Activision Blizzard and Sony there?

Pierre-Louis: We want to provide a platform for the companies who find the value in marketing in this fashion. As the ESA, we want to make sure that all of our members, but also all video game companies, have a platform to showcase video games. Being able to showcase the positive power of games writ large is a very great story for our industry to be able to tell, and E3 plays a key role in that. We want to make sure we’re providing that platform.

GamesBeat: The argument in favor of participating, I guess, would be that there’s more eyeballs on games during this week than a lot of other times, and so it’s good to participate, because you’ll be part of that.

Pierre-Louis: What E3 does, and what convening all these companies in one place does, is it brings your audience and it brings other audiences to what you’re doing. That’s one of the big values of E3 in any year, but particularly in this year, when it’s digital, being able to harness various audiences is exciting. Gamers love particular games. We all love games, but people also have games that they play with friends or with family or on their own. Bringing that passion to games you may not be aware of, or companies you’re not as familiar with, is exciting. E3 provides that opportunity in a condensed way.

GamesBeat: Based on what you know, what are you looking forward to? What’s interesting to you about the presentations?

Pierre-Louis: I can’t speak to the presentations, because I think we’ll all get to see them together. What I like is that there’s a variety, and so there’s something for everyone. As I mentioned, we have triple-A titles and we have indie titles. Providing opportunities for them to co-exist and get billing on this platform in a way that’s unique for E3 is exciting. We’ll also have these conversations that reflect a lot of what’s going on today. That’s an innovation that’s different than in previous years. We had panel discussions in the past. They weren’t on the main stage. They were mainly focused on particular games that were in development. This will have more variety in the kinds of conversations that happen. And of course we’ll have hosts. I love the fact that there’s a variety of presentations and programming, and that we’re allowing people to join in this unique way.

Looking back

Fortnite booth at E3 2019

Above: Fortnite had a big booth at 2019’s E3.

Image Credit: Dean Takahashi

GamesBeat: Looking at the contrast between this year and last year, was it simply more experience with digital that prompted you to go ahead with it this time?

Pierre-Louis: Last year we cancelled in March. That left a very limited window in which to organize an E3. That was true for the companies as well. For them to figure out what to showcase — many of these companies are thinking about E3 six, eight, 10 months out. And not just E3. I should say they’re thinking about their product release cycle months in advance. Switching to a new format means you have to think about how this impacts the rest of your cycle. Last year, it was just the timing crunch that made it difficult to organize all the companies who wanted to participate.

We had more time this year. We were also able to make an earlier decision that this would be a digital show, given the risks of trying to plan an in-person event, even 10 months out. Once we made that decision, it crystallized for folks, what the opportunity would be and how they could organize around a digital show.

GamesBeat: There are some new things here. You have the official awards show. GamesBeat gets to do a session, which is nice. What sort of thinking went into the things that are new for digital?

Pierre-Louis: We wanted to harness the things that people liked about E3 proper, but also some of the things they were looking for in E3, to see how it works in this format. It’s a different kind of programming, and it shines a light for the audience on what the media reviewers are anticipating in the game releases for the coming year. We wanted to bring in a lot of what people see at E3, even if it hasn’t been part of traditional E3, and see how it resonates and whether it’s something we continue in the physical format. This is an audience that’s not shy about sharing its feelings and ideas about the presentations, and we want to harness that to make sure that we’re producing and reflecting a program that’s in tune with where the audience is.

The weekend experiment

Bethesda's event at E3 2019

Above: Bethesda had its own event at E3 in years past. This year, it’s part of Microsoft’s.

Image Credit: Dean Takahashi

GamesBeat: The weekend format, does that suit consumers a bit better, so they don’t have to watch during work?

Pierre-Louis: It’s one thing we wanted to try and see how it works. Doing it over the weekend allows people to engage at a deeper level. We also saw that some of the presentations over the past year were done on weekends, so we’re trying to harness a bit of all of that.

GamesBeat: The schedule came in kind of hot. Is it a bit like herding cats, trying to get all the companies to commit to times?

Pierre-Louis: We like to share what we’re cleared to share. How’s that? We want to ensure that each of the presenters, each of the participants in the program, are able to market the way they want to market, and that also allows people the ability to see what’s coming when.

Gamifying the expo

GamesBeat: There was meme about sharing personal information with E3 on Twitter. What was some of the thinking around gamifying the expo and participation there?

Pierre-Louis: Let me talk a bit about the portal. One innovation we wanted to try was to see if people had an interest in connecting with one another as part of the show, and also gamifying part of it to see if that resonated with the audience. No personal information is being shared. There is the capability of participants to create avatars or profiles and connect with people who may have like interests. They share as much or as little information as they want, and only that gets shared, but no personal information gets shared with others. It’s a profile you create as you want, and you can withdraw at any time. You can go on as your avatar and talk to people in that fashion.

There was some confusion about the issue of personal information. Really, it’s not — it’s just the information you want to share in the “About Me” section with anyone who may want to connect with others who have similar interests. There will be some forums where people can connect and talk about some of the issues of the day, or some of the panels or some of what they’re seeing. It was an opportunity to see if people had that interest. We’ll listen to the feedback and see where it leads.

The trade show metaverse?

The metaverse is ready for you -- if you are prepared to be responsible.

Above: The metaverse is ready for you — if you are prepared to be responsible.

Image Credit: Unit 2 Games Limited

GamesBeat: With the gamification, was there any exploration of the whole metaverse idea that we like to talk about? Could we do a gaming event that should be fun and should be entertaining inside some kind of virtual place? I don’t know if you’ve explored that and found that we’re not quite there yet, but is there interest in heading that direction?

Pierre-Louis: We certainly weren’t taking a foray into the metaverse per se, because that’s such a complex undertaking. Given that we’re the leaders in this space, all the work that goes into it and how complex it is, putting that together for a four-day event would be tough. But there is this concept of, could you do a show within a show? Or within a platform that’s interesting? That’s an intriguing idea. It’s not something we explored for this year, but I do think there are some interesting opportunities to explore what gamification means for this kind of an event. Our intent was really to allow people to connect with one another and build communities, more so than entering into the metaverse.

GamesBeat: It feels like the trade show format has the opportunity to go deeper into that area than we are today: the interactivity, being able to do meetings with people in the expo, taking that step in that direction. I’d be interested to see where the thinking goes, what kind of feedback you get, and what happens next year and in years beyond.

Pierre-Louis: We’re trying a few different things to see what works. We’re excited to see what the fans have to say. But we know that today’s savvy user engages online in multiple ways. They like being part of communities. They also enjoy connecting with other people and learning what they’re seeing, hearing their opinions, sharing memes. E3 is thinking about all of these things, but we’re trying to execute at the highest level on what we can do at the highest level.

The ESA’s policy focus

The darker areas have the most video game jobs.

Above: The darker areas have the most video game jobs.

Image Credit: ESA/Teconomy Partners

GamesBeat: Is there a point where you get a chance, during these four days, for the ESA to get its message across? Where are you doing that? 

Pierre-Louis: We’re using E3 mainly to market, but we will have opportunities within some of the panel discussions to talk about who we are as a community. More about the conversations of the day than about, “These are our top five policy priorities.” When you’re trying to showcase what’s best in games and where we’re going as an industry — we want to make sure we’re reflecting the conversations people are having, but we also want to make sure that what makes E3 fun stays fun. What makes E3 exciting stays exciting. That’s a focus on games, game development, product releases. Our focus is on ensuring that message gets out.

GamesBeat: So it’s not going to be a policy event. But speaking of policy, though, are there things on your mind that you’d like to get across? Things that are priorities for the game industry now.

Pierre-Louis: One of the things that has come out of the pandemic is the fact that games meant so much to people. In many ways it has enlightened people to the power that games have, the healing power of games, the connectivity of it, the fun it brings. Many policy makers are seeing games in a different light, and that allows us to do our jobs more effectively. If you had a kid or a cousin or another family member playing games, and you saw how meaningful that was, how meaningful that community was, it changes your perspective on where games are. We also have more people coming into office who played games growing up. They have a very different view of games than those who were in office 20 or 30 years ago. That’s been exciting.

We’re continuing to focus on all the federal and state issues we care about, everything from intellectual property protection and trade and privacy to ensuring that the marketplace allows for experimentation in how we deliver our content and services to consumers. We continue to do all those things. But the pandemic has created more of an understanding around games and what they do.

We’ve also had positive stories around the economic impact of the video game industry on jobs, on creating opportunities for people in different industries, through our economic report. That meant something to people at a time when they were looking for a positive story out of the pandemic. Games being a part of the positive cycle was meaningful to people.

More diversity

ESA Foundation scholars at E3 2019.

Above: ESA Foundation scholars at E3 2019.

Image Credit: ESA Foundation

GamesBeat: Will this schedule in some way reflect some of that emphasis on talent and recruiting and diversity that you’ve been talking about a lot?

Pierre-Louis: There will definitely be discussion in some way, shape, or form around diversity, equity, and inclusion within E3, in some of those discussions. We thought it was important to showcase where our industry is and what our thinking is. Not as ESA, but as the people who make up the industry. We think it’s important to highlight those conversations so that we as a community can acknowledge where we are and where we can go, and that it’s part of all the things we care about. We’ll definitely take moments to showcase those things.

GamesBeat: What do you think absorbing all of the change in the industry that’s happening now, all the deal-making that’s happened — Ed Fries was telling me that he was in contact with 80 or more game-focused venture funds now. From a couple of different sources, I hear that the first quarter’s worth of deals for acquisitions, investment, and public offerings was greater than it was for all of last year. It’s this unprecedented amount of financial activity around games and the industry now. What do you think about what’s happening?

Pierre-Louis: Our ambition, our focus as ESA tends to be more on policy issues than economics. The only observation I’ll make is that investors are always looking for growth opportunities, and if they’re coalescing around games, then it means that from their perspective, the trend of growth will continue. It’s unclear whether the same case will continue from this past year, but the trend lines for over a decade have been growth. They must be seeing the same things that our industry has been seeing.

Gaming conquers all

More data on gamers

Above: More data on gamers

Image Credit: ESA

GamesBeat: Are we fairly confident when we say that gaming is the biggest entertainment industry now, in many different ways of looking at it?

Pierre-Louis: I’ve heard it explained that way. I’m trying to answer this in the right way. The video game industry — I don’t know where we stand with respect to all of television. And when I say that I mean all the streaming services and everything else. I don’t know how you bundle all of those. But when you talk about the traditional media and traditional modes of entertainment that people gravitate toward, gaming is the largest medium. Whether you look at it by revenue or by number of people who are playing, which is 1-in-3 around the world, it’s an enormous amount of people playing games. It’s certainly the largest form of entertainment when you look at it through traditional means.

GamesBeat: I thought you were going to say, “We’ve done a slam dunk on Hollywood.”

Pierre-Louis: I don’t know how you gauge that. I can’t tell you how Netflix and Hulu and all of those combine. That creates a new window for a lot of programming. I don’t want to overstate the case if I don’t have those numbers. But some people will say it’s the largest in the world period. Depending on how you define it, that’s a true statement.

GamesBeat: It’s a good time to be in the industry.

Pierre-Louis: It is. And it’s a great time for people who love games to be in games, because great games are still coming out, as we’ll see at E3. There’s a lot to come, even though we have a great store of games already. There’s even more coming.

GamesBeat

GamesBeat’s creed when covering the game industry is “where passion meets business.” What does this mean? We want to tell you how the news matters to you — not just as a decision-maker at a game studio, but also as a fan of games. Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will help you learn about the industry and enjoy engaging with it.

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Tech

Coromon will bring its Pokémon-plus-puzzles game to Nintendo Switch in Q1 2022

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Coromon will bring its Pokémon-plus-puzzles game to Nintendo Switch in Q1 2022

Elevate your enterprise data technology and strategy at Transform 2021.


Coromon twists the Pokémon formula with how it approaches dungeons, customization, and puzzles for its monster-taming gameplay. It’s already been announced for PC and mobile, and during the Freedom Games 2021 Showcase at the digital Electronic Entertainment Expo (E3) today, developer TRAGsoft said Coromon is coming to another platform: the Nintendo Switch.

This feels like a good fit, as Coromon sports visuals similar to the early Pokémon games and is also about, you know, catching monsters. TRAGsoft has added a puzzle layer; as you explore maps, you find yourself dealing with these little brainteasers. And when your monsters level up, you can play with their statistics, giving it more RPG depth and other monster-taming games.

Your character works for a high-tech company, and your goal is to extract Titan Essences from the world. As the name implies, Titans are larger beasts you find in dungeons, and you and your monster teams must defeat them to get the essences and learn more about these “cornerstones” of the world.

“And this journey will lead you into a story of full plot twists that are full of interesting events and side quests to do,” TRAGsoft’s Marcel van der Made said. He’s the CEO and story writer for the studio, along with being the “Second Ridiculously Ambitious Guy.” (TRAGsoft stands for “Two Ridiculously Ambitious Guys.” Van der Made is the second, and fellow CEO and programmer Jochem Pouwels is the first).

TRAGsoft has been working on Coromon for over seven years, and the project is the result in part for their fondness for the Game Boy, Pokémon, and grand adventures with puzzles like Zelda.

“We love games and spent thousands of hours playing those games,” Marcel van der Made said. “Why not make a game with every the aspect we love and put that together for the ultimate RPG experience. That’s how Coromon came to life.”

And, of course, leads to the studio name “Two Ridiculously Ambitious Guys.”

Full of potential

Above: You can tweak your Coromon’s stats.

Image Credit: TARGsoft

Colors show how strong your Coromon can be. Two may be of the same species, but one may be brown, and the other is purple. This is part of TRAGsoft’s potential system. Coromon gain XP as they fight, and you can use those points to customize their stats. Van der Made says you can do that to make one a glass cannon (meaning with powerful attacks but weak health and defense), or make one that soaks up enemy damage.

It also has a shiny system (this reminds me of foils in Pokémon card packs), which plays into how you allocate a Coromon’s stats. They come in three versions as well: normal, potent, and perfect (think of these as the evolutions in Pokémon).

Nice work if you can get it

final 60b8fc88992b5a00293fad5a 655395

Above: You’d better not say, “I choose you, Pikachu” in Coromon.

Image Credit: TARGsoft

In games like Pokémon or Monster Rancher, you’re goal is to be the best trainer or collector you can be. And while that’s an important aspect of Coromon as well, you’re also working for a big company. You get paid for your endeavors, and along the way, you encounter other employees who are there to help you.

“They actually pay you to battle,” van der Made said. I dig this, as one of my few gripes with Pokémon is starting every adventure at home and getting a goodbye from your mom. “There’s even an outer space aspect to it, you’ll find out from the story itself.”

Puzzles and traps

As we explored a sandy dungeon, we encountered some dart traps. This is all about timing, avoiding the darts as you make your way through that part of the maze. Some of these dart traps have patterns you must watch for. Other traps include trapdoors, and some of these combine to make for some nasty tests. You also have buttons to move walls. None of them are difficult, but they do require you to pay attention to your surroundings and break the gameplay loop of finding and fighting monsters.

Coromon

Above: As you explore dungeons, you’ll find some traps.

Image Credit: TARGsoft

“[The puzzles” should be accessible enough so that you can find out [the solution] yourself. And some have people who are there to explain the mechanics,” van der Made said. “Some of the puzzles are really rewarding. You get a special item to solve puzzles that aren’t really required to progress any further. We’re really trying to make it accessible, but also complex enough for those who like exploring.”

The name game

Coromon has more than 120 creatures. Coming up for names for that many monsters could be tough, especially when you want to avoid using any that sound like names from Pokémon.

Turns out the TRAGsoft team enjoyed it.

“That’s really fun process, actually. We have brainstorms with about three people working on it. Sometimes you just get a beer and have a long brainstorm session on it,” van der Made said.

They’d look at monster designs and come up with ideas (some funny) until they found those that worked for them. One aspect of the localizations of Coromon is that you don’t need names that translate well from one language to another; you just use a good name from that language for the monster. They do try to stay away from certain pronunciations, as that can make it harder for naming three varieties of the same creature.

The studio also did some naming contests with its community.

Correction, 1:30 p.m.: Fixed the studio name to TRAGsoft throughout. I apologize for the error.

GamesBeat

GamesBeat’s creed when covering the game industry is “where passion meets business.” What does this mean? We want to tell you how the news matters to you — not just as a decision-maker at a game studio, but also as a fan of games. Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will help you learn about the industry and enjoy engaging with it.

How will you do that? Membership includes access to:

  • Newsletters, such as DeanBeat
  • The wonderful, educational, and fun speakers at our events
  • Networking opportunities
  • Special members-only interviews, chats, and “open office” events with GamesBeat staff
  • Chatting with community members, GamesBeat staff, and other guests in our Discord
  • And maybe even a fun prize or two
  • Introductions to like-minded parties

Become a member

Continue Reading

Tech

Mythical Games launches early access for Blankos Block Party

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Mythical Games launches early access for Blankos Block Party

Elevate your enterprise data technology and strategy at Transform 2021.


Mythical Games has launched early access on the PC for its Blankos Block Party open-world multiplayer game, which offers unique game characters authenticated with nonfungible tokens (NFTs).

The Los Angeles-based Mythical Games is pioneering the idea of “playable NFTs,” using that technology to uniquely identify game characters so players can truly own them. NFTs use blockchain, the secure and transparent digital ledger, to authenticate unique digital items. Just last week, Mythical raised $75 million from WestCap and others to pursue the larger opportunity to license its NFT technology to other game companies.

CEO John Linden made the announcement today in a talk at the Electronic Entertainment Expo (E3) event, which is an all-online trade show. The company revealed some major fashion, music, and art collaborations for Blankos Block Party. It has deals with Burberry, DeadMau5, Quiccs, and El Grand Chamaco. The E3 talk included numerous artists talking about the potential they see in the blending of NFTs, art, and games.

“We’re moving the game into early access, which is exciting, and adding a lot of new features in the game itself,” said Linde, in an interview with GamesBeat. “The MMO hub has been redesigned. Deadmau5 is going to be involved. Burberry is going to be announcing their first NFT. And we have a lot of great artists involved too.”

Rob Manley, chief marketing officer at Burberry, said in the E3 talk that being a part of the gaming community is a big opportunity and it represents the company’s first move into NFTs.

Above: Burberry and Blankos have teamed up.

Image Credit: Mythical Games

Blankos Block Party has vinyl-style game characters who you earn (through gameplay), buy, or sell. It has begun testing its marketplace where players can buy and sell their characters, which can be customized or decorated with various things earned in the game.

The NFT craze

John Linden is CEO of Mythical Games.

Above: John Linden is CEO of Mythical Games.

Image Credit: Mythical

Mythical is one of many game companies offering a “play-to-earn” opportunity for gamers, enabling them to earn money from the time and investments they put into the game. NFTs have exploded in other applications, such as art, sports collectibles, and music. NBA Top Shot (a digital take on collectible basketball cards) is one example. Built by Dapper Labs, NBA Top Shot has surpassed $500 million in sales, five months after going public. And an NFT digital collage by the artist Beeple sold at Christie’s for $69.3 million. But more recently NFTs have seen price declines as some say that the hype is running out of steam.

While many NFT projects have been dismissed as overhyped schemes to get rich quick, Linden said in an interview with GamesBeat that the company wants to drive mass adoption of ownership in games through playable NFTs.

The playable NFTS in Blankos Block Party have the same utility as any character or accessory you might buy or earn in another game, but because of the blockchain technology behind them, players actually own what they buy and can sell them in real-money transactions when they no longer want or need them, unlocking the value of their time and money spent.

NFT marketplace

blankos 7

Above: Blankos Block Party’s marketplace.

Image Credit: Mythical Games

Pre-blockchain, players invested billions of dollars into digital items in other online games without a tangible way to benefit from it beyond gameplay advantages (or just showing off their bling); content remains locked behind their account because their purchase is really just a lease or licensing agreement, with no capability to transfer or sell, Mythical said. And while other secondary marketplaces have existed in the form of gray markets and black markets, players who participate are exposed to unsafe transactions, scams, and even the threat of losing their accounts for terms of service violations, the company said.

“The marketplace is where they can sell things,” he said. “Our accessories are still curated. But what the players can do then is, with most of the characters, players can now customize so they can level them up. We’ll keep adding things into this world. ”

Linden said that the various brands will have a lot of options for their NFT characters. They can limit the number of them or the time period in which they’re sold to create scarcity. They can also offer them at different prices. What’s different about this game is that blockchain enables provenance, or the capability to trace the history of an NFT. That means that brands can get paid a percentage of the sale price every time one of their NFT characters changes hands. And so they can benefit from a rise in price for an object over time.

You can buy Mythical's blockchain-based limited items for $25 to $150.

Above: You can buy Mythical’s blockchain-based limited items for $25 to $150.

Image Credit: Mythical Games

But the tech isn’t really easy to create. Mythical Games has more than 100 employees, and it has been working on its tech and game for three years, Linden said. Adding NFTs to a game means that a company has to create a digital wallet for players to securely hold their digital property. It sits on top of a blockchain platform, and that platform often has to be modified to reduce transaction costs, speed up transactions, and use less energy than the likes of Bitcoin and Ethereum. All of that takes engineering work, and Mythical is still hiring.

On top of that, Mythical Games is talking to other game companies to license its platform to them so that those game companies can create their own games with playable NFT characters.

Mythical wants to drive mass adoption of ownership in games through playable NFTs with the growth of its first game, Blankos Block Party; expansion to other gaming platforms; and new projects launching later this year and in 2022. Via its Mythical Economic Engine and Mythical Marketplace, the company says it is providing a platform for game developers to create their own player-owned economies, as well as new tools for content creators and brands to facilitate ownership of in-game assets.

Through the Mythical Marketplace, players can unlock the value of monetary, rarity, and time-based efforts by selling their NFTs to other players for real money, in safe and secure transactions with proof of authenticity.

Early access and influencer events

blankos 6

Above: Blankos Block Party has a marketplace for NFT characters.

Image Credit: Mythical

In the open beta for Blankos Block Party, Mythical has enabled player-designed levels. Players hold more than 100,000 NFTs; as the game’s audience continues to grow, earlier assets and specialized releases will become more scarce and likely more valuable in the secondary market, creating rarity on a mass-market scale and providing new sources of income for players.

Mythical streamers include KarlNetwork, Captain Sparklez, and KaraCorvus. Folks can tune in on Friday, June 18 to watch and even join some of their favorite streamers in Blankos and they can get a chance to get a playable NFT Twitch Drop.

Mythical's marketplace for the Blankos Block Party game.

Above: Mythical’s marketplace for the Blankos Block Party game.

Image Credit: Mythical

Mythical will work together with Deadmau5 (Joel Zimmerman) on a Blanko and accessory package modeled after his beloved cat, Professor Meowingtons, and the infamous deadmau5 helmet. This will drop in summer 2021.

Burberry will do a Blankos NFT drop, releasing this summer as a way to reach gamers. And Mythical is also working with Marathon Clothing, a brand owned by the late rapper Nipsey Hussle. They will work together on Blankos-related gear later this year.

And Mythical is working with El Grand Chamaco, an illustrator based in the small village of Los Ramones. El Grand Chamaco’s artworks are inspired by his Mexican roots, adopting the colorful vibrant palette of the culture into his 3D graphics. After years of perfecting his style, he gained his fame as a prominent illustrator and character designer—reimagining pop culture characters into his own depiction. And Mythical is working with Hackatao, an artist duo born in Milan in 2007. Hackatoo has pioneered crypto art since 2018.

alex pardee

Above: Alex Pardee is an artist who hopes to benefit from the NFT art craze.

Image Credit: Mythical Games

Blankos Block Party and the Mythical Marketplace are built on a private EOSIO blockchain using a proof of authority model that is more environmentally friendly and sustainable than the proof of work model (neither the game nor Blankos NFTs require any crypto mining). With Blankos Block Party and its Marketplace, Mythical aims to drive mass adoption of ownership in games through NFTs and blockchain technology, opening the door to a new kind of global game economy where creators are owners and players are asset holders. Mythical has raised $120 million to date and it has more than 100 employees.

Players can sign up now to join Blankos Block Party in early access on PC. The Mythical Marketplace, where players can buy and sell Blankos in peer-to-peer transactions for real money, is in its alpha phase and will continue rolling out to players this summer.

Linden said the game has had very good key performance indicators (KPIs) during its beta testing.

“We’re really taking the wraps off of all the fun stuff you can do in the game,” he said.

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Tech

Intellivision Entertainment wants to own retro couch gaming

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The Intellivision Amico has a wood-paneled VIP model.

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Intellivision Entertainment CEO Tommy Tallarico made his pitch to gamers today to own the couch when it comes to retro console gaming, talking about the Intellivision Amico console in a speech at the online-only Electronic Entertainment Expo (E3) today.

Intellivision has had to postpone its launch twice now, and its latest plan is to launch the Amico on October 10, about a year after it originally planned. Tallarico said the pandemic forced the company to postpone its launch, but it also gave the company an opportunity to get more games in place for its launch.

The focus is “that friendship, that multiplayer, that couch co-op experience,” he said.

The Amico has a Qualcomm Snapdragon processor, and its focus will be to enable multiplayer games that you can play with your friends in the same room, on the couch, like Tallarico used to do when he was young. The curvy, wedge-like console’s design is supposed to be friendly and accessible. They intend for the console to be something you can use right off the bat, and it isn’t aimed at the more limited audience of hardcore gamers. He thinks this is complementary to other consoles, and so he doesn’t view others as competition.

It’s not about screaming graphics, but having a good time with fun, simple, casual games that you can play with your friends.

A time machine

Above: The Intellivision Amico has a wood-paneled VIP model.

Image Credit: Intellivision

The original Intellivision is a game console from Mattel that gave Atari a run for its money in the early 1980s. It was more advanced than the Atari 2600, with better graphics, and it even had simple voices in some games.

Tallarico has been in the video game industry for 32 years, and he created the “oof” sound that became the signature sound for Roblox games. Tallarico, who created the Video Games Live concert series, announced in 2018 that he had acquired the rights to the console and its original games and planned to relaunch Intellivision as a retro brand.

He has rounded up many of the original Intellivision’s game creators. They’re remaking some of the original games for the old Intellivision, such as Breakout, but with modern designs.

Amico is the Italian word for “friend,” and October 10 is the birthday of Tallarico’s sister. “My mother is very proud,” Tallarico said.

A crafted console

Intellivision has a network of retailers who will sell the Amico.

Above: Intellivision has a network of retailers who will sell the Amico.

Image Credit: Intellivision

The machine has 40 independently controlled LEDs on the console base and 12 LEDs on each console controller, for a total of 64, product development director Todd Linthicum said. That provides for an endless amount of expression through lighting.

Some games will correlate colors on the controller’s lights with gameplay. The console’s wedge shape enables you to see the lights from all angles, and you can adjust the brightness of the LEDs or turn them off. The controllers can charge in 2 hours, and batteries last 4-6 hours.

The controllers have color capacitive touchscreens, gyroscopes, force feedback, speakers, microphones, and wireless contact charging. Two controllers nest inside the console base, which enables them to charge. You can also charge a controller with a USB-C cable. The controllers have four shoulder buttons and a touch wheel with a button. A Home button lets you pause or exit a game easily. The controller can be moved in 64 directions and the controller screen has touch sensitivity. If you take a controller to a friend’s house, you can play all the games that you own on your console on your friend’s machine.

The Amico has an HDMI out port, a USB-C connector, a power connection, and a microSD expansion slot for more memory. You can store up to 50 games on the device. Radio frequency identification (RFID) connectivity offers a new way to unlock features in games or to interact with the console. You can simply take an object like a gift card and tap it on the console to unlock something. Intellivision will talk more about boxed games later. There are no loot boxes or in-app ads. But there are online leaderboards where you can check your score against others.

Game lineup

Intellivision is targeting the Amico at families for couch play.

Above: Intellivision is targeting the Amico at families for couch play.

Image Credit: Intellivision

Tallarico mentioned some of the games that will be coming for the Amico.

The list includes:

  • Earthworm Jim
  • Night Stalker
  • Incan Gold
  • Shark Shark
  • Spades
  • Cornhole
  • Astro Smash
  • Retro Reimagined
  • Breakout
  • Asteroids
  • Tempest
  • Missile Command
  • Burger Time
  • Bump and Jump
  • Cloudy Mountain
  • Sesame Street
  • Care Bears
  • Finnegan Fox
  • Bomb Squad
  • Space Strikers
  • Rigid Force Redux Enhanced
  • Dyno Blaster
  • Major League Baseball
  • Blank Slate
  • Telestrations
  • Flying Tigers

The brands making games for the Amico include Hot Wheels and the Harlem Globetrotters, and there will be games based on charades, soccer, pool, card games, skiing, and more.

And he said the original Ecco the Dolphin team to create a new game called Dolphin Quest.

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GamesBeat’s creed when covering the game industry is “where passion meets business.” What does this mean? We want to tell you how the news matters to you — not just as a decision-maker at a game studio, but also as a fan of games. Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will help you learn about the industry and enjoy engaging with it.

How will you do that? Membership includes access to:

  • Newsletters, such as DeanBeat
  • The wonderful, educational, and fun speakers at our events
  • Networking opportunities
  • Special members-only interviews, chats, and “open office” events with GamesBeat staff
  • Chatting with community members, GamesBeat staff, and other guests in our Discord
  • And maybe even a fun prize or two
  • Introductions to like-minded parties

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