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	<title>Gaming Podcast &#187; DLC</title>
	<atom:link href="http://gamingpodcast.net/category/dlc/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamingpodcast.net</link>
	<description>Welcome to gamingpodcast.net</description>
	<lastBuildDate>Thu, 17 May 2012 00:24:04 +0000</lastBuildDate>
	<language>en</language>
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	<copyright>2006-2010 </copyright>
	<managingEditor>dschommer@gamingpodcast.net (Jennifer and Derrick Schommer)</managingEditor>
	<webMaster>dschommer@gamingpodcast.net (Jennifer and Derrick Schommer)</webMaster>
	<category>video games</category>
	<ttl>1440</ttl>
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		<title>Gaming Podcast</title>
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	<itunes:subtitle>Podcast on recent gaming news, community feedback and game history.</itunes:subtitle>
	<itunes:summary>The TD Gaming Podcast: Podcast on recent gaming news, opinionated game reviews and game history.</itunes:summary>
	<itunes:keywords>gaming podcast, review, nes, xbox 360, playstation, microsoft, sony, nintendo</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:category text="Games &#38; Hobbies" />
	<itunes:author>Jennifer and Derrick Schommer</itunes:author>
	<itunes:owner>
		<itunes:name>Jennifer and Derrick Schommer</itunes:name>
		<itunes:email>dschommer@gamingpodcast.net</itunes:email>
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		<item>
		<title>Guitar Hero World Tour Day One DLC</title>
		<link>http://gamingpodcast.net/2008/10/09/guitar-hero-world-tour-day-one-dlc/</link>
		<comments>http://gamingpodcast.net/2008/10/09/guitar-hero-world-tour-day-one-dlc/#comments</comments>
		<pubDate>Thu, 09 Oct 2008 20:31:05 +0000</pubDate>
		<dc:creator>Derrick Schommer</dc:creator>
				<category><![CDATA[Accessories]]></category>
		<category><![CDATA[Activision]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[guitar hero world tour]]></category>

		<guid isPermaLink="false">http://gamingpodcast.net/?p=549</guid>
		<description><![CDATA[How can Guitar Hero compete with Rock Band given Rock Band&#8217;s got early drumming and vocal adopters? By promising awesome content and enforcing that fact that they too, have downloadable content (DLC). Not only do they have DLC, but they&#8217;ll have DLC on launch day. Of course, they could have tossed some fluffy songs out [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=f13a5d07fed45998b47da991880e168a&amp;default=http://www.gravatar.com/avatar/a4f3d3cf4c97198778cf300dee04893a?s=80&r=g' alt='No Gravatar' width=80 height=80/><p>How can Guitar Hero compete with Rock Band given Rock Band&#8217;s got early drumming and vocal adopters? By promising awesome content and enforcing that fact that <em>they too</em>, have downloadable content (DLC). Not only do they have DLC, but they&#8217;ll have DLC <strong>on launch day.</strong><img class="alignright size-full wp-image-551" title="boston" src="http://gamingpodcast.net/wp-content/uploads/2008/10/boston.jpg" alt="" /></p>
<p>Of course, they could have tossed some fluffy songs out there for the first day or &#8220;promised&#8221; 20 downloadable songs which we&#8217;ve yet to get confirmation e-mails on using a big registration code. But, they&#8217;re starting out strong with a serious showing. We&#8217;re talking about:</p>
<ul>
<li> <strong>Rock and Roll Band</strong> by Boston</li>
<li><strong>Hot Blooded</strong> by Foreigner</li>
<li><strong>Jessie&#8217;s Girl</strong> by Rick Springfield</li>
</ul>
<p>With respect to these initial songs, it&#8217;s obvious their targeting the 30 somethings looking for some nostalgic feeling (more than a feeling?!) These are considered the <em>Classic Rock Track Pack</em> and you can buy them individually as well.</p>
<p>That same week we&#8217;ll get a few more track packs and songs including &#8220;No Rain&#8221; by Blind Melon which is an epic song for all instruments. We see this being well received and will spur some initial pre-sales now that we&#8217;ve got confidence we&#8217;re getting a rocking set list and additional content in the form of DLC that&#8217;s worth buying.</p>
<p>Read on for their full press release!</p>
<p><span id="more-549"></span></p>
<p><strong>R.E.M., BLIND MELON, METALLICA, AND CLASSIC ROCK ANTHEMS HEADLINE LAUNCH WEEK LINEUP FOR GUITAR HERO® WORLD TOUR</strong></p>
<p><strong>SANTA MONICA, CA – October 9, 2008 –</strong> With music ranging from one of the first and most influential alternative rock bands, R.E.M., to the timeless GRAMMY® award-winning rock anthem “Jessie’s Girl” by Rick Springfield, Activision Publishing, Inc. (Nasdaq: ATVI) today announced a rich and diverse lineup of launch week downloadable content for the highly-anticipated Guitar Hero® World Tour.  Available exclusively on Xbox LIVE® Marketplace for the Xbox 360® video game and entertainment system from Microsoft for two weeks starting October 30, the R.E.M. Track Pack features three songs, which can also be downloaded as singles, from the band’s newest album, Accelerate, “Horse to Water,” “Man-Sized Wreath” and “Supernatural Superserious.”</p>
<p>Available at the launch of Guitar Hero World Tour is the Classic Rock Track Pack that offers fans three rocking party anthems “Rock and Roll Band” by Boston, “Hot Blooded” by Foreigner and “Jessie&#8217;s Girl” by Rick Springfield, also available for download individually.</p>
<p>Created specifically for Guitar Hero World Tour, the Guitar Duels, original compositions by Ted Nugent and Zakk Wylde, will be available for free at launch to download and play outside of the Career.</p>
<p>The 1990’s era-defining “No Rain” by alternative rock group Blind Melon will be available as downloadable content during the launch week of Guitar Hero World Tour.  The breakthrough single off the band’s quadruple platinum, self-titled album reached No. 1 on the U.S. Mainstream Rock and U.S. Modern Rock charts and firmly planted the group in 1990s pop culture.</p>
<p>Fans who have been shredding to Metallica’s critically acclaimed Death Magnetic on Guitar Hero® III: Legends of Rock since its day-and-date release with the album need not purchase the album again as it is forward compatible and will integrate seamlessly with Guitar Hero World Tour.  The Death Magnetic downloadable album, compatible with both Guitar Hero III: Legends of Rock and Guitar Hero World Tour, will continue to be available for download on Xbox LIVE Marketplace for Xbox 360 and in the PLAYSTATION®Store for the PLAYSTATION®3 computer entertainment.</p>
<p>The R.E.M Track Pack, Classic Rock Track Pack and “No Rain” single will be available for download on Xbox LIVE Marketplace for Xbox 360 and in the PLAYSTATION®Store for the PLAYSTATION®3 computer entertainment.</p>
<p>When the house lights go down on October 26, a new generation of guitarists, drummers and fearless frontmen will come together and rock with Guitar Hero World Tour.  The latest installment in the #1 best-selling video game franchise of 2007, Guitar Hero World Tour transforms music gaming by expanding Guitar Hero’s signature guitar gameplay into a cooperative band experience that combines the most advanced wireless controllers with new revolutionary online* and offline gameplay modes including Band Career and 8-player “Battle of the Bands,” which allows two full bands to compete head-to-head online for the first time ever.  The game features a slick newly redesigned guitar controller, drum kit controller and a microphone, as well as an innovative Music Studio music creator that lets players compose, record, edit and share their own rock ‘n’ roll anthems.  Music creators will also be able to share their recordings with their friends online through GHTunesSM where other gamers can download and play an endless supply of unique creations.</p>
<p>Guitar Hero World Tour is being developed by Neversoft Entertainment for the Xbox 360® video game and entertainment system from Microsoft and PLAYSTATION®3 computer entertainment system.  The Wii™ version is being developed by Vicarious Visions.  The PlayStation®2 computer entertainment system version is being developed by Budcat. The game is rated &#8220;T&#8221; for Teen by the ESRB.  For more information on Guitar Hero World Tour, please visit <a href="http://worldtour.guitarhero.com" target="_blank">worldtour.guitarhero.com</a>.</p>
<p><strong>About Activision Publishing, Inc.</strong><br />
Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment and leisure products.</p>
<p>Activision maintains operations in the U.S., Canada, the United Kingdom, France, Germany, Ireland, Italy, Sweden, Spain, the Netherlands, Australia, Japan and South Korea.  More information about Activision Publishing and its products can be found on the company&#8217;s website, <a href="http://www.activision.com" target="_blank">www.activision.com</a>.</p>
]]></content:encoded>
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		<item>
		<title>Rock Band 2 DLC For Wii</title>
		<link>http://gamingpodcast.net/2008/10/03/rock-band-2-dlc-for-wii/</link>
		<comments>http://gamingpodcast.net/2008/10/03/rock-band-2-dlc-for-wii/#comments</comments>
		<pubDate>Fri, 03 Oct 2008 14:03:04 +0000</pubDate>
		<dc:creator>Derrick Schommer</dc:creator>
				<category><![CDATA[DLC]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[DSi]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[rock band 2]]></category>

		<guid isPermaLink="false">http://gamingpodcast.net/?p=506</guid>
		<description><![CDATA[Although it&#8217;s cute to say, the truth of the matter is this: Rock Band 2 for the Wii has DLC. We&#8217;re talking full online downloadable content matching the behavior of the Xbox 360 and PlayStation 3. Why is this significant? The Wii has been the bastard child of rhythm music playing since its inception. If [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=f13a5d07fed45998b47da991880e168a&amp;default=http://www.gravatar.com/avatar/a4f3d3cf4c97198778cf300dee04893a?s=80&r=g' alt='No Gravatar' width=80 height=80/><p><img class="alignright size-full wp-image-69" title="rockband2" src="http://gamingpodcast.net/wp-content/uploads/2008/06/rockband2.jpg" alt="" />Although it&#8217;s cute to say, the truth of the matter is this: <em>Rock Band 2</em> for the Wii has DLC. We&#8217;re talking full online downloadable content matching the behavior of the <em>Xbox 360</em> and <em>PlayStation 3</em>. Why is this significant?</p>
<p>The <em>Wii</em> has been the bastard child of rhythm music playing since its inception. If you&#8217;ve got the Wii and one of the other consoles (sans PS2) you&#8217;re probably more likely to purchase for the 360 or PS3 because you can extend the game with great downloadable songs. Breathing new life into your console one dollar at a time can be a life saver if you don&#8217;t typically buy a lot of games; let&#8217;s face it, <em>Wii</em> gamers don&#8217;t buy a lot of games.</p>
<p>This news also brings on the announcement of real online play like the other consoles. The <em>Wii</em> will have online play matching that of the <em>360</em> and <em>PS3</em>; without the ability to talk to your fellow band mates we&#8217;re guessing. Is it fun to play in a band with a bunch of mutes? Better than nothing I guess.</p>
<p>This begs the question, how will it store all the DLC? As a <em>Rock Band</em> addict I must admit to having several hundred megabytes of downloadabe songs. Will this be all resident on the SD card? We also wonder, will this allow us to play<em> Rock Band</em> DLC on our <a href="http://gamingpodcast.net/2008/10/02/nintendo-dsi-new-features-same-look/" target="_blank">DSi</a> sometime in the future?</p>
<p>(Thanks, <a href="http://kotaku.com/5056299/wii-dlc-confirmed-for-rock-band-2" target="_blank">Kotaku</a>)</p>
]]></content:encoded>
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		<item>
		<title>60GB Xbox 360 Rumor Flows</title>
		<link>http://gamingpodcast.net/2008/07/09/60gb-xbox-360-rumor-flows/</link>
		<comments>http://gamingpodcast.net/2008/07/09/60gb-xbox-360-rumor-flows/#comments</comments>
		<pubDate>Wed, 09 Jul 2008 17:56:57 +0000</pubDate>
		<dc:creator>Derrick Schommer</dc:creator>
				<category><![CDATA[DLC]]></category>
		<category><![CDATA[Rumors]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[60GB hard drive]]></category>
		<category><![CDATA[disk drive]]></category>
		<category><![CDATA[storage]]></category>

		<guid isPermaLink="false">http://gamingpodcast.net/?p=102</guid>
		<description><![CDATA[The current rumor is &#8220;later this month&#8221; Microsoft will announce a 60GB model of the Xbox 360 and phase out the old 20GB product line. This was intercepted (read: leaked) from an e-mail Microsoft sent to gamestop and Blockbuster, so you can only take it as &#8220;rumor&#8221; until a real announcement. This new SKU would [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=f13a5d07fed45998b47da991880e168a&amp;default=http://www.gravatar.com/avatar/a4f3d3cf4c97198778cf300dee04893a?s=80&r=g' alt='No Gravatar' width=80 height=80/><p><a href="http://gamingpodcast.net/wp-content/uploads/2008/07/hard-disk-360.jpg"><img class="alignright alignnone size-medium wp-image-103" style="float: right;" title="hard-disk-360" src="http://gamingpodcast.net/wp-content/uploads/2008/07/hard-disk-360.jpg" alt="" /></a>The current rumor is &#8220;later this month&#8221; Microsoft will announce a 60GB model of the Xbox 360 and phase out the old 20GB product line. This was intercepted (read: leaked) from an e-mail Microsoft sent to gamestop and Blockbuster, so you can only take it as &#8220;rumor&#8221; until a real announcement.</p>
<p>This new SKU would make the gap between 20GB (small) and the 120GB (big) smaller, allowing for consumers to pick a product in the middle without spending needless cash on the 120GB version. The larger disk is great for media downloads, movie rentals on Xbox Live, but for the typical gamer it might be a bit over-done. However, with Rock Band and Guitar Hero having downloadable content (DLC) having 20GB is getting harder each month.</p>
<p>The e-mail went on to say that stand-alone purchase of the 60GB hard disk would retail for $99.99. Great news, unless you recently purchased a full priced 20GB disk. The 120GB disk would also reduce by $30.00 in response.</p>
<p>Believe it or not, it&#8217;s a rumor that continues to flow from multiple sources. Undoubtedly Microsoft is going to deny anything about it until they actually want to announce it.</p>
<p>(Thanks, <a href="http://www.1up.com/do/newsStory?cId=3168589" target="_blank">1up</a>)</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Led Zeppelin Refuses Master Tracks for Rhythm Games</title>
		<link>http://gamingpodcast.net/2008/07/06/led-zeppelin-refuses-master-tracks-for-rhythm-games/</link>
		<comments>http://gamingpodcast.net/2008/07/06/led-zeppelin-refuses-master-tracks-for-rhythm-games/#comments</comments>
		<pubDate>Mon, 07 Jul 2008 01:13:25 +0000</pubDate>
		<dc:creator>Derrick Schommer</dc:creator>
				<category><![CDATA[DLC]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[led zeppelin]]></category>
		<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://gamingpodcast.net/?p=90</guid>
		<description><![CDATA[Rhythm Games such as Rock Band and Guitar Hero will go without original masters of Led Zeppelin because the remaining band members don&#8217;t want to see their most valuable possessions in the wrong hands. For Activision and MTV, original master tracks are the most valuable asset they can get their hands on. Cover bands work [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=f13a5d07fed45998b47da991880e168a&amp;default=http://www.gravatar.com/avatar/a4f3d3cf4c97198778cf300dee04893a?s=80&r=g' alt='No Gravatar' width=80 height=80/><p><img class="alignright alignnone size-medium wp-image-91" style="float: right;" title="led-zeppelin" src="http://gamingpodcast.net/wp-content/uploads/2008/07/led-zeppelin.jpg" alt="" />Rhythm Games such as <em>Rock Band</em> and <em>Guitar Hero</em> will go without original masters of Led Zeppelin because the remaining band members don&#8217;t want to see their most valuable possessions in the wrong hands.</p>
<p>For Activision and MTV, original master tracks are the most valuable asset they can get their hands on. Cover bands work well and many do great justice (sometimes better) to the original artist but masters are where it&#8217;s at! What if those tracks are ever &#8220;lost&#8221; while mastering them for a video game?</p>
<p>Page and the crew aren&#8217;t looking to take that risk, no matter what Activision and/or MTV is ready to pay for those original tracks. Led Zeppelin is a classic rock band, perhaps stuck in old ways, but they&#8217;re lively hood is in those master tracks; it&#8217;s the heart of the <em>Led Zeppelin</em> sound.</p>
<p>To <em>Led Zeppelin</em> it&#8217;s not worth the risk in losing those masters just go get their songs in a video game.</p>
<blockquote><p>The band isn&#8217;t comfortable with the prospect of granting outsiders access to its master tapes, a necessary step in creating the games. &#8220;It ain&#8217;t about the money,&#8221; Mr. Mensch says. (<a href="http://online.wsj.com/article/SB121487474239618065.html" target="_blank">WSJ</a>)</p></blockquote>
<p>Can you fault them for the mistrust? Risking everything you&#8217;ve worked on since 1968 just to get your product in a video game isn&#8217;t an easy decision. Many folks, <em>Aerosmith</em> included, probably see this as a great opportunity to get their songs into the youth, market themselves on a new medium and make a few bucks while doing it. There is definitely going to be some ego involved with being able to see your songs grow on a brand new rock medium, but not everyone thinks the same.</p>
<p>To some artists, music isn&#8217;t all about marketing and popularity. To each his own, but it&#8217;s upsetting to know we won&#8217;t be rocking out to any classic <em>Led Zeppelin</em> with a wailing Robert Plant and beating the drums like one of the most respected drummers in the industry: John Bonham.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Viva Piñata: Trouble in Paradise</title>
		<link>http://gamingpodcast.net/2008/07/03/viva-pinata-trouble-in-paradise/</link>
		<comments>http://gamingpodcast.net/2008/07/03/viva-pinata-trouble-in-paradise/#comments</comments>
		<pubDate>Thu, 03 Jul 2008 21:30:16 +0000</pubDate>
		<dc:creator>Derrick Schommer</dc:creator>
				<category><![CDATA[DLC]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Kids Games]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Pinata]]></category>
		<category><![CDATA[Rare]]></category>
		<category><![CDATA[Release Date]]></category>
		<category><![CDATA[Viva Piñata]]></category>

		<guid isPermaLink="false">http://gamingpodcast.net/?p=86</guid>
		<description><![CDATA[Once upon a time Rare though they had a winner; a game which would end all the confusion between a hardcore console and a kiddie console. Viva Piñata was supposed to change the way we think about Xbox 360 gaming by showing off a title that would make children feel more inclined to game on [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=f13a5d07fed45998b47da991880e168a&amp;default=http://www.gravatar.com/avatar/a4f3d3cf4c97198778cf300dee04893a?s=80&r=g' alt='No Gravatar' width=80 height=80/><p><img class="alignright alignnone size-medium wp-image-87" style="float: right;" title="viva-trouble-in-paradiselogo" src="http://gamingpodcast.net/wp-content/uploads/2008/07/viva-trouble-in-paradiselogo.jpg" alt="" />Once upon a time <em>Rare </em>though they had a winner; a game which would end all the confusion between a hardcore console and a kiddie console. <em>Viva Piñata</em> was supposed to change the way we think about <em>Xbox 360</em> gaming by showing off a title that would make children feel more inclined to game on a &#8220;big boys console.&#8221;</p>
<p>Unfortunately, execution of <em>Rare&#8217;s</em> new franchise title came with a few rough patches, namely <em>Gears of War</em>. Earlier on they had press releases and conferences about how this game was going to interact with users, inspire them to watch Viva Piñata the cartoon to get new recipes for the game which would allow you to create new breeds of Piñata. There were a few flaws in the plan. They didn&#8217;t hype the game enough prior to the release and then they decided to launch the game during the over-hyped <em>Gears of War</em> title.</p>
<p>Oddly enough my children (two and four years of age) would rather watch <em>Sponge Bob</em> and <em>Dora </em>reruns than a single episode of <em>Viva Piñata</em>. I thought the show was cute and the bright colors and crazy creatures would draw children like moths to a flame, but they just didn&#8217;t care.</p>
<p>My children were too young to play the first <em>Viva Piñata</em> and it didn&#8217;t provide enough interest for them to watch me play it and invest the hours. I found the game to be creative and fun&#8230; for awhile. Once my happy little Piñatas started eating each other and fighting constantly I realized the joy was gone. If I want to listen to screaming and fighting I&#8217;ve got my own children, babysitting Piñatas in a fake garden just wasn&#8217;t doing it for me.</p>
<p>Now, <em><a href="http://en.wikipedia.org/wiki/Viva_Pi%C3%B1ata:_Trouble_in_Paradise" target="_blank">Viva Piñata: Trouble in paradise </a></em>has been given a date of September by <a href="http://www.eurogamer.net/article.php?article_id=165994" target="_blank">Eurogamer</a>. Rare is stating we&#8217;ll have 30 new Piñata&#8217;s to play with along with new environments, co-op play and other cute options. Admittingly, Drop-in/Drop-out co-op play does sound kind of neat but my emotional scares from the first title have not healed yet.</p>
<p>I was told there would be a great deal of downloadable content (DLC) for <em>Viva Piñata</em>. but found nothing available after I purchased the game and, if content exists now, I&#8217;ve long since lost interest in the game. The idea was solid, the demographic was available but the execution went flat. You cannot expect older gamers with children to believe Microsoft or Rare are planning to give us real kids games when you release a single title and show us no other kids games for two years.</p>
<p>At this point, if you&#8217;re looking for a console with more kid-friendly gaming you&#8217;re going to buy a Wii every single time. Titles on the Wii work for both young adults, teenagers, kids and older grandparents while the 360 goes strong with the 18-34 year-old male demographic.</p>
<p>If you want to be serious about bringing kids on board, <em>Viva Piñata</em> is going to need some friends not just a single sequel. Otherwise, you&#8217;re going to find out quick that the 18-34 demographic will simply nod politely and move on to their next great fix&#8230; <em>Gears of War 2</em> perhaps (November, 2008).</p>
<p>If the upcoming <em>Viva Piñata </em>franchise executes like its prior title there will definitely be some trouble in paradise.</p>
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		<title>3 Reasons Publishers Desire Us to Keep Old Games</title>
		<link>http://gamingpodcast.net/2008/07/01/3-reasons-publishers-desire-us-to-keep-old-games/</link>
		<comments>http://gamingpodcast.net/2008/07/01/3-reasons-publishers-desire-us-to-keep-old-games/#comments</comments>
		<pubDate>Tue, 01 Jul 2008 14:37:13 +0000</pubDate>
		<dc:creator>Derrick Schommer</dc:creator>
				<category><![CDATA[DLC]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[editorials]]></category>
		<category><![CDATA[publishers]]></category>
		<category><![CDATA[used games]]></category>

		<guid isPermaLink="false">http://gamingpodcast.net/?p=70</guid>
		<description><![CDATA[When we invest in a new video game we want to feel satisfied by the content supplied in the game, we want to know we&#8217;re getting our moneys worth in the investment. Publishers, on the other hand, want us to keep our old games so they stay out of the used market. A publisher does [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=f13a5d07fed45998b47da991880e168a&amp;default=http://www.gravatar.com/avatar/a4f3d3cf4c97198778cf300dee04893a?s=80&r=g' alt='No Gravatar' width=80 height=80/><p><a href="http://gamingpodcast.net/wp-content/uploads/2008/07/money.jpg"><img class="alignright alignnone size-medium wp-image-71" style="float: right;" title="money" src="http://gamingpodcast.net/wp-content/uploads/2008/07/money.jpg" alt="" /></a>When we invest in a new video game we want to feel satisfied by the content supplied in the game, we want to know we&#8217;re getting our moneys worth in the investment. Publishers, on the other hand, want us to keep our old games so they stay out of the used market. A publisher does not make a dime on used game sales. Their primary weapon to stop game sales? Downloadable Content (DLC).</p>
<p><strong>1. Publishers Spend Lots on Marketing<br />
</strong></p>
<p>A great example being <em>GTA IV</em>, hardcore gamers have a short attention span and live on hype more than physical games. Today, games live in press releases, demos, cinematic and live gameplay footage at conferences and on the web. Then, a game hits the shelves and sells millions of copies for a week or two before it&#8217;s forgotten. Publishers have marketed their game well, spent thousands on conference booths, streaming video bandwidth and rushing game demos through development and testing cycles early to get eyes on their titles.</p>
<p>Let&#8217;s face it, gamers that scrambled to buy <em>Grant Theft Auto IV</em> have moved onto the next big title or have decided to go outside for some fresh air (probably the former). Hardcore gamers consumes games like candy, sells them off for store credit and works towards their next purchase.</p>
<p><strong>2. Publishers Want Loyalty<br />
</strong></p>
<p>DLC breaths new life into old games, making them remain valuable for months after the hype and excitement has died. We&#8217;re now spending USD $60.00 for some of these new &#8220;current generation&#8221; game titles for a few days or weeks of excitement. Free downloadable content brings new reasons to play our &#8220;old stale&#8221; games and allows us to feel comfortable about our 60 bucks spent on a title.</p>
<p><a href="http://www.1up.com/do/newsStory?cId=3168483" target="_blank">Rainbow Six Vegas 2</a> is receiving a new &#8220;Fan Pack&#8221; for gamers to re-energize themselves about the &#8220;old&#8221; sequel to <em>Rainbox Six Vegas</em>. A game released in March is considered old by gamers, probably rarely played on Xbox Live anymore and needs <em>something</em> to keep the fans interested. This helps build loyalty to your product so the next franchise title which is released has a better chance of being purchased by your fan base because they can look forward to additional <em>free content </em>in the future.</p>
<p><strong>3. Publishers Hate Used Games</strong></p>
<p>Publishers are helping stick those games in the hands of the gamers for a longer period of time by supplying free add-on packs. Why would you re-sell your precious title back to the store when you could hold it and wait for potential DLC?</p>
<p>Publishers receive no revenue from the resale of a video game so it&#8217;s in their best interest to keep it out of the used markets. If there is a chance your beloved game will receive new features, at no cost to you, wouldn&#8217;t you hold off from selling it to see what&#8217;s coming?</p>
<p>Once a gamer has sold their title to a retail chain for pennies they&#8217;re unlikely to re-buy the title with the typical 80% markup when DLC arrives. They may opt to borrow a friends copy or rent the title rather than re-purchase it; neither fair well for the publisher in terms of revenue.</p>
<p>Games are expensive. Consumers must be wise to the best value in their video game titles and publishers want you to choose them for your gaming entertainment. Competition is high, profit margins are low and the market is all about sales volume. Publishers want repeat customers, people who feel their games are valuable before and after the purchase and are willing to share their loyalties with others.</p>
<p>Do you collect old console games, or do you sell them off to game stores and/or eBay? Would you consider holding off a sale if there was a great chance of new downloadable content?</p>
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		<title>Rock Band 2: Backwards Compatible DLC Too</title>
		<link>http://gamingpodcast.net/2008/06/30/rock-band-2-backwards-compatible-dlc-too/</link>
		<comments>http://gamingpodcast.net/2008/06/30/rock-band-2-backwards-compatible-dlc-too/#comments</comments>
		<pubDate>Tue, 01 Jul 2008 01:09:24 +0000</pubDate>
		<dc:creator>Derrick Schommer</dc:creator>
				<category><![CDATA[DLC]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[rock band 2]]></category>

		<guid isPermaLink="false">http://gamingpodcast.net/?p=67</guid>
		<description><![CDATA[Harmonix, MTV Games and Electronic Arts has announced their next block buster killer app: Rock Band 2. First, the most important feature is backwards compatible downloadable content. They&#8217;ve surpassed 15-million paid downloads, we want our content and we want to keep all the awesome songs for future games, else we might as well stop purchasing [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=f13a5d07fed45998b47da991880e168a&amp;default=http://www.gravatar.com/avatar/a4f3d3cf4c97198778cf300dee04893a?s=80&r=g' alt='No Gravatar' width=80 height=80/><p><a href="http://gamingpodcast.net/wp-content/uploads/2008/06/rockband2.jpg"><img class="alignright alignnone size-medium wp-image-69" style="float: right;" title="rockband2" src="http://gamingpodcast.net/wp-content/uploads/2008/06/rockband2.jpg" alt="" /></a>Harmonix, MTV Games and Electronic Arts has announced their next block buster killer app: <em>Rock Band 2</em>. First, the most important feature is backwards compatible downloadable content. They&#8217;ve surpassed 15-million paid downloads, we want our content and we want to keep all the awesome songs for future games, else we might as well stop purchasing now, right?</p>
<p>The question remains, will we want to upgrade our instruments? They&#8217;re saying we&#8217;ll have &#8220;more variety of instrument choices than ever before with new and improved drum and guitar peripherals, enhanced functionality and innovative new designs &#8211; all fully compatible with the original Rock Band instruments.&#8221; Will the enhanced instruments really want to make us go out and buy them?</p>
<p>If these new instruments are highly desirable or add any new features to the game (or make newer features &#8216;easier&#8217;) then we may be persuaded to look into new hardware&#8230;yet with Guitar Hero World Tour we&#8217;re already pressured into considering <em>another</em> drum unit.</p>
<p>So confusing, but yet so much desired. I guess that&#8217;s the love hate relationship of a gamer with a passion and a, slight, addiction!</p>
<p><span id="more-67"></span></p>
<p><strong>Entire Rock Band Downloadable Content Music Catalog Compatible with Rock Band 2</strong></p>
<p><strong>More Music, Online Modes, Features Than Ever Before With New and Improved Drum and Guitar Peripherals</strong></p>
<p><strong>Rock Band Online Music Store Passes 15 Million Paid Downloads</strong></p>
<p><strong>Rock Band 2 Makes Exclusive Debut on Xbox 360 This September</strong></p>
<p><strong>Cambridge, Mass. – June 30, 2008 –</strong> Harmonix, the world’s premier music video game company in the world, and MTV Games, a part of Viacom’s MTV Networks (NYSE: VIA, VIA.B), along with marketing and distribution partner Electronic Arts Inc. (NASDAQ: ERTS), are taking the groundbreaking music platform that forever changed the face of music video games to the next level this September with the release of Rock Band 2. With the original providing millions of players a new way to interact with the music and artists they love, Rock Band 2 is the next evolution of the franchise that redefined the standard for music games.</p>
<p>Rock Band is the groundbreaking platform that allows music fans and gamers to interact with music like never before &#8211; challenging players to put together a band and tour for fame and fortune while learning to master lead/bass guitar, drums and vocals.</p>
<p>Rock Band 2 builds upon its foundation as the first music game to introduce co-operative band gameplay, multiple instruments, a robust online multiplayer experience, an unrivaled offering of downloadable content and raises the bar by delivering an entirely new level of depth, connectivity, authenticity and features including:</p>
<p>    * Backwards compatibility with Rock Band downloadable music content. All previously purchased tracks will immediately load into your Rock Band 2 song list. No need to re-purchase or re-download.</p>
<p>    * The biggest and most diverse soundtrack ever featuring some of rock’s most prolific acts, comprised entirely of master recordings.</p>
<p>    * Major new and dynamic online modes that will connect the entire Rock Band community in more ways than ever before both locally and globally.</p>
<p>    * More variety of instrument choices than ever before with new and improved drum and guitar peripherals, enhanced functionality and innovative new designs &#8211; all fully compatible with the original Rock Band instruments.</p>
<p>    * And much more.</p>
<p> </p>
<p>&#8220;As successful as the original Rock Band continues to be, we&#8217;ve now had the benefit of the last eight months to listen to our fans&#8217; requests and to build upon that foundation,&#8221; said Alex Rigopulos, co-founder and CEO of Harmonix. &#8220;Rock Band 2 is a second-generation band game that will elevate the music game experience to the next level.&#8221;</p>
<p>Rock Band 2 will make its debut on Xbox 360™ video game and entertainment system from Microsoft this September and have an exclusive launch window in North America. Rock Band 2 will be available for additional platforms later this year.</p>
<p>“We expect Rock Band 2 to continue to drive an amazing social music experience on Xbox 360, said David Hufford, senior director, Xbox Product Management for the Interactive Entertainment Business, Microsoft. “We look forward to supporting Rock Band 2 on Xbox 360 as gamers continue to download hundreds of new music tracks from Xbox LIVE so they and their friends can perform the rock music they love most.</p>
<p>More details regarding features and music for Rock Band 2 will be revealed at the 2008 E3 Media &amp; Business Summit. Rock Band, the first installment in the franchise, garnered more than 40 awards including Game Critics Award: Best of Show E3 2007.</p>
<p>In addition, Harmonix and MTV Games today announced that The Rock Band online music store recently surpassed 15 million paid downloads since the game’s launch in late November 2007. With more than 200 tracks available to date via download purchase (complete list of tracks at http://www.rockband.com/dlc), the massive Rock Band Music Store allows players to preview and purchase downloadable individual music tracks, packs and albums from the vast selection of offerings available as they build their own custom Rock Band library.</p>
<p>Rock Band 2 is rated “T” for Teen (lyrics, mild suggestive themes) by the ESRB.</p>
<p>For more information on Rock Band and Harmonix Music Systems please visit www.rockband.com and www.harmonixmusic.com.</p>
<p> </p>
<p><strong>About MTV Networks</strong></p>
<p>MTV Networks, a unit of Viacom (NYSE: VIA, VIA.B), is one of the world&#8217;s leading creators of programming and content across all media platforms. MTV Networks, with more than 150 channels worldwide, owns and operates the following television programming services &#8211; MTV: MUSIC TELEVISION, MTV2, VH1, mtvU, NICKELODEON, NICK at NITE, COMEDY CENTRAL, TV LAND, SPIKE TV, CMT, NOGGIN/THE N, VH1 CLASSIC, MTVN INTERNATIONAL and THE DIGITAL SUITE FROM MTV NETWORKS, a package of 13 digital services, all of these networks trademarks of MTV Networks. MTV Networks connects with its audiences through its robust consumer products businesses and its more than 300 interactive properties worldwide, including online, broadband, wireless and interactive television services and also has licensing agreements, joint ventures, and syndication deals whereby all of its programming services can be seen worldwide.</p>
<p> </p>
<p><strong>About MTV Games</strong></p>
<p>MTV Games is dedicated to creating, marketing and publishing high-quality, innovative interactive products that are relevant to the MTV audience and complement the core values of the MTV Networks brands.</p>
<p>About Harmonix Music Systems, Inc Harmonix Music Systems, Inc., based in Cambridge, MA, and established in 1995, is the leading developer of groundbreaking music-oriented videogames. Harmonix was founded by Alex Rigopulos and Eran Egozy, who formed the company to invent new ways for non-musicians to experience the unique joy that comes from making music and have pioneered music and rhythm gaming in the US. For more information please visit: www.harmonixmusic.com .</p>
<p><strong>About Electronic Arts</strong></p>
<p>Electronic Arts Inc. (EA), headquartered in Redwood City, California, is the world&#8217;s leading interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTSTM, EATM, EA SPORTS Freestyle TM and POGOTM. In fiscal 2008, EA posted GAAP net revenue of $3.67 billion and had 27 titles that sold more than one million copies. EA&#8217;s homepage and online game site is www.ea.com. More information about EA&#8217;s products and full text of press releases can be found on the Internet at http://info.ea.com.</p>
<p> </p>
<p>© 2008 Harmonix Music Systems, Inc. All Rights Reserved. Harmonix, Rock Band, Rock Band 2 and all related titles and logos are trademarks of Harmonix Music Systems, Inc., a MTV Networks company. Rock Band and Rock Band 2 developed by Harmonix Music Systems, Inc. MTV: Music Television, MTV Games and all related titles and logos are trademarks of MTV Networks, a division of Viacom International Inc All other marks are the property of their respective owners. EA, EA SPORTS, EA SPORTS Freestyle and POGO are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. Microsoft, Xbox. Xbox 360 and Xbox Live are trademarks of the Microsoft group of companies. All other trademarks are the property of their respective owners.</p>
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		<title>End of 100 Million Dollar Games?</title>
		<link>http://gamingpodcast.net/2008/06/25/end-of-100-million-dollar-games/</link>
		<comments>http://gamingpodcast.net/2008/06/25/end-of-100-million-dollar-games/#comments</comments>
		<pubDate>Thu, 26 Jun 2008 03:11:13 +0000</pubDate>
		<dc:creator>Derrick Schommer</dc:creator>
				<category><![CDATA[DLC]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[costly titles]]></category>
		<category><![CDATA[gta iv]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[sales figures]]></category>

		<guid isPermaLink="false">http://gamingpodcast.net/?p=45</guid>
		<description><![CDATA[Gigaom had a great writeup about how Grand Theft Auto IV marks the end of &#8220;next generation&#8221; as we know it, stating, in more words or less, the game is a failure. GTA: San Andreas sold 21.5 million copies during its time on the shelf while GTA IV has sold roughly 9 million copies as [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=f13a5d07fed45998b47da991880e168a&amp;default=http://www.gravatar.com/avatar/a4f3d3cf4c97198778cf300dee04893a?s=80&r=g' alt='No Gravatar' width=80 height=80/><p><img class="alignright alignnone size-medium wp-image-46" style="float: right;" title="gta-iv" src="http://gamingpodcast.net/wp-content/uploads/2008/06/gta-iv.jpg" alt="" /><a href="http://gigaom.com/2008/06/18/why-gta-iv-was-the-beginning-of-the-end/" target="_blank">Gigaom</a> had a great writeup about how Grand Theft Auto IV marks the end of &#8220;next generation&#8221; as we know it, stating, in more words or less, the game is a failure. GTA: San Andreas sold 21.5 million copies during its time on the shelf while GTA IV has sold roughly 9 million copies as of June 7th.</p>
<p>Granted, the game is still on the shelves and will still get sales, but the mass of &#8220;hardcore gamers&#8221; have had their fill and either purchased it or will not. The end result? A huge tapering of sales numbers for the graphically impressive game. Take-Two spent USD $100 million to develop the game which had great opening sales records but has gone down drastically since.</p>
<p>Imagine the title gains them USD $30.00 per sale in profit (considering distributors get the game for roughly USD $45 to $48.00 USD), taking into account shipping of the product, marketing and all the materials that go into producing a copy, they&#8217;d have to sell a large quanity of game titles to break even, which I think they have done.</p>
<p>Nobody is in this industry to break even. A block buster title should make block buster profits, right? Else, why bother to spend the 100-million when a Wii title can double or triple the profits with six months of development?</p>
<p><span id="more-45"></span></p>
<blockquote><p>&#8220;Despite being part of one of the most popular video game series of all time, the arrival of GTA IV failed to boost sales of new next-generation consoles. (PS3 and 360 are defined as “next-gen” for boasting the best and latest graphics features.) Meanwhile, sales of the non-next-gen, GTA IV-less Nintendo Wii were double that of PS3/360’s numbers <em>combined</em>. If Grand Theft Auto can’t move more machines, nothing can. Which not only suggests that the market for next-gen consoles has been exhausted, but that the audience for big budget, AAA next-gen titles has been tapped out, too.&#8221; (<a href="http://gigaom.com/2008/06/18/why-gta-iv-was-the-beginning-of-the-end/" target="_blank">gigaom</a>)</p></blockquote>
<p>Well, holy crap. We&#8217;re all so facinated by the game, the graphics, the sales figures but when you sit back and do the numbers, it&#8217;s not all that impressive. This is both unfortunate and surprising because they worked so hard and received such great scores on most review sites.</p>
<p>Gigaom predicts this will mark an end to such block buster titles and the result will be lower budget products with more downloadable content and micro-transactions with products having a broader target audience. For instance, Rock Band, Guitar Hero and other innovative titles.</p>
<p>Is this the end of the block buster franchises? Are we going to see a new evolution of gaming for the next generation? Perhaps, it won&#8217;t all be about graphics but about technology, control schemes and thinking &#8220;outside the box&#8221; rather than enhancing a pre-existing franchise?</p>
<p>So many questions, one must wonder, what does the landscape to next-generation gaming really look like, sales figures don&#8217;t lie&#8230;</p>
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