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  • Scoop: GameStop Reveals That When It Comes to Grand Theft Auto IV, Xbox 360 Has a 2-1 Advantage Over Playstation 3 In First Week Sales

    N'Gai Croal | May 12, 2008 04:30 PM
     

    Before the April 29th launch of Grand Theft Auto, industry observers declared their intentions to use the sales as a way of determining the state of the ongoing battle between the Xbox 360 and the Playstation 3. After all, the Xbox 360 has the installed base advantage, with 9.9 million units sold since its November 2005 debut as compared to 4.1 million units of PS3 since its arrival November 2006, according to the market researchers at the NPD Group. What's more, savvy gamers would certainly know that Xbox 360 would be the exclusive home for Rockstar Games' planned-but-as-yet-unrevealed downloadable content. But the last five major Grand Theft Auto games either premiered on or remained exclusive to PS2 and PSP, and the bulk of those sales took place on PlayStation platforms. So could consumers' perception that GTA is somehow a PlayStation franchise give Sony the edge in unit sales, or at least enable the installed base-lagging PS3 to punch above its weight and take a greater share of GTA IV units sold than its market share would suggest?

    We won't have a complete answer about how things shook out here in the United States until later this week, when the NPD Group releases its sales data for the month of April. But thanks to the kind folks at GameStop--North America's largest specialty videogame retailer--we've got a partial answer. According to sales information that GameStop has released exclusively to Level Up, 64 percent of the copies of Grand Theft Auto IV sold during the first week were for Xbox 360, while 36 percent were sold on PS3. Put another way, that's a roughly 2 to 1 sales advantage for Xbox 360.

    To read the rest of our exclusive report about the first week sales split for Grand Theft Auto IV at GameStop, along with reactions from both Microsoft and Sony, click on the link below. 

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  • 180 Degrees: How Vic Davis Forged a Template For Indie Success With Armageddon Empires, Part I

    N'Gai Croal | May 12, 2008 02:45 PM
     Armageddon Empires, developed and published by Cryptic Comet

    It's been almost three weeks since we unveiled our plans to add a select group of columnists who would contribute monthly posts to Level Up. Today, we're pleased to introduce our third columnist: Bill Harris of the blog Dubious Quality. "Smart and caustic" is how we described Harris' writing when he made his Level Up debut last fall with a provocative post titled "How the Videogame Industry Shot Itself In the Joystick--and Why the Wii Has Stopped the Bleeding." The Austin, Texas-based analyst (who does not cover videogames in a professional capacity) will share his thoughtful, acerbic and often contrary observations with the Level Up faithful in a monthly series titled 180 Degrees. In his first column, which we're presenting to you in two parts, Harris speaks with designer and developer Vic Davis about the unusual path to success for his independently released turn-based strategy game Armageddon Empires, complete with charts derived from sales and site traffic data that Davis helpfully provided. For some excellent insights into how an indie developer can overcome the challenge of reaching an audience, read on.

    ***

    On July 18, 2007, Vic Davis and Cryptic Comet released Armageddon Empires, a turn-based strategy game in a post-apocalyptic setting.

    There was very little pre-release publicity, which is not unusual for an indie game. And like most indie games, the initial interest in Armageddon Empires steadily dropped in the first three months following release.

    At this point, Armageddon Empires was on a very traditional arc for an indie game. This arc would end, soon, in game death.

    Then, a funny thing happened. It didn't.

    Instead, Armageddon Empires became the surprise indie hit of 2007, and sales have continued to increase into 2008. What made this game different is an interesting case study for indie developers who are having difficulty getting traction with their own games. I interviewed designer and developer Vic Davis, who shared his insight on the process of getting an indie game noticed.

    Part One: Pre-release

    You're 39 years old and you're tired of working for someone else, so you decide to make a game. That really sounds quite insane.

    After I got out of the military I had intended to go back and work in the intelligence community when I finished my graduate degree. After my first child was born, though, I started re-evaluating priorities. I wanted to control my own fate and make my own decisions. I also had to come to grips with the fact that I enjoyed work more as a craftsman (even if digital) than a leader.

    What made you decide to get into gaming development?

    To read Part I of Harris' column in its entirety, click on the link below.

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  • Level Up's Top Four Gaming Tidbits for May 12th, 2008

    N'Gai Croal | May 12, 2008 02:25 PM
    1. EGO...trip: Rock, Paper, Shotgun takes note of our MSM reviews lament
    2. GAM...e recognize game: Sam Houser calls EA's Riccitiello "the real deal"
    3. CAN...BioShock survive being spliced with Hollywood's DNA?
    4. RND...Stringer Bell, Al Swearengen and Tony Soprano on iTunes?
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