Posts Tagged ‘espn’

Quick Hit Football suits up for summer training

Tuesday, May 26th, 2009

Quick Hit (formerly Play Hard Sports Inc.) is a new kind of company producing a new kind of game.  I’ve been closely following the movements of this Boston area startup for a while now, and it looks like they’re right on track to not only give is something completely different, but completely free as well.

It came as no surprise to find out that the folks over at the good ship VentureBeat have been thinking the same thing, and recently sat down with Quick Hit CEO Jeff Anderson to talk about their first product: Quick Hit Football.  Anderson, former CEO at another Boston area company you may have heard of, Turbine, developers of the highly successful Lord of the Rings Online MMO is in good company at Quick Hit, with what he calls the “ultimate trifecta” of talent.  Designers and developers of the upcoming free-to-play title hail from the dev teams that have worked on Madden, NFL 2K, ESPN footcall, All Pro Football, and NCAA to name a few.  Partner them with talent from the LotRO and Ultima Online teams, and sit back and watch the games begin.  Literally.

quickhit

One of Anderson’s key points, and what makes Quick Hit Football different from all the ‘other’ football games out on the market today, is that they’re not out to try to recreate, or better the Madden experience, but rather, are focusing on building a robust social community around an authentic football experience.  Based on a low-spec flash based platform, Anderson also points to one very major difference (and draw) that Quick Hit holds in their favor: free.  While Madden and 99.44% of all other football titles on the market today are available exclusively on a console, Quick Hit seeks to bring the power and excitement of the game back to the PC, thereby giving a much larger audience a chance to play.  Combining the social community experience with the PC and flash allows not only the player to chat, socialize, and compete all in one place, but they’re not always specifically bound to localized servers and geography.  In other words, football fans from Ohio could very well find themselves in a duel against players from Japan or South Africa.

Quick Hit is also banking on the enormous numbers of fantasy football players in North America alone, some 20 million.  Toss the Madden players, clocking in at around 8 million, in there, and you’ve got a gold mine waiting to happen.  The concept and development of Quick Hit Football have not been centered around player’s abilities to juke a Running Back, or scramble a Quarterback faster than their opponent, but rather utilizing football fan’s already built in knowledge of what will and what will not work in a standard game.  Using the knowledge players set out to coach their team all the way to the superbowl, a feature and style of play now missing in most football genre games, as Head Coach 10 has officially been scrapped.  Echoing a growing sentiment in gaming overall, Anderson’s team has been very careful to ensure the authenticity (adding Bill Cower is a prime example) and depth of the game, but at the same time have make sure that the game is simple enough to understand, thereby allowing just about anyone to jump right in and get up and running within minutes.  Continuing this trend, Quick Hit football is also set up to be run in a more ‘casual’ way than it’s console competitors (aka Madden).  Traditionally with a console type football game, players either play the computer or an opponent that’s physically sitting next to them, and can plan on at least an hour of play time before a final score.  Not so with Quick Hit’s version.  “We developed Quick Hit Football to be something people can play in 20-25 minutes from start to finish,” says Anderson.  In other words, this type of gaming is absolutely perfect for the mid season armchair quarterback to get his/her game on during a lunch break, waiting for the train/plane, or just about any time.

Given the concept, scope, and talent pool involved, Quick Hit Football could very well be the great alternative to Madden that we’ve all been looking for for quite some time now.  Interactive play, check.  Utilizing knowledge and love of the game, check.  Ability to play just about anywhere and in a reasonable amount of time, check.  Anyone want to place some bets on how long it’ll take before CBS, NBC, ESPN, and/or ABC sports come a calling to use this technology as a visual representation platform for their fantasy football leagues?

 

Six Degrees Games on track to become Virtual World powerhouse

Monday, September 15th, 2008

Six Degrees Games Inc. is gearing up for the launch of their sports based virtual world for kids called ActionAllStars.com.  In addition to winning virtual trophies in baseball, basketball, and action sports, users can create fully customizable avatars and char with buddies.

In an impressive run, Six Degrees has been able to sure up licensing deals with traditionally hard-to-get plays such as the National Basketball Association, Major League Baseball, and ESPN.  Last March big gun David Ortiz, most noted for his success with the multibillion-dollar Madden franchise came aboard.  If this wasn’t enough to get your interest, how about a $7 million venture financing deal?

According to Virtual Worlds, in the first two quarters alone, $345 million clams have been invested in the virtual world market.  They also report that as of August 2008, there were 163 youth-oriented virtual worlds live or in development.

While the dominant players in the youth oriented virtual worlds include Gaia, Habbo, and Walt Disney’s Club Penguin, Six Degrees is confident they can stand not on the shoulders of giants, but firmly along side.
“The market is becoming crowded,” said Minard Hamilton, chief executive of Six Degrees Games. “My sense is that it’s becoming more important to differentiate yourself.”

Hamilton is no stranger to a continually crowded marketplace, having spent five years in the position of executive vice president with Jamdat mobile, a company that sold games for mobile phones.  In this highly competitive field, Hamilton justified top billing fees by securing licensing deals with major league sports brands.  Clearly Hamilton and company were doing something right; EA stepped in in 2006 and purchased Jamdat for $684 million in cash.

“And there were a lot of similarities between mobile and online,” Hamilton said.

Together with Jamdat’s Senior Vice President of Sales, Ben Jones, Hamilton co-founded Six Degrees Games in 2007.  The duo took one look at the virtual worlds space and decided the playing field was ripe for development.

Reaching back into the Rolodex, Hamilton and team capitalized on their connections with sports brands, and began securing licenses from the NBA and MLB to use logos and jerseys in the virtual world.  Sex Degrees Games and the NFL are currently ironing out a deal as well.  Wanting to cover all the bases, Six Degrees Games isn’t limiting itself to ‘mainstream’ sports, but has also secured deals with ESPN to include real time sports news and scores along with X Games video.

“Sports sites have a built-in audience of passionate fans,” said Paul Verna, an analyst with EMarketer who estimated that revenue from ads and paid content on sports sites would hit nearly $3 billion in 2012 from $1.5 billion in 2007. “These fans have an insatiable thirst for facts, figures, statistics and trivia. And they like to share their knowledge and opinion with others.”

While Hamilton and Jones have decided on a subscription based model for inclusion into their virtual world, given the immense potential of virtual item sales, development and evolution of the Six Degrees Games virtual world is certainly one to watch.

ActionAllStars.com is currently in closed beta, but you can get an quick view of what the virtual world will look like at: beta.actionallstars.com.

via L.A. Times

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