Chris-Early

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  • Ubisoft hopes to negate the need for DRM with support and content

    by 
    Jordan Mallory
    Jordan Mallory
    03.25.2012

    The contentious DRM systems that often accompany Ubisoft's PC releases may be made obsolete, should the publisher's plans for enhanced post-launch/community support prove as effective as its hoping.The plan is to make pirating the least attractive consumer option by updating, supporting and providing "companion gaming" services for Ubisoft's PC releases, similar to how MMOs generally function. "As the rest of the game industry continues to evolve, the more you hear about cloud gaming, the more you hear about companion gaming, the less a pirated game should work in all of that environment," said Ubisoft VP of digital publishing Chris Early during an interview with Eurogamer. By providing a healthy regiment of ancillary content and post-launch support, Ubisoft's PC gaming ecosystem will be so irresistible that people will stop pirating, and once that happens the publisher will be able to relax its DRM standards. Now, eradicating the whole world of theft sounds like it'll take some time, but Early maintains that Ubisoft's DRM will be as convenient as possible in the meantime: "We want to find ways that don't inconvenience that player who is paying for it. We've had a variety of degrees of success as we wind our way down that path. Our plan, our hope is we stay on the less intrusive, less cumbersome side of that path as we go on."

  • Ubisoft's Chris Early on Assassin's Creed: Project Legacy and other 'companion games'

    by 
    JC Fletcher
    JC Fletcher
    03.22.2011

    Ubisoft's VP of digital games, Chris Early, delivered a talk last week at SXSW Interactive on the rising phenomenon of "companion games"; small, downloadable or web games that use the same IP as and link in some way to a larger retail product. These games include Dragon Age Legends and Ubisoft's own Assassin's Creed: Project Legacy for Facebook, but also, he explained, titles like Dead Rising 2: Case Zero. After the presentation, we talked with Early more about companion games, their value to core gamers, and how they can be used to completely dominate a player's life.

  • It puts the dog food in the basket or else it gets the hose again: Ubisoft announces Petz World

    by 
    Justin Olivetti
    Justin Olivetti
    10.02.2010

    Several MMOs, such as Free Realms, flirt with the concept of virtual pet ownership and conditioning, but it looks like Ubisoft is ready for a full-fledged commitment to the concept with Petz World. Gamasutra reported that Firma Studio is developing the free-to-play MMO, which will be published by Ubisoft in 2011. Based on the popular Dogz and Catz virtual pet simulators that date all the way back to the stone age of the internet (1995!), Petz has since expanded the franchise to include a wide variety of animals including hamsters, tigers and horses. In these games, players "adopt" a virtual pet of their choice, provide for their needs, and train their behavior through repeated actions. Repeated actions -- that sounds right up an MMO's alley, doesn't it? Ubisoft hopes that Petz World will bring parents and children closer together through the gameplay. The MMO will involve a large variety of collecting, achievements and unlockables as players scour the world for cool pets and conquer special challenges. Ubisoft's Chris Early thinks there's enough to appeal to a wide demographic: "This game is a unique way for children and parents to play games together." This is the latest move by the publisher to expand into the casual MMO landscape, following other titles like Might and Magic: Heroes Kingdoms.

  • Play me, my lord: Might and Magic Heroes Kingdoms fires up an interview

    by 
    Justin Olivetti
    Justin Olivetti
    07.21.2010

    The Heroes of Might and Magic franchise has a long and rich history with PC gamers, although the series has somewhat fallen into obscurity as of late. Ubisoft is looking to thrust it back into the spotlight with the upcoming Might and Magic Heroes Kingdoms, a Civilization-type title. We've been tracking MMHK since this year's E3, and recently MMOsite.com grabbed some facetime with Ubisoft's Chris Early about the game. (Note that this isn't the Heroes of Might and Magic Online that's also nearing release.) A browser-based title imported from overseas, Might and Magic Heroes Kingdoms encourages players to slowly build up a city (and later, cities) and interact with their neighbors. This can take the form of peaceful resource trading, hostile skirmishes, or large-scale strategy. While MMHK is set in the Might and Magic universe, the game differs from Heroes of Might and Magic's playstyle -- for example, combat is automatically resolved instead of turn-based. One of the most interesting features of the game is that it has a six-month cycle, after which winners are declared and the server resets for another grand struggle. The interview spends a bit of time prodding Chris Early about the advantages -- and potential imbalance -- between free players and those who drop cash for advantages (such as more cities to control). Early claims that while paying players will have more options available, free players are still a significant force, especially if they specialize. You can read the whole interview over at MMOsite.com.

  • Ubisoft launches digital game publishing business

    by 
    Andrew Yoon
    Andrew Yoon
    06.14.2010

    Ubisoft is looking to grab a larger share of the online and phone-based game markets with a new initiative, helmed by former Microsoft manager Chris Early. "We have some catching up to do," Early told VentureBeat, admitting the company has largely ignored the growing online market. Its competitors, including Capcom and EA, have already committed to these emerging markets. "We can draw upon what we have learned. What we bring to the table is experience in making great gaming content and great game brands." Early will be responsible for coordinating Ubisoft's growing efforts to make games for Facebook, iPhone and other digital platforms. Eventually, the publisher hopes to be able to launch games on these alternate platforms on the same day as high-profile console launches. The goal, Early said, is to have "about 10 percent of the online game market in the West." With Zynga seemingly harvesting money out of Farmville and its other Facebook properties, it's no surprise that Ubisoft would want a piece (no matter how small) of that lucrative pie.

  • Games for Windows Live boss among Microsoft layoffs

    by 
    Jason Dobson
    Jason Dobson
    01.26.2009

    Chris Early, general manager for Games for Windows Live, has been listed among the casualties of Microsoft's first sweeping round of layoffs. While Microsoft has yet to make a formal announcement, VentureBeat's Dean Takahashi reports that emails to Early have bounced, and surmises that "more well-known managers will exit now there are fewer people to manage."The former exec was first put in charge of GFWL in July 2007, and had been an evangelist for the platform since the early days of Live Anywhere. Takahashi ponders if this might signal the beginning of the end for service altogether, which despite a recent revamp has struggled to find acceptance. We wish Early the best of luck as we turn our heads skyward and wonder aloud if anyone in this economy is truly safe.

  • Digital distribution panel: Retail and downloads work together

    by 
    Zack Stern
    Zack Stern
    03.08.2007

    Newsweek's N'Gai Croal hosted a GDC discussion about digital distribution, featuring panelists from Bioware, Valve, Microsoft, Telltale Games, and GameTap. The session interested us most for its comments on how retail and digital distribution work together and thoughts on the media's lack of digital-only games coverage.Valve's Jason Holtman said, "The myth of digital distribution cannibalizing retail sales isn't true. ... The first couple times we ran [free weekends for games], we found out they increased retail sales as well [as digital sales.]"Holtman later said, "We love selling our boxed products. We like selling our digital products, too. ... Retail is going to be here to stay. It's a great channel for games. Digital is also a great channel for games."Ray Muzka of Bioware said, "They're incredibly complimentary. ... You can get research, you can get data from your digital distribution to make better games."Dan Connors of Telltale Games described how his company's games benefit from initial digital distribution. He said, "By the time it gets to retail, it's a known quantity. ... It was thought of from the ground up that we're going to launch online and [move to retail.] ... I think we've managed to take revenues from a range of places."Near the end of the session, Croal asked if he and other journalists had covered digital distribution enough. Rick Sanchez of GameTap vehemently said that the press hadn't and that they don't know how to treat his game-download service. The other panelists thought their projects were getting enough coverage, although they echoed the slow recognition of their digital projects.Other than Microsoft's Xbox Live games, GameTap represented the only company with a digital-only distribution method. Could that affect GameTap's recognition, because the public -- and journalists -- still need a boxed copy to take notice?