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Additionally, My SingStar Online is a feature that allows players to upload and rate user-created videos. So the game's SingStore works as an in-game store for downloading songs.
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"Genres still have a huge wealth of sub-genres within them, and we can't cater to those really, really niche genres." it's not forcing people to buy the songs they don't want," Bates continued. "But we knew that more than anything, the audience wanted more content. How did the team come to make a store, then? Now on PlayStation 3, the team wanted to continue innovating. So they developed a system by which players could swap discs without interrupting the gameplay. Once players have acquired these collections, Bates continued, they tend to want to play at parties with songs from different discs. Not all of them, because people's tastes vary, but to build up a collection of Singstar discs the way you could with music albums." we hoped that people would buy more than one disc. "We also produced bespoke titles for particular regions."īates continued, "We knew that we would launch a lot of discs, so we quickly saw the importance of having processes in place to allow for rapid production and localization of titles.
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"Although music is universally popular, there were huge regional variations we couldn't sell the same discs in each country," Bates explained.
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Thus far, over 70 SingStar SKUs have been produced in the PAL territories. apparently now hosting SingStar parties is a sexy thing to do, so we're quite pleased." "We were pretty excited when we got mentioned in Cosmopolitan Magazine. "These games attract a really wide audience," Bates said. It appeared during a mature time for the PlayStation 2 and arrived right on time for the rise of social gaming and new more mainstream audiences. SingStar launched in 2004 in Europe, Australia and Asia. Why implement an in-game commerce system? "I personally believe if you can, you should," SCEE London lead programmer Richard Bates began, as he presented a case study from his experience with SingStar, which he describes as a "competitive social singing game", at the 2008 Game Developers conference.
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