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- Bowling Leagues for the New Millennium
- by Mark Frauenfelder
-
- 2:48 pm PST 7 Feb 97 - When computer-game licenser Frank Westall
- launched the first SlamSite computer-game playing center in Burbank,
- California, last June, he didn't expect it to become a '90s version of
- a paintball arena or community bowling lane. "I thought I'd have a
- bunch of kids playing," he says, "but the average age is about 24.
- These are adults who are coming in and playing in the evening after
- work."
-
- With five locations now open in Southern California and three
- 12,000-square-foot Interactive Super Game Centers slated to launch in
- April in other states, SlamSite has been encouraging members of the
- hundreds of registered Quake clans to get out of their houses and
- engage in league competitions using SlamSite's high-speed networked
- Pentium machines. The draw of the gaming centers, says Westall, is
- that they give clan players more "socialization and strategy" than
- they get by playing networked games over the Internet. Westall says
- that in addition to customers who pay by the hour or day to play games
- at SlamSite, about 400 are club members who pay US$20-$30 per month,
- giving them exclusive access to SlamSite's network-game server,
- allowing them to play at home as well.
-
- But the problem with Net play, says Westall, is that "some players are
- on a T1, some are on ISDN, and some are on modems. "There's a real
- disparity in ping times. Some guy in Nova Scotia with a 14.4 is going
- to have to play Quake with a different strategy." SlamSite's LANs
- offer clan members - who come to the centers wearing "skins"
- emblazoned with their clan logo - a "level playing field" where
- everyone on the team has an equally speedy computer and connection.
- "The only other place they can get together like this is at work, and
- companies frown on that kind of thing." Westall says that 20 percent
- of the Quake clan members who come to SlamSite are women.
-
- John Robb, an analyst with Forrester Research, says SlamSite is an
- example of "the computer industry slamming into a traditional
- industry." The battle between computers and video games "is not a
- clash of equals. The computer industry has power and momentum, and the
- other guys are flat out of gas," he says.
-
- Eighty to ninety percent of homes don't have the high-speed computers
- and network connections necessary to enjoy the full "twitch
- experience" of games like Quake and Diablo, Robb says. Game centers
- like SlamSite with high-speed LANs and top-of-the-line computers are a
- whole new area that can prove to be very lucrative as the video-game
- platform begins to disappear. As computer games become more complex
- the video-game industry will likely concentrate on the mobile/portable
- market.
-
- With the launch of their new theme-based location (one is designed to
- look like NORAD, another like a dungeon, the other like a space
- station), SlamSite will be sponsoring top Quake clans, flying them to
- SlamSite facilities around the country for a national ladder
- competition and a $10,000 prize.
-
- Even though SlamSite offers more than Quake, such as a cafe, a store,
- other types of networked games, and a T1 line, Westall stresses that
- SlamSite is "nothing like a cybercafe. We're an IGP, an
- interactive-game provider."
-
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