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May 21, 2007

Interview: Kevin Lyons of GOMA Systems

Kevin Lyons, VP of GOMA systems, makers of the cell phone sex games Rainbow Cafe and Goma Sex, dished on their titles and upcoming plans for Sex & Games.

1. You have two products at present, Rainbow Cafe and Goma Sex. Can you tell us a bit about both?

Both games come in Mobile Phone (140 phones supported), Blackberry (5 series) and PC (Windows ME, 2000 and XP) versions. In both games, the player has 5 minutes to exercise direct and real-time control over a wide variety of sex acts between the virtual characters. In GOMA Sex, the straight game, there are 15 sex acts to be discovered. In Rainbeau Café, the male-on-male gay game, there are 13 sex acts to be discovered. Players are rated on how many of the sex acts they can put their characters in before time expires, which is indicated by a flashing red light on the wall. It's not another strip-poker or "poke the doll" game -- there is real gameplay here. We see mobile phone games as the new "arcade." As such, they should follow the "easy to learn but difficult to master" format, giving the consumer a few minutes of entertainment at a time. Everybody can make the characters kiss in a face-to-face standing position or do a standing blow job on their first time, but not everyone can do a 69 on their third time playing. Ironically, our non-gamers do better on their first couple tries because most gamers skip the instructions and therefore miss the "press her waist and then press the arrow key left/right twice" to turn her around or "press her waist and then press down arrow key twice" to get them on the bed. The importance of having players press the directional key twice for getting the characters in these positions will become more apparent in the sequels when we want the characters to sit or do a half turn for some really interesting positions.

More...

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2. How and where are the games sold right now?

All of our Mobile Phone, PC, and Blackberry adult games can be purchased online via our web site, www.gomasex.com, and, in the case of our mobile phone games, also on our wap site, wap.gomasex.com. The game application is downloaded to sit locally on the consumer's device. We just started using a new WAP delivery systems from a company called PixiPay, and it has worked out just great. We have been getting a lot of inquiries as to when we'll have a wireless delivery system for our Blackberry games, and we currently are working on a solution. The Blackberry device does not allow wireless transfers of applications that are the size of our adult games, so they have to be first downloaded to the PC and then sideloaded to the device. This issue and the fact that most Blackberry owners purchase their device through their work have put the Blackberry adult games at a severe disadvantage to the PC and mobile phone adult games, which have taken off.

We had the global market in mind from the start, but we were surprised at how quickly and how popular the game became around the world. We haven't even hit our 1 year anniversary, and our site has visitors from over 95 countries, with sales on several continents. Our aim was to create an interactive sex game that allowed anyone in the world to control the characters -- to engage them in a wide variety of sex acts -- with very little written instructions. Our control mapping pictoral really does say it all! And where in the world is there a population who doesn't know how to have sex or who doesn't want to make sure they're having great sex?

3. Are there any content restrictions on cell phones that have made sales more difficult?

Without Carrier approval, we are forced to market and sell our product "off-deck." This means consumers have to surf the Net either via their PC or their cell phone to find and purchase our adult games. So "off-deck" presents both marketing and distribution hurdles that "on-deck" products simply do not have. It would be nice if our games were the first thing consumers saw when they searched for "sex" on their phones and then purchased the game with a click of the button, only to have the charge simply show up on their monthly bill. We do know for a fact that a couple North American wireless carriers are taking hard looks at the adult sector (pardon the pun J). These wireless carriers currently face pressure from both external social/political forces and internal vetting requirements (e.g., Canada's Telus had their mobile phone adult service up for only a week or so before it shut down the service due to pressure from the conservative right.). Because the potential revenue from adult content is too great to ignore, wireless carriers will be carrying, promoting and selling adult content in the near future. It is unavoidable. But, for now, GOMA certainly likes the playing field just the way it is.

4. One comment I've heard about your games is that they're well suited for a cell phone. They certainly provide an apt distraction which is what most people are looking for from these games. What other comments are you hearing?

The response to the games really has been phenomenal all around. My techie geek side is thrilled when I hear that people really get what we're trying to do with our control mapping diagram. The difference between adult videogames and adult movies is the physical control the consumer exercises over the characters in the content. The key to a successful adult videogame is that the developer has to give users easy access to controlling the sexual positions and sex acts of the characters. Any sex act, or any human movement for that matter, can be motion-captured and then graphically represented. But how do you then give intuitive and easy-to-use control over all those different movements that people make when engaged in an activity like wrestling or sex? In other words, now that your animation team has developed all these incredible acts and movements, how can the player access them easily? In our games, the control of the characters is so simple, intuitive, and easy-to-use that it is summarized in one picture. From there, the possibilities just really geek people out.

But our best stories come from couples. You would not believe how many adults in relationships are afraid to ask their mate to try something new in bed. And you would not believe how many adults do not know what "reverse cowgirl" is, let alone how to do it! My favorite story is a couple who sent us their text message exchanges. The man texts his girlfriend "8-5" (the keys to execute a blow job), and the girlfriend responds with "2-0" (oral sex for her); they finally settle on "5-8-0-2" for 69 (him on top). Of course, there's at least one couple trying to perform all 15 acts in less than 5 minutes!

We also get A LOT of suggestions for the acts to include in the sequels, the most popular being the inclusion of breasts and fondling.

5. Any plans for future products in the works?

We're finally getting around to finishing our martial art game, something near and dear to our hearts. Martial arts is what brought the company together and is the genre that really shows off our core technology. For our adult games, we basically took our wrestling engine, stripped the characters, and, in the case of the straight game, swapped in a female partner. Just as our adult game is "easy to learn but difficult to master," consumers will be able to intuitively and easily execute an unprecedented range of control over characters engaged in hand-to-hand combat. Our adult game consumers are really excited about its Summer release, and it's comforting to know that we'll have such a solid support base.

In terms of the adult genre, we are looking into partnering with at least one established adult film producer to drop in film clips of the game's sex acts into our PC title, so that you're controlling real actors and actresses instead of 3D characters. The revenue potential here is very exciting. What's more exciting is that this interactive adult movie-game could help launch the next boom phase for the adult industry. Just as the adult entertainment industry made an incredible leap when it went from still photos to movies, and then again when those pics and movies could be accessed at anytime in the privacy of the consumer's home by simply clicking a button on the PC, Interactive Adult Entertainment allows consumers to control the characters and the action in the media content. The consumer literally will be creating the adult movie of his or her choice, which can be shared with others. Now how's that for user-generated, shared content?!

Posted by BrendaBrathwaite at May 21, 2007 10:12 PM | Discuss this post on our forums