Video: Classic GDC 2000 talks on future of retail, online sales

GDC Vault has recently added two new videos from the special sessions of the GamExecutive Conference held during GDC 2000.

GDC Vault has recently added two new videos from the special sessions of the GamExecutive Conference held during GDC 2000. In these talks, top game executives debate the merit of broadband, the demise of the PC business, and retail versus e-commerce (as these predate digital distribution channels such as Steam).

First up (above) is Interplay president Phil Adam and analyst Ann Stevens of PC Datawho talk about retail, as opposed to online, being "the predominant sales channel for the long haul," and look at the decline in prices and revenues of games 1994 to 1999.

The next talk (below) features a three-person panelwith Gerry Kaufhold of research company In-Stat, who brings optimistic data on broadband; Robert Tercek, formerly with Sony, on what developers can do with the broadband, and Bryan Neider of EA, who brings the perspective of one of the few successful online companies at the time.



For more from the GamExecutive Conference 2000, check out this talk on mass market appealwith Hasbro Interactive, Mattel Interactive, Red Storm Entertainment, and THQ, or this lecture and round table on managing risk.
About the GDC VaultIn addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.

Planetside Next is now Planetside 2, new details tomorrow

It feels like ages since we last saw an ominous gaming countdown clock.

Planetside 2 doom clock

It feels like ages since we last saw an ominous gaming countdown clock. Thankfully, Sony have delivered, with this great big tickerfor PlanetSide 2, formerly and less sensibly known as Planetside: Next. We can only speculate as to what will happen when the countdown reaches zero. Either the doom-clock will unleash a robot army to trigger a bionic apocalypse, or we'll learn a little bit more about the new PlanetSide game.

Sony have been quiet about PlanetSide 2 since Sony Onlline boss John Smedley let slip its existence last year. Apart from that, there aren't even any images of the game. Yet. If you're too excited and just can't hide it, you can drop a like-bomb on the new PlanetSide 2 Facebook page, why not swing by the the lovely PC Gamer Facebookpage while you're there? New Planetside info is set to be revealed at 7pm PDT / 3am BST tomorrow according to the Facebook page, though oddly the countdown is set to expire later than that.

StarCraft II: Heart of the Swarm adds training mode

If you want to get into competitive StarCraft II, just roll through single-player so you can learn up real quick, right? Ahahahahahaha. No. Blizzard is looking to undo at least a few of those "ha's" by adding a training mode to StarCraft II: Heart of the Swarm . Polygon reports the new mode will bridge the gap in applicable skills between campaign mode and multiplayer. "We used to say 'The campaign

Spider-Man - OLD

Wereally wanted to love Beenox’s last Spider-Man game, Shattered Dimensions. It was a cool idea to have four Spider-Men team up across four alternate universes in order to reset the rift Mysterio created in the Marvel dimensional continuum. The gameplay didn’t hold upquite aswell as we'd hoped, but that hasn’t stopped Beenox from retoolingthe conceptual idea again - sort of. Think of Edge of Time as

Another month of retail video game decline in the US

It was bad news as usual for the retail video game industry in the United States last month.

Analysts at the NPD Group say that retail sales across the video game industry were down 22% in December, from $4.1 billion in 2011 to $3.21 billion this time around.

As usual, software caused the biggest hit (dollar sales were down 27%), which analyst Liam Callahan attributes to fewer releases.

"A major culprit in the decline in retail sales in 2012 was the lack of new releases with 29% less SKUs across consoles, portables, and PCs," he said in a statement.

"However, the SKUs that were released generated 8% more units per SKU and 11% more dollars per SKU."

The top-selling debut title of the month was Ubisoft's Far Cry 3 , which saw strong figures despite releasing in December rather than the traditional holiday window in November. In fact, the NPD says this is the second-highest December debut since the group started tracking sales in 1995. Activision's November release Call of Duty: Black Ops II was the overall best-selling title for the second month in a row.
Top 10 software chartThe top ten selling games in the country last month were as follows. Note that the NPD combines individual SKUs of the same title together when tallying its numbers.

1. Call of Duty: Black Ops II (360, PS3, Wii U, PC)
2. Just Dance 4 (Wii, 360, Wii U, PS3)
3. Halo 4 (360)
4. Assassin's Creed III (360, PS3, PC, Wii U)
5. Madden NFL 13 (360, PS3, Wii, PSV, Wii U)
6. Far Cry 3 (360, PS3, PC)
7. NBA 2K13 (360, PS3, Wii, Wii U, PSP, PC)
8. Skylanders Giants (Wii, 360, PS3, 3DS, Wii U)
9. New Super Mario Bros. 2 (3DS)
10. FIFA Soccer 13 (360, PS3, Wii, PSV, Wii U, 3DS, PSP)
By the NumbersVideo game hardware: $1.07B (-20%)
Video game software (console, handheld): $1.54B (-26%)
Video game software (console, handheld, and PC): $1.58B (-27%)
Video game accessories: $603M (-14%)
Total video game sales: $3.21B (-22%)

Estimated used game, rental and "other physical" sales: $217M
Estimated digital sales: $765M
Total estimated video game spend in US: $4.1B

Planetside Next planned for release early this year

Sony Online Entertainment president John Smedley has revealed that the sequel to Planetside is set to be released before summer this year.

PlanetSide

Speaking to Eurogamer, Smedley said ""We've announced publicly that the game is in development and we haven't announced a release date for it but you can expect it... We're looking at late first-quarter, early second-quarter [2011]."

This tallies with Smedley's announcementback in December, when he said "we have a very big launch coming in the month of March. It's a big first person shooter franchise that we're really happy with.” Smedley has also previously revealedthat a beta is planned before the release of the game, the first slots for which will be offered to current Planetside subscribers. Beyond that, little has been revealed about the sequel, except that it promises to have "Massive battles on a scale no other FPS will touch."

The Dark Side Of eSports

The Dark Side Of eSports Professional competitive gaming is at risk of imploding. What problems do the market leaders face as it prepares to go mainstream? Behind the spectacle and the storylines, claims of match-fixing, doping, cheating, harassment and contractual corruption are casting a long shadow over the burgeoning professional competitive gaming scene. Competitive gaming is fast becoming one

Spider-Man makes his MCU debut in new Captain America: Civil War trailer

The new Captain America: Civil War trailer is here, and as was rumored, it features the first look at Disney's big-screen version of Spider-Man. And since I know you can't wait to see your friendly neighborhood webhead in the flesh, I'mma go ahead and get out of your way so you can enjoy the new trailer - be sure to wait til the end! I know it's not much, but I'm still giddy over this. The costume

Video: How Halo was reborn -- The Halo 4

At GDC 2013, Halo franchise creative director Josh Holmes spoke at length about how 343 Industries dealt with the challenges inherent in building a studio from scratch to take over development of a high-profile game series from well-respected developer Bungie.

Holmes frankly laid out some of the hurdles in Halo 4 's development, including the practical difficulties of trying to convey narrative through a game that's just one part of a wider transmedia effort and how 343 went about designing and balancing a whole new enemy race: the Prometheans.

His talk also included some useful insights into how 343 balances games for cooperative play, and how the studio clings to a very iterative design process.

If you missed it in person you can now watch it for free on the GDC YouTube channel, and it's well worth your time to do so.

About the GDC Vault

In addition to this presentation, the GDC Vaultand its new YouTube channeloffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Tech

Jack Thompson in trouble for "fraudulent" practice

Here come the karma police! Infamous anti-videogame attorney Jack Thompson, who was once ordered to get a mental check, has been recommended guilty for 27 of 31 misconduct charges, by Florida judge Dava Tunis. Among the charges against Thompson are dishonest or fraudulent practices, knowingly making false statements in court and making statements intended only to "embarrass or burden" other parties

Go Play Free Game Boy Games and Vote for the Best from GBJam 3

If you are like me, you’re a little too broke to come up with the money to buy 254 brand new games.

If you are like me, you’re a little too broke to come up with the money to buy 254 brand new games. Well, we’re both in luck, as Game Jolt’s third Game Boy Jam, GBJAm 3, has just wrapped up, and there are 254 different entries you can play for free, voting on which you think are the best. It really doesn’t matter what your taste in games is, as there are so many entries from all different genres that there will probably be something you’ll enjoy.

Somehow, with only ten days to make these games, the developers have created some really incredible artwork. Creating beauty with the Game Boy’s restrictions can be hard enough on its own, but these developers weaved dark magics to create some truly gorgeous artwork in the time allotted. Just look at the screens for games like Castle Fade , Meowgical Tower (from the talented team that created the ridiculous, addictive shmup about a forgetful goldfish, Shutshimi ), Cryoborg , and Octane Witch . It’s bound to impress. Then again, there are also just as many games going in the opposite direction, using the art style to make some pretty silly stuff. Whether you want something serious or funny, this Jam has you covered.

Then again, if artwork isn’t your thing, then you can surely enjoy the many genres and playstyles here. If you want to blast aliens, punch faces, explore horrifying environments, or solve a puzzle, it’s all in there. Thousands of hours of fun are contained here, after all, and all for free. The judging period runs until August 19, 2014, so you can help out your favorite entries by giving them a votebefore time runs out.

Motivation, cross-media pollination and the creative process

Episode 4.

Presented by Ste Curran, Ann Scantlebury and (eventually) Jenn Frank, sitting opposite Gamasutra colleague Christian Nutt and special guests Greg Rice (Double Fine), Patrick Hackett (Double Fine), Bennett Foddy (QWOP, GIRP, Pole Riders ), Matthew Luhn (Pixar), Ben Liu (Pocket Gems), Daniel Cook (Spry Fox), and Anna Marsh (Lady Shotgun).

GDC might be over, but you can relive One Life Left's relentless schedule with another special show, recorded live on Thursday lunchtime at GDC2013 from our temporary home at the foot of the North Hall escalators in San Francisco's Moscone Center. Topics include how to stay motivated, the creative process in big and small studios, cross-media pollination, mobile gaming, life / work balance, and some more brainstorming around our hug-game "concept." It's midway through the conference, we're losing our voices - our minds have somewhat gone too - but we'll get through this together, team, and continue regret nothing except the limited number of hours in every brilliant day.

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Updated] Bethesda responds to outrage over paid Skyrim mods

[Updated] Bethesda responds to outrage over paid Skyrim mods
: Despite Bethesda publishing this post defending paid Skyrim mods only an hour ago, the program has since been pulled from Steam following discussions with Valve.

Skyrim Telvanni mod

following discussions with Valve. The original story can be found below, we'll have more as it breaks.]

To put it lightly, the rollout of paid Skyrim modson Steam hasn't been without pain. An awful lot of people think mods should be universally free, a point they're making by gumming up the works with silliness; others have objected to the relatively small slice of the pie—25 percent—that mod makers will earn on the sales of their creations. But Bethesda says its early discussions with Valve confirmed "quite clearly" that allowing mod makers to earn money on their work boosted both the quality and the quantity of the mods available to gamers.

"We have a long history with modding, dating back to 2002 with The Elder Scrolls Construction Set," it wrote in a new Bethesda Blog post. "It’s our belief that our games become something much more with the promise of making it your own." There are downsides: The availability of mods is one of the reasons Oblivion was re-rated from T to M, "costing us millions of dollars," it continued. Even so, "while others in the industry went away from it, we pushed more toward it."

The initial discussions between Bethesda and Valve actually began in 2012, and right from the outset it insisted that the Marketplace had to be open rather than curated. "At every step along the way with mods, we have had many opportunities to step in and control things, and decided not to," it wrote. "We wanted to let our players decide what is good, bad, right, and wrong. We will not pass judgment on what they do."

The post confirmed that Valve gets 30 percent of all mod sales, which it described as "standard across all digital distribution services." Bethesda itself takes 45 percent, and the mod makers gets the remaining 25 percent. But it denied that the relatively steep take represents some kind of "money grabbing scheme," noting that mod sales, even during the past weekend when Skyrim was free, made up less than one percent of its total Steam revenues. At the same time, while the 25 percent cut "has been operating on Steam successfully for years," it left open the door for adjustments, saying, "If it needs to change, we'll change it."

Most people don’t know, but our very own Skyrim DLC has zero DRM. We shipped Oblivion with no DRM because we didn’t like how it affected the game

As for the long term impact of paid mods, Bethesda acknowledged that there is the potential for damage but said most of the implications are positive. "Not only do we want more mods, easier to access, we’re anti-DRM as far as we can be. Most people don’t know, but our very own Skyrim DLC has zero DRM. We shipped Oblivion with no DRM because we didn’t like how it affected the game," it wrote. "There are things we can control, and things we can’t. Our belief still stands that our community knows best, and they will decide how modding should work. We think it’s important to offer choice where there hasn’t been before."

Our own Tyler Wilde gave some early opinion on the good and bad of paid modslast week, and we also published a guest editorialon the matter from a modder earlier today. Meanwhile, Garry's Mod creator Garry Newmanand Gabe Newellhave weighed in on the matter, but despite their positive takes the petitiondemanding an end to paid mods has climbed to more than 130,000 signatures. Offering choice is good, but this is clearly going to be a hard sell for both Bethesda and Valve.

The Top 7... games that are cheaper than therapy

Page 1 of 7: Page 1 Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 Let the haters and the old ladies complain about how those newfangled video computer games teach us to be killers; we've always taken the view that violent games are a pressure valve for blowing off steam in a harmless way. Don't believe it? Play something fierce and bloody the next time you're in a really bad mood, and then try telling

Elysian Shadows Kickstarter Launches!

Elysian Shadows takes place in a world in constant conflict between magic and technology.

The team behind the next generation 2D RPG, Elysian Shadows , launched their Kickstarter today(which has reached over $20,000 since it’s launch at 2PM)!

takes place in a world in constant conflict between magic and technology. Those who are part of a religious group that is looked over by The Creator, are gifted the power of magic, while those who are non-religious rely upon technological advances to maintain their daily lives. It isn’t until a mysterious artifact is uncovered throughout the land that Julien finds himself in the middle of the conflict, and must solve the mystery of the ancient civilizations, before the destruction of their own.

The developers, Elysian Shadows Inc., plan to create a gigantic, open world with an emphasis on Zelda -style exploration and environmental interaction, while retaining the rich storytelling and combat mechanics of an RPG.

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Elysian Shadows is drawing inspiration from games such as Chrono Trigger, Secret of Mana, and Final Fantasy. But what sets Elysian Shadows aside from so many other games inspired by the same genre-defining titles is that the developers plan to push the envelope of how those games are conceived. They aren’t trying to create a ‘retro’ game; they’re trying to capture the essence of what made those games appealing in their youth, and create something that is modern and relevant, while maintaining its roots.

Elysian Shadows Inc. are teaming up with Sprite Lamp, a powerful lighting tool that creates dynamic lighting in pixel and 2D art games (Sprite Lamp also came from a successfully funded kickstarter that you can check out here). Sprite Lamp is giving the developers the ability to create a depth of detail not commonly seen in 2D pixel art games. The developers have also architected their own engine from the ground-up to function cross-platform!

The game will be coming to PC, Mac, Linux, Android, iOS, Ouya and Sega Dreamcast. That’s right. The Sega Dreamcast. The team aims to give the lost, but not forgotten, Sega Dreamcast one last, great RPG. They hope to eventually create ports for the PS4, Xbox One, Wii U, PSVita, 3DS, and Oculus Rift if their stretch goal of $260,000 is met.

Elysian Shadows Inc. are offering a load of great reward tiers, including a one year subscription to Indie Game Magazine if you donate $60! Also be sure to check out IGM’s August issue sneak peek, featuring none other than Elysian Shadows on the cover here!

With Kickstarter, traditional game publishers will evolve or die

"I said to them, 'So, you want us to do a Kickstarter using our name ... you then publish the game, but we then don't get to keep the brand we make and we only get a portion of the profits?' They said, 'Yes.'" - Obsidian CEO Feargus Urquhart describes (quote edited slightly for clarity) a very tempting deal a publisher tried to strike with his company in order to get a game funded through Kickstarter.

Obsidian's self-published Project Eternity, if you've somehow missed it, has managed to raise over $1.6 million in the last five days, and still has nearly four weeks left of funding to go.

I've been wondering lately how the traditional game publishing world will change now that crowdsourcing game development is, I can say with confidence, here to stay. If this anecdote is any indication, they still haven't figured that out.

I'm not saying that publishers are on the verge of extinction, here. Even in this new Kickstarter age where developers can get funding directly from their players, there are still a lot of really annoying things you have to worry about in order to get a game out the door that, frankly, have nothing to do with actually creating games.

But clearly, for smaller-scale games made by studios with an extensive fan base like Obsidian, this sort of "publishing" model makes absolutely no sense. If publishers want to tap into crowdfunding to get a game off the ground, they're going to have to evolve into less of a gatekeeper and more of a strict marketing and publicity service that lifts some of the burden off of the people actually making the product.

Kind of sounds like a role reversal, doesn't it?

I’m a modder. I deserve compensation

First things first: for me, this isn’t about “taking sides”.

ThinkstockPhotos 502640285

Shawn “ FMPONE ” Snelling is a modder and mapmaker for CS:GO. His work on CS:GO includes de_cache, de_crown, and the recent de_season remake. Shawn’s currently working on de_santorini .

First things first: for me, this isn’t about “taking sides”. I like Valve. And as for the community, well, I’m part of that.

I’m a modder, and I deserve compensation. Or, to be exact, I deserve the option to ask for compensation if I feel that’s reasonable.

Let’s talk about what that looks like for a second. Is it 25% of a sale on a Steam item? Should Valve and Bethesda get 30% and 45% respectively of any item I sell? Actually, I’m not sure. If I’m selling one trillion units, I’m not minding that cut really. If I’m selling six units and I’m eating ramen noodles under a bridge somewhere in Detroit, I’m minding that cut a lot.

Steam is a huge platform, and when Valve promotes your stuff as a modder, you’re in the territory of making huge money. Huge money, for doing what you love. You can’t really get that elsewhere, and that’s a credit to Valve and how great Steam generally is and has been. So that cut, I’m not sure I mind it as much as you might think. But let’s go ahead and agree Valve needed to put more thought into their plan, or at least into explaining and executing their plan. There are real considerations here that just don’t feel like they were addressed at all (did you know that some Skyrim mods can completely break your game?)

Here’s my real question: just how effective is this system going to be at rewarding modders?

Well, if everyone is pissed off at Valve and refusing to purchase stuff, not very; in that situation, modders won’t get paid.

Season De

The de_season remake, one of FMPONE's recent projects.

So let’s talk a little bit about this, shall we? Let’s agree that modders deserve to get paid. That’s right, I said it. Those people who put their time and effort into something that provides you with countless hours of entertainment. Let’s start the discussion right there—those people deserve to get paid. But only if they dig the idea.

This is the trajectory of most mods historically: a small team of people works very hard to make something they feel is special and unique, and very often it is. Many of them have no interest in professional game development. Many do, and their mods serve as their resume when they look for a job in the industry. These hardworking individuals have an intense and productive relationship with the community, only to be shuffled off and placed into cubicles where their artistic voice is diluted and stifled churning out sequels for giant publishers. Instead of earning money doing what they love, they’re earning money so that they can someday do what they love once again. Compensating modders is one potential answer to this thoroughly broken dynamic producing lousy games for all of us.

People immediately identified serious and troubling issues with Skryim’s paid-modding plan.

Speaking personally, the Steam Workshop has gotten to a point where it’s netting me a real salary and I feel rewarded and compensated for my work. I love what I do, and Valve has created a system which enables me to do it full-time, and to learn and improve every single day. Explain to me again why I secretly want to go develop the gaming equivalent of a TPS report?

However, even if the industry was a wonderful utopia, I actually kind of like working from home and not having a boss. Is that wrong? Am I bad person? Nah. I’ve got a pretty sweet gig. And that’s thanks to Valve and Gabe.

That’s right, I said it! COME AT ME, INTERNET, LET’S RUMBL—no I already regret saying that please do not come at nor rumble me.

Workshop CommerceAnnounce

To me, Gabe is still the same good guy he always was. But we need to realize a few things about Valve.

First and definitely foremost, they suck at communication. There are legitimate reasons for this that I could get into, but I won’t bother. We know they suck at communicating. And that recently hurt modders. Because Valve communicated their plan ineffectively, it turned people off completely, which meant “hey, modders might not get paid at all!” As a modder, that makes me sad. Actually, it makes me worry about eating. Which is more scary than it is sad.

Secondly, and let’s be honest, Valve’s plan kinda sucked. If you’re going to announce a bold new initiative, you should probably avoid mentioning that part where you’re not going to pay people a majority of what their sale earns. Even if a handful of Skyrim modders could quite plausibly make hundreds of thousands of dollars in the near future, the revenue splits we’ve all seen just don’t look great. And that big uproar Valve faced is proof that Bad Marketing leads to Bad Stuff.

I admit, the community response was surprising and worrying. Seeing Gabe downvoted on Redditis, uh… spooky! But I’m also deeply impressed with how legitimate the community’s gripes have been. I hope Valve reads some of the discussions on Reddit, because they’re precisely not “whiny entitled gamers crying about having to pay for stuff.” People immediately identified serious and troubling issues with Skryim’s paid-modding plan.

I do think there are solutions to the current situation. If people are opening their wallet, they want to get something great as a result. The idea that anyone, regardless of curation or objective criteria, can simply charge $100 for an “Extra Apple,” isn’t alright. There should be some level of subjective, human-level curation. I believe that 3rd party DLC works well. You have to put in time and effort as a developer, but customers like knowing that they’re getting quality content. After all, customer happiness should be what matters, even if Valve hates the idea of “bottlenecks.”

Paid Mods

The next glaring issue is paid mods ceasing to function or breaking your game. Obviously, that is unacceptable, and a 24-hour refund policy is inadequate.

Perhaps most importantly, gamers do not want to pay for bugfixes on a product they’ve already purchased. The workshop should have a clear promise to customers (a rule, if you will): bugfixes and bugfixing mods will be FREE for customers, even if that means bugfixing contributors have to settle for donations. Incentivizing people to fix bugs in AAA games is wrong -- that’s the developer’s job. The community isn’t here to clean up after major corporations, and rules are necessary when the alternative is exploitation and unethical business practices.

Talented hobbyists are beginning to become talented pros. As a gamer, I want that.

I believe these are important steps forward. Talented hobbyists are beginning to become talented pros, people more capable of delivering high-quality mods to you. As a gamer, I want that. I believe that modders could soon have the opportunity to pursue their own path and explore interesting ideas with totally unprecedented creative and financial freedom—I don’t believe that’s “bad for modding culture”. Quite the opposite.

Valve, please put together a plan that sucks less; or at least, seems to suck less. But, most importantly, please continue to support modders. Like you’ve done. Like no one else really does. As a modder, I appreciate it more than I could possibly tell you in this short article.

Over the past three years, you guys have literally changed my life for the better, and an internet mob will not deter me from saying it.

Read more of Shawn's thoughts on the issue of paid modding and Valve's announcement on this Reddit discussion.

10 reasons why Bully is top of the class

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Remember that Spider-Man spin-off Venom movie? It's back on

Cast your mind back to a time when The Amazing Spider-Man 2 was something people were looking forward to. It was around then that Sony announced plans for - you guessed it - The Amazing Spider-Man 3 as well as a bunch of spin-offs involving some of Spidey's most iconic baddies, the Sinister Six and Venom. After The Amazing Spider-Man 2 turned out to be a bit of a dud, Sony scrapped those plans, and

Last year's XCOM reboot was a roaring success, with critics and gamers showering the Firaxis Games-developed

title with praise. But before the design team could get to the point where the game was deemed fun, it had to overcome the stigma behind the word "accessibility." In the postmortem for the April 2013 issue of Game Developer magazine , Garth DeAngelis, lead producer and level designer on XCOM: Enemy Unknown , discusses the decisions that went into building an optional, integrated tutorial into the game, while also peeling away low-level mechanics to keep the game snappy.

How XCOM: Enemy Unknown overcame the accessibility stigma

He also notes how this could become an issue at times, as some design elements stretched out into post-production, and features were still being implemented beyond the Alpha stages.

Here are some choice extracts from the postmortem:
What went right: Overcoming the "accessible" stigmaEven before beginning work on XCOM , we heard it all before: Games had become too easy. The development (or marketing) buzzword "accessible" translated to "dumbing down," the idea that developers would take an otherwise deep, rich, and satisfying game and distill its intricacies to its barest form so the entirety of the world could understand, buy, and play said game.

It sounds hyperbolic, but I've seen games with easy modes that literally played themselves, making failure impossible, so this stigma against accessibility wasn't without merit! Making a game "for the masses" could be the ultimate transgression, especially for a complex game with a hardcore past, and we anticipated that XCOM fans would be skeptical that our work would hold up to those who fell in love with the original.

While UFO: Enemy Unknown may have been magnificent, it was also a unique beast when it came to beginning a new game. We often joked that the diehards who mastered the game independently belonged in an elite club, because by today’s standards the learning curve was like climbing Mt. Everest.
As soon as you fire up the original, you’ll be placed in a Geoscape with the Earth silently looming, and various options to explore within your base — options including reading (unexplained) financial reports, approving manufacturing requests (without any context as to what those would mean later on), and examining a blueprint (which hinted at the possibility for base expansion), for example — the player is given no direction.

Even going on your first combat mission can be a bit of a mystery (and when you do first step off the Skyranger, the game will kill off a few of your soldiers before even seeing your first alien—welcome to XCOM !). While many fans on the team found this learning curve to be a part of the game’s charm and wore it as a badge of honor, we ultimately knew that, in 2012, we needed to enable gamers to experience the truly fun elements without overly testing their patience. But neither could we bear to dumb XCOM down.

We were on a mission to flip the perception on streamlining, to remove the stigma that accessibility equaled a dirty word. We wanted anyone to be able to give XCOM a whirl without expecting them to become fluent in the game’s many systems on their own accord. At the same time, we needed to preserve all of the richness, depth and challenge ingrained in the core pillars. If someone wanted to walk away from the experience due to the game's challenge, we were okay with that; but we didn’t want to alienate anyone simply due to a lack of information.

To accomplish this, we built an optional, integrated tutorial that peeled off the components of XCOM one layer at a time. It was important to keep this hour-and-a-half experience optional, as experienced players could save earth again without the tutorial force-fed to them (and we also knew some players, even in 2012, would want that old-school badge of honor by skipping the tutorial altogether, which is somewhat appropriate for certain types of X-COM fans).

The introduction to the game wasn't the only area we redesigned. Jake Solomon and the design team refined low-level mechanics from the original, such as removing Time Units and capping the squad loadout at six. Both of these changes were the result of internal playtesting over the course of many months, with the development team finding a combat "sweet spot" with respect to approximate time spent on a map and number of decisions made per turn (we found, depending on map size, battles should average 20 minutes, not to exceed 50 minutes on the absolute longest missions). Six units also made every decision vitally important, promoting group tactics with no moves feeling like unnecessary filler.

This "new era of accessible" mindset also helped the design and user interface teams build a platform-agnostic experience. This is an element that could have gone horribly wrong (and did have its inherent challenges, detailed later), but the team did an admirable job of crafting a historically PC experience for consoles as well. We knew games like XCOM weren’t traditionally available on Xbox 360 and PlayStation 3, but we’re extremely happy we could provide the same experience (without compromising features or "dumbing down" the console versions) across all platforms.
What went wrong: Design continued into post-production XCOM required constant design iteration, with some features being implemented beyond Alpha. It may sound cliche, but Firaxis has always lived by the mantra "Find the Fun," and the company takes that very seriously. Sometimes, Fun can be a challenge to find, especially in a product that is unlike any other we’ve built before. XCOM boasts two interdependent systems that could almost be standalone games, and discovering that special synergy between the two was the key to unlocking the magic within the XCOM universe.

Trying to focus concurrently on both gameplay layers was challenging. We spent various milestones on certain features that didn’t progress as we’d hoped. By mid-production, the strategic layer was a turn-based card system for various months, and it stagnated while the team focused on improving combat. Ultimately, the strategy layer was molded into the version we’re satisfied with, but it was neglected for too long and required a late Half Life -inspired Cabal process to get there—we (myself, Solomon and other members of the dev team as necessary) would meet every morning, every day, until each component of the strategy layer had a concrete gameplan and a clear implementation schedule.

Additionally, the tutorial and narrative, critical components of the game, couldn’t be pushed to final until the design was locked. And since the design tentpoles ran late, the narrative team (including animators, writers, and audio) came under immense pressure to finalize high-quality cinematics in an extremely short timeframe.

The extra design time helped make the game as good as it could possibly be from a gameplay perspective, but it's worth asking whether we could have made tough calls on certain systems earlier in the schedule. This is one of game development’s largest challenges: holding a game's design to immovable deadlines can be stifling to the iterative and tricky-to-quantify creative process. Shipping an unpolished combat game with a completely disconnected strategy layer would have spelled disaster for the future of XCOM , so we kept the process malleable much later into the schedule, allowing the team to find the answers through discovery and experimentation.

Practices like the design cabal helped the team focus on areas of the game that weren’t fun, but in a perfect world, we would have locked down as many high-risk systems as possible as pre-production wrapped up. We did ultimately cut content, but the bulk of our wishlist shipped in the final product, which was great for the game but taxing on the team.
More in the April issueThe April issue of Game Developer magazine is now available via subscription and digital purchase. You can subscribe to the print or digital edition at GDMag's subscription page, download the Game Developer iOS appto subscribe or buy individual issues from your iOS device, or purchase individual digital issues from our store.

Tokyo Game Show Tidbits: Indie game impressions, part 2

A typical sandbox game gives the player a procedurally generated world to explore and shape as they please.

Here's the second batch of miniature reports on indie games I saw on the floor at Tokyo Game Show. Check out the first batchif you missed it.

A typical sandbox game gives the player a procedurally generated world to explore and shape as they please. But The Tomorrow Children puts players in a town in the center of a vast nothingness into which the player can sink and die.

Islands pop up occasionally, though, and remain long enough for players to harvest resources that can be used to build. There's also a multiplayer element, though other players are only visible when taking action, popping in and out of view.

One thing that came across well in the demo is a strong Soviet Russia vibe. The voice acting is a key part of this. Q-Games had dialogue from the game translated into Russian, then chopped and mixed it up before giving it to Russian voice actors to speak to get Russian-sounding gibberish. They also sent their artist to the Czech Republic to do research, and the characters are all modeled after their traditional puppets.


(JP link)

This pixel-based 2D particle physics sandbox title is scheduled to come out in time for the next Comiket, where Windows copies will be distributed physically to attendees. When I asked the developer if he had any plans to release the game as downloadable software, he said that he's had better reactions from westerners than Japanese people overall, so he does want to try to get it on Steam. That would come later, though.

This is a scrolling shooter with two different dimensions side-by-side on screen. The player's ship exists in one or the other at any given time, and can flip into the other at the push of a button, popping in at the same relative location.

It starts simple, but ramps up the difficulty later, with the addition of obstacles and harder enemies. It feels like an adventure game in some ways, requiring a combination of forethought and quick reflexes. You can try their public alphafor yourself. Developer 2Awesome Studio expects to release the game on Windows, Mac, and Linux later this year.

This game is already out in the west for Windows and Mac, but the developers are preparing to release "Spud Tales" DLC with new weapons, new smiths, new legendary heroes, and a completely separate storyline. Of the new heroes they've announced, my personal favorite is Kacarrot, pictured above.

New development studio Digixart is entering the scene with a music game that director Yoan Fanise hopes will be to games what Disney's Fantasia is to animated film.

The game is a story about a boy and a girl on a journey together, with a selection of music from many genres (including some collaborations with songwriter Wyclef Jean) that represents their feelings and their growth as people along the way. Its look is inspired by the works of Hayao Miyazaki, and I think it has the potential to be magical. I'm really looking forward to it. Gamasutra recently published interview about the gamethat talks about the goals Fanise has for the game.

This is an upcoming puzzle adventure game from Telehorse, the developer of point-and-click adventure game Steampunker . Steamville takes place in the same setting but is not the same kind of game. In each level, the player is being chased by a giant robot and must use the environment to damage it until it is destroyed. It's headed to iOS and Android later this year.

This game caught my attention with its subtitle. It's a turn-based JRPG that centers on a liberal arts graduate who just finished college. Having returned home, he and his friends hang out on a forum about conspiracy theories, and go out questing to take care of the conspiracies in the world around them. As they go, they find that all the conspiracies they tackle are more connected than they appear.

The graphics are bright and colorful; the developers are sticking to plain colored 3D volumes as much as possible. The battle system is more interactive than those of most JRPGs, with minigames for every attack. It's expected to hit Windows, Mac, Linux, PS4, PS Vita, and Wii U later this year.

Check out the first batch of indie games impressions from TGS.

Rez 's Mizuguchi: Create virtual unreality

"It's really about how much of the 'unreal reality' you can bring into the virtual reality world."
- Rez Infinite creator Tetsuya Mizuguchi on the promise of VR
If there's any developer who seems perfectly poised to take advantage of the promise of virtual reality, it's visionary Tetsuya Mizuguchi, whose early 2000s classic Rez is being reimagined for PlayStation VR as Rez Infinite .

Gamasutra caught up with Mizuguchi at the PlayStation VR event held today in San Francisco, alongside GDC, and asked his thoughts on the new medium.

Has it met his expectations?

"First of all, yes. It's met the VR that I was envisioning. But beyond that I think there are so many other possibilities now, it's like today's VR has given us a blank canvas, so to speak. It's more than just, obviously, games. It's all other kinds of content.

"The funny thing is that when you look at the term 'virtual reality,' there's reality in our real-world reality, but it's really about how much of the 'unreal reality' you can bring into the virtual reality world. In that sense, the creativity and creative content that can be created in that unreality space, whether we go to fantasy or just non-reality that seems endless in terms of possibilities and potential."

In other words, Mizuguchi hopes to unlock new experiences with VR -- and the beginning of that will be the all-new Area X, a sixth and totally original level for Rez Infinite that was not included in either the original Dreamcast and PlayStation 2 or Xbox 360 HD remake versions of the game. Mizuguchi told Gamasutra that he hopes to use this area to push into new avenues of VR game design.

Expect more from this interview on Gamasutra in the coming days.

Escape the Adorable Depths of Hell in Into The Darkness

Find your way through hell and get back to your family in Malang Studio’s Into the Darkness – a grim adventure for iOS and Android devices.

– a grim adventure for iOS and Android devices. You take on the role of a deceased soul, who must go through various gateways of hell to reach the door of reincarnation! With no ability to fight off the ghosts, you must keep moving to avoid being caught, while finding a ghost that possesses the key to an alter which allows you to pass to the next area of hell. Given no distinct directions as to where to go, you’re required to explore the hell-like maze, and find the key to the alter.

The art is bubbly and deceivingly cute, despite it’s dark and grim premise. Ghosts appear as hooded skeletons,  some wielding scythes, and growing horns; it’s eerily-adorable. The nameless lost soul protagonist is a sphere-headed naked orange thing, with exposed butt-cheeks – clearly this plump cute fella is in the wrong neck of the woods.

With a few other games in Malang Studio’s arsenal, all featuring the same bubbly style, Into the Darkness seems to be released just in time for the Spooky Halloween season.

Into the Darkness was released on September 26th for Androidand iOSdevices.

Original Dead Rising to haunt PC this year

After a pre-E3 leak , and an unseasonably festive trailer , Dead Rising 4’s release date was confirmed last month.

last month. On the off chance that wasn’t enough Frank West-flavoured zombie slaughter for you, though, Capcom has now revealed the original Dead Rising—now ten years old—is finally heading to PC for the first time. Better late than never.

As reported by Eurogamer, a trophy list for the first game appeared on achievements tracking site Exophaserecently, which pointed towards an imminent PS4 release. Beyond that, there wasn’t much else mentioned—like whether or not it’ll be an HD remake or will introduce new features, for example—however Capcom has since confirmed a PC iteration is headed our way this side of the year too.

"Capcom will be bringing Dead Rising to Xbox One, PS4 and PC,” the publisher told Eurogamer. “In addition, Dead Rising 2 and Dead Rising 2: Off the Record will make their way onto Xbox One and PS4. We will have more news to share soon."

No solid release date just yet, but you might fancy checking out 14 minutes of in-game footageof Dead Rising 4 in the meantime.

New Year's solutions

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Sleep Well in Sweet Drmzzz

When you go to sleep, there are a lot of different things that happen: Your body slows down all of its metabolic processes, your brain flushes harmful neurotoxins out of its system, and a miniature version of yourself climbs out of your skull, uses your alarm clock as a spaceship, and flies off into outer space to play minigames.

Or, wait. That last one might just be Sweet Drmzzz. Bart Bonte, whom you might know as the creator ofis introducing players to that very odd concept, with a variety of little touch-based games for you to enjoy. In space. With a mini-you. Using your alarm clock as a spaceship. It’s a very odd concept, but the minigames appear to be different takes on fairly familiar kinds of play. In one, you solve a logic-based puzzle revolving around space worms that pop out of an asteroid like earthworms out of apples. In another, you draw lines in space that direct the dust that the space worms need into their waiting gullets. In yet another, you fly your alarm clock around to collect stars, and in yet another, you control several space worms at once and try to direct them into the stars they want to eat. It’s all very strange.

Sweet Drmzzz will be releasing on November 6th for both iOS and Android. The game will cost $0.99 USD ($0.89 EUR, the developer also mentions), and will have no in-app purchases, so once you buy it, there’s nothing annoying to get in the way of you just playing the game. You can also find more from Bart Bonte here.

Kicking guards in Dark Messiah of Might and Magic

Why I Love
In Why I Love , PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant.

Dm2

, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Phil puts the boot to the monsters of Dark Messiah of Might & Magic.

Dark Messiah of Might and Magic was a curious thing. It was created by Arkane Studios, and released six years before Dishonored. It's a melee combat game, created in Source—an engine that never struck me as especially well suited to melee combat. On release, some reviewers bemoaned its repetition, its story, and especially its bugs. I'm not sure I disagree with them. It's a strange, clunky mess; the kind of strange, clunky mess that seems totemic of mid-'00s era PC first-person development.

I say that because, despite the problems, there's genius in there too. And that genius is wrapped up in systems that, on the face of it, make no particular sense. Ostensibly, there are three ways to play: melee, stealth and magic. There are upgrade paths for all three, but neither magic nor stealth are a particularly effective way to play. Technically, melee weapons aren't the most effective way to play either. In terms of pure effeciency, Dark Messiah of Might and Magic's most powerful weapon is the foot.

DMoMaM's kick is a beautiful thing. Your character—Oblivious McDense—may have all the presence of a fart in a hurricane, but he's got a big, chunky foot that will forcefully propel just about anything into just about anything. Game physics are at their most enjoyable when tuned to massively over-exaggerate the player's effect on the world. I love this stuff; whether it's a pointless touch like Dark Souls' ragdolling bodies, or a key feature like Red Faction: Guerilla's magic hammer of destruction. Dark Messiah, similarly, revels in giving the player this brute-force shortcut to floppy-bodied chaos. It's sublime.

The game knows how good its kick is. Throughout, most in-game tips are reminders to engage with the physics aspects. Reminder: you can knock out a wooden beam to cause barrells to fall on enemies heads, instantly killing them. Reminder: you can kick enemies into wooden boards covered in spikes, instantly killing them. Reminder: you can kick enemies into fire, instantly disabling them and then slowly killing them. Reminder: kick the things; break the things; physics the things.

Dm3

Every room you come to is filled with surfaces covered in spikes. There is no reason why this should be the case, except that every room will contain monsters and those monsters must be kicked into spikes. Standard melee attacks are a slow and dangerous affair, and—even if you can't feasibly kick every enemy into every trap—the chance to thin out enemy ranks offers much needed breathing space. Against three orcs, a straight melee battle would be slow and gruelling. Dispatch even one with a well placed kick, and the immediate gratification lasts throughout the resulting battle.

Dark Messiah's clever trick is making you feel clever for kicking an enemy to death. You're not—it's clearly been painstakingly designed that way. Between the reminders and the careful placement of traps, there's almost no feasible way to not boot a guard into some deadly scenery. Nevertheless, the vastly wild power differential—the ability to take out an enemy with one simple button press—makes it feel illicit. The visual response is perfect, too. Enemies ragdoll back much further than you feel they should. It feels absurdly overpowered—more so than the demonic powers you get midway through the game.

The game's best level is Chapter 5. It's a long, sprawling affair, taking you through a temple, a spider-infested cave, and, finally, through a cliffside settlement. This last part is your reward for making it through everything that came before. It's a series of fights across small, treacherous platforms overlooking a massive drop. It's a birthday party for your foot, and tens of orcs are invited.

New Bully Christmas trailer

It's obvious this new Christmas-themed Bully trailer was divinely inspired by the baby Jesus - there's bitch-slaps,scrotum-squeezingwedgies, and children simulating what it%26rsquo;s like to smack buttocks during intercourse. Just look at this guy down below.That%26rsquo;s just one tiny example of how hardcore this little clip is. So sponge it into your brain, vomit it out upon your friends, and thank us with a firm spanking.Just click the Movies tab above and search hardfor the Christmas video. Happy Kwanzaa! December 12, 2006 Topics Action Bully We recommend By Zergnet Load Comments

Unmechanical Extended review

Unmechanical Extended review It’s nice to pay homage sometimes, to reflect on great experiences and pay tribute to them with a new creative endeavour, but it doesn’t necessarily make for a great game. Unmechanical could hardly be called a clone or rip-off – that would be entirely unfair – but it doesn’t shy away from making it apparent what games it was inspired by. And while its distillation of those

Pokémon Go Team Discusses Successes, Challenges, And The Future

Pokémon Go released last week, and the game is already huge, jumping to the top of iPhone and Android app charts and forcing people out of their homes to catch Pokémon .

. We spoke with John Hanke, the founder of Niantic, the developer that took Nintendo and The Pokémon Company's hugely popular monster-catching franchise and ran with it. Hanke and Niantic developed Ingress, a predecessor to Pokémon Go that tested the waters for many of its geocaching gameplay mechanics.We asked Hanke how it feels to be behind the phenomenon, what's in store for the game's future, and how involved Pokémon's creators have been in the development process.

Game Informer: Can you give me a little bit of your background, John? You worked on early MMOs, and now you’re doing this strange thing with Pokémon. Can you tell me a little bit about that path?

John Hanke: My gaming resume, other than playing games, starts back in 1994 when we founded a company called Archetype Interactive that made a game called Meridian 59. Which is one of the first internet 3D MMOs, I think it was the first. We started it as an independent company, we were acquired by 3DO. Look that one up in Wikipedia – Trip Hawkins’ failed console game company-turned game publisher. But yeah, we brought that game to market, and I was there. We ran it for a couple years, and then I rolled of to do another company. I had a chance to soak in the early days of MMOs and some of the first online guilds that got formed and watching the whole social dynamic of that type of game emerge in the early days. That experience was definitely at the front of my mind whenever the concept for Ingress was being created. It was really very simply to take that MMO experience and hopefully the social-team cooperative gameplay element to that and bring it out into the real world.

How did Pokémon Go come about? Did The Pokémon Company come to you? Or did you bring a pitch to them and show them Ingress as a possible template?

Yeah, we went out and talked to them. So, we launched Ingress in 2012 – November 2012. Yeah, we’re growing that product and seeing it be a hit worldwide. And then in 2014 – I believe if that’s the right date – that year just keeps getting mixed up in my head, Google and The Pokémon Company did an April Fool’s joke around Google Maps, where Pokémon spontaneously appeared in Google Maps, which ended up being tremendously successful; it went viral. There’s a video about it that got umpteen million views. And so, within the Niantic team, we were thinking about, we built the game, it’s our intent to build a platform, what would be the next step towards growing the platform? And Pokémon was the idea that seemed incredibly obvious to us, given just the structure of the game, given the fact that it’s about chasing Pokémon and capturing Pokémon out in the real world seemed to be super natural to just substitute a mobile phone for the Pokémon and Pokédex. So we actually surfaced the idea with The Pokémon Company, there was interest, they were actually playing Ingress, and Mr. Ishihara, the CEO of the Pokémon company – I met him maybe a month later, and he was like a level 11 Ingress player, so he compulsively played. And his wife was a – and I guess they are still playing – his wife was a high-level Ingress agent as well. So, they’ve been playing together, then a lot of people in The Pokémon Company were Ingress players, so when we pitched this idea of a Pokémon-like game built on the concept that we’d built with Ingress it was very well-received. I mean, we both brought ideas, being the very obvious thing. And yeah, we started the project, and here we are.

And how involved were they during development? It sounds like they were Ingress fans, did they just trust you or were they checking in a lot? And did they have a lot of feedback?

You know, they stayed pretty involved. Junichi Masuda – he’s the producer on the new Pokémon game, he was a programmer going back to the very first Pokémon game – so he’s kind of their go-to guy for canon and the Pokémon universe. So, he has been an invaluable asset for us, he’s been involved in playtesting all the way through, and giving us lots of feedback and helping us shape an experience that's true to the Pokémon world. I mean, it’s a great brand, it’s been around for 20 years. So, I would say that they've been very attentive and very involved with what we’re doing. They want to protect it and protect the brand. They perceive Go as a really wonderful evolution of the Pokémon universe.

I was surprised at E3 when showing Pokémon Go, that Miyamoto was on-stage, clearly excited about the game. As an outsider, I assumed he wouldn't be involved in Pokémon Go. Have you talked to Miyamoto? Have you gotten feedback from him, especially following the launch?

Well, I haven’t talked to Miyamoto-san post-launch, but certainly we’ve been in touch with Nintendo and Miyamoto. He was on-stage with us when we announced the project, it had been under development for some time, but he was onstage when we publicly announced it in Japan back in September of last year. So, it’s definitely something that he’s been aware of and has provided his perspective on.

He’s been giving feedback through the course of development? It seems like something he’s excited about. Would you say that’s true?

I don’t want speak for Mr. Miyamoto. I have a huge amount of respect for him, so I don't want to put words in his mouth. I hope he likes our game. He is aware of it and we have gotten feedback from him. At the same time, he’s not been involved as a producer or game designer, he’s not been hands-on in that way. I was very, very honored to be on stage with him whenever we did our initial announcement and had the opportunity to hang out with him, talk about games, and bluegrass music. It turns out he’s a big bluegrass music fan.  He plays the banjo. Very interesting guy.

The game’s out now. The servers are having a hard time under the weight of so many users. I’m curious about your expectations of the game. Now that’s it’s out, is it about the level that you guys expected it to be or is it already exceeding expectations in terms of downloads and people talking about it online and all that?

Yeah, I mean, we hoped that the game would be successful and we had ambitious goals for it. But it definitely exceeded our expectations in every way. I mean, hitting that number one in the free apps and top-grossing apps yesterday was unexpected for us on day one with a partially launched product. So yeah it’s been amazing. More impressive than the charts and the raw numbers have been the social activity, engagement, all the user stories that are flooding Reddit and flooding online social platforms – great stories about groups of people going on giant organized Pokémon walk in Sydney, I heard something like that’s getting organized in Los Angeles, I saw photos this morning of big groups of people that had congregated around gyms last night just sort of spontaneously. So that part of it is super exciting to us because our whole thing, the whole mission for Ingress is to get people out of the house and encourage people to exercise and get out of the living room and go out into the neighborhood, those are the most exciting images for us. People getting out, going to new places, and making new friends, and socializing, playing with their existing friends out in the real world, that’s awesome to see.

How are PokéStops and gyms established and selected? How does that work on the development side?

Well, PokéStops and gyms are the results of three years worth of work at Ingress. Ingress is also a game based around locations. Ingress is a sci-fi game, the locations are puzzles in Ingress, players can control portals to power them up, to link them together, to form fields, or two teams. These portals – when we started that project with with Google – we seeded that database of global locations, with historical markers, and a database of public artwork, and statues. There were a few hundred thousand of them, it was enough to get the very early data of the game started, and then we encouraged of user within the game to submit places that they thought should be portals within their neighborhoods where they were playing Ingress. And we gave them... you could earn a medal for that, you could earn badges for submissions of portals. And we established some guidelines: It should be safe and publicly accessible; it should be a work of art, important piece of architecture, or unique local business; and then we had a group of operations personnel that reviewed those submissions and approved the ones that seemed to meet our criteria. Those had then been edited and revised over the past several years, new submissions throughout that time period, but also people correcting the location, adding names and descriptions, and deleting things that weren't good portals. It’s not perfect, but it’s become a pretty good, a pretty mature, global data set of these public visible, visually identifiable locations. So we used that, and select a subset of that for the gyms and PokéStops.

And are you guys planning on opening those doors for Pokémon? We really want to make our office a gym.

We are actively working on a way to re-enable submissions of portals within Ingress. Whether or not we extend that within the Pokémon Go app or not, I don’t know at this point. But we actually shut down the submissions about six months ago or around the time we spun our, certainly before then. Because we just had so many submissions worldwide and it was a huge burden to process them.  We felt like we needed to put that on pause and we’ve been working a crowd-sourced, user-voting solution so that we can re-enable submissions and with the help of users process new ones. But, no definitive timeline on that, it’s just something we are working on, though.

For more from Hanke about the game's lack of a tutorial, why so many churches are PokéStops, and how often the game will be updated, head to page two.

CheatPlanet's Top 5 FAQ Submitters

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God Of War Developer David Jaffe: To Tartarus And Back

God Of War Developer David Jaffe: To Tartarus And Back A visit to David Jaffe’s personal blog reveals not a single headline-worthy rant. In fact, he spends most of his blog real estate unabashedly praising everything from Splinter Cell: Conviction to Doodle Jump on the iPhone, as well as a handful of non-gaming books and music albums. He lists the Adam Sandler comedy Grown Ups as one of his top three

When Southeast London game studio Roll7 first put together the prototype for what would become hard-as

-nails skateboarding game OlliOlli , it was destined for the iOS App Store -- and it was far more difficult, thanks in part to the touch-screen controls. The team, first founded in 2008 as a gun-for-hire studio, first made its splash into original properties with Get to the Exit on mobile in 2012.

How skateboarding game OlliOlli skipped over iOS, and onto Vita

on mobile in 2012. With iOS experience under its belt, it perhaps made sense to stick with iOS again for the next title.

But when Roll7's John Ribbins bumped into Futurlab's James Marsden at a games conference and showed him the prototype in motion, Marsden's immediate reaction was "You should show this to the guys at Sony."

Marsden was in the midst of bringing his innovate shoot-'em-up Velocity to the PS Vita, and the moment he played OlliOlli and recognized that physical buttons would be far better for a twitch title like this, he knew that firing off an email to Sony's Shahid Ahmad was the next best step for the game.

Understandably Ahmad was rather interested in checking the game out, and a meeting was set up. "We went in and showed them the game, and they were really into it," says Ribbins. "They gave us a shot, asking if we wanted to bring it to Vita instead of iOS."

Adds the Roll7 dev, "As soon as we started thinking about physical controls, what it meant for doing tricks and stuff like that, it certainly made sense."
The transition from iOS to VitaWith the move from touch-screen to physical controls, there were other grand-scale changes that the Roll7 team decided to make the core gameplay of OlliOlli .

"When we first made the game for the iOS version, and actually right up until first playable of OlliOlli on the Vita, there were no sloppy landings - now there's this mechanic where, when doing tricks on the analog stick, you've also got to hit X to land your trick."

The way it works is that if you time your "X" press perfectly as your skater lands, you'll achieve a perfect score and a small boost of speed. If you time it badly, you'll land "sloppy", receive barely any points, and be unable to jump for a second.



"In the original game, if you messed up the timing, you just slammed, and that was the end of your run," says Ribbins. "But we realized that was maybe a bit inaccessible when you start the game."

And yet there was still something really satisfying to being forced to stick to a perfect run. As development progressed, it became clear that including the super-taxing angle in some form would be beneficial for some players -- and hence, the unlockable RAD mode was born.

"We thought if you've beaten the whole game and done all the challenges, and you want to play it the way we were originally intending it before we realized it was probably a bit too harsh, you can try RAD mode," laughs Ribbins.
Why go Vita exclusive? OlliOlli is now a PS Vita exclusive. I asked Ribbins why it isn't coming to the PS3 as well -- why focus on just the Vita?

"I guess it was partly a suggestion on Sony's part," he answers. "We're not being published by Sony, but they are funding it."

"But I think from our point of view, in terms of a weird marketing angle -- there's something quite nice about being an exclusive," he continues. "We've done iOS and PC games before, but this is the first console title we've worked on. So it's quite nice to be dedicated to this platform."

Notably, Roll7 didn't use any middleware to build the game, meaning that the game was built specifically for the PS Vita. "Perhaps stupidly, we built everything from scratch in C++ and with Sony's SDK," the Roll7 man muses.

But this wasn't without hiccups. Since this was Roll7's first console game, it was a far different experience from working with iOS, and the team was forced to delay the game by several weeks due to unforeseen diligence.

"It's a different world from submitting a game to Apple, to submitting it to Sony QA," Ribbins says. "There's a lot of diligence there. As a studio it's been really good. It's helped us grow, and we learned a heck of a lot from that, and having to think about stuff I don't think we would have ever thought of if we were just self-publishing onto PC."

OlliOlli is due for release on PS Vita on January 21. Make sure you check out the full video interview with Ribbins above.

Bully does its worst

It's old news that, in the year leading up to its release, self-appointed culture critics around the globe desperately railed against Bully for its supposed violence. But even since its release - and the revelation that the game is fairly harmless - some people still refuse to let the controversy die, insisting publisher Rockstar isn't showing just how violent the game really is. So, just how much

PAX East 2015 Preview – Wander

What is a video game?

What is a video game? How do we define it? Do we expect certain gameplay mechanics to be included, without which may potentially lesson the experience? Wander , the in-development project by Wander MMO, is well, just that. An MMO. But unlike other MMOs, Wander describes itself as a “collaborative, non-combat, non-competitive exploration MMO.” When I first told my cousin about the game – he came to PAX with me – he didn’t really see the appeal. “So, what do you do?” he asked. “It’s an exploration game. You walk around and explore the world,” I replied. “And then what?” he wondered.

For most gamers, combat and A-to-B objectives are necessary in order to feel a sense of progression. Without them, most may explore for a little while, aimlessly, before feeling purposeless and moving on to another game. This is the danger Wander faces as a non-combat, non-competitive MMO. In order to draw in players and have any legitimate sustainability, the game will need to feature an incredibly gripping narrative, awe-inspiring visuals that beg to be seen, and incredibly diverse vistas on the horizon players will feel compelled to reach. If Melbourne-based developer and all around Wander -er Loki Davison has his way, gamers will be introduced to a brand new niche genre of gaming when it comes to online exploration.

In a recent PS Blogpost introducing Wander , Davison explains his motivations behind bringing the concept to life. “I was somewhat of a nomad for a long time. I wandered around Central Asia, Siberia, the Arctic and Himalayas. Growing up I played a lot of MUDs (text based MMO games) and wanted to make a game that was atmospheric, relaxing and multiplayer. Wander draws on a lot of that experience. I wanted to collaboratively explore in a game.” Davison noted that there was a distinct lack of games that focused on exploration, and far too many games that forced combat and competitiveness. Wander is an attempt to offer gamers a reprieve from all the violence, substituting blood and gore with enchanting landscapes and serene multiplayer interactions.

The demo at PAX begins with players assuming the role of an EntOren, a sentient tree-like creature, granted life by a powerful storm that transforms you. Following the sound of opera singers, the player is led across the jungle landscape in search of collectible bits of lore, which begin to reveal the mystery of what’s happened. It is soon discovered that the tree, along with many others on the island, is actually a shapeshifter, capable of assuming a variety of forms. The next one the demo showcases is a griffin, able to take to the skies and fly. Flight is great, but every form is a different size, and certain portions of the island will only be accessible to certain forms. The other forms were not playable at the show, but they have been revealed already; joining the Oren and Griffin will be the Azertash, a humanoid fish that can swim fast and breathe underwater, and the Hira, an agile creature capable of reaching smaller enclosures on the island, including tree forts.

Beyond the initial four forms, each type has a number of variants. These variants are not just aesthetically different, they can also interact with the other tribes and creatures on the island in unique ways. Each variant is said to have its own culture and backstory, further discovered via lorestones and written records. Beyond that, discovering lorestones and gathering information from the various island inhabitants can unlock further secrets known only to a few. As the team says, “eventually, if you’re lucky, you might even learn the ultimate secrets of this mysterious and beautiful world.”

The island holds many secrets, though players can work together and share information if they so choose. For those who want to explore on their own, there are a number of different locations to discover. The island is massive in scope, with tons of terrain to cover. From the coast, to the dense inland jungle, to the forest treetops, there’s plenty to see and learn. Once the Azertash is unlocked, players can even dive into the water off the beach and discover an entire underwater city, waiting to be explored.

Wander seems like a tough sell to me, especially as an MMO. I’m not convinced it’s sustainable, or that it will hold player interest beyond a few weeks at most. That said, I know little about the world itself, and just how layered the exploration component truly is. On the surface, it’s a simply gorgeous game that boasts AAA quality next-gen visuals and a variety of playable characters, each with unique modes of transportation and areas of the island in which they excel. It’s certainly a game I’m intrigued to try, I’m just not sure it’s a game with much of a shelf life. Wander is currently in Alpha, and available for purchase hereon Windows and Linux. It will also be available in April on Steamand PS4. For more information, be sure to visit the official website. Wander can also be found on Twitterand Facebook.

Space Invaders movie on the way, because Hollywood is where dreams are made

Faced with the dilemma of having turned literally every story ever told by humans into at least three movies (all of them excellent, obviously, and most of them starring Sam Worthington), Hollywood executives have turned to the obvious next source of inspiration: things that aren't stories. In addition to the upcoming Battleship and Monopoly movies, Lorenzo di Bonaventura – producer of all three Transformers

The highlights from our PAX East party

Headhunterz headlined our PAX East 2015 afterparty with ASUS!

afterparty with ASUS! Thanks to everyone who danced, gamed, and helped us fill Royale, Boston's biggest nightclub. If you weren't there, here's a peek into the good time we had.

While we've got you, there's still a few days left to throw your hat in to win an ASUS ROG G751 laptop , if you have room in your life for a high-end portable gaming rig. If you're a US resident and 18 or older, enter here.

Pax Party 1

Pax Party 2

Pax Party 3

Pax Party 5

Pax Party 7

Pax Party 8

Pax Party 4

Pax Party 6

Kickstart This: Regeria Hope Pits an Honest Lawyer Against a Corrupt System

Whether you can find an honest lawyer in the real world is a subject for debate.

Whether you can find an honest lawyer in the real world is a subject for debate. But in the visual novel Regeria Hope , that’s exactly who you play – an honest lawyer whose clients are counting on you to save them from a less-than-just justice system. For example, the first case is that of a man whose bride was poisoned during their wedding reception, and he’s been accused of her murder.

My first real client, Brock En Heart, certainly didn’t fit the profile of any killer I’ ve ever seen. He was much too upset at the loss of his young wife to be the murderer. But if he didn’t kill her, who did?

Not entirely unlike the popular Ace Attorney series of games, Regeria Hope is “a whimsical courtroom visual novel” created by Nathan Low and the team at Golden Game Barn. Players take on the role of the title character, a whip-smart lady defense lawyer who employs logic and reason to find the true villains responsible for the crimes of which her clients have been accused.

Or does she? It’s hardly as simple as that. As the cases progress, players will find themselves tempted to throw their clients under a bus and let them take the fall, in spite of their innocence. Players will have to decide whether the reasons are compelling enough, or the payoff large enough, to be worth sacrificing their integrity to the corrupt system. Whatever players decide will affect both the results of the individual case and the later episodes of the series.

Regeria Hope will feature voice acting, a musical score by Zack Parrish, sprite art by Maesketch, and background art by Sendo. The first episode is available to try at no charge for PC, Mac, Linux, and Androiddevices. If you try it and discover you need more, the developers would be grateful for your support of their Kickstarter, which runs until March 25 and as of this writing is halfway to its $7,000 USD goal. The game can also be found on Steam Greenlight. Learn more about the work of Golden Game Barn on Facebook, Twitter, and their YouTube channel.

Will The Drowning pull console gamers to mobile?

Is it possible to crack the core gamer market with a shooter on iOS?

Is it possible to crack the core gamer market with a shooter on iOS? Ben Cousins, founder of Scattered Entertainment, DeNA's Stockholm studio, certainly thinks so.

"There's an opportunity for a company like DeNA to disrupt core gaming, and disrupt the big core gaming companies," says Cousins.

He thinks he can force the hand of the industry by coming out with a high-quality free-to-play game -- and at that point, his expertise with the model will be a competitive advantage. He launched Battlefield Heroes , EA's first Western free-to-play game, over three years ago.

His shot at this is new FPS The Drowning , which will be free-to-play on iOS devices early next year. With a level of polish that rivals current-gen console games but a quick, mobile-focused gameplay loop, he thinks he has the right recipe for disruption.

He presents a scenario: "In an ideal world, people play a game like this for a few minutes a day whilst they're playing their core games, but the amount of time and the amount of money they spend on mobile devices increases to the point where, when a next gen console purchasing decision is being made, maybe they put it off, or they maybe don't make that decision at all -- in the same way that I'm not interested in buying laptops anymore because I love tablets."

Cousins, you see, has stopped using a computer for anything but work. He's all iPad at home, and he can see console gamers going that direction.
The Control IssueCousins is particularly elated because he believes he and his team -- formed of veterans from FPS studios like Bungie, DICE, and Crytek -- have cracked the control scheme problems that will allow the genre to be just as fun on tablets as it is on consoles.



"We've struck a good balance between simplifying the things that don't matter, like micromanaging your moment around crates, while trying emphasize the things that do matter, like pixel-perfect shooting," he says.

Scattered spent two and a half months at the beginning of project nailing down the controls. The breakthrough came when the team realized that, "from a high level, let's do everything you do to move around the operating system, and to move around apps," Cousins says.

In The Drowning , you tap to move to a destination, aim and shoot by centering a target between two fingers, and pinch to zoom with a sniper rifle, just like you do to resize a webpage in Safari.

While initially suspicious, core gamers, Cousins says, have come around to the game when it's in their hands. "If you propose this to them, they say, 'That sounds bizarre.' They can't get their head round it. But if you give them an opportunity to try it, they really like it," he says.

Last year, when Gamasutra visited Cousins' new studio in its temporary space near Stockholm, he spoke of being inspiredto solve this control scheme problem on mobile the way Bungie's Halo did for consoles.

While it may not be that landmark, the team looks to be close. And just as tiny bacteria evolve faster than humans, mobile games evolve faster than console games. The first iteration doesn't have to be perfect, because the next patch -- and the next game -- is right around the corner.
Constrained GameplayAnother challenge the team is running headlong at is blending short-session mobile games with console FPS depth.

The Drowning takes place in small arenas. Players have 120 seconds to kill hordes of undead monsters as skillfully as possible -- with score bonuses for multi-kills, headshots, and other tricky maneuvers.

"We don't have any 3D exploration in this game," says Cousins, just a "fast loop" of action. "It's pinball, it's Space Invaders , it's Bejeweled , it's Doom , it's Quake ."

The small arenas don't just reinforce quick gameplay; they have the added advantage of letting the Unity-powered game look almost as good as current-gen console games on iOS devices.

The game's depth comes in via a loot-based weapon customization system. Not coincidentally, that's also where the monetization comes in too, though there are few details on that as yet. Players can craft and upgrade to better weapons, which forms the meta-game to compliment the short loop of the moment-to-moment play.

So the game is Rage of Bahamut meets Borderlands ? "Yeah, I think you could say that," Cousins says. "In the gameplay, our two biggest influences have been Resident Evil 4 and Bejeweled Blitz ."

"We did a lot of research with core gamers that have mobile devices," says Cousins. "Even though they play Call of Duty for eight hours at the weekend, with mobile devices they expect a shorter gameplay loop, and they expect to meter their game session length to a greater degree than they do for a console game."
Building for LongevityThe game, as stated, is free. But Cousins isn't worried about losing money on the title, because he's building for longevity.

"We're starting to see lifetime value on the card battler games that will enable high-end development as well," he says. "Games like Rage of Bahamut [are] engaging a smaller audience but monetizing really well."

He hopes to keep players coming back, but not with "crude gamey mechanics" like other free-to-play games. "We're more interested in, is there a cerebral layer to getting the people back? I'm curious about what happens to the player."

"Every successful free-to-play game is dropping content, they're dropping bug fixes and tuning," he says. "You're coming back for a couple of reasons: You want more fun. You're curious about what's going to happen, more surprises in store. You want to see more of the world." The team has plans to release new content for at a year or two, depending on how things go.
Solving the Console ProblemCousins thinks he'll win gamers away from their consoles in the long run. Handhelds are already a "solved problem," he says -- just look at the flagging PlayStation Vita.

"In the same way that I've stopped using laptops at home now that I've got one of these" -- Cousins says, holding the iPad he's using to demo The Drowning -- "but I never would have dreamt of that if you had postulated it to me five years ago, when I talk to core gamers... I think there's an opportunity for us to do that."

Clive Downie, the newly minted CEOof DeNA's US division, Ngmoco, agrees. "Yes, I do believe people will migrate away from consoles, and their time away from consoles, if the content is consequential," Downie tells Gamasutra. "I think we're going to effectively pull away at the layers of the onion, if you like, and probably pull away the consumers at the periphery."

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Jump to Section: Best Price Comments Go to page: Page 1 Page 1 Page 2 Page 3 Tuesday 24 October 2006 Whether you think it's the ruin of Western civilisation or a Catcher in the Rye for the videogame generation, there's a far more pressing question about Canis Canem Edit: is it worth the £40? That depends. If you're any kind of fan of hand-to-hand ass-kickings, open-ended gameplay and standing up for

Game tight Space Invaders bling likely to insta-pimp that ass

No need to front, aspiring Nerdcore MCs! Taito has teamed up with Christofle , manufacturer of all things shiny and expensive, to sell these kick ass Space Invaders necklaces, which should turn even the most unsightly nerd into the belle of the Players Ball. Above: Possibly inspired by Le Tete au Cube , a French site we couldn't read Get a good look, because judging by the prices of everything else

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Jump to Section: Best Price Comments Pros Endlessly varied gameplay Stellar writing and acting Challenges school-game taboo Cons No skateboard tricks Frustrating stealth missions Jimmy's speeches are cheesy Go to page: Page 1 Page 1 Page 2 Page 3 Oct 16, 2006 Whether you think it's the ruin of Western civilization or a Catcher in the Rye for the videogame generation, there's a far more pressing question

Apocalypse Cow – Parody Action Platforming

Apocalypse Cow is a game on the horizon by Monster Games LLC that is equal parts action-platforming that requires precision, and parody mash-up of both video games and movies.

is a game on the horizon by Monster Games LLC that is equal parts action-platforming that requires precision, and parody mash-up of both video games and movies. The game will also have lots of chaos and blood, and promises to be all that we will soon care about, all while taking our favorite movies and games and exploding them into a pool of comedy and blood.

Apocalypse Cow takes place in the future, where the creation of Anima has brought the video world to life and those with the proper genes can enter the worlds of video games and movies. So naturally, a form of authority to watch over these worlds is established, dubbed the “Somewhat Heroic Insiders Establishing Life’s Defense Department”, or simply SHIELDD for short. SHIELDD recruits the most skilled gamers, and the heroine of Apocalypse Cow, Penny, just so happens to be one of these recruited gamers. Her mission: Patrol older games as a low level agent, and ensure that the peace is kept.

Episode one of Apocalypse Cow will be available worldwide, for PC, early in the third-quarter of 2014. The game will also, as the press release has stated, come packed with “amazing features that will shock and yawn you,” such as “speech by real human people,” bosses of varying sizes, and, most importantly, “stuff.”Apocalypse-Cow-Castle

For more information on Monster Games LLC, and their other projects, be sure to check out their website.

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