gdc-2012

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  • Big Fish Games scores a hit with Fairway Solitaire

    by 
    Mike Schramm
    Mike Schramm
    03.14.2012

    My meeting with Big Fish Games' Patrick Wylie was one of my last meetings at GDC, but it was also one of my most satisfying. It turns out I'm not alone in my esteem for the great Fairway Solitaire app this company has put together; "This game is growing our audience," Wylie told me. That's quite a big statement. Big Fish has been around for a while making PC titles designed for a very casual audience, usually hidden object games and other casual time management fare. It's been trying to break out in the iOS market for about the past year and a half. Before Fairway Solitaire, the company hadn't really had a hit on this level, and I'd argue it was because the company was playing around with its standard casual titles rather than digging in deep. It makes sense when you consider this game's rocky past. Back in 2008, Wylie says Big Fish Games had one of its biggest PC hits with a hidden object game, and one of the developers got the idea to do a solitaire game with a golf framing on it. However, the decision was that Big Fish should catch a wave with hidden object titles and ride that trend for all it was worth. Fairway Solitaire got put on the back burner, and Big Fish went on to build its reputation on casual gaming. Last year, as the company was trying to gain ground on iOS, Fairway Solitaire showed up in development again, and I actually saw a very early version of it at GDC 2011. But while the game was technically complete last October, Wylie and company decided to go back to the drawing board and spent five months "tuning a game that was already done, just trying to get the experience as exactly right as possible." All that work apparently paid off; Fairway Solitaire has huge conversion rates for Big Fish, and its players are among the most engaged players on the whole App Store. Wylie says he would have liked to see this success sooner, but he doesn't really regret all of the work done on the game before release. "I'm glad we actually did wait," he told me. Big Fish is very excited about the success of Fairway Solitaire, and just like its earlier hidden object games, Big Fish plans to take full advantage of that popularity. Up first on the iOS game, there's a spring update coming with a brand new pack of maps for players to play through. Big Fish has another Fairway Solitaire-based title planned, and we can expect a summer pack as well, with lots more content and features to come. "We're going to service this forever," says Wylie, or at least as long as the game's players are willing to play. "I don't know where it's going to stop," he says of Fairway's rising sales. Big Fish's next game will be called Lifequest, a freemium RPG title designed around performing real-life tasks like getting a job, working, or even eating out or buying a pet. Lifequest has been Big Fish's "best performing non-hidden object adventure game" on the PC and Mac according to Wylie, so he has big hopes for how it will do on Apple's touchscreen platforms. Another big title due soon is Plunder, a pirate-based puzzle game in which you guide a set of pirate ships through dangerous watery grids by propelling them forward in the right order and at the right time. Plunder's been under development on iOS for awhile, and it's not quite as complicated as Fairway Solitaire, which itself isn't all that hard. Big Fish isn't giving up on hidden object games; the company is also releasing the latest version of the popular Mystery Case Files series, called the 13th Skull. It's jam-packed with full motion video, letting players interact with live action characters as they explore a haunted house and have to find all sorts of items and solve simple adventure-style puzzles. These games tend to appeal to a very specific audience more than anyone else, but Big Fish hopes the production values make it stand out in an already very packed market. Big Fish is very excited about Fairway Solitaire, and we can expect to see much more of that game coming in the future. I've always been a proponent of more complicated games, even for casual players. While many developers on the App Store are racing for a lowest-common denominator style of super casual freemium gameplay, Fairway Solitaire shows that with a quality, compelling gaming experience, you can attract engaged gamers from all over.

  • GDC 2012: RIFT's Adam Gershowitz talks raiding, mentoring, and housing

    by 
    Karen Bryan
    Karen Bryan
    03.13.2012

    Last week's GDC came at a perfect time for Trion. The conference overlaps perfectly with RIFT's one-year anniversary, and Producer Adam Gershowitz took us through some highlights of the past year as well as the current Carnival of the Ascended content. But he also gave a peek at what's planned for the future, not only showing off the new raid zone Infernal Dawn but also talking about the team's plans for some fan-favorites like the leaderboards, mentoring, and housing.%Gallery-150682%

  • Papo and Yo and dealing with tragedy

    by 
    David Hinkle
    David Hinkle
    03.13.2012

    Everyone has a coping mechanism for those times they have to endure pain and tragedy. Papo & Yo creator Vander Caballero grew up with an abusive and alcoholic father, and we're learning about it through the game's goals and imagery. Caballero's father is represented by a companion and monster (who recently received a redesign). It can sometimes be a comforting figure, but when consuming frogs (metaphor!) it becomes a literal beast.%Gallery-150408%

  • GDC 2012: A look at Fighters Club Online

    by 
    Karen Bryan
    Karen Bryan
    03.13.2012

    There may be no Brad Pitt and bars of soap, but Fighters Club, an upcoming MMO from KOG Studios, has plenty of pugilistic power to make Jack a happy man. At GDC last week, Massively had a chance to see some of the action and talk to the team about its plans for beta and launch. If you're curious about Fighters Club, then tape up those knuckles, slip into some kick-boxing shoes, and let's get ready to rumble!%Gallery-150625%

  • Jet Set Radio HD retains US-version content, half of original track list

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.13.2012

    Stripping out Jet Set Radio's eclectic mix of original and licensed music would be a vandalism far worse than that perpetrated by its roving band of cel-shaded graffiti artists. Sega's proposal of a high-definition update to the cherished and influential Dreamcast game skated around the question, but now we know just how much of the music will remain intact: 16 tracks, roughly half of the 30 shipped between the North American and European versions.Sega tells Joystiq it made every effort to pursue and re-license all the music, but cost and even the availability of certain music publishers became an impediment. In the end, Jet Set Radio keeps its original music (composed by Hideki Naganuma), and several fan favorites like "Magical Girl" (Guitar Vader) and "Funky Radio" (B.B. Rights). We'll probably survive without Rob Zombie.Though the NTSC- and PAL-specific tracks haven't made the cut, the levels developed for those versions (including Grind Square) will be included with this summer's HD port. The preservation may not be flawless, but the presentation nearly is -- Jet Set Radio's bold, cartoonish aesthetic benefits immensely from the higher resolution, 16:9 display and 60 frames-per-second output. Oh, and there's one more thing you didn't have before: a second analogue stick to steer the camera!%Gallery-150619%

  • GDC 2012: gPotato showcases Allods, Aika, Sevencore, and Eternal Blade

    by 
    Karen Bryan
    Karen Bryan
    03.13.2012

    If you're wondering what gPotato has been up to lately, the answer is, lots! At GDC, gPotato reps showed off not one but four titles, two of which are brand-new and on their way to beta. For Allods and Aika fans, there was plenty of news about the new game updates. Meanwhile, gPotato put on demos for Sevencore and Eternal Blade, which are both in production and are being prepped for release sometime later this year. Read on for a hands-on look at each of these titles!%Gallery-150628%

  • DICE's future plans go beyond the Battlefield franchise

    by 
    Ben Gilbert
    Ben Gilbert
    03.13.2012

    It's been awhile since the last non-Battlefield game from DICE. Sure, the Swedish dev studio assisted with Medal of Honor's 2010 reboot (multiplayer) and provided some tech backup for Need for Speed: The Run (DICE's Frostbite 2.0 game engine powered the title), but otherwise it hasn't made a separate, original property of its own since 2008's critically acclaimed Mirror's Edge. That may be about to change."We also have an ongoing plan that those products should not only be Battlefield," DICE general manager Karl-Magnus Troedsson told us in an interview last week during GDC 2012, referring to the future of his studio. He punctuated his sentence with a quick, "though I cannot say more than that," unfortunately, but it's good to hear that DICE is moving back to development outside of the Battlefield franchise. It'd be nicer to hear that the studio was steadfast in making a sequel to Mirror's Edge, of course, but we'll take what we can for now.

  • Battlefield 3's lack of DLC: DICE general manager explains

    by 
    Ben Gilbert
    Ben Gilbert
    03.13.2012

    Battlefield 3 launched on the Xbox 360, PlayStation 3, and PC in late October of 2011. Approximately a month and a half later, the game's first expansion arrived: "Back to Karkand." Aside from a handful of tweaks since, EA's DICE studio has kept relative radio silence. So much so, in fact, that one prominent Battlefield fan site publicly declared its own silence until DICE spoke up (the developer released a missive the following day).It is with this recent history -- now four months since Battlefield 3's last content drop, and another three months before "Close Quarters" is set to launch -- that we approached a recent interview with DICE general manager Karl-Magnus Troedsson. In short, what in the world is taking so damn long?"The reason that we haven't followed up with even more content more quickly, there's a couple of practical reasons," Troedsson told us. "Part of that is that we just need to spend a lot of focus getting the game out. The ambition was to get more packs out earlier, but sometimes you have to prioritize between the base product and what you're doing afterwards." Troedsson also argued that DICE's approach was thematic, not "piecemeal" (Call of Duty's approach), which was a deliberate choice on his studio's part."If you prefer to have smaller piecemeal packs every now and then, you can go with that. We prefer to do something bigger that has a specific theme, that has maps, weapons, assignments, persistent upgrades, all this kinda stuff," Troedsson said. Could his studio have gotten out this content earlier? "Probably," he said, but DICE ran into its own limitations. "Sometimes we have limitations to what we can and can't do."But without any other announced projects, and EA's Danger Close taking responsibility for its own multiplayer section in the coming Medal of Honor game (DICE handled the previous game's multi), it's unclear what other responsibilities are keeping DICE from pushing out Battlefield 3 support content more quickly. We'll just have to assume the majority of the studio is head down on a super secret sequel to Mirror's Edge.Beyond "Close Quarters," DICE has two more content packs announced for Battlefield 3, including "Armored Kill" in fall and "End Game" in winter. And yes, Call of Duty's Elite DLC drops continue monthly.%Gallery-150552%

  • The Daily Grind: What was your favorite GDC 2012 reveal?

    by 
    Jef Reahard
    Jef Reahard
    03.13.2012

    Another Game Developer's Conference has come and gone, and Massively was there to bring you the most complete MMO-related coverage to be found on the 'net. There was a little something for everyone, and whether your taste runs to AAA MMOFPS titles or smaller indie sandbox affairs, the annual trade show featured tons of MMO news and views. In addition to the demos and interviews, Massively also sat in on a couple of developer panels, and we managed to take a breather each morning to collect our thoughts via some impromptu podcast sessions. We also enjoyed some hands-on time with Funcom's hush hush The Secret World title, but unfortunately we can't tell you about that until March 15th. Today's Daily Grind is all about last week's convention, and the traditional question goes something like this: Which bit of GDC news was your favorite? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Tatem Games goes freemium with Dream Gym and more

    by 
    Mike Schramm
    Mike Schramm
    03.13.2012

    I last talked with the folks of Tatem Games at last year's GDC. The Ukraine-based developer has had a few hits on the App Store already, and this year Tatem Games tells me it's headed onto other platforms. For example, the popular Carnivores game is heading to Android and aiming for release on a major traditional console very soon. On iOS, Tatem has also been caught up in the freemium trend and is working on an engine to develop its own original freemium titles. The first one of these is called Dream Gym, and I got to see a few nonplayable demos of it. It's a freemium time-based title, very similar to Farmville and other popular games, but instead of growing a city, farm, or community, you're growing muscles. Dream Gym is a workout title where you level up both a character and the gym itself, doing various exercises over time to earn XP and money. Tatem has some interesting plans for monetizing the game beyond players as well. There is advertising built in to Dream Gym, and Tatem is hoping to get some in-game advertising funds, perhaps by selling space on in-game billboards and posters. The "workouts" in the game were also all designed by a real-life exercise trainer, so players could follow their 3D avatars and do the same exercises to work out for real. Doing so could lead to real-life rewards; Tatem's rep suggested the game might offer a gym membership for leveling up or similar partnership ideas. If you're not a fan of the freemium farming games, you might not like Dream Gym, but the gym and fitness tie-ins should be interesting. It's set to come out by May or June this year on iOS. Tatem is also planning to publish a completely free title called Fill the Bag: Crazy Catering, a simple arcade game originally developed as a prototype for the company. It's a simple but addictive game where you fill the trays of a series of schoolkids just by tapping on the ingredients each one asks for, then tapping on the kids themselves. It's cute and fun, and Tatem says it will periodically update the app with season-styled skins, both as a gift for fans and to promote the company's other games. Tatem has a few other plans in place for the future, including publishing an iOS game called Epic Stand. It was originally developed for Flash (and you can see it in action online), and it should be out on iOS sometime in April. Clearly, Tatem is keeping busy. We'll keep an eye out for Dream Gym and see how the next few titles from this already quite experienced foreign developer turn out.

  • GREE explains what GREE is

    by 
    JC Fletcher
    JC Fletcher
    03.12.2012

    Here's about the limit of our knowledge regarding GREE: it's 1) a Japanese company that 2) does something with cell phone games and 3) has a ton of money. Beyond that, details get a little fuzzy.So I asked Eros Resmini, SVP of Marketing and Developer Relations at GREE's new American branch, what exactly the company is, and what it does. Basically, it's an expanded take on OpenFeint's existing social platform, plus a new game development studio.

  • GDC 2012 welcomes 22,500 attendees, 17% increase from prior year

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.12.2012

    The 2012 Game Developers Conference broke an attendance record with 22,500 souls spending some amount of time inside San Francisco's Moscone Center. The show saw a 17 percent increase in admissions from the previous year, and hosted over 300 exhibitors and sponsors, along with the 14th Annual IGF and the 12th Annual Game Developers Choice Awards."The continued growth of the conference is a great indicator of a healthy and exciting industry," said GDC general manager Meggan Scavio. " We are very proud to provide the forum for game makers to connect, dialogue, showcase, and learn in sessions, summits, expos and pavilions every year."GDC is already locked and loaded for a return trip to San Francisco from March 25-29, 2013, which means Joystiq already has reservations set for a return trip to the Sausage Factory in the Castro.

  • Bethesda's Todd Howard on Skyrim's biggest development hurdle, fan-made mods, and what happens next

    by 
    Xav de Matos
    Xav de Matos
    03.12.2012

    Todd Howard and his clan of designers from Bethesda Game Studios walked off the stage with top honors for 'Game of the Year' at the 2012 Game Developers Coice Awards last week, for The Elder Scrolls V: Skyrim. As the large group shuffled off to party, Howard, the company's boss, took a few moments to speak with the media.Topics of discussion quickly merged into one frame of thought: what happens next? Everyone wants to know when the first piece of downloadable content will launch, how will it change the award-winning experience, and more.Howard, being as used to sidestepping media inquires about unannounced items as he is working with a talented team, quickly shot those questions down.Our focus, however, was slightly different. With a game as large as Skyrim, we wondered what complications arose during development. What is the hardest part about crafting a world meant to live on its own, away from the player's eyes?%Gallery-139026%

  • The Witness is Jon Blow's second shot at all or nothing

    by 
    Ben Gilbert
    Ben Gilbert
    03.12.2012

    When is Braid creator Jonathan Blow's second game, The Witness, going to launch? None of your damn business is when. "When it's good," Blow told Joystiq during a GDC 2012 preview meetup. He's not even sure where The Witness will end up -- beyond PC and iOS, that is. "PSN a year from now? XBLA a year from now?," Blow said. It's possible, but more of a question of if it's worth the expense. The Witness is Blow's second ambitious attempt at crafting a story built around brilliant yet obvious puzzles, but this time it's a fully 3D world. A beautiful and complex one at that. And expenses are adding up.He hired two new programmers not so long ago. Blow can't continue development forever, of course. "In the case of this game, the answer is also when I run out of money. Which may happen," he said. But wait a minute -- didn't Braid rake in boatloads of money and cost around quarter of a million bucks to make?"Like I said, I just hired two more programmers and that's expensive. I'm spending all the Braid money on this game," Blow said. That's right: all the Braid money. Right on time, Chris Hecker -- SpyParty dev, hotel room roommate, and good buddy of Jon's -- shouted, "Crazy person!" To temper the jest at his friend's expense, Hecker admonished, "You attain orbit, and then you stay in orbit!"

  • Dyad is a mind-altering substance

    by 
    JC Fletcher
    JC Fletcher
    03.12.2012

    Following the completion of my Dyad demo in a darkened hotel room, I was informed by developer Shawn McGrath that I had likely just experienced synaesthesia. He asked if I'd heard the music change when the visuals abruptly changed, which I had. He then told me the music didn't actually change, meaning that I'd heard the visual effects. My senses had become tangled.McGrath said this was an unintentional side effect of the way he designed the last level (which he had skipped ahead to show me). Without spoiling it, I'll say that Dyad's ending is a protracted sequence of total visual hypnosis, interrupted only by my pause halfway through to wipe my eyes. Turns out I hadn't been blinking and my eye became irritated and watery.%Gallery-150493%

  • Leaderboard: DUST 514 vs. PlanetSide 2

    by 
    Justin Olivetti
    Justin Olivetti
    03.12.2012

    One gets the sense that gamers can't wait for the future to get here so we can all join roving packs of pulse rifle-toting goons fighting each other for a living, like the world's most awesome paintball match. To tide us over, several studios are working hard at fulfilling our fantasies in virtual space with MMOFPS PvP titles such as DUST 514 and PlanetSide 2. We recently got a closer look at both of these games at GDC, and it's safe to say that not only do they each come from experienced pedigree -- CCP and SOE -- but they're both highly anticipated by trigger-finger monitor mercenaries. But we all know the sacred rule of MMOs, which is that there can only ever be one. There can only be one victor and one success -- and all the rest are doomed to languish in whatever the virtual equivalent of a compost heap is. So tell us true right now: Which will be more successful, DUST 514 or PlanetSide 2? Register your vote so that you'll be able to come back, months from now, and use this as proof that you knew better than all of the other fools out there!

  • Harvest Moon creator Wada forms Toybox Inc.

    by 
    JC Fletcher
    JC Fletcher
    03.12.2012

    Yasuhiro Wada has had a long career. He's best known for creating the Harvest Moon series at Victor Interactive Software, which later became known as Marvelous Entertainment. Later, he became CEO of Marvelous, a position he left in 2010 to become COO of Grasshopper Manufacture. Now, Wada is returning to creative work, and has formed his own company, called Toybox Inc., a two-man operation with former Marvelous producer Tomio Kanazawa (who worked on Deadly Premonition when Marvelous published it in Japan). They have three projects in the works -- the PS3 update of Deadly Premonition, and two others they may announce at E3.Like Mistwalker, the two creators plan to work with development partners on each game. "Toybox is only two," Wada told me. "We are the control hub." The new company will support "all" console and handheld platforms, and Wada plans to make "not so big, but not download" games.

  • Fishlabs sets the Galaxy on Fire with Valkyrie update

    by 
    Mike Schramm
    Mike Schramm
    03.12.2012

    Fishlabs Entertainment is a German-based gaming studio that scored a hit with the Galaxy on Fire series for iOS. The latest, most popular iteration is Galaxy on Fire 2, which Fishlabs has kept fresh with updates and extra content since launch. Players fight pirates, loot, mine asteroids and perform several other Elite-style tasks. The latest update is called Valkyrie, which debuted as I chatted with Fishlabs at the Game Developers Conference (GDC) in San Francisco last week. The HD update makes the game look stunning. Even iPhone owners will benefit, as those with the standard version get Valkyrie's HD graphics for free. Valkyrie meets fan requests like larger ships and a new storyline, which Fishlabs says will run as long as the game content is available. Galaxy on Fire is a gorgeous game, and Fishlabs says it's ready for the new iPad. As soon as they get hands on the new hardware, they'll "optimize the assets" and be ready to go. They are excited about the new quad core processors, but for Galaxy on Fire itself, Fishlabs probably won't add any extra features. Instead, they'll just make the game look better. "We'd rather use the hardware to improve the visual quality," I was told. Fans can expect another DLC pack coming soon. Supernova, which will have its own unique storyline and graphical updates. By the year's end, Fishlabs expects to release another new game they're not ready to discuss. "A free-to-play title set in the Galaxy on Fire universe" is all I was told. Fishlabs is doing quite well. Space-trading simulators have a limited audience. While Galaxy on Fire is an excellent game, it might not appeal to casual gamers. But Fishlabs continues to prove that as long as you have a dedicated and interested audience, you can assemble a successful franchise on Apple's platform.

  • GDC 2012: Frogster shows off Eligium: The Chosen One

    by 
    MJ Guthrie
    MJ Guthrie
    03.11.2012

    At GDC, there is much to see and do. And one of the best things to do (besides try to win a really cool fuzzy hat) is to actually experience a game through a demonstration or even some hands-on play. I had the opportunity to do just that with one of Frogster's upcoming games. No, not that one; the other one. Ellen-Jane Austin, Country Manager UK, and Marco Neubert, Director Product PR, took me on a brief tour of Eligium: The Chosen One. Although this game from Shanda Games Ltd. is pretty similar to other games in many respects, there are a few features that give it a unique flair, especially the virtue system, mounts, and my personal favorite, an ability to shape-change into a two-headed dragon!

  • GDC 2012: Publishing heavies weigh in on F2P conversions

    by 
    Jef Reahard
    Jef Reahard
    03.11.2012

    Like it or not, free-to-play is rapidly coming to dominate every corner of the gaming industry. While that's good on the surface, it also blurs the line between business and design, and it creates a lot of tension for both consumers and developers who are increasingly faced with the challenges inherent in separating monetary decisions from gameplay decisions. One of the more interesting GDC 2012 round-tables featured Sony Online Entertainment executive producer Dave Georgeson, NCSoft publishing director Steve Levy, Perfect World VP John Young, GamersFirst monetization director Joe Willmon, and Digi-Capital Limited managing director Tim Merel, all of whom convened for a mind-meld on successfully migrating subscription games to F2P. As you would expect, the panel was heavy on business-speak, but it also featured plenty of insight into the pricing phenomenon that has become the rule rather than the exception.