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  • AGDC 2009: Wizard101 hits 5 million accounts, mounts coming, and more

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.20.2009

    If you're a fan of Wizard101, then you're in for a serious treat. Brent from VirginWorlds posted a video of Darren from Common Sense Gamer sitting down with a "gaggle" of people from KingsIsle Entertainment during AGDC. It seems that Darren had a nice long talk about the past, present, and future of Wizard101, and they were all too happy to give him lots of choice tidbits of information. While this video clocks in at almost a whopping 30 minutes, it covers a large amount of territory fans and curious onlookers alike will be interested in. The various topics touched on during the course of this interview include the news that Wizard101 has also crossed the 5 million account mark; the account structure and parental controls available in-game; some interesting tidbits about just who is playing; and even a look at the upcoming mounts that will be available for players in October. Also, be sure to check Common Sense Gamer for screenshots of those upcoming Wizard101 mounts. Looks like an exciting time to be a Wizard between all this information and the first birthday celebration going on now!

  • Turbine: Easier to develop MMOs on the Xbox 360 than the PS3

    by 
    Kevin Kelly
    Kevin Kelly
    09.19.2009

    Craig Alexander, Turbine's vp of product development, spoke at Austin GDC today in a panel called "MMOs to Consoles", which is no surprise since Turbine is working on a console MMO. It's investing heavily in the MMO console arena, and their current title, which remains unannounced, is in "active development."However, he did spend a lot of time pointing out how difficult it is to develop games on the PS3 vs. the Xbox 360. Duck your head as the fanboys go to it.Here's the logic: The Blu-ray drive on the PS3 is actually slower in seek and access time than the DVD drive on the Xbox 360. Once the Blu-ray gets up to speed, it can handle large amount of data. Just not in seeking and accessing, which is a pain for streaming when you're playing something like an MMO. The memory architecture is different. When you're dealing with main memory, you work with "256ish MB" on the PS3 vs "512ish MB" on the 360. The tools aren't as friendly on the PS3. That includes the performance monitor tools, the debugger tools ... everything. Migrating a project from the Xbox 360 to the PS3 is much harder than moving from the PS3 to the 360. Alexander recommends starting on the PS3 to get all of the heavy lifting done first, but using his same logic it sounds like developers will have a frustrating time during that process. Don't happy tools make happy workers? Gamers already feel like some titles suffer because they have to be developed for both platforms. Is this going to affect MMOs coming to both platforms?There's more. Read on, Macduff.%Gallery-73468%

  • AGDC09 Breaking: Turbine confirms console MMO in the works

    by 
    Seraphina Brennan
    Seraphina Brennan
    09.18.2009

    var digg_url = 'http://digg.com/gaming_news/AGDC09_Breaking_Turbine_confirms_console_MMO_in_the_works'; During his talk at AGDC entitled "MMOs to Consoles -- Challenges, Opportunities, Emerging Trends," Turbine's Craig Alexander, the VP of project development for the company, has confirmed that they are working on a console MMO.The project has been in Turbine's production house for a year and a half now, and the staff is actively seeking to launch the title on Xbox 360 and PS3 consoles. Turbine does also have plans to develop for Wii in the future, although they did not go any further into that topic. Over 20 million dollars has been spent on developing the platform for this title. The targeted release date for this project is early 2011. Craig also said during the speech that he believes that consoles will eventually pass PCs in the MMO market, making this a lucrative endeavor. He also hinted briefly at a free to play subscription model, saying that MMOs should have "minimum friction to access."Turbine has said in the past that they will completely confirm their console MMO plans in early 2010, but speculation is still in the air as to if this is a brand new IP, or perhaps one of their former titles repackaged for the console. (Edit: Craig has now said, and we quote, "Under no circumstances should you attempt to port a title." This now looks to be a brand new console IP for Turbine.)We'll keep this post updated with new information as we receive it.%Gallery-73468%

  • AGDC09: Jeff Hickman speaks on WAR's shortcomings

    by 
    Seraphina Brennan
    Seraphina Brennan
    09.17.2009

    During one of the many speeches being given at the Austin Game Developers Conference, Jeff Hickman, producer of Warhammer Online, spoke candidly on what he thought were WAR's failures and where Mythic could have done better. While Hickman has cited more than a few reasons WAR has been caught in the mire, the central theme to all of them is the ease of PvE gameplay and a game that doesn't inspire social interactions.Hickman points out that they wanted the game to include a full battery of social features, including open groups, public quests, and other grouping tools, but they failed to design the game itself to encourage grouping. Part of this lies in the player versus environment quests where the gameplay was too easy and players didn't have a reason to group up.

  • Listen to Blizzard's "Universe Behind World of Warcraft" keynote from Austin GDC

    by 
    Kevin Kelly
    Kevin Kelly
    09.17.2009

    If you're wondering what the internal goings-on at Blizzard consist of, grab yourself something to eat and kick back. We've got the entire hour-long keynote speech at the Austin Game Developer's Conference down below. Blizzard's J. Allen Brack and Frank Pearce were on-hand to walk a slightly hungover crowd through the way they make things work and how their teams are organized.Click below for the full audio, or for those of you on the go, download it here.

  • A look at Blizzard's canceled squad-based sci-fi RPG: Nomad

    by 
    Kevin Kelly
    Kevin Kelly
    09.17.2009

    At this morning's Austin Game Developer's Conference keynote, J. Allen Brack and Frank Pearce of Blizzard took the stage to talk about the inner workings of Blizzard. Most of what they covered was stats and trvia. Did you know the Blizzard bug team is currently tracking over 179,484 bugs? Now you do. There are 7,650 quests in WoW since Wrath of the Lich King! Consider yourself informed. Some of the trivia was actually pretty interesting, like the fact that when Blizzard releases a patch, almost half of that data is audio. Pearce also mentioned that BlizzCon is operated "at a substantial loss for Blizzard," but the value is that it's a huge marketing/PR opportunity for them. Considering how many tickets they sell (in only eight minutes), that's around $3.5 million that's written off. Plus whatever Blizzard spends above and beyond that. No wonder Blizzard employees have to buy their own tickets.However, the most interesting part of the keynote was when they briefly spoke about Nomad, the canceled squad-based sci-fi game. Ten years ago, Blizzard put a lot of work in on the game, but eventually looked at it and said "Is this really the game we want to be working on right now? The answer ended up being "no," and the team went on to start work on World of Warcraft. Here we are ten years later with WoW going strong, and no Nomad in sight.They'd mentioned this canceled game, along with a slew of others, at last year's DICE summit, but without any other information. Sadly, the only thing they had to show were pieces of concept art, including some by "The Bourbon Cowboy," Chris Metzen. The art itself isn't that exciting (the best one is above and there's a couple more in the gallery below), but the words "squad-based sci-fi RPG" are exciting. Could this be Blizzard's next game? Possibly mutated into MMO form? Who knows when we'll find out, since one of the stats they flashed onscreen this morning was "Number of Unannounced MMOs: 1." %Gallery-73341%

  • PSP minis lack network features for fast approval time

    by 
    Kevin Kelly
    Kevin Kelly
    09.17.2009

    Speaking at Austin GDC, Justin Cooney from Sony Computer Entertainment spoke about the upcoming PSP minis program to a crowd of developers eager to start creating games and applications for the system. They promise an extremely fast process to get onto the PlayStation Network: no stage one or two approvals, and very light Q&A. They're hoping to average three to five days for approvals, which contrasts with up to two weeks for normal-sized PSP games.The minis program is also fairly limited. You can't develop network or online features for it (goodbye multiplayer), it doesn't support DLC, and you can't use it to work with peripherals. Developers will also have to have their game approved by the ESRB, which costs money. You can also release your titles in all three territories, but you need to sign agreements with each territory (North America, Japan, Europe) in order to do so.Sony is definitely taking an iPhone App Store approach to this process, and Cooney himself dropped the iPhone name a few times. We're wondering if they've considered that there are over 20k games now on the App Store, and if they've prepared themselves for the onslaught and how they'll be devoting a lot of time to minis approvals. So, look for PSPFart to be available for download sometime soon.%Gallery-73355%

  • AGDC09: Easy voice chat for PUGs with Puggable

    by 
    Elizabeth Harper
    Elizabeth Harper
    09.17.2009

    If all you play is World of Warcraft, then you might not have heard of Vivox -- but they're the people providing integrated voice chat solutions for EVE Online, EverQuest, EverQuest II, Star Wars Galaxies, Second Life, Fallen Earth, All Points Bulletin.. I'd go on, but you probably get the point. This week at AGDC, Vivox is spreading its wings with the announcement of two new web-based voice chat applications: Vivox Web Voice for Facebook and Puggable for World of Warcraft players. Though the two use the same technology, Puggable is definitely targeted at the WoW-playing audience. I had a chance to sit down and chat with Vivox about Puggable at AGDC, and, though I haven't had a chance to get hands-on time with it, I've got to say the idea has a lot of appeal.So what do you need to do to start chatting? Just fire up your web browser, point it to Puggable.com and create a chat room for your group. To invite others, all you need to do is share a link. The site will display character stats for your player from the armory (as seen in the above screenshot) for easy viewing by your entire group. And if you wish to select the instance you're running and the boss you're going to fight, Puggable will automagically pull up links for strategies, videos, and loot. No one needs to download or configure software (unless you're playing WoW with people who don't have web browsers... but that would just be silly) and there are no passwords to remember, share, or change. I'm hesitant to say it's fool-proof, but it certainly looks like group communication and organization simplified.Puggable is presently in closed beta (though if you're interested in testing it, you can sign up on their site) with plans for a more open beta in the next few weeks.

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    DCUO offers up new screens for AGDC

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.16.2009

    With AGDC getting started today, we've been keeping our eyes out for anything new and cool to bring your way. As if to answer our early eyes, Sony Online Entertainment have decided to release a handful of new screens from DC Universe Online as well. These new screens continue to develop on the S.T.A.R. Labs screens we saw coming out of GamesCom, as well as offering us another look at that fan favorite - Green Lantern! While we're glad that the team at SOE are taking as long as they need to make an awesome game, we'd be lying if we didn't say we're waiting with bated breath for beta access. We can't help it - many of us grew up reading Superman, Batman, Green Lantern, and myriad other DC titles so the idea of playing alongside our childhood heroes sounds pretty cool in our books. Perhaps we'll get some other tidbits of DC Universe Online out of AGDC with luck!%Gallery-50201%

  • Online gaming on Google's Lively to take on "corporate mentality"

    by 
    Samuel Axon
    Samuel Axon
    09.29.2008

    Kevin Hanna, creative director of Google's Lively, said at AGDC that he hopes that Lively will become an online gaming platform that will challenge the status quo in a game industry he says is currently dominated by a "corporate mentality" that is "sucking the life out of what should be the most creative and innovative medium out there."He said that game developers and publishers seem eager to be "first to be second." That is, they have no interest in creating anything genuinely new. They just want to capitalize on ideas that have already been proven. His hope is that Lively will lower the barrier to entry so would-be developers ("passionate startups and kids in college") can experiment with new ideas with less risk.So far, the aspects of Google's vision for Lively as a game development platform that we've seen have looked like a greatly scaled back, poor man's version of MetaPlace; just the tools for creating simple arcade-like games, without any of the loftier purpose. But Hanna's comments suggest that at least some folks on the Lively team have grander ambitions after all.

  • AGDC08: The meaning of life in EVE Online really is 42 (no joke)

    by 
    Michael Zenke
    Michael Zenke
    09.25.2008

    Last week at AGDC we had the chance to sit in on a number of really interesting panels. One that was near and dear to our tech-loving, MMO-playing hearts was the Wednesday-finale entitled "The Server Technology of EVE Online: How to Cope With 300,000 Players on One Server." Presented by CCP CTO Halldor Fannar Guðjónsson, it was an in-depth look at the way EVE Online is constructed from 'the back end'. They've talked before about their backend elements, about their decision to go with Microsoft's SQL Server and Stackless Python. Halldor offered a number of new elements in last week's talk, though, touching on the world-girding supercomputer network that keeps New Eden flying.While much of the talk was highly technical in nature, one fun element we took away was the mathematical nature of the EVE Online galaxy. When 'putting the universe together', the designers had to make a few fundamental decisions. How would it happen? On what level would the universe be simulated? What method would they use to make planets? Today we have a short clip of the talk, touching on those very subjects. Despite the depths to which most EVE players know their game world, we're betting you might learn something new about the depths of space, as created by CCP. Read on for the details.

  • AGDC08: Devs on why MMOs have a web-based future

    by 
    Samuel Axon
    Samuel Axon
    09.25.2008

    A write-up at Gamasutra of an AGDC panel featuring MMO developers who have begun working on web-based projects gives us an opportunity to explore the new (some would say it's actually the old) frontier of massively multiplayer gaming.There are many MMOs that are experienced via a web interface (such as Sherwood), but traditional gamers have largely shunned the trend. Why, then, did some of the most hardcore MMO developers (including Dan Ogles, Raph Koster, and Scott Hartsman) abandon the traditional MMO in favor of this new frontier? Some of their work, like Ogles' Loudcrowd, is barely recognizable to traditional gamers.They offered some answers on the panel. For example, Koster (originally of Ultima Online and Star Wars Galaxies fame, now working on the creative platform MetaPlace) said that game devs have more to learn from web devs than vice versa. Ogles talked about using Adobe Flash so anyone can embed elements of the game anywhere on the web they like. It's worth a read if you're able to work through some pretty technical development speech.

  • AGDC: Interview with game writer Susan O'Connor

    by 
    Kevin Kelly
    Kevin Kelly
    09.23.2008

    One thing that regular readers of Joystiq know is that we don't tend to delve too deeply into the mechanics behind the games, mostly because we're far too busy getting the news out. However, we got to sit down with games writer Susan O'Connor at Austin GDC and she provided an excellent insight into games from the writer's point of view.Click through for the full interview with Susan to find out why she thinks short games are better than epic ones, why the cinematic model isn't the best for games, and what she did on BioShock.

  • The debatable concept of ownership in virtual spaces

    by 
    James Egan
    James Egan
    09.21.2008

    Game security news and analysis site PlayNoEvil recently looked at the concept of ownership in the virtual space, in an article called "The Quixotic Quest for Avatar Rights." It explores the question that's been around since the very beginning of virtual interactions: Does the player who invests his or her time into finding, creating, and using an item 'own' it, or is it really just server data that's company property? For most game and virtual world operations, there's little room for debate. They create the environment and everything in it, right down to a gamer's or user's avatar. However one view expressed at an Austin GDC panel is that while companies work to ensure their legal claim to virtual property, they also foster the illusion that the player has some degree of ownership. While the mindset of the industry isn't likely to change any time soon, there are those involved on the development and business end that would like to see changes regarding 'avatar rights.' Others are pushing for an improved EULA which would ensure the continued growth of virtual worlds, where users have greater control over their own created content. What's your view on this? Do companies have any responsibility to their subscribers or users to relinquish control over player-created content? Are gamers and virtual worlds users unreasonable in thinking the situation should change?

  • AGDC: The Bruce Sterling keynote - The Future of Entertainment

    by 
    Kevin Kelly
    Kevin Kelly
    09.17.2008

    Bruce Sterling is a science fiction author, a futurist, and one of the founders of cyberpunk. He provided the tent-pole keynote for the Austin Game Developers Conference, although in all honesty it seemed more like a run through of a new short story draft. Several developers were walking out, scratching their heads and going "Wha... huh?" afterward. The topic was "Computer Entertainment 35 Years from Today," and Sterling came out not as Sterling, but as a time traveler from 35 years in the future and a graduate student of Dr. Sterling's. He provided visual demonstrations of nanotech networks and fiber-based computers, much to the amusement of the audience, and told us how the future might seem surprising to us at first, but it's old hat to someone like him. He bastardized a quote from Sir Arthur Clarke and said, "Any sufficiently advanced technology is indistinguishable from garbage." Words to live by.Read the full text of the keynote after the break. It'll be interesting if web surfers in the future look back on this post and laugh.

  • AGDC08: The Screen Actors Guild wants you to hear its game voice(s)

    by 
    Kevin Kelly
    Kevin Kelly
    09.17.2008

    We've seen the Screen Actor's Guild booth at a lot of gaming and interactive events recently, from SXSW to GDC in San Francisco, so we finally decided to stop by and see what they're doing there. Normally, when you think about video game development, SAG isn't the first thing that springs to mind. It turns out that they have contracts that will allow developers with every type of budget to work with their stable of professional actors. So, rather than having Bob from Accounting (sorry, Bob) record the lines of Beelzebub the Destroyer for your new MMO, you can hire someone who can really sound like something from the depths of hell. We sat down with actors David Sobolov and David Anthony Pizzuto and director of new media for SAG, Mark Friedlander, to find out what why SAG has been appearing at gaming events. Plus, the guys do some of their many voices. Check out the highlights, see a video of a typical day in the booth, and listen to the audio of the interview after the break.

  • AGDC: The DC Universe Online team spills some beans

    by 
    Kevin Kelly
    Kevin Kelly
    09.17.2008

    The Art of the DC Universe Online panel was overshadowed by the presence of artist Jim Lee, who fielded most of the questions about the design elements that are going into this game (as it's based on his visual style). We managed to learn some new elements about the game, including the special "inspired by" mode they've added to character creation.The panel consisted of art director Jared Carr, Jim Lee, lead character artist Jason Smith, and creative director Jens Anderson. Check out all the zap!, pow!, and bam! highlights after the break.

  • AGDC: Blazing The Trail For Hot Game Dialogue

    by 
    Kevin Kelly
    Kevin Kelly
    09.17.2008

    The Austin GDC is focusing on audio and writing in games this year. While technology has made audio more and more important in making an immersive game experience, good writing has always been key to making a great game. Just travel back in time and ask the guys at Infocom, who had entire games consisting of nothing but writing.The "Blazing the Trail" panel was meant to provide game writers with the tools that they would need to construct good game dialogue, although it quickly turned into a one-woman show. DB Cooper (not the famous hijacker) is a voice-over artist, actor and producer, and she's also quite a personality. You know the kind of person who could fill an airplane hangar with their voice? That's her. She was joined onstage by Maryanne Krawczyk who has written for television and video games, including God of War, God of War 2, and Area 51. She's also working on the upcoming God of War 3, but she vanished into the ether after the panel so we couldn't quiz her about it.After the break you'll find out how the panel went, and get plenty of tips and tricks for aspiring game writers. Read on, Macduff!

  • AGDC: Reset/Play, more gaming inspired artwork

    by 
    Kevin Kelly
    Kevin Kelly
    09.17.2008

    Click for more pictures from the exhibit One of the opening night parties at Austin GDC was held at the Arthouse, which is currently housing an exhibit of gaming related art that ranges from 8-bit inspired to some truly abstract pieces. Reset/Play is showing in Austin through November 2nd, and is well worth a visit. Eddo Stern's Best...Flame War...Ever... (King of Bards vs. Squire Rex, June 2004) is worth the trip alone. It recreates an online flame war between two EverQuest gamers with sound and animation, and runs for about 14 minutes. Truly amazing.Another impressive piece in the exhibit is Andrew Galloway's How to Play World of Warcraft, which features two huge video images showing closeups of the mouse and keyboard of a gamer, and those are flanked by huge blowup images of ASCII text guides for the game. You can see both of these pieces in the gallery below, or read more about it at the Arthouse main page.%Gallery-32061%[Much thanks to Amaze Entertainment's Rodney Gibbs and SXSW's Linday Muse for the invitation]

  • Vivox to provide voice services for 38 Studios' upcoming MMO

    by 
    Shawn Schuster
    Shawn Schuster
    09.16.2008

    Announced today at the Austin Game Developers Conference, Vivox has struck a deal with 38 Studios to provide all of their voice services for the studio's upcoming MMO. You may remember 38 Studios as the powerhouse that employs such rockstar names as Curt Schilling, R.A. Salvatore and Todd McFarlane. Their current MMO project, codenamed Copernicus, will use the same in-game voice technology of EVE Online, Second Life and upcoming titles from SOE, Icarus Studios and NCsoft.Check out the complete press release after the jump for more information on how Vivox plans to work with 38 Studios, and what 38 Studios says about the collaboration.