GDC 2010

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  • Power Gig's full-size, handmade guitar / controller now on sale for $250

    by 
    Darren Murph
    Darren Murph
    10.23.2010

    Ah, ha! There it is! Way back in March, we had a sit-down with folks from Seven45 Studios about their plans for Power Gig: Rise of the SixString (for PS3 and Xbox 360), focusing mainly on how they intended to rival the Rock Band and Guitar Hero franchises from a peripheral standpoint. The six string guitar accessory that ships with the game bundle today is already leaps and bounds better than what RB3 is packin' (pending Stratocaster launch plans), but an instrument we were keenly interested in at GDC was also one we couldn't photograph at the time. The company made clear that it was looking at releasing a real-deal, bona fide guitar in the future -- a full-size First Act axe that could be used with the game or with a legitimate amplifier. Now, that limited edition piece is on sale for both of the aforesaid consoles, boasting a single cutaway basswood body, humbucking pickup, and a maple neck with a rosewood fretboard. Each one is available for $249.99, but there's no telling how many will be produced. We'd also prefer to see these in larger music shops in order to give consumers an idea of the fit, finish, feel and sound, but those into taking chances can get one headed their way as we speak.%Gallery-105816%

  • Free for All: F2P and microtransactions at GDCO

    by 
    Beau Hindman
    Beau Hindman
    10.13.2010

    Last week I wondered about how free-to-play would be discussed at GDC Online. After attending the event -- it was all a blur -- and listening back to my audio notes, it seems that free-to-play has reached some sort of level as a standard pricing option for a modern world. It could have been the fact that many of the developers at the event are making browser-based, iPhone or Facebook social games, but the word "subscription" came up rarely. Blended models seemed to be the runner-up. It appears that all the older companies -- the Turbines, SOEs and other western companies -- just cannot let go of that sweet, sweet subscription cash-flow. Can you blame them? It's a good deal for many, and it could be argued that without that subscription, many players would be turned off. Does all this talk of free-to-play and microtransactions signify some sort of change in quality or style of game? No, not really. It's my argument that things are different in only one way: quality has gone way, way up.

  • GDCO 2010: Panel and interview roundup

    by 
    Shawn Schuster
    Shawn Schuster
    10.12.2010

    As you may have noticed if you're following our GDC Online 2010 coverage, we were there in full force. Karen Bryan, blogger and podcaster extraordinaire, covered the event along with our own Beau Hindman. As a wrapup to her interview articles, Karen gives this final impressions piece on the panels of GDC Online 2010. I had a busy week at GDC Online, seeing some great panels and speaking with some enthusiastic developers. Since not all of you could attend this Austin, Texas event, we've done our best to bring you the highlights. Follow along after the jump for a quick rundown of what I saw, as well as the big takeaway from each.

  • GDCO 2010: Bigpoint's Alan Dunton on the next-gen of browser MMOs

    by 
    Beau Hindman
    Beau Hindman
    10.12.2010

    Bigpoint has had a very successful run as a multi-game publisher over the last few years. If you're familiar with Seafight or Dark Orbit, then you have played some of the company's games. Of course, those titles -- plus the many others -- are just not enough for the devs at Bigpoint. They wanted to host, create and specify a game for the North American market. What they ended up with are a few titles -- The Mummy Online, Battlestar Galactica, and Ruined Online -- all crafted in the same amazing Unity browser engine. What this will do is allow for more flexibility, accessibility, and possibility. Bigpoint's background in free-to-play and microtransaction-based games will also help to monetize the titles -- a delicate science in itself. We were able to meet up with Alan Dunton, and he explained to us what Ruined Online meant for the company and for the future of Battlestar and The Mummy.

  • GDCO 2010: gPotato's Tara Einis on Iris Online and Allods' cash shop

    by 
    Beau Hindman
    Beau Hindman
    10.11.2010

    When I heard that I had landed an interview with Tara Einis of gPotato (publisher of Allods Online, the upcoming Iris Online, and many others), I immediately began daydreaming about poring over hours and hours of audio and transcribing hard-hitting interviews filled with fiery give-and-takes. Instead, I found myself calmly wanting to know about gPotato's general cash-shop practices, long history in free-to-play, and reaction to Allods' perceived "debacle." I also found evidence for my theory that the company is, yes, still publishing games and still excited for the future. It should be no surprise, though -- gPotato has maintained a hefty presence in the world of free-to-play for longer than most. So, what are we going to see next? What did gPotato have planned for the future? Turns out quite a lot.

  • GDCO 2010: UTV True Games wows with three new titles

    by 
    Beau Hindman
    Beau Hindman
    10.11.2010

    One of the most thrilling aspects of this job is visiting game studios. It's essentially like stepping into a toy factory, complete with strange noises and funny personalities. Nerf guns are a staple, and each desk or station is decorated with all types of toys, posters, and other trophies from Nerd-dom. UTV True Games is no different, so when we were asked to sit down with three (count 'em, three) different teams to preview some new titles, we knew we were in for a good time. Of course, our professionalism prevented us from actually clapping and going "sqqquuueeeee!" every time a new product was shown, but it's very possible that the teams would not have cared anyway. So what did we see? What do we have to look forward to from the same people that brought us Mytheon? Well, click past the cut and let's take a look!

  • GDCO 2010: Spacetime Studios' Cinco Barnes talks mobile design

    by 
    Beau Hindman
    Beau Hindman
    10.10.2010

    Spacetime Studios, the developer of the popular mobile MMO Pocket Legends, was started back in 2005 to create large-scale MMOs. Its founders decided to make a mobile platform MMO upon seeing the obvious marketing opportunity that the iPhone provided. After all, the players would already be connected and would be accustomed to microtransactions through exposure to iTunes and the app store. Of course, development could prove disastrous if the wrong game plan were followed, so Spacetime decided to keep it simple. How simple? Cinco Barnes of Spacetime was on hand at GDC Online to explain how his team members did it. What they found was a chance to do more than they'd initially planned on -- and an audience ready to gobble up everything the studio could create.

  • The Daily Grind: Got cons?

    by 
    Jef Reahard
    Jef Reahard
    10.10.2010

    So the New York Comic Con is in full swing, and the fact that it's here already reminds us of just how many game-related cons there are scattered throughout the calendar year. Whether it's NYCC, Dragon Con, E3, GDC, or the various flavors of PAX, there always seems to be something just around the corner that calls for hotel reservations and airline tickets. More often than not, the next convention on the circuit sneaks right up on us before we manage to shake the jet lag from the last one. While we'd like nothing better than to shirk responsibilities and tour the world of gaming and pop culture conventions for a year, work must occasionally intrude, and most of us have to pick and choose our events. What about you Massively readers? Did you attend NYCC this weekend, and are you a regular on the gaming convention circuit? Every morning, the Massively bloggers probe the minds of our 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 The Daily Grind!

  • GDC Online 2010: Spacetime Studios and the making of Pocket Legends

    by 
    Mike Schramm
    Mike Schramm
    10.08.2010

    Pocket Legends has been out on the App Store for quite a while now, but if you (like me) haven't seen it in a while, you might want to check it out again. Spacetime Studios has been steadily updating the game, and the title they showed off at GDC Online 2010 this week was pretty impressive -- an instanced MMO, running in full 3D with three character classes, dungeons and loot, and almost all of the other trappings you'd expect from the genre. This week, I got to sit in on both Cinco Barnes' panel about the studio and its up-and-down background. I also chatted with the company's CEO, Gary Gattis, both about Spacetime's history and what it's done with Pocket Legends so far, and what's in store for the growing title.

  • Battlestar Galactica Online E3 trailer divides players... literally

    by 
    Justin Olivetti
    Justin Olivetti
    06.12.2010

    "Human or Cylon... Man or Machine... who will you choose?" asks the maddeningly vague Battlestar Galactica Online trailer. More of a teaser than anything, this trailer will make the rounds at this month's E3, trying to tempt MMO gamers and Battlestar Galactica fans alike with intergalactic conflict. Based on the hit SyFy series, Battlestar Galactica Online pits the remnants of humanity against their created "children" -- robot and cyborg Cylons. The browser based game is set during the second season of the show and should be coming out early this fall on SyFy Games' portal. We took a look at this title back at GDC10, and hopefully we'll learn more about the details of BGO from Bigpoint developers at E3. In the meanwhile, hit the jump, check out the trailer and see if it doesn't get your blood pumping for outer space fighter combat!

  • TERA class trailer available on YouTube

    by 
    Jef Reahard
    Jef Reahard
    05.25.2010

    We here at Massively are unabashedly looking forward to TERA, the forthcoming fantasy action MMORPG from Bluehole Studio and En Masse Entertainment. For those of you who were unable to attend this year's GDC10, En Masse has helpfully released the teaser trailer (that originally debuted at the conference way back in March) on YouTube. The two-minute video focuses on the game's eight classes, and was created using in-game footage. Taking center stage are the Slayer, the Archer, the Lancer, the Warrior, the Sorcerer, the Berserker, the Priest and the Mystic, each featuring a few moments of gameplay footage interspersed with some brief concept art shots. Check out the trailer embedded after the cut or over on YouTube.

  • Austin's GDC opens 2010 registration under new name

    by 
    Rubi Bayer
    Rubi Bayer
    05.25.2010

    Registration has begun for Austin's Game Developers Conference 2010, but you won't find it under the "GDC Austin" banner this year. The conference is now known as GDC Online to reflect the focus on online gaming. GDC "has always chiefly been themed around online games, reflecting the local importance of MMOs and online games, thanks to pioneering Austin-based developers like Origin (Ultima Online), and current studios like BioWare Austin (Star Wars: The Old Republic) and Sony Online Entertainment (DC Universe Online)," and the new name is more accurate in light of that. Ticket prices are at a 40% early registration discount until September 1st, with a 55% alumni discount for those who attended last year. Five different pass options and prices are available on the GDC site.

  • "Icelandic Model" is ideal for small MMO start-ups, says Alexander Gianturco

    by 
    Justin Olivetti
    Justin Olivetti
    05.20.2010

    When Iceland isn't belching volcanic ash that brings sky travel to its knees, it's kicking butt in the MMO world. EVE Online is widely seen as one of the greatest MMO success stories -- a small yet incredibly complex title from a small-fry studio (CCP) that's seen steady growth over the years instead of the typical rise, crest and fall of most other titles. In a recent chat with Gamasutra, Alexander "The Mittani" Gianturco followed up his talk at GDC 2010 by outlining just why CCP's business model may be the Rosetta Stone for future games to follow. According to Gianturco, the crash-and-burn of many MMOs is due to the insistence that their games stick to the "Big Content" model (à la World of Warcraft), which requires a huge amount of resources and time before launch. He says that this is "near suicidal" for most studios to pursue.

  • Hands-on: Magicka

    by 
    Andrew Yoon
    Andrew Yoon
    04.05.2010

    Services like Xbox Live Arcade have done a good job of reviving classic genres and reinventing them for modern audiences. Unfortunately, one genre that's been sorely under-represented is the top-down dungeon crawler. Arrowhead Game Studios' Magicka is looking to fill that void, mixing in classic Diablo gameplay with elements of The Legend of Zelda: Four Swords and Final Fantasy: Crystal Chronicles. The premise should be familiar to anyone that's played a fantasy adventure game before. An evil old wizard is trying to destroy the world and only you (and three other players) can stop him. The tired setting isn't a handicap for Magicka, though, as it allows Arrowhead to satire some of the genre's conventions and most iconic moments. (For example, a hidden area will have you grabbing a "Master Sword" from a stone pedestal, with Zelda-esque music playing in the background.) What is unique is its gameplay, which focuses on casting element-based magic using the right analog stick. Various elements are assigned to eight directions on the stick, and hitting the analog in a certain direction queues up a spell. The placement of the various elements (and the iconography used to represent them) isn't particularly clear, making Magicka not the most intuitive game to play. However, these elements can be combined and stacked to create interesting spells -- and the addition of co-op multiplayer makes casting magic even more dynamic.%Gallery-89786%

  • Interview: Akira Yamaoka explains Grasshopper jump

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    04.02.2010

    Having composed Silent Hill's unmistakable audio ever since the series began, Akira Yamaoka is best known for unsettling even the soundest of minds with an unpredictable mixture of industrial noise, haunting melodies and straight-up rock. He left his position as producer and fan-made custodian of the survival-horror franchise earlier this year to join Grasshopper Manufacture and Goichi "Suda 51" Suda's "video game band." Although Grasshopper isn't ready to talk specifically about its upcoming collaboration with EA, we did get an opportunity at GDC to ask Akira Yamaoka a few general questions about his move and his relationship with Silent Hill. Joystiq: What have you seen at GDC this year that interested you? Akira Yamaoka: [laughs] I'm actually really busy with having interviews and I did a session, so I was busy with preparation for that. So, I didn't have much chance to look at a lot of sessions yet because of that, but the image around GDC has been changing. It seems like a lot of seminars are more like -- they don't really talk about new technology but they talk more about concepts and stuff like that. That's what I feel about GDC now.

  • GDC10: En Masse's Patrick Wyatt talks MMO security

    by 
    Rubi Bayer
    Rubi Bayer
    03.31.2010

    Security concerns in MMOs are nothing new. We all know the drill -- Don't share your account, avoid suspicious emails and sites, change your password regularly and so on. We go through all of that to keep our personal accounts safe, but what about the bigger picture? Patrick Wyatt from En Masse looked over this very thing at GDC this year, explaining how issues like gold farming, account theft and even plain old griefing affects the MMO community at large. He began looking at the other side of the equation: the people causing these problems in the first place and what motivates them. Money is the main motivator, of course, but there is no shortage of attackers who are just doing it for kicks. So as long as you protect your own account, it doesn't affect you, right? Wyatt addressed that false assumption as well, outlining the affect of each type of attack on the general gaming community and the game in question itself. Any event that affects the game and the community at large will of course affect every member of the community. So what's to be done? Game developers never stop working to stay ahead of "the enemy", and Wyatt illustrates quite a few possible solutions. This slideshow certainly isn't only for those in the industry. It's very informative for any MMO player, so head over to playnoevil.com and take a look at the slideshow for yourself!

  • Hands-on: NBA Jam

    by 
    Griffin McElroy
    Griffin McElroy
    03.31.2010

    You need to get the preconception that NBA Jam is part of the rigid "sports game" genre out of your mind right this second. I can understand why you might possess this notion: for gamers whose youths were spent mastering the original game's showboating mechanics, Jam is one of the few franchises they can call up when accused of not playing sports games. For folks unfamiliar with the franchise, one might logically associate a bouncy, orange sphere with its eponymous sport: "basketball." Yet, based on my time with EA Canada's Wii-make of NBA Jam earlier this month, I don't think the "sports game" archetype -- a turn-off for many non-sports enthusiasts -- is an accurate descriptor for what's going on here. Jam is a "party game" and will likely overtake Rock Band and Boom Blox as my entertainment of choice while hosting a social gathering. Provided, of course, attendees are prepared to get buffeted with an unstoppable deluge of smack talk. %Gallery-89317%

  • Impressions: The Secret World

    by 
    Richard Mitchell
    Richard Mitchell
    03.23.2010

    During GDC, I saw Ragnar Tornquist demonstrate his upcoming Funcom MMO, The Secret World. I should note that I'm not well versed in MMOs, and my experience doesn't extend far beyond a scant few hours with the trial version of World of Warcraft (and many, many hours with Phantasy Star Online and Diablo II, if you count those). As such, I had my doubts about being the best candidate to catch an early glimpse of Funcom's latest project. After seeing the game in action and learning more about its direction, however, I started to think otherwise. As someone who typically avoids MMOs, it's interesting to see one that abandons the traditional fantasy and sci-fi trappings of the genre. As a gamer accustomed to lavish, story-driven console games, it's wonderful to see an MMO focusing on narrative (with fully voiced cutscenes, no less). No leveling, no specific character classes -- no Orcs? In short, what really struck me about The Secret World is how different it is. %Gallery-88728%

  • Guild Wars wants to know: will you obey or dismantle?

    by 
    Rubi Bayer
    Rubi Bayer
    03.23.2010

    Daniel Dociu's panel and interview weren't the only things keeping Guild Wars fans interested at GDC recently. A few days ago, fans began posting here and there that they'd received some intriguing flyers at both GDC and Emerald City ComicCon. The flyers read "OBEY" (in support of the White Mantle) or "DISMANTLE" (backing the Shining Blade), depending on which you received. Each carried an image indicating support of the White Mantle or the Shining Blade and a QR code, which at the moment leads only to an image of the flyers on the official Guild Wars site. Given that the Guild Wars 2 site began with a simple image, it's probably a very good idea to keep a close eye on these two pages. Guild Wars will celebrate its fifth birthday in just over a month and this may well be our first hint at new content. In the meantime, it wouldn't hurt to start choosing a side. Just don't forget: the Shining Blade has Livia. The White Mantle has this. [Via Kill Ten Rats]

  • GDC10: A first glimpse at The Secret World

    by 
    Shawn Schuster
    Shawn Schuster
    03.23.2010

    digg_url = 'http://digg.com/pc_games/An_in_depth_look_into_the_gameplay_of_The_Secret_World'; I bet you thought we were done with news from GDC 2010, right? Well, not exactly. The embargo on our demo of The Secret World lifts today and we're oh-so eager to tell you all about what we saw. While Creative Director Ragnar Tørnquist's team at Funcom has been doing an excellent job of teasing us with just enough information to keep us excited (although they'll deny the websites are from them), there are still many aspects of the game we have yet to discover. This GDC demo doesn't even scratch the surface on what we can expect from the released game, but it gives us quite a bit more to chew on until that time comes. Follow along after the jump for our impressions of what we saw in the game's combat, in-game cinematics, storyline and a brief Q&A with Ragnar himself. Plus, be sure to check out the screenshot and concept art galleries below for some gorgeous eye candy.%Gallery-72395%%Gallery-72399%