gdc-2011

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  • EA opens 'EA Gothenburg' studio focused on Frostbite 2 projects

    by 
    Richard Mitchell
    Richard Mitchell
    03.05.2012

    A brand new EA studio has been opened, according to a very brief announcement from Electronic Arts. Known as EA Gothenburg, the studio is "focused on making a new generation of games using the Frostbite 2 engine," the same engine that powers the recent Battlefield 3, as well as last year's Need for Speed: The Run. The studio itself is located in Gothenburg, Sweden, only five hours away from Stockholm, home of Frostbite 2 creator and Battlefield developer, DICE.The studio is currently hiring, apparently from the ground up. There are numerous positions available, ranging from creative director to UI artist, gameplay designer, audio designer and more. No other details are given. The franchise and genre of the current project will only be revealed to job candidates after they agree to a non-disclosure agreement. Hopefully we'll learn more during GDC this week.

  • Homefront marketing stunt results in $7,000 fine

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    12.14.2011

    The San Francisco Bay Regional Water Quality Control Board has levied a $7,000 fine on the marketing company responsible for releasing 10,000 red balloons to promote Homefront at last year's Game Developers Conference. The promotion went wrong when many of the balloons ended up in San Francisco Bay, which local residents get just a tad protective over. The Homefront stunt involved a fake protest -- with musical accompaniment -- in which thousands of balloons were released with notes telling those bombarded by the luft waffes to pre-order the title at GameStop. When things went wrong, GameStop was quick to say it had "no prior knowledge" of the promotion, and THQ noted the balloons were "100 percent organic product and are 100 percent biodegradable." The marketing company, TrashTalkFCM, took responsibility for the incident and assisted in the cleanup. The company has 30 days to pay the fine.

  • EVE Evolved: Everything there is to know about Crucible

    by 
    Brendan Drain
    Brendan Drain
    12.04.2011

    This summer's lackluster Incarna expansion and the ensuing microtransaction drama took a massive toll on EVE Online's player community and development staff. Players were quitting in droves, and CCP eventually had to lay off 20% of its staff worldwide. Two years of half-implemented expansions, broken features, and "first steps" that were never iterated on left players begging for a content-heavy expansion like Apocrypha or those released in EVE's early years. EVE is known for being practically a new game every six months, but since the blockbuster Apocrypha expansion, daily life in New Eden hasn't changed much at all. To pull things back from the brink, CCP refocused development on EVE Online and gave developers a free pass to work on hundreds of small features and improvements. The company began flooding us with details on new ships, graphical updates, new gameplay mechanics, and desperately needed balance tweaks, and we loved every bit of it. Although it's mostly small features and gameplay tweaks, the Crucible expansion feels like a genuine rebirth for EVE Online. The types of changes made show that CCP knows exactly what players want from EVE and that the company is now willing to deliver it. With CCP's renewed focus on internet spaceships, the Crucible expansion feels like the start of a new era in the sandbox. In this week's EVE Evolved, I pull together everything there is to know about the Crucible expansion that went live this week, from its turbulent origins to the awesome features and PvP updates it contains.

  • World of Warplanes turns off the 'no forums' lights

    by 
    Justin Olivetti
    Justin Olivetti
    10.20.2011

    While you can't yet throw yourself into the cockpit of a World War II-era fighter and take off for the stratosphere, at least now there's nothing stopping you from talking about it with like-minded pilots. World of Warplanes, the upcoming fighter plane MMO from Wargaming.net, has launched its official forums. The categories are quite extensive, ranging from developer feedback to a place to write poems about flying. There are even several sub-forums that cover the history of aviation if you're looking to brush up on your basics. The title is the third in the "World of" series, and is currently in closed alpha testing. By having the forums up, Wargaming.net hopes that it'll be useful for refining the testing process and to balance the title before it's ready for the masses. World of Warplanes covers combat aviation from the 1930s all the way up through the 50s. Potential pilots are encouraged to read our conversation with Wargaming.net about the game from GDC earlier this month.

  • SOE's John Smedley weighs in on the recent hacks

    by 
    Jef Reahard
    Jef Reahard
    10.14.2011

    You'd think putting the words Sony and hack together in the same sentence would give John Smedley a minor heart attack. Not so, according to a GameSpot writer who spoke with Sony Online Entertainment's CEO at the recent GDC Austin event. Unlike the lengthy service outage that cost the company some credibility (and millions of dollars) earlier this year, the latest attempted security breach was neither widespread nor particularly effective, according to Smedley. It's also likely that the problem didn't stem from compromised Sony network data. "We've said publicly when we were compromised before that the information is out there and could have been used. That was obviously the first thing we looked at. Then we did the mathematical analysis and said 'obviously that's not what happened.' I'm not going to say it's impossible [{that}the info came from Sony]. We just think that's not the most likely case," Smedley explained.

  • GDC Online 2011: Raph Koster speaks on the gamification of real life

    by 
    Jef Reahard
    Jef Reahard
    10.14.2011

    Raph Koster spoke at the recently concluded GDC Online 2011, and if the summary on Gamasutra is any indication, his message was somewhat mixed. Unsurprisingly, the former sandbox maestro (and current social gaming evangelist) had a lot of positive things to say about Facebook. On the other hand, he said that going too far down the accessibility road can lead to "bad art." He also opined that "design is about constraining people," but that games still have the potential for player creativity, and that Facebook has more user-generated content than games or virtual worlds. If you're confused yet, you're not alone, as Koster also mentioned something about wizards, magic circles, and his belief that the world is becoming more game-like (and thus there's no one better to shape it than game developers). "Let's watch out not to let the pointsification and rulesification, quantification, and reductionism that we have always loved about what we do -- let's not let that change who we are," Koster said. Check out his notes and slides from the talk via his blog, linked below.

  • GDC Online 2011: BioWare's Damion Schubert takes a wrecking ball to the casual vs. hardcore model

    by 
    Justin Olivetti
    Justin Olivetti
    10.13.2011

    "I'm trying to finish a product, Star Wars: The Old Republic, which I am not going to talk about today." Thus began BioWare's Damion Schubert's seminar, Double Coding: Making Online Games for Both the Casual and the Hardcore, at this year's GDC Online. "This is more of a weary man, sort of stream-of-consciousness design theory talk." Schubert wanted to call the talk "Moving Beyond Double Coding," which is a term that comes from cartoons, of all places. Double coding is content that reaches two different groups of people at the same time. Looney Tunes, for example, would entertain both adults and kids because the writers and animators designed it so. With MMOs, Schubert says that devs are often trying to double code the games for both casual and hardcore players. This is where the well-known slogan "easy to play, hard to master" originates. He held up Blizzard as a primary example of this model. Blizzard's "donut," as Schubert calls it, has a casual outer ring and a hardcore center for both types of players. By double coding, Blizzard ensures that casual players can invite their hardcore friends to experience the game and vice-versa. However, this model is faltering, and Schubert pinpoints why after the jump!

  • GDC Online 2011: KingsIsle's Sara Jensen Schubert talks RPG math

    by 
    Karen Bryan
    Karen Bryan
    10.12.2011

    I'm sure many of us have wondered how game developers decide upon item stats, experience amounts, damage per second, and all of the other numbers that we come across in our favorite games. Actually, it might sound more like, "Why the heck is my uber sword of uberness only doing X amount of damage?!" At GDC Online this week, Sara Jensen Schubert gave a rare glimpse into the math behind MMORPGs. She has worked on games like Shadowbane and DC Universe Online and is now a lead designer at KingsIsle Entertainment. Her background and focus is a traditional RPG viewpoint, and she builds from there to go through the process of designing and building stats, character attributes, experience rewards, the leveling curve, and itemization. While her talk is aimed at those in the industry, it offers a unique perspective into what goes into those stats behind our gear and why it takes us so long to level up. Read on for highlights from the presentation.

  • Warhammer sticking with its subscription model

    by 
    Jef Reahard
    Jef Reahard
    10.12.2011

    Those of you holding out for a freemium conversion for Warhammer Online may as well resign yourselves to waiting on the upcoming Wrath of Heroes MOBA. In a new piece at PC Gamer, BioWare-Mythic vice president Eugene Evans says there are still no plans to give away the game aside from the ongoing endless trial that covers the title's newb tier content. "Right now, we're focused on Wrath of Heroes as our free-to-play offering in the Warhammer universe," Evans said at this week's GDC. "We believe in the community of players who are playing Age of Reckoning. Yes, we could have attracted a lot of players to it [via F2P], but it's unclear how long you'll keep them. We wanted to support our game as it currently exists."

  • GDC Online 2011: CCP on virtual goods in EVE Online

    by 
    Karen Bryan
    Karen Bryan
    10.11.2011

    Remember Monoclegate? CCP sure does, and at GDC this week, the company reflected on some lessons learned from its introduction of virtual goods to EVE Online. Associate Producer Ben Cockerill from CCP games offered a candid look at what the team learned through both player response and market data. While the initial launch of virtual goods in Incarna sparked a fierce objection on the forums and even in-game protests and riots, things have settled down quite a bit, and CCP seems confident that it is headed in the right direction now. Read on for a look at why virtual goods were introduced into EVE Online and what the team has learned so far.

  • GDC Europe 2011: Richard Garriott says mobile and social titles are 'the future of games'

    by 
    Justin Olivetti
    Justin Olivetti
    08.17.2011

    Delivering the final keynote address at this year's GDC Europe, Richard Garriott said that the industry is rapidly moving away from MMOs as we know them and toward mobile and social gaming -- and that companies need to hop on board, lest they be left behind. Garriott used his iPhone as an example of this new direction: "I am now much more of a gamer than I ever been in my whole life, but the vast majority of the gaming I have played has been on this machine. I'm a devout believer that this is the current and near-term future of games." He defines this "new era" of gaming by having cheap games that are simple to use and connect you with real-world friends. While he thinks earlier social games like FarmVille were too simple and unappealing, Garriott says that they're evolving quickly. During the speech, Garriott expressed regret that his team didn't stick by the original vision for Tabula Rasa, and he urged fellow developers not to trade in their dreams in order to follow the company line. His new company Portalarium plans to "reinvent roleplaying yet again" by releasing a series of products that will capitalize on social gaming and retrain players to think beyond mere combat to a wider experience.

  • Richard Garriott to deliver Game Developers Conference Europe keynote

    by 
    Matt Daniel
    Matt Daniel
    06.15.2011

    Are you planning to venture to the wilds of Europe for the upcoming Game Developers Conference Europe? If so, you're in for a treat, as the father of Ultima will be delivering the keynote speech. That's right, the one and only spacefaring game developer Richard Garriott will give a presentation at the conference discussing social gaming, its future, and what mark it may leave on the gaming industry as a whole. Garriott is perhaps known best for being the creator of the Ultima series (and the victim of assassination in the early days of Ultima Online), but his most recent foray in the industry came in the form of Portalarium, a social gaming company. Frank Sliwka, event director of GDC Europe, notes that "there are few developers with Richard Garriott's history, pedigree and vantage point, having been a defining force in the realm of traditional hardcore games, birthing the RPG and MMORPG genres, to now helping lead the way within the world of social games," so the speech will almost certainly be enlightening for anyone with an interest in the subject. GDC Europe will be taking place from August 15-17, so if you're looking to make the journey to gaming mecca, go ahead and start making plans!

  • Silicon Knights' Denis Dyack still wary of game previews, hints at studio's self-publishing goal

    by 
    Ben Gilbert
    Ben Gilbert
    05.09.2011

    During GDC this past March, I met with Silicon Knights head honcho Denis Dyack under the condition that he wouldn't be discussing the studio's upcoming action-RPG, X-Men Destiny (pictured above). The game is slated for release this year, yet we know relatively little about it -– and we've seen even less. Save for OXM UK, no outlet has published a preview (nor been offered one, as far as I know). I asked Dyack about his outspoken views against the preview process. "In my view, the ultimate model requires our industry to not show games until they are ready," he told me, echoing his past sentiments. "I'm not saying get rid of previews, because previews are a good thing," he clarified. "What I am suggesting is that our industry should not do previews until the game's completed."

  • Silicon Knights' Dyack on Too Human: 'we do plan on finishing the trilogy'

    by 
    Ben Gilbert
    Ben Gilbert
    05.03.2011

    During the Game Developers Conference nearly two months ago, Silicon Knights head Denis Dyack met with me in a hotel overlooking that week's event at the Moscone Center. He wasn't there to show off his studio's next game -- X-Men: Destiny -- to press, but for unspecified "meetings" with unnamed folks. Spooky. And while we touched on the subject of XM:D during the half hour, the first questions I had for Dyack were about his studio's last major release, Too Human. Primary among them: Is the Too Human trilogy dead? "No, not at all," Dyack told me. "It is still on the table and we do plan on finishing the trilogy." When it came to other questions about Too Human, however, Dyack was far more verbose. With the intention of setting the record straight, as it were, Dyack outright denies that Too Human was in development for 10 years. "It is true that an earlier version of the general 'Too Human' concept was first shown on the PlayStation in 1998, but that was a completely different game than what was released on the Xbox 360," he said. "Among other things, the original concept was a single-player, third-person action/adventure game based on a detective called John Franks trying to discover who had killed his partner." It's a far cry from the Norse mythology-based dungeon crawler we played in 2008.

  • Remedy: Signing with MGS for Alan Wake was 'a business risk'

    by 
    Richard Mitchell
    Richard Mitchell
    03.25.2011

    Speaking at a GDC panel earlier this year, Remedy's Markus Maki discussed the development of Alan Wake, namely that the game was originally planned as a multiplatform release, PC and PS3 included. As reported by CVG, Maki noted that Remedy had to maintain a narrow "focus" to get the project done, which meant staying light on features -- no multiplayer, etc. -- and eventually agreeing to become a Microsoft exclusive. Regarding the planned multiplatform release, Maki stated that Microsoft's offer to publish the game pulled "one big technological effort, the PS3, out of the equation," thus allowing Remedy to focus on a single platform. That said, Maki added that moving to a single platform "changed the technology risk to a business risk - but that's a subject for a different talk altogether." Ouch. Meanwhile, the PC version of Alan Wake, for reasons we may never fully comprehend, remains (appropriately) shrouded in darkness.

  • Watch the GDC 'Classic Game Postmortem' talks for free

    by 
    JC Fletcher
    JC Fletcher
    03.23.2011

    If you want to hear about Mark Cerny's first, overambitious version of Marble Madness for yourself, try to decipher Toru Iwatani's clues about a "singing Pac-Man" game, see the history of Prince of Persia in the time it takes to play Prince of Persia (one hour), or suck John Romero's Doom postmortem down, you are welcome to do so right now. The GDC organizers have uploaded video and slides of many of this year's presentations to the GDC Vault, most of which are restricted to subscribers. However, the GDC Vault offers the Classic Game Postmortem series for free, including the aforementioned talks plus Eric Chahi on Another World, Will Wright on his first game, Raid on Bungeling Bay, Ron Gilbert looking back on Maniac Mansion, and more.

  • Milo & Kate engine footage shows off mega meshes, derelict backyards

    by 
    David Hinkle
    David Hinkle
    03.22.2011

    Before Milo captured the hearts and minds of a people (and was taken out back and shot like he had rabies), lead programmer at Lionhead Studios, Ben Sugden, worked on a world in which the boy could live. During his GDC panel, Sugden took attendees on a tour of Milo's world -- the video past the break shows that Milo's digs were quite pleasing to the eye, if a little unkempt.

  • Shoot Many Robots preview: What it says on the tin

    by 
    Ben Gilbert
    Ben Gilbert
    03.22.2011

    Shoot Many Robots reminds me of classic 2D shooter Metal Slug, but with the addition of leveling and upgrade systems. Or it could be like a linear, 2D version of Borderlands -- beyond exhibiting a similar color palette, SMR's constantly popping out XP numbers and loot notices. Or maybe it's more like Contra, given the steady flood of enemies and enormous mini-bosses. Okay, let's just call it a mixture of all those things, melded with its own southern-baked main character -- the gaming equivalent of Zombieland's Tallahassee character. That all makes SMR sound pretty derivative -- which it certainly is, to an extent -- but the game's developers show a ton of heart going into the project. Also, tutus.%Gallery-117003%

  • Jordan Mechner on Prince of Persia, respecting game writers

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.15.2011

    In 1985, Jordan Mechner was thinking about baggy pants, arches and columns -- images that could be clearly conveyed in a low-resolution, pixelated computer game. While delivering his Prince of Persia postmortem during GDC earlier this month, Mechner delved into his memories, his journals (which you can read online) and his temporary departure from the game midway through development to pursue a screenwriting career in Hollywood. Mechner's interests and techniques have always been embedded in cinema. He filmed his brother David running about in a Reader's Digest parking lot with a VHS camera, and layered drawings on top of those movements (in a process called rotoscoping) to capture the protagonist's movements in Prince of Persia. You've heard that part, but you might not know about the fate of the camera that captured such iconic scurrying. According to Mechner, he purchased it, recorded the necessary footage, and then returned it within a 30-day guarantee. "I felt a little guilty about it, but I was trying to keep costs down," he said. Initially dubbed "Thief of Baghdad" (and inspired by the film of the same name), the game continued to come together in a modular fashion, at one time incorporating a full level editor that Mechner had to persistently test, making sure users couldn't introduce game-breaking bugs. "My job title was programmer, all those other things were extra."

  • The many hats of Demiurge Studios

    by 
    Ben Gilbert
    Ben Gilbert
    03.14.2011

    Shoot Many Robots is Boston-based Demiurge Studios' first original game, and my hands-on with it at GDC was the first time that anyone at the developer ever gave a press demo. Studio head Albert Reed was, unsurprisingly, excited to delve into the studio's origins. "We got our start doing mods for Unreal Tournament. It was me and two other college buddies doing mods in the frickin' computer cluster at Carnegie Mellon. I'm not kidding!" Reed told me before showing off Shoot Many Robots last week. "Then one thing lead to another and those companies that were licensing Unreal Engine started hiring us," Reed added humbly. It turns out that the folks hiring Demiurge were developers like Gearbox Software, Irrational Games, BioWare, and Harmonix. "We did some work on the first level -- the lighthouse and that sort of descent into Rapture," Reed told me, casually explaining that his studio clandestinely assisted with one of gaming's most iconic openings: the beginning of BioShock.