gdc-online-2012

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  • Obsidian's Avellone on South Park and the continued appeal of external franchises

    by 
    JC Fletcher
    JC Fletcher
    10.10.2012

    Obsidian Entertainment has proven through its Project Eternity Kickstarter that it can afford to make original IPs. However, just because the company doesn't necessarily have to work in existing franchises doesn't mean the team will stop doing so."Working with franchises can be challenging, but at the same time I really did enjoy working on Star Wars, for example, and I have done a lot of Dungeons & Dragons games, but I still enjoy it very much," Obsidian creative director Chris Avellone told me. "And there's plenty of franchises out there that we would love to work with still."Developing games in pre-existing universes can be rewarding for Obsidian, Avellone suggested. South Park: The Stick of Truth, which is as far from Obsidian's comfort zone as anything would be, illustrates the benefits. "The fact that you're implementing game system mechanics that cater to the South Park franchise, in the sense of rude and obnoxious different weapon types," Avellone explained, "we rarely get a chance to flex our design skills in those directions, and it's a lot of fun to do. We're actually learning a lot while we're doing it. That's another advantage of working on someone else's franchise. You sort of get inside their head for a sense of how they think, and how that stuff can be converted into game mechanics." Obsidian was dropped into South Park with a surprisingly clear vision of what to do, as a concept had already been proposed. "We didn't actually know what they were thinking about in terms of RPGs, so we went up there for one day, they ran us this animatic sequence of how they imagined the opening of the game playing," and Obsidian "got it" immediately. "It was hilarious, and we got it, we see what you're trying to make here. It's going to feel like the show, it's going to look like the show. Here's how you interpret the controller mechanisms." What wasn't as clear from the outset was whether the Stick of Truth offer was true. "I would never have thought we'd get a chance to do an RPG like that, and like holy crap," Avellone said. "When we first heard about it, I seriously thought some other game company was punking us. 'Ha ha ha, we're from South Park and we want to do an RPG!... ha ha, fake.'"

  • Obsidian's Avellone on new Black Isle: 'I have no idea'

    by 
    JC Fletcher
    JC Fletcher
    10.09.2012

    Interplay mysteriously resurrected Black Isle Studios, touting the previous iteration's goal "to make the world's best RPGs." Obsidian creative director Chris Avellone worked at Black Isle as a senior designer, but tweeted shortly after that neither he nor anyone else at Obsidian is involved.I asked Avellone today if he'd learned any more about the new Black Isle. "I have no idea," he said. "I do not know. I'm very curious." He then leaned in and added "I would like to know more." Avellone is pragmatic about the announcement, putting the proliferation of his favorite games above his own concerns about the use of the name. "If it means more RPGs, great. I love RPGs."I'll have more from my interview with Avellone soon.

  • How to write Fallout: New Vegas DLC

    by 
    JC Fletcher
    JC Fletcher
    10.09.2012

    In a narrative-focused presentation at GDC Online, Obsidian Entertainment creative director Chris Avellone outlined the considerations that went into the development of the four Fallout: New Vegas DLC packs. For one thing, "We had the rare opportunity to know we were actually going to do four of these," unlike most game projects where sequels are not guaranteed, he said.However, they couldn't carry storylines over. "Each one was a very self-contained short experience" by design; each storyline and setting had to exist in isolation from one another, because the team could not assume that any player would own all four packs. That "short experience" adds up to just 10,000 lines of dialogue across all four, Avellone said – a hard maximum. As a result, Avellone and Obsidian had to pad out the dialogue with "trickery" including mute characters who spoke in hand gestures. "We were only able to get away with that for so long," he added.

  • Schubert to dissect Meridian 59 at GDC Online [Updated]

    by 
    Jef Reahard
    Jef Reahard
    09.18.2012

    Those darn GDC organizers! They're still using the term postmortem for games that are very much alive. In this case it's Meridian 59, and former lead designer Damion Schubert will take the stage at GDC Online 2012 for a special Classic Game Postmortem lecture focused on the 1996 title. A GDC press release says that Meridian 59 was the first MMO to charge a monthly fee and use 3-D graphics and that it "began an era that set the stage for the MMORPG genre as we know it." Schubert went on to work on titles including Shadowbane, The Sims Online, and Star Wars: The Old Republic. [Source: GDC press release] [Update: Reader Scotty also tipped us off to the fact that M59 is slated to go open source.]

  • Koster, Blizzard to be honored at GDC Online event

    by 
    Jef Reahard
    Jef Reahard
    08.30.2012

    Raph Koster and Blizzard may be polar opposites in terms of design philosophy, but both will take home awards at this year's GDC Online convention. Koster, instrumental in the development of sandbox worlds like Ultima Online and Star Wars Galaxies, will take home the Online Game Legend Award. Blizzard, which turned the MMO space on its ear via World of Warcraft's resounding financial success, will see its flagship title inducted into the Choice Online Awards Hall of Fame. The ceremonies take place on October 10th in Austin, Texas. Don't forget to cast your vote for the GDC Audience Award prior to September 14th! [Source: GDC press release]

  • Help your favorite game win the GDC Online Audience Award

    by 
    Jef Reahard
    Jef Reahard
    08.27.2012

    GDC Online is coming up fast, and now's your chance to get in on the voting action for the conference's annual Audience Award. Starting today and running through September 14th, fans can vote for their favorite persistent online game and cheer for it as the winner is announced at the show in Austin, Texas on October 10th. Past winners have included League of Legends and Wizard101, and voters may pick from "any currently operating persistent online game, whether it be a subscription MMO, free-to-play web game, social network game, or anything else," according to a GDC press release. More info on the contest, potential nominees, and the voting process is available via the official GDC Online website. [Source: GDC Online press release]

  • Koster, Vogel, Long headline GDC Online Ultima panel

    by 
    Jef Reahard
    Jef Reahard
    08.16.2012

    The 2012 edition of GDC Online is filling out its schedule, and one of the more interesting dev panels is a "classic game postmortem" concerning Ultima Online. While the term postmortem is a bit of a misnomer since the game is still very much alive, the panel features an eclectic mix of dev personalities who helped shape both UO and the industry itself. Original UO team members Starr Long, Rich Vogel, and Raph Koster will discuss how a "combination of insane ambition and idealistic cluelessness can sometimes result in creating something that changes people's lives and the course of an industry," according to the GDC website. If you'll be in Austin, Texas, from October 9th through the 11th, stop by and learn a thing or two about MMOs and the folks who make them.

  • GDC Online announces John Smedley for keynote

    by 
    Elisabeth
    Elisabeth
    07.26.2012

    John Smedley, president of Sony Online Entertainment, has been named for the Game Developers' Conference Online's business and marketing track keynote. In light of SOE's recent paradigm shift to focus on the free-to-play model, Smedley will be talking about how F2P is the future of online gaming. He'll run through how SOE managed to transition its games, how that transition has led to record highs in numbers of players and revenue growth, and what's in store for the future of F2P design. Other track's keynote speakers have yet to be announced, but details of other talks are slowly but surely being filled in. More details, including a schedule builder and an up-to-date list of speakers, are available on the GDC Online website.

  • GDC Online 2011 hits record attendance

    by 
    Justin Olivetti
    Justin Olivetti
    10.14.2011

    This week's Game Developers Conference Online in Austin, TX finished on a high note yesterday, as it saw record numbers this year: 3,350. This marks a 12% bump over 2010, which is good news for the conference organizers as they start to lay plans for 2012. GDC Online 2011 held over 145 panels, keynotes and discussions and culminated with the Game Developers Choice Online Awards that, among other honors handed out, inducted EverQuest into the Hall of Fame. We've had Massively reporters on the scene at GDC Online 2011 all week long, so if you missed it, it's never too late to catch up on all of the design theory and frank developer talk. GDC Online will be returning to Austin on October 8th, 2012.