agdc2008

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  • 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.

  • 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.

  • 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: 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]

  • Icarus Studios demos iPhone MMO software this week

    by 
    Samuel Axon
    Samuel Axon
    09.16.2008

    Icarus Studios -- developer of Fallen Earth and the associated Icarus Platform virtual world development tools --announced via press release that this week it is demonstrating its 3D MMO platform running on Apple's iPhone at the Austin Game Developers Conference.The demo is modest -- a "360-degree panoramic tour of a sample virtual world location." Users control the camera with the phone's accelerometer. Apple recently threw down the gauntlet, saying that the iPhone and the iPod Touch platforms are "the best portable device for playing games." No reason that future can't include MMOs, right?The iPhone client is scheduled to launch in Q1 of 2009. Does this mean that within months everyone on the New York subway, the Chicago El, and the London Underground will be immersed in a never-ending, time-sinking quest for teh phat lewtz?