GDC 2010

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  • GDC Roundup, day four

    by 
    Matthew Rossi
    Matthew Rossi
    03.13.2010

    The tenth annual Game Developers Conference is in full swing in San Francisco, CA, and our sister sites Joystiq and Massively are on the scene! No matter what kind of games you're into, there's a ton of news on its way out of the convention, and we're compiling some of the stuff that might matter to you in daily roundups just for you. If you want the whole GDC news experience, check out all of Massively's and Joystiq's coverage, or previous roundups. I apologize for my appalling lack of Michael Sacco-ness. Saccosity? Massively's Interview with DC Universe Online "We're hitting major milestones right now. We're pushing as hard as we can right now to get a launch date out there. [...] We're trying to get it in your hands as quick as possible. The great thing about Sony is we really are taking our time. We have been given the opportunity to make this right." Fable 2 Episodes Massively Successful "That was hugely successful. There were something like over half a million. I think it was 600,000 downloads of the first episode, which was very, very cool." "Save your fork, there'll be pie" After confessing to having a big appetite for Borderlands, the Gears of War developer used the pie analogy to explain to Joystiq how games without any sort of DLC "hooks" are becoming increasingly rare. GDC 2010 Microtalks: Big ideas, tiny speeches Ten lecturers -- all from different sectors of the game industry -- each spoke for five minutes and each were allowed to use 20 different slides. Naughty Dog's Richard Lemarchand set the stage for the speakers, announcing the theme of the talks as "come play with us." Massively's Interview with Dungeons and Dragons Online Today, the numbers speak for themselves. Their revenue is up 500%, they've had over one million new players, and you'll be hard-pressed to find anyone who would refer to the game as "forgotten." Turbine has arguably set the standard for a hybrid free-to-play business model, and it's paid off very well. However, it wasn't always a sure thing and it certainly wasn't a snap decision. GDC 2010: The Future of Champions Online At the end of our brief discussion on the future of Champions, Bill had this to say, "Past that, I think it's just about remaining as responsible as possible to what the community is telling us they want." That sounds the right approach to us.

  • GDC: EA DICE on building a bite-sized Battlefield

    by 
    Griffin McElroy
    Griffin McElroy
    03.13.2010

    EA DICE has been a fairly prolific developer during the current console generation, churning out both a high-profile title based on original IP (Mirror's Edge), as well as ones based on established franchises like Battlefield. EA was searching for a way to capitalize on the downtime between these blockbuster releases -- a game which would be relatively quick and painless to create, while still standing up to the quality standards set by their previous releases. Thus, the idea for Battlefield 1943 was born. Battlefield 1943 producer Patrick Liu explained the studio's unique design philosophy while making the game, which boiled down to "make the game as long as resources last." They maximized the amount of content they produced under this strategy by settling on the somewhat smaller scope of the game early, and focusing on recreating the Battlefield experience to adhere to that scope. Some decisions made under this philosophy include making ammunition and health auto-regenerate, cutting down on tiresome resource runs back to your home base. This decision led to others, including the removal of the medic and engineer classes. It also let them focus on perfecting a handful of maps and gametypes, which, while iterated from previous installments in the franchise, also saw major adjustments in 1943. The result was a project developed by 15 series veterans at once, at one-tenth of the cost of a full DICE game, which broke day one, week one and month one downloadable sales records. It's no surprise that Liu expressed interest in developing more "games of this size and scope" -- when handled correctly, it sounds like a miniature entry in a major franchise can be quite the profitable cash cow. %Gallery-63331%

  • BioWare's Christina Norman defines goals for Mass Effect 3

    by 
    Andrew Yoon
    Andrew Yoon
    03.13.2010

    In a panel titled "Where Did My Inventory Go? Refining Gameplay in Mass Effect 2," BioWare's Christina Norman talked about the radical changes made to the second chapter in the Mass Effect trilogy. A key goal for Mass Effect 2 was to introduce "more satisfying combat," with an "intense feel" missing from the first game. One of the admitted failures of the first Mass Effect game was the incongruity between its look and feel: it looked like a shooter, but it didn't exactly play like one. With that in mind, Norman decided that the team needed to focus on rebuilding the combat in its entirety for Mass Effect 2. "BioWare is strong on RPG and story," but "not so strong on shooter combat." BioWare needed to rebuild its gameplay core, because the game's "other features depend on shooter combat." The streamlined gameplay and GUI of Mass Effect 2 made it a huge critical success, but Norman pointed out some major criticisms from vocal members of the official BioWare forums. Threads titled "Mass Effect 2 is not an RPG" and "Gears of War with interactive dialogue" were highlighted as examples of fans disappointed by the strong shooting focus of the second game. As with the transition from the first Mass Effect to the second, BioWare is taking these criticisms to heart for the third game, with Norman hoping the third will offer "richer RPG features" and "more combat options." What we can probably expect less of, however, is the mining minigame, which Norman described as the part that "nobody liked."

  • Interview: Naughty Dog co-president Evan Wells

    by 
    Kevin Kelly
    Kevin Kelly
    03.13.2010

    Evan Wells doesn't look like he's old enough to be co-president of Naughty Dog, does he? Even after shepherding Uncharted 2 through development, which has picked up just about every award on the planet, he still maintains his youthful vim and vigor. While we don't know what his eternal youth secret is, he did give us the inside scoop on the workings at Naughty Dog when we spoke with him at GDC. Besides letting us know about their new studio and the hectic days just before shipping Uncharted 2, he also talks PlayStation Move development, Jak and Daxter plans (he wants to see one on the PS3), and expanding Uncharted to the PSP. Pause your game and head on through the break for the full interview. %Gallery-43763%

  • PlayStation Home population at 12 million

    by 
    Randy Nelson
    Randy Nelson
    03.13.2010

    PlayStation Home director Jack Buser kicked off Sony's final day of GDC 2010 panels, announcing that the virtual community's worldwide userbase now stands at 12 million. The population has grown by two million users since December 2009, and is double of what it was in June of last year. Buser expanded on the stats, pointing out that these numbers aren't based on one-off visits; according to Sony's data, 85 percent of users who create a Home avatar return more than once. The average citizen, he said, spends an hour in Home each visit. While Buser's talk was primarily aimed at developers interested in developing in-Home games, he spoke on what to expect in terms of Sony's strategy for the service in 2010, saying, "You're going to see us really embrace this idea of total game integration" to "really extend out the experience of your games." He used the Home presence of Sucker Punch's inFamous as an example, saying that we can expect to see more spaces, minigames and tie-in content timed alongside game launches this year, and that "It's an Incredibly important part of [Sony's] strategy."

  • Fable 2 episodic experiment deemed 'massively successful' by Molyneux

    by 
    Christopher Grant
    Christopher Grant
    03.13.2010

    At the tail end of our GDC interview with Lionhead's Peter Molyneux, we remembered one more question we simply had to know: How well did Fable 2's episodic experiment go? We'll refresh your memory: Last August, Molyneux announced plans to release Fable 2 as a series of five downloadable "episodes," with the first one given away and the subsequent four priced at $10 each. Molyneux's response: "That was hugely successful. There were something like over half a million. I think it was 600,000 downloads of the first episode, which was very, very cool." Of course, the first episode was free so how was the conversion rate? "It was a much higher than a normal conversion rate," Molyneux smiled. "Massively, massively successful, and I really love this relationship, which is much more sliced into episodes with consumers." Of course, knowing where we were going with this particular line of questioning, Molyneux preemptively offered an answer."But we're not announcing whether that's coming out in this release," he said, tossing a smile towards the attentive PR people behind me.

  • Massively's Heroes of Three Kingdoms closed beta key giveaway

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.13.2010

    While our fearless road crew have been hard at work, bringing you all the latest and greatest from GDC 2010, they've also managed to grab a bunch of beta keys to give away to you. And we're not talking just a handful -- no, we have a ton of keys for the newly-announced Perfect World Entertainment title called Heroes of Three Kingdoms ready for you to snag. Based on one of the greatest battles in Chinese history, Heroes of Three Kingdoms features some pretty interesting things such as motion-captured combat, 18 types of weapons, historical battles, an achievement system, and more. For those who prefer their MMOs a little more bloodthirsty, the game will also include PvP battlegrounds and a "kingdom war system" allowing the three armies to face off against each other in a struggle for power. If this sounds like your kind of thing, then be sure to pop on over to our beta code giveaway page and pick up a code for yourself. Keep in mind that the game will be entering closed beta in April, so don't be surprised when you can't immediately download it. If you'd like some more details on some of the specifics of the game mentioned above, we've included a breakdown of different, interesting points behind the cut.

  • GDC10: Massively's day 4 roundup

    by 
    Jef Reahard
    Jef Reahard
    03.13.2010

    Day four of the Game Developer's Conference is in the books, and was one for the books as well. Massively managed to score a number of interviews, hands-on features, and we even got our mug in front of the cameras at one point during all the craziness. As you're aware by now, there is still much more to come from our trip to San Francisco, so take this opportunity to catch up on any stories you may have missed. The future of Champions Online Massively set to appear on live Internet TV Massively's interview with Dungeons and Dragons Online An in-depth look at Black Prophecy Nexon's Vindictus revealed Vivox's Monty Sharma interviewed NCSoft speaks on Aion 1.9 Massively's interview with DC Universe Online Be sure to check back tomorrow for our final day coverage as well as a wrap up of all our favorites from the show.

  • GDC 2010 Microtalks: Big ideas, tiny speeches

    by 
    Richard Mitchell
    Richard Mitchell
    03.13.2010

    The GDC 2010 Microtalks session was a frazzling experience in many ways. The format of the event essentially assures it. Ten lecturers -- all from different sectors of the game industry -- each spoke for five minutes and each were allowed to use 20 different slides. Naughty Dog's Richard Lemarchand set the stage for the speakers, announcing the theme of the talks as "come play with us." The goal of the microtalks, said Lemarchand, was to help game creators capture the "radicalizing exuberance" of games and give them the energy to "transform the world" through the power of play. The resulting cavalcade of images and ideas -- ranging from methods of play to behavioral economics -- is a bit difficult to distill. Thankfully, we were taking notes. There was too much at the event to condense here, but it was definitely a thought-provoking event. We've highlighted a few of the more interesting speeches after the break. %Gallery-88130%

  • Overheard@GDC: The Cliff Bleszinski Pie Analogy

    by 
    Randy Nelson
    Randy Nelson
    03.13.2010

    [Flickr: Ephemeron] "Save your fork, there'll be pie. The game is the fork and the pie is the DLC." –Cliff Bleszinski After confessing to having a big appetite for Borderlands, the Gears of War developer used the pie analogy to explain to Joystiq how games without any sort of DLC "hooks" are becoming increasingly rare.

  • White House courts devs to make healthy eating games

    by 
    JC Fletcher
    JC Fletcher
    03.13.2010

    In a video presentation at the Game Developers Choice Awards, White House chief technology officer Aneesh Chopra discussed the Apps for Healthy Kids project, a plan to encourage game developers to collaborate with government to work against childhood obesity. The latest component, an Apps for Healthy Kids contest tasks game developers with creating games that help encourage good exercise and diet habits among kids and give parents information about what their children eat -- with $40,000 in prizes for the winning games. The apps, to be submitted in either "tool" or "game" categories, will integrate the data from MyFoodapedia.gov, a database of the caloric content of common food. In a letter, First Lady Michelle Obama told game devs, "You know better than most the power of games to deeply engage our nation's youth. Today I'm asking you to dedicate your creative energy skills to address one of America's biggest challenges and help make healthy living fun, exciting and relevant for kids." [Via Gamasutra]

  • GDC10: Massively's interview with DC Universe Online

    by 
    Rubi Bayer
    Rubi Bayer
    03.12.2010

    GDC continues in San Francisco this week, and today we were fortunate enough to get some time with Michael Daubert, the Studio Art Director for Sony Online Entertainment. We chatted about upcoming MMO DC Universe Online, and Daubert had some pretty interesting things to say about the game. Follow along after the jump to see what's in store for DC Universe Online.

  • GDC10: NCSoft speaks out on Aion 1.9

    by 
    Jef Reahard
    Jef Reahard
    03.12.2010

    We've covered a lot of newly released (and as yet unreleased) games this week at GDC 2010, so it's always good to check in with an MMORPG that's been around for awhile to see what's coming down the pipe. Today we caught up with NCSoft's Andrew 'Tamat' Beegle, North American Community Manager for Aion, and asked him all sorts of questions about Aion's big 1.9 patch. The update, already live on the game's Korean servers, will be coming to the States and Europe in short order, so read along after the jump to get a taste of what NCSoft has in store for it's loyal Daevas.

  • GDC hands-on: Deadliest Warrior (XBLA)

    by 
    Griffin McElroy
    Griffin McElroy
    03.12.2010

    Okay, honesty time. Most of the preparation for my GDC appointment to check out Pipework Foundation's TV-to-game adaptation Deadliest Warrior was spent thinking up jokes about the game's cast of anachronistic characters. "So, what are we looking at," I would snidely remark, "Templars? Cavemen? Wizards? Robots? Robot Cavemen? Grizzly bears?" To which Pipework would politely laugh, as I would insist, "No, seriously. What's the grizzly bear situation?" I was prepared to be underwhelmed by the game, so I'd attempt to cajole an entire preview out of this line of questioning. Fortunately, this precaution wasn't necessary, as Deadliest Warrior looks to be a surprisingly competent, enjoyable fighting game, and a welcome addition to the Xbox Live Arcade lineup. Here's the takeaway: Think Bushido Blade; but instead of being stuck with controlling boring ol' samurai, there are ninjas, Spartans, Apache, knights and four other yet-to-be-announced warriors (Including, hopefully, wizards). %Gallery-88124%

  • Seen@GDC: Some weird things happened at Harmonix's Rock Band event

    by 
    Griffin McElroy
    Griffin McElroy
    03.12.2010

    You've already seen the (arguably) most newsworthy video we filmed during Wednesday's Rock Band Bar Night event hosted by Harmonix at GDC. However, our Flip Cam captured a few other magic moments which we'd be remiss if we kept to ourselves. They're not the most news-y videos we've ever posted on our own site, though one of them does feature a preview of the upcoming Lady Gaga DLC. That's gotta be worth something, right? Watch the whole sideshow after the jump.

  • Playcast Media nabs support from big name publishers, aims to bring STB gaming to US

    by 
    Darren Murph
    Darren Murph
    03.12.2010

    GDC is winding down here in San Francisco, but Playcast Media is hoping to snag its 15 minutes by announcing new partnerships with Atari, Capcom, Codemasters and THQ (to name a few) for use in its "console-free games-on-demand" service. 'Course, streaming games in through a set-top-box is nothing new, but few operators in the States offer such a thing with any real substance behind it. Playcast's solution enables titles to be pushed through existing cable and telco STBs, and we're told that the US market is next in line to get gifted. We're not given any significant details beyond that, but we're pretty jazzed about big name publishers signing on to finally give this distribution method a bit of credence. Now, if only this Scientific Atlanta Explorer 8300HD shipped with a SIXAXIS controller, we'd be golden.

  • Sam & Max PSN pre-orders start March 18; other console versions a 'definite possibility'

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.12.2010

    Sam and Max will bring their off-kilter humor to PlayStation 3 for the first time in The Devil's Playhouse: The Penal Zone, the first episode in a new season of Telltale's episodic adventure series. In a first for the PlayStation Store, the full season -- consisting of five monthly episodes -- will become available for pre-order on March 18, nearly a month before The Penal Zone launches on April 15. While PC and Mac owners will receive substantial benefits for pre-ordering the full season, including a free game episode, access to developer chats and extra downloadable goodies, Telltale noted that it also has a deal in store (you know, actually in the store) for console players. According to Telltale PR manager Chris Schmidt, pre-ordering the full pack will reduce the cost to $29.99, a minor but not unwelcome discount from the regular price of $34.95. Speaking to Joystiq at a meeting during the Game Developers Conference on Friday, Schmidt also addressed the obvious question: Will this season of Sam & Max come to Xbox 360 or Wii? He called it a "definite possibility" a few months down the line, and noted that it's in Telltale's best interest to work with more partners and deliver its games to as wide an audience as possible. Designer Chuck Jordan jokingly added that Telltale would ultimately like "to get the games on everything that has a chip in it." Forget the 360 -- what could be better than getting Sam & Max in a tube of Pringles?

  • Nintendo's Sakamoto: No Wii Kid Icarus now, but possible

    by 
    JC Fletcher
    JC Fletcher
    03.12.2010

    [VGMuseum] If there's a Kid Icarus reboot in the works somewhere at Nintendo, Metroid: Other M producer Yoshio Sakamoto, who worked on the original NES game, doesn't know anything about it. "I don't know personally about any project underway regarding Kid Icarus," Sakamoto told Kotaku, "but if so many of those people are interested in it and really want to see it on the Wii, they should really speak up." It's not as simple as making a Zelda game with flight, apparently (that's our guess for what people want in a Wii Kid Icarus game). Sakamoto suggested that Nintendo has yet to hit upon the right design. "If we can find some sort of way to bring it to the Wii; a way to make the game for the Wii that makes sense, we would happily do so," he said. "But just keep in mind it may not be me making the game."

  • Rob Pardo speaks about Blizzard game design

    by 
    Anne Stickney
    Anne Stickney
    03.12.2010

    The tenth annual Game Developers Conference is in full swing in San Francisco, CA -- and yesterday included a panel by Rob Pardo, Executive Vice President of Game Design at Blizzard Entertainment. Pardo spoke about design philosophy and how Blizzard approaches it, sharing not only Blizzard's success stories, but where they failed along the way, and what they did to fix it. Blizzard's design philosophy follows some key elements: Gameplay First: Before anything else, you want to concentrate the game on the fun. All aspects of the game -- the design, the mechanics of encounters, the quests and story are focused on making the game fun to play. Not only fun to play -- but fun to play for players, not developers. The challenge is to keep players jumping through the correct hoops, while making those hoops fun. Sometimes this involves making some changes -- for example, only night elf males could be druids in Warcraft III, but for the sake of making the druid class, something that sounded like all kinds of fun, they had to be made accessible to both genders, and both sides. So the lore was adjusted so that females and tauren could both be druids -- otherwise they couldn't have introduced the class at all. And that wouldn't be any fun.

  • Interview: Metroid: Other M producer Yoshio Sakamoto

    by 
    Christopher Grant
    Christopher Grant
    03.12.2010

    After delivering a GDC panel on his cinematic inspiration, we met with Metroid: Other M producer Yoshio Sakamoto to ask him about everything from collaborating with Team Ninja, lessons learned from Metroid Prime, the newfound focus on story in the Metroid universe, and whether or not he played Chair's Super Metroid love letter, Shadow Complex. Read on! Can you tell us about the process of working with Team Ninja. Who does what design-wise and technology-wise? Yoshio Sakamoto: The original design concept came from me, but then we went and assembled a team that could pull this off. And in this case it was people from Team Ninja, who we really thought was the best fit. But they've also provided a lot of core ideas that have influenced the direction of the game, particularly the director, Mr. Hayashi. So, as I mentioned in the speech today, it's not so much that we're dividing up tasks but collaborating as equals. After E3 and the initial announcement a lot of people were making comments like, "Oh, it seems like they've dumped Retro for this series and they want to go with another developer," as if it was a big switch-off. But, in actuality, that is far from the case; rather, we just wanted to put together the best team that we could to make this project, which turns out to be Project M. %Gallery-86429%