gdc-2011

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  • GDC 2011: Nexon's future is so bright, it's gotta wear shades

    by 
    Justin Olivetti
    Justin Olivetti
    03.05.2011

    Not only are Nexon's revenues on the way up with no sign of slowing, but the company's famed "Nexon iNitiative" is already producing hearty results. Unlike the Dharma Initiative, the Nexon iNitiative is a force for good, as the company is funding promising indie developers and their pet projects. Last year, Antic Entertainment and one2tribe both received a chunk of the $1 million funding to make games that would be published worldwide by Nexon, and a similar program is underway for 2011. At GDC we sat down with Nexon America CEO Daniel Kim to talk about the future direction of the company. Nexon's in its 17th year and considers itself the most accomplished global provider of online games. Whether or not you agree with that statement, the fact that the company has over 30 titles under its belt in over 71 countries is impressive, and that's not even looking at the way Nexon casually drops how many hundreds of millions of players check out its titles daily. Interesting Nexon tidbit: The name comes from the company's philosophy, to look for the "next online" trend. Now you have something to say during awkward silences at dinner parties. Hit the jump to hear about some of the future projects and developments of this online pioneer, including MapleStory and Dragon Nest!

  • GDC 2011: Graeme Devine on the iPad for gaming

    by 
    Mike Schramm
    Mike Schramm
    03.05.2011

    Veteran game developer Graeme Devine took the stage at GDC 2011 this week to talk about Apple's iPad (and by extension, the new iPad 2, of course), and called it "the best gaming machine on the planet today." He went through his own thoughts on the device, talked a little bit about how developers could use the metaphor of touch to make the best games possible, and then went through a list of what he felt were the best practices for iOS development. Devine said that the first time he held an iPad, "I felt like I was holding something from science fiction in my hands. It was different from any other experience I've had before." The iPad reverses the trend in gaming to move the screen farther away from the player, and instead puts it relatively close up and personal. Additionally, the joystick is gone, and while a lot of games depend on that virtual joystick (more on that in a bit), the iPad removes any hardware between your fingers and what's happening on screen. A finger isn't a mouse, either -- rather than selecting and then clicking, fingers on iPad screens just tap and move.

  • Cave Story before it was Cave Story

    by 
    JC Fletcher
    JC Fletcher
    03.04.2011

    During his GDC talk "The Story of Cave Story," developer Daisuke "Pixel" Amaya revealed that two years into the development of his 2004 indie hit, he scrapped his game design and started completely over. He then proceeded to show a video of this beta. This version is very different from what we eventually ended up playing. It featured not only Quote, but Sue and a frog prince as playable characters, each of whom takes over at a certain part of the story. The famous rectangular boss Balrog is present, but he's named "Puu" and has a much less expressive face. He's occasionally seen wearing a scuba mask or other facewear. He's joined by another soap-bar guy named Oscar, who can ... transform into an angry cloud that shoots lightning. And, of course, the level layouts were all different. Weapons aren't upgradable, and are only acquired by purchasing them from shops. The music, however, sounded like what made it into the final game. We hastily snapped some pictures of the video in motion, so you can get a glimpse of this unreleased version in our gallery below. The quality isn't great, because, well, it was a video playing on a projector.%Gallery-118452%

  • inSane planned as trilogy, but 'if the first game doesn't work, there won't be a trilogy,' Bilson says

    by 
    Christopher Grant
    Christopher Grant
    03.04.2011

    Guillermo del Toro's forthcoming franchise for THQ -- the awkwardly innercapped inSane -- may be planned as a trilogy, but that doesn't mean it'll necessarily play out that way. Though THQ is confident in del Toro and the franchise, Core Games veep Danny Bilson has a realistic outlook on the franchise's ability to expand to a trilogy. "We have aspirations to make a trilogy," Bilson told a gathering of press at GDC this week, including Joystiq. "If the first game doesn't work, there won't be a trilogy. It's not complicated." Bilson cited Hollywood's ability to make trilogies as an example of how not complicated this concept is. "If Avatar had been a flop then there wouldn't be two more sequels. And if the first Matrix wasn't a success there wouldn't be two more sequels." For Bilson and THQ, it means delivering quality products first. "We have to succeed on the first one. And then we have to succeed on the second one! And then you can make the third one. It's not really that arrogant, if you will, to plan a trilogy because we're very realistic." And unlike Hollywood, "we can't make two at once," Bilson jokes. "It doesn't cost that much to plan, right?" Volition president Mike Kulas said. "We're not building a bunch of assets for the future games." Instead, Kulas estimates that "a couple percent of the total budget of the second game will be spent before we have a better idea of how the first one's shaping up." As the studio responsible for collaborating with Del Toro on inSane, Volition has to succeed where many others have failed: working with Hollywood to create a successful video game franchise.

  • Mass Effect 2 composer Jack Wall explains his departure from the franchise

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.04.2011

    Though the Mass Effect series has made good on its promise to preserve and carry over important elements between games, prolific composer Jack Wall has elected to depart and pursue several other projects before BioWare launches Mass Effect 3 later this year. "Well, I've had a great relationship with BioWare for five years, and I think, you know, as with any important relationship it's complicated," Wall said. "Now I'm working with other clients and it feels fresh to me and I think they feel the same way, so I think it's just time to move on. I have nothing but love for those people. I'm sure I'll see them again. It's just time for a break, maybe." During a Thursday morning GDC session, Wall discussed the interactive scoring methods he and a team of composers (including Sam Hulick, David Kates and Jimmy Hinson) used to craft and integrate three hours of music into the game. The reactive score, blended with numerous transitions between battle scenes, moments of exploration and dialogue, was built on a considerable basis of technical procedure and experience -- which Wall and his team take with them before Black Swan composer Clint Mansell begins work on Mass Effect 3. According to Wall, film composers can transition smoothly into games, provided they're effectively directed by the game development team. "As long as you have someone doing what we did on the game development side, you can get away with that, and have just somebody write great music and direct them how to do it," Wall said. "I think it's totally fine. It depends what you're looking for as a game developer, really. Do you need somebody with that knowledge, or no? Sometimes, you know, I'm just interested in all that stuff, so I bring that with me, and that's an asset I have, right? But it doesn't necessarily make me more suited to a particular project, unless the developer feels it is. So, I'm having a really good time with that knowledge now, because it really makes me think differently about how I compose for games." Thinking "differently" and being agile is essential in successful interactive scoring, especially when game development doesn't proceed perfectly according to plan (and when does it ever?). "I do things relevant, so I do think there's a learning curve," Wall said, who began working on music for Mass Effect 2's final sequence before BioWare could even share a working level. "I hope Clint Mansell can get up to speed on that quick and doesn't feel too overwhelmed. He's a very talented guy, so I'm sure it'll be great."

  • Seen@GDC: The Winnitron 1000, featuring Super Crate Box

    by 
    Ben Gilbert
    Ben Gilbert
    03.04.2011

    You've never played IGF Pavillion game Super Crate Box? Well then, let's fix that right now (it's free!). Unfortunately, if you weren't at GDC -- or aren't a resident of Winnipeg, Canada -- it's going to be a bit difficult to check out the game's two player co-op mode, housed inside of the wonderful and mysterious Winnitron 1000.

  • The Darkness 2 preview: Murderous multi-tasking

    by 
    David Hinkle
    David Hinkle
    03.04.2011

    Those of you who finished The Darkness will remember the end scene, in which [spoiler alert!] protagonist Jackie Estacado unleashed all of his rage and the full power of The Darkness, murdering a mansion full of goons. The only problem was that we didn't get to play it -- we had to just watch. "At the end, you see Jackie going nuts with the demon arms, but you can't play that," Digital Extremes project director Sheldon Carter lamented about the first game, "and that's what I wanted to play. So that's what we're doing for the second game." Watching a guided demo at GDC, the developer's mission was clear: Jackie is far more aggressive and powerful in the sequel. %Gallery-118443%

  • Overheard@GDC: Homefront devs 'put a baby in a dumpster' (and then took it out)

    by 
    Ben Gilbert
    Ben Gilbert
    03.04.2011

    Kaos Studios' Homefront has gone "gold" and is under two weeks away from being released. We found out yesterday afternoon about one scenario that didn't make the cut: protecting a dumpster ... with a baby in it. Lead single-player designer Chris Cross (real name!) related a story about the team's process of involving civilian presence in the game. Cross said his team wanted to "make it relevant without making it cheap." As it turns out, relevant became a little crazy -- at least initially. "We went through all kinds of crazy crap! We put a baby in a dumpster and were using that as a bullet shield," Cross explained, heartily laughing. "We were trying a bunch of very strange ideas." We'll be doggedly exploring every dumpster we find in Homefront in search of secret (baby) easter eggs when the game ships on March 15.

  • Painting with Pixels wall now complete, looking 8-bit and swanky

    by 
    Ben Gilbert
    Ben Gilbert
    03.04.2011

    Throughout the week, we've been updating our gallery of the "Painting with Pixels" 8-bit mural as it's been filled in by attendees. As you see above, the wall is now complete, and it features ... uh ... dragons and stuff! Did you expect any less from the game industry? Head into the gallery below to see the wall filled in day by day, slowly progressing towards full-on madness.%Gallery-117797%

  • Machine Gun Jetpack preview: Run-and-fun

    by 
    David Hinkle
    David Hinkle
    03.04.2011

    Halfbrick's latest iOS project, Machine Gun Jetpack, is probably the most straightforward game I've ever played. Barry Steakfries wants a jetpack, and so he takes one -- one propelled by machine gun fire, what else? -- rocketing from the science lab and dodging obstacles as he escapes. You tap the screen of your iOS device to hover (holding your finger down to ascend), and you try not to die. %Gallery-118258%

  • NeuroSky shows off MyndPlay, we control movies with our brainwaves (video)

    by 
    Sean Hollister
    Sean Hollister
    03.04.2011

    Would you pay $100 to control the outcome of a movie with the power of your mind? That's what NeuroSky and Triete Labs are banking on with MyndPlay. Simply put, it uses NeuroSky's $99 Mindwave headset with a custom video player that monitors your mental activity during critical points in specially designed films, and offers multiple outcomes depending on your focus and relaxation levels. For instance, in Paranormal Mynd (above), you play an exorcist who must drive a evil spirit away -- if you don't focus intently, this woman will choke to death. Another gangster film has you dodging bullets and sports multiple endings; depending on how relaxed and concentrated you are, you could come away clean, take a bullet to the head, or dodge poorly and have the projectile strike your friend dead instead. MyndPlay plans to produce a raft of such short-form content for $0.49 to $1.99 per episode, and also let you shoot and share your own, scripting sequences with a tool to be released next month called MyndPlay Pro. We gave Paranormal Mynd a try at GDC 2011, and came away somewhat impressed -- you definitely can control the outcome of a scene, but it doesn't work quite like you'd expect. Since NeuroSky's technology is still limited to detecting the mental states of concentration and relaxation, you can't "will" the movie to go the way you'd like with your thoughts -- in fact, thinking about anything rather than what you're seeing on screen seemed to register as a form of distraction, and lowered our scores. Instead, the ticket to success seemed to be focusing intently on processing the images on screen and clearing our head of all thought or emotion, making us feel totally brain-dead even as we aced the scene. If that sort of zombification sounds like fun, watch a couple video teasers after the break!

  • Steam Guard gets the ultimate test: Gabe Newell makes his password public

    by 
    Andrew Yoon
    Andrew Yoon
    03.04.2011

    How secure is Steam Guard? Valve's Gabe Newell must think it's pretty darn airtight, because he posted his Steam account email and password for the world to see during GDC.

  • Retro reflects on Donkey Kong Country Returns, denies sequel plans

    by 
    JC Fletcher
    JC Fletcher
    03.04.2011

    If Nintendo is following up Donkey Kong Country Returns with sequels like it did the original Donkey Kong Country, it's not doing so right now. Nintendo producer Kensuke Tanabe, who works with DKCR developer Retro Studios, told Game Informer, "I wouldn't say we won't do a sequel, but we don't have anything planned at this time." In a postmortem panel at GDC on the development of last year's sucessful DKCR, Retro revealed the difficulties of making the side-scroller. The team attempted to adapt the Metroid Prime morph ball camera to the side-scrolling, but found it unable to handle the quick and complex movements of the DK characters -- especially once Tanabe insisted that two-player simultaneous play be added. There are over 2000 animations for the player character, a number inflated by the second character -- and by the late-stage suggestion from Shigeru Miyamoto that Donkey Kong be able to blow on background items to reveal secrets. Miyamoto was testing the game, running back and forth for about ten minutes, when he declared that Donkey Kong appeared to be exhaling when he turned around. And then, he said that "it might be fun to make Donkey Kong blow on things," causing extensive damage to Retro's metaphorical tea table. And the Super Guide -- "oh, jeez," one of the team exclaimed when that subject came up. It turns out that Retro had to rewrite the engine to make it deterministic -- make it that all the inputs would result in the same output every time, essentially eliminating randomness. This turned out to be a boon, however, as the same mechanic that allowed the team to record playthroughs also made it easy to reproduce bugs in testing. Retro ended its panel by joking that it would like to refresh the Doki Doki Panic (Super Mario Bros. 2) series next, along with making a "Pokemon Prime." "We've been looking at Tingle a lot," as well.

  • Check out Epic's Unreal Engine GDC tech demo (while you can)

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.04.2011

    Someone's posted a steady, shaky cam version of Epic's very sexy GDC 2011 Unreal Engine 3 tech upgrade demo on YouTube. Seeing as how Bleszinski and company are none too pleased, don't expect it to be up for long.Update: Surprise! The video was pulled. We've replaced it with the official video.

  • Joystiq Podcast 172 - GDC 2011 edition

    by 
    Jonathan Downin
    Jonathan Downin
    03.04.2011

    Live from a hotel room located somewhere in the middle of San Francisco -- Chris and Ludwig are joined by JC and Ben to discuss the big news from the Game Developers Conference. Big reveal: Batman: Arkham City is the best video game ever made. The iPad 2 and 3DS also seem like they might be okay. [Thanks to Alan Black for this photoshop of the boys trying to creep-in on Ludwig winning!] Get the podcast: [iTunes] Subscribe to the Joystiq Podcast in iTunes [Zune] Subscribe to the Joystiq Podcast directly in the Zune Marketplace [RSS] Add the Joystiq Podcast feed to your RSS aggregator [MP3] Download the MP3 directly Hosts: Justin McElroy (@justinmcelroy), Ludwig Kietzmann (@ludwigk) and Chris Grant (@chrisgrant) Producer: Jonathan Downin (@jonathandownin - Game Thing Daily) Voice Talent: Bob Ball (@BobBallVO - BobBallVO.com) Music: "Bassoforte" by Diego Stocco For fans: Joystiq Podcast Facebook group New to the show?: Listen to Episode Zero The Do It Line!: 1-(877)-JOYSTIQ See all of this week's links after the break.

  • GDC 2011: Prius Online and the evolution of MMORPG pets

    by 
    Jef Reahard
    Jef Reahard
    03.04.2011

    The closed beta countdown for Prius Online is in full swing, and the new MMORPG from gPotato is targeting a spring 2011 North American launch window. Prius is a new free-to-play fantasy game (new to the American market, at any rate), and no, it doesn't have anything to do with Toyota automobiles. We recently sat down with the guys from gPotato to talk about how they've spent the last little while working hard to localize Prius and how it differs from your average F2P MMO. The game has been out in Korea for a couple of years now and was one of the more unique titles we saw at this year's GDC on account of its three-character control system and an unusually elaborate narrative focus and pet mechanic. Join us after the cut for the full scoop on Gigas, Animas, and all things Prius.

  • Hybrid preview: A new breed

    by 
    Ben Gilbert
    Ben Gilbert
    03.04.2011

    After getting turned around in the rain on the way to check out Scribblenauts developer 5th Cell's first XBLA game, Hybrid, I wandered into the initial presentation a few minutes late. And so, I missed creative director Jeremiah Slaczka explain what sets Hybrid apart from other third-person shooters -- which is nearly everything. Ten minutes later I had my hands on an Xbox 360 controller and understood why Slaczka looked at me like my head was on backwards when I asked what makes the game different from other XBLA shooters. For starters, player movement is mapped to buttons -- a crucial aspect of Hybrid's bizarre, yet shockingly accessible controls -- leaving the right analog stick free to adjust the camera. Slaczka and his team at 5th Cell mitigated the "circle-strafing with shotguns" play style of most online shooters by making movement more deliberate. The result is a game that plays like real-time, sped up, 3-on-3 Valkyria Chronicles. Which, to be clear, means it's a lot of fun. %Gallery-118392%

  • Dream Trigger 3D preview: Bullet hello

    by 
    JC Fletcher
    JC Fletcher
    03.04.2011

    D3 Publisher's 3DS launch window title, Dream Trigger 3D, takes the basics of bullet-hell shooters and scrambles them into something unexpected and even more difficult. Well, perhaps I should say it takes a basic of bullet-hell shooters: bullets all over the damn place. The rest is pretty much all new, and crazy. How crazy? Dream Trigger is a shooter in which you can't see the enemy ships, and in which you fire into the screen. %Gallery-118412%

  • Almost all DSiWare games available at 3DS eShop launch, transfer limits clarified

    by 
    JC Fletcher
    JC Fletcher
    03.04.2011

    We know that Nintendo is planning "3D Classics" for the 3DS eShop -- retro games with 3D effects added. We also know that unaltered retro games will be available in the Virtual Console, and that DSiWare will be available as well when the service is launched in May. But what about downloadable 3DS games -- a "3DSWare" equivalent to the DSi's DSiWare? We may be waiting a while for that. Charlie Scibetta, Nintendo's senior director of corporate communications, told Joystiq that not only was Nintendo not ready to announce any downloadable 3DS games, there isn't even a name for that service at the moment. "We have Virtual Console games," Scibetta said. "Anything that's rendered in 3D, converted into 3D, is called 3D Classics, but we don't have any other terminology yet." He assured Joystiq that downloadable games would be made available "under the eShop banner." That the terminology is still up in the air suggests that this part of the plan has yet to be finalized -- or just that Nintendo isn't ready to talk about the finalized plan. The good news is that you'll have access to a lot of DSiWare when the eShop launches. Of the existing DSiWare lineup, "pretty much the whole thing" will be available right at launch. "There might be a few exceptions, but the majority of the games will come over." A few games are being left off the 3DS's eShop for undisclosed reasons. Scibetta also offered a bit of clarification about the limits on the DSiWare software transfer feature, also coming as part of that late-May update. "It's not the number of transferred games -- it would be the same game, the number of times you could transfer it from device to device," Scibetta said. "So if you build up a large category of DSiWare games, you won't be penalized. Just how many times you can move that same group of games, there'll be a limit on."

  • The Last Guardian: still beautiful, beautiful stills

    by 
    Andrew Yoon
    Andrew Yoon
    03.03.2011

    While The Last Guardian isn't being shown in an official capacity at GDC this year, Sony has released a series of new images of the upcoming PS3 exclusive. Unsurprisingly, it's still quite the looker.