gdc-2012

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  • These games inspired Cliff Bleszinski, John Romero, Will Wright, and Sid Meier

    by 
    Kat Bailey
    Kat Bailey
    03.09.2012

    Everyone in the industry has a story about their formative experiences with video games, but Jon-Paul Dyson, the director of the International Center for the History of Electronic Games, was a bit more blunt than most."Great artists don't borrow. They steal," Dyson said, borrowing a quote from Pablo Picasso as he introduced Wil Wright, Sid Meier, John Romero, and Cliff Bleszinski. Speaking in front of a packed house at GDC, the four industry luminaries shared the games that inspired them as creators, and continue to influence them today.

  • Dungeon Defenders on Mac, Eternia Shards Part 2 arrive March 15

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.09.2012

    Dungeon Defenders for Mac has been slightly delayed, arriving the same date as the second Eternia Shards expansion next week, on March 15. Dungeon Defenders was also showcased at a GDC 2012 press briefing by Epic Games for Unreal Engine 3 in Flash over browsers. Epic VP and co-founder Mark Rein made a statement -- and then immediately retracted -- that DD would be free-to-play at launch."We definitely know we want to use that technology for a next product, but it's too early to say what that next product will be," Marketing Director Philip Asher of Dungeon Defenders developer Trendy Entertainment told us. "For all intents and purposes, it's just the mobile version in Flash."Asher told us the demo was a port of the iOS version, Dungeon Defenders: Second Wave, with some graphical improvements, insisting that it was just a tech demo the team got together in four weeks."It could be a new game, it could be the PC version [of Dungeon Defenders] adapted to Flash," Asher elaborated. "The whole idea of that technology which really excites us is that it's a whole new way to play Unreal games. ... It'd be a little larger initial download, but it'll stream the rest of the game as you play."

  • GDC 2012: TERA's growth spurt and dynamic events

    by 
    Justin Olivetti
    Justin Olivetti
    03.09.2012

    "It's been a helluva year since we've been at GDC last," TERA Producer Chris Hager started, "and everyone wants to know what we've been doing for the past 365 days." Thus began our time with En Masse at GDC, in which enthusiasm for the forthcoming TERA was positively infectious. Hager sighed happily as he reminded us of the title's May 1st launch date: "You have no idea how happy that makes me to be able to say that." Just because a launch date is on the horizon doesn't mean that the hardest part is over for this crew. During this past month, the team's been running a closed beta test that's provided vital feedback for last-minute tweaks and preparations. "We've taken that feedback and it's helped us evolve TERA into the game we all want to play," Hager said. So just what has En Masse been doing for the past year, and what has us most excited about getting our hands on a launched version of TERA? Read on to find out!

  • Capcom's Kawata on bringing Resident Evil back to its roots on 3DS

    by 
    Kat Bailey
    Kat Bailey
    03.09.2012

    When a new platform hits the market, designers inevitably start thinking about how to exploit all of the new possibilities at their disposal. For producer Masachika Kawata, it was a chance to take Resident Evil back to its roots. "We all agreed that, this time around, we wanted to make a scary Resident Evil similar to the original," Kawata said during a GDC talk that broke down the development of the recent 3DS survival horror game. That might bring a slightly rueful smile to the faces of longtime fans. Resident Evil 4 gets a lot of love among mainstream gamers and critics; but by admitting that he wanted to make a "scary" game, Kawata seems to be tacitly admitting what many older fans have felt for a while now -- Resident Evil had become an action series.

  • Diablo 3's biggest, baddest demon from sketch to final

    by 
    Ben Gilbert
    Ben Gilbert
    03.09.2012

    Like the previous Diablo titles from Blizzard, there's totally a giant main boss named "Diablo" in Diablo 3. Surprise! And during Diablo 3 art director Christian Lichtner's GDC 2012 track keynote, attendees were offered a look at the main baddie across his entire evolution. Second surprise: he looks terrifying!

  • Battlefield 3's rendering architect details his dream specs for the next generation of consoles

    by 
    Xav de Matos
    Xav de Matos
    03.09.2012

    During the Game Developer's Choice awards, DICE took home the prize of "Best Technology" for its Frostbite 2 engine. After accepting the award on behalf of his team, we asked DICE rendering architect Johan Andersson what the next generation of consoles would need to include for Frostbite 2 to work 'perfectly and as intended on high-end PCs.' To Andersson, the answer is "pretty easy to answer." "There's two things: memory and processing power," he said. "We need lots and lots of processing power. The more you can cram into a machine, we'll take advantage of that." While 'more power' is the obvious answer -- both on the CPU and GPU side -- we wondered what wouldn't be 'enough' to work with."Two gigabytes would not be enough when it comes to RAM [random access memory]" Andersson said. "Four gigabytes would work. Eight gigabytes? Yeah. I think that would be perfect when it comes to memory." Recommended system specifications for Battlefield 3 call for 4GB of RAM.

  • GDC 2012: Bigpoint discusses the Game of Thrones MMO

    by 
    MJ Guthrie
    MJ Guthrie
    03.09.2012

    The Game is coming. It had to be said. And for fans of George R.R. Martin's epic fantasy series A Song of Ice and Fire, that one little phrase elicits some powerful and mixed emotions: excitement (to actually wander about Westeros) and dread (will it actually be Westeros?). There was even a collective cringe among some Massively staff when the announcement was made that Game of Thrones was becoming an MMORPG. Could such a complex world translate well into the virtual realm? It made the transition to television pretty well in HBO's series, but a free-to-play browser-based MMO is a whole other beast. We're pleased to say that fans of the books and the series can breathe a little easier and even look forward to the upcoming title becuse it's going to be gritty, it's going to be gory, and power will shift like the winds across the Dothraki Sea. Massively was able to sit down with Jorgen Tharaldsen (Producer at Artplant), Alan Dunton (Public Relations Director at Bigpoint), and Rob Ollett (Executive Producer at Bigpoint) to discuss details about what's coming.

  • GDC 2012: The Firing Line's PlanetSide 2 and DUST 514 redux

    by 
    Jef Reahard
    Jef Reahard
    03.09.2012

    This week I was fortunate enough to chat up the developers on the two biggest MMOFPS titles of the year. Exactly what year that is remains to be seen, and after hearing Sony Online Entertainment use the word "alpha" quite a lot, I suspect that PlanetSide 2 may slip into 2013. And that's not a bad thing at all, by the way. CCP's DUST 514, on the other hand, is surely coming in 2012. The devs will be doling out some long-awaited hands-on time with EVE's precocious little brother at Fanfest in a couple of weeks, and while DUST and PS2 share similar core gameplay, their target audiences (and the general feeling I get from each game) are completely different.

  • Harmonix has 'no plans to stop' weekly Rock Band DLC releases

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.09.2012

    Rock Band Weekly has been in our lives for over four years and the beat will go on. Harmonix told us at GDC 2012 that it has no plans on stopping the weekly release of downloadable tracks for the Rock Band platform."We've been really pleased with the continued performance of Rock Band downloadable content. We've delivered over four years of weekly DLC and over 3500 songs for the music platform, and we have no plans to stop weekly releases any time soon," Harmonix emcee of communications John Drake told Joystiq. "Fans can tell us what songs they want by visiting our new Rock Band Dashboard Facebook App and voting for their favorite artists using the built-in Wishlist feature."Harmonix has no intentions of launching Rock Band 4 this year. The company is currently working on several projects, which can be derived from job postings on the developer's site, including some kind of downloadable title.

  • DUST 514 beta starts in April, gameplay video released at GDC

    by 
    Jef Reahard
    Jef Reahard
    03.09.2012

    CCP has been incredibly coy about public testing for its DUST 514 MMOFPS, but last night the company revealed an upcoming April beta window in an exclusive interview with Gametrailers. CEO Hilmar Petursson and CMO David Reid both gave the website a few interesting soundbytes as well as some long looks at DUST gameplay over the course of the eight-minute clip. DUST isn't intended as an EVE Online replacement, nor does CCP expect huge numbers of EVE capsuleers to play the new shooter concurrently with its flying-in-space sandbox MMO. "It is really about providing this new gateway into the EVE universe for all the people who have been intrigued by it," Petursson said. "In April we'll open up the beta test we've been running since December of last year," he revealed. Be sure to check out the full clip after the cut.

  • GDC 2012: The Firing Line talks release dates with Tribes Ascend's Todd Harris

    by 
    Jef Reahard
    Jef Reahard
    03.09.2012

    It's been a crazy week at GDC, and though I've already gotten the skinny on both PlanetSide 2 and DUST 514, there's more on the way when it comes to online shooter news. Yesterday morning I headed over to the Hi-Rez Studios booth on the main show floor, where COO Todd Harris had some exciting news to share with fans of the firm's Tribes: Ascend title. The free-to-play shooter will officially launch on April 12th, and Hi-Rez has also released a new parody trailer that pays homage to Dead Island and shows off the perils of the dreaded "llama capture" (if you're a Tribes newb, just know that speed equals survival when it comes to flag-grabs). Join me after the cut for some Tribes-related chit-chat as well news of new content on the way for Global Agenda.

  • Reisuke Ishida on why perfect games can't be perfect

    by 
    Mike Schramm
    Mike Schramm
    03.09.2012

    Taito designer Reisuke Ishida devoted a GDC panel to "five techniques for making an unforgettable game," and his most interesting tip for accomplishing that was perhaps counterintuitive: don't make it perfect.Perfect games, argued Ishida, are boring. In Space Invaders Infinity Gene, for example, he originally experimented with making the invaders more colorful (which you can see on the right in the shot above). But that look made the game "look too 'normal,'" Ishida said. "It didn't really stand out enough for us." He decided to go back to the white coloring of the original invaders, and that helped give the game a unique look.Those graphics may not be the most aesthetically pleasing to the eye, but Ishida said that helps more than it hurts. "You need a little bit of that quirkiness," he told the crowd, "so it captures your eye and your attention, and it leaves that impression."And that attention leads to curiosity, which Ishida said will really make a game shine. "People will find that curiosity and they'll want to find out where that curiosity is going to take them," he said. Developers obviously don't want to turn off an audience with disharmony, but Ishida said a great game should have "just a little touch -- something that will trigger someone to think that maybe there's a little more that I need to seek out."

  • Five legendary indie developers walk into a room...

    by 
    Jessica Conditt
    Jessica Conditt
    03.09.2012

    Over the past few years, the definition of "indie" has expanded exponentially. It now includes the five men invited to speak to an audience of developers in a cavernous room at GDC's North hall: Jordan Mechner (Prince of Persia), Tim Sweeney (Epic Games), John Romero (Doom), Adam Saltsman (Canabalt) and Markus "Notch" Persson (Minecraft)."Indie" now includes "rockstar."These five spoke at "Back to the Garage: The Return of Indie Development (From Those Who Were There and Some Who've Just Arrived)," and without specifically addressing the concrete idea behind what makes indie "indie," they helped define the term in its modern trappings. "Indie" involves listening to feedback from outside sources. "Indies" create AAA titles. "Indie" means talking to press, managing staff and marketing a game while respecting other people's time. "Indie" is about making money.Being indie doesn't sound so different than standard publisher-style game creation, mostly because it's not -- indie is now a sub-genre of game development, rather than a separate enterprise. It's in the tone with which these developers speak about the business, their independent passion and the amount of risk they're willing to take that offers a clear distinction from the sterile PR BS often found in the campaigns from large publishers.

  • Sony shows off PlayStation Vita's augmented reality chops at GDC, leaves the AR marker cards at home

    by 
    Sean Buckley
    Sean Buckley
    03.09.2012

    The PlayStation Vita's current augmented reality mini-games may be anchored to a handful of marker cards, but it doesn't have to be that way. Front and center at Sony's GDC booth was "Magnet," a developer tech demo that shows off the next generation handheld's markerless chops. The application maps out the texture and patterns to create its own marker, which would allow developers to create more natural AR experiences that won't burden players with the hassle of carrying around marker cards. Sony says the tech demo won't be evolving into a full game, but hopes it will inspire developers to build something new and exciting for the handheld. Although staff on hand couldn't say for sure that this is an off-shoot of Sony's SmartAR technology, we think it looks awfully familiar.

  • The evolution of Jetpack Joyride's store, in pictorial form

    by 
    David Hinkle
    David Hinkle
    03.08.2012

    Halfbrick's chief creative officer Luke Muscat took panel attendees on a whirlwind tour of the development process for Jetpack Joyride during his Depth in Simplicity: The Making of Jetpack Joyride panel. Aside from sharing what the final name of the game could've been, Muscat also showed us the progression of the store. You may not know this, but the Jetpack Joyride storefront wasn't always so slick.In fact, early on it was downright ugly, but Muscat and his team iterated and looked to competitors on the App Store for inspiration. We snapped some shots of the earliest versions of the store on through what Halfbrick came up with later on -- screens we've conveniently embedded in the gallery below.%Gallery-150322%

  • Jetpack Joyride was almost 'Machine Fun Jetpack'

    by 
    David Hinkle
    David Hinkle
    03.08.2012

    During his GDC talk Depth in Simplicity: The Making of Jetpack Joyride, Halfbrick Studios' chief creative officer Luke Muscat shared the story of the 11th hour name change for Jetpack Joyride, which was originally supposed to be called Machine Gun Jetpack. "I'll tell you, we almost changed the app to this name because we thought by making it too drastically different we were going to undermine all of our marketing effort, but we actually had this name for a while: Machine Fun Jetpack," Muscat said. "At the time, we were like 'that sounds alright, maybe I could live with that.' Then I got in the next morning, and I walked up to Phil's desk, and we both said the same thing at the same time: 'What the fuck were we thinking?' I'm so glad we didn't go out with that name."

  • Enjoy Keiji Inafune's adorable GDC 2012 slide cartoons right here

    by 
    Ben Gilbert
    Ben Gilbert
    03.08.2012

    Keiji Inafune often adds a sketch of his creations (like Mega Man) when giving autographs to fans. Inafune took to his GDC 2012 presentation slides with the same flair, offering illustrations to accompany his various points throughout a speech that focused on Japanese game development.

  • The importance of playtesting: What Portal 2 could have been

    by 
    Jessica Conditt
    Jessica Conditt
    03.08.2012

    When Erik Wolpaw and Chet Faliszek first sat down to write Portal 2, they went mad. It certainly appears that way now, when the final version of Portal 2 that shipped in 2011 was such a resounding success, especially for a highly anticipated sequel. The first iteration Wolpaw and Faliszek envisioned got rid of three important mechanics in the Portal universe: Chell, GLaDOS and, as we knew and are still reeling over, portals. In a talk at GDC, Wolpaw and Faliszek explained why they thought that was a good idea, and how they learned it was pretty much the dumbest thing ever.The original Portal 2 had three new things in place of the classic ideas: F-stop (the new portal mechanic), Cave Johnson (antagonist replacement) and Betty (GLaDOS substitute). Betty was a knee-high personality sphere on wheels, a piece of concept art showed, and she spoke in quick legalese, "like those ads for medicine where they show puppies while they talk about the rectal bleeding you're going to have," Wolpaw said.

  • Tony Hawk says Ride was 'a bit rushed,' still thinks critics didn't give his board a chance

    by 
    David Hinkle
    David Hinkle
    03.08.2012

    Even after all this time, Tony Hawk's stance is firm regarding the poorly received Shred and Ride games. He thinks critics made up their mind before giving the games and associated peripheral an honest chance -- even in the case of Ride, which he admits "was a bit rushed" due to time spent prototyping the board.

  • Zynga welcoming Konami, Rebellion, and Playdemic to Zynga.com

    by 
    Ben Gilbert
    Ben Gilbert
    03.08.2012

    Zynga is expanding the reach of its newly launched Zynga.com platform, with VP of platform partners Rob Dyer telling attendees of a GDC 2012 talk this afternoon that Konami, Rebellion, and Playdemic will all be contributing titles to Zynga's recently launched web portal. Moreover, Dyer teased Konami's game as a "stealth project" that will "debut soon."No word was given on the other projects from Rebellion and Playdemic, but we're following up for more info. Like, right now.Update: This piece originally speculated that the title was Metal Gear related, due to its "stealth" wording; however, Zynga PR tells us what the wording really means is that Konami is working on the project "quietly." With the project coming "soon," it shouldn't take too long to find out exactly what Dyer's carefully worded speech was referring to.