panel

Latest

  • EA and GLAAD to host a panel against homophobia in online games

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.17.2009

    Tomorrow marks an interesting event in Redwood City, CA as Electronic Arts teams up with the Gay and Lesbian Alliance Against Discrimination (GLAAD) to host a panel regarding homophobia in online games.The panel will be featuring some major industry players, including GayGamer founder Flynn DeMarco (AKA Fruit Brute), senior director of communications and industry affairs for the Entertainment Software Association (ESA) Dan Hewitt, senior producer Caryl Shaw from Maxis Studio, Linden Lab's vice president of customer relations Cyn Skyberg, and Xbox Live's program manager Stephen Toulouse (Gamertag: Stepto.)Stephen Toulouse's presence at the panel is especially interesting, as Microsoft has come under fire for some rather inflammatory anti-gay policies.The panel will be moderated by GLAAD's Justin Cole, their director of digital and online media. The panel will take place tomorrow, July 18th, from 11 AM to 1 PM Pacific time.

  • EA GLAAD to host panel addressing homophobia in online gaming

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    07.16.2009

    Entitled "Homophobia in Virtual Communities," a new panel, initiated by the Gay & Lesbian Alliance Against Defamation and hosted at EA's Redwood City headquarters, will delve into methods of combating hateful language and discriminatory behavior encountered and propagated by online game players. According to Gamasutra, those contributing to the discussion this Saturday, July 18th, will include GayGamer founder Flynn de Marco, Maxis senior producer Caryl Shaw, and Stephen Toulouse, program manager and virtual bouncer for Xbox Live. Those with clear recollections or inexplicable mastery of our terrible in-site search will recognize Toulouse as one of the voices heard in a recent debate regarding Xbox Live's GLBT policies. Unless you're under the impression that GLBT is a kind of sandwich, it may be worth your while to gain further details on the panel over at the GLAAD website.

  • DuPont crafts ultra longevous OLED materials, which likely won't be affordable

    by 
    Darren Murph
    Darren Murph
    05.31.2009

    DuPont's been dabbling in OLED advancement for years now, and while the world waits for the introduction of market-ready big-screen OLED HDTVs, engineers at the miracle-working company are toiling away to make sure those very sets last quite some time. For anyone following the OLED TV scene, you'll know that luminance longevity has been a nagging issue, but if new developments pan out, stamina will be the least of our worries. In fact, the firm has crafted a green light-emitting material that can purportedly push onward for over a hundred years... continuously. Furthermore, the same scientists have engineered a new blue light-emitting material with a luminance half-life of 38,000 hours along with a red light-emitting material with a life of 62,000 hours. Unfortunately for the laypeople out there, we can't imagine this stuff being even marginally affordable -- but hey, it's great news for the sybarites!

  • Massive at MI6: Blizzard is an "around game" ad success

    by 
    Mike Schramm
    Mike Schramm
    04.09.2009

    Not only did Blizzard clean up at the MI6 awards (and yes, that's not to be confused with the British Intelligence Agency that some dude named Bond works for), but their partners at Massive also gave a presentation there. Who's Massive, you ask? You may not know their name, but you've already seen their work: they're the company, related to Microsoft, that Blizzard has hired to run their ingame and in-software ads.During the presentation, the rep from Massive, JJ Richards, talked about the three types of advertising that they're running: in-game, around game, and for game. In-game is what you usually see in EA's big sports titles: big billboards that sport real-life brands, or even in-game items like cell phones and clothing that advertise real objects. World of Warcraft obviously isn't much of a candidate for that type of advertising, but Massive does cite them as a huge success for the second type, "around game": they take full credit for the ads over on the forums, as well as the ads we'll eventually see in the Starcraft and Diablo Battle.net interfaces. Strange that they didn't mention the gold ad slipup (/sarcasm). He also suggests putting ads in the WoW launcher, but at least agrees that those will have to be extremely game-related if they're going to get away with it.And the third type of advertising Massive does is "for game," where they use the various Microsoft properties like Xbox Live and Hotmail to do targeted advertising at gamers -- using Netflix queues on Xbox to shape Hotmail ads, and so on. If that all sounds sneaky, so be it (don't forget that this presentation was made to a bunch of marketers, not necessarily actual gamers). But it sounds like Blizzard has made a nice big deal with Massive (despite the fact that we're still paying a tidy subscription fee every month), so whether we like it or not, we're going to be seeing exactly what they're planning in our games in the future.

  • GDC09: Spending time with the cruise director of Azeroth

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.01.2009

    At GDC09, we got to talk with many people and listened to a variety of panels on all aspects of game design. But there was little doubt as to which panel attracted loads of attention -- the Jeff Kaplan panel on quest design in World of Warcraft.Warcraft has come extremely far in terms of their UI design and quest implementation since the game launched back in 2004. Just between 2007 and 2009, Kaplan revealed that over 8,570,222,436 quests have been completed, while the daily average was 16,641,409. With those numbers in place, it's safe to say that World of Warcraft players are driven by their questing.Kaplan's panel revealed a few tricks of the trade, as well as his beliefs regarding questing, so without further adieu let's get into the meat of his panel.%Gallery-49071%

  • GDC09: Spending time with the cruise director of Azeroth pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.01.2009

    Mistakes of World of Warcraft Kaplan was quick to note that Warcraft was far from perfect, and he wanted to highlight some of his own mistakes inside of the design. The first mistake was the idea of the "Christmas tree effect," otherwise known as having so many quests in a quest hub that the minimap lights up with exclamation points like a Christmas tree. While players enjoy this, Kaplan wanted to say that the developer loses call control over the player at these points, as the player will not read any quest text in their clicking frenzy. There's no control over what quest leads into what or which order the player will do the quests in. The second was the internet adage of "too long, didn't read." Quest designers don't need to write a book to get their point across with the quests. He brought up that video games had a type of "medium envy," where sometimes they get too preachy with their topics. Games should be fun first, story second. Mystery also falls in this category. The story can provide mystery, but the quest log should never have any mystery to it. The quest log should always point where to go and what to do, but the overall story of those quests may provide some solution to some mystery. Also avoid poorly placed quest chains, like the Chains of Myzrael questline in Arathi Highlands. The Myzrael line was hard to find, ended up spanning 14 levels, and ended with killing an elite mob that was level 44. This quest line was a "brick wall" according to Kaplan, because most players never stuck with it. It's good to have quest chains that span content, but quest chains like this break down trust the player has with the developer. When the player runs into a chain that he can't finish with a monster he can't kill, the player loses trust in the developer's sense of guiding them to fun. He also emphasized to avoid inserting "gimmick quests." His example here was part of the Oculus dungeon where players ride on dragons. These types of quests center around doing something the client may not be able to properly handle. Warcraft was not designed to accommodate vehicles. When developers resort to putting in parts of the game that center around a gimmick, it can detract from the fun of the rest of the game. The horror of collection quests Kaplan's speech ended with an analysis of why people hate collection quests so much, and a few tips on how to make collection quests into a better experience. His problems with the quests stemmed from three areas -- dense creature population, too few of a creature to kill, and having a wide variety of items required for the quest. Having a dense creature population can put off people, especially when there's a lack of the monster required for the quest. If someone has to kill four lions for every one raptor required for the quest, then there's a problem. His other point was that collection quests shouldn't require an insane amount of items. To everyone's amusement, he brought up the Green Hills of Stranglethorn quest chain (a chain he wrote) as the exact thing a designer should never do. Collection quests should be an easily obtainable number of items, and not such a long grind fest with the hope that your required item might drop. Lastly, never have the player question why they're collecting the item required -- it should be clear from the onset. Kaplan brought up the infamous gnoll paw collecting quests, in which gnolls may or may not drop paws upon death, where obviously a gnoll has four paws and not a number between 0 and 1 (which everyone applauded at loudly). Quests should make sense and not become a gimmick in their own right. This causes the player to once again, lose trust. Most of these points that Kaplan has brought up pertain to Warcraft, but can easily be applied to any game on the market. With all of this in mind, perhaps we'll get to see some better design in our MMOs from other developers, now that we're all on the same page... of the Green Hills of Stranglethorn.

  • Kaplan on being the "Cruise Director of Azeroth" at GDC '09

    by 
    Mike Schramm
    Mike Schramm
    03.27.2009

    Jeffrey "Tigole" Kaplan, former WoW Lead Designer who just recently headed off to work on Blizzard's new MMO, held a panel at the Game Developer's Conference earlier this week in San Fransisco called "Cruise Directior of Azeroth," in which he talked about some of the design decisions behind World of Warcraft, where Blizzard got their inspiration for a lot of the gameplay now made famous by the game, and even some of the mistakes they made in putting the world's most popular MMO together.WoW Insider had correspondents there on the site, and they sent back audio of Kaplan's speech. We've paraphrased the salient points, and you can find them all after the break. There's some really interesting stuff in there, including the fact that in the past two years, 80 billion quests have been completed in North America's Azeroth alone, and just who is behind the frustration that is The Green Hills of Stranglethorn (hint: it's Kaplan himself).Hit the link below to see what Kaplan told the crowd at GDC.%Gallery-48658%

  • Pardo at GDC lunch: It's all about nailing the execution

    by 
    Mike Schramm
    Mike Schramm
    03.26.2009

    Blizzard isn't making too much of an appearance at any of the gaming conventions this year (save for, of course, BlizzCon), but they are floating around the Game Developers Conference going on on San Francisco this week -- Rob Pardo showed up at a luncheon panel yesterday to talk with luminaries like Will Wright and Warren Spector about the latest trends in social gaming. He was actually introduced by Nolan Bushnell, the founder of Atari, who said that "social is buying someone a drink," not "sitting around in your underpants," but said that Pardo manages "maybe the largest group of people in their underpants in the world." Funny.Pardo defended the game, saying that what was once a hobby for outcasts has now become quite cool and that no matter what you're sitting around in, the people who play WoW are people with real relationships, responsibilities, and lives. And he says later in the chat that Blizzard doesn't necessarily aim for innovation, but for "nailing the execution." That's something Nintendo does as well, he said, and many times, that's the key in game development. You don't necessarily have to get it first, but you do have to get it right.The rest of the conversation wanders away from MMOs (and Pardo), but it is a fun look into what these gaming development greats are thinking about what's next. Stay tuned to both us and Massively for more coverage from GDC -- Jeff Kaplan is scheduled to be on a panel there today, and we'll bring you news of that soon.

  • Sharp Display Products emerges from Sharp / Sony joint venture

    by 
    Darren Murph
    Darren Murph
    03.24.2009

    It's been just over a year since we first heard that your next Sony LCD TV may actually be a Sharp, and while the joint venture has been flipped on and off again during the past 13 months, it seems that the stars are finally aligning in order to make this thing happen. Sharp is preparing a unit that will be launched on April 1st in order to act as "a base to be transformed into the joint venture." The unit will be christened Sharp Display Products Corporation, with Sharp owning 66 percent (and thus, the namesake) and Sony taking the remaining 34 percent. The two currently plan to start up production of LCD panels by March of 2010, which gives Sharp a solid dozen months to construct the facility in Sakai, Japan. Better hurry, folks -- it's not like OLED is breathing down your neck or anything.

  • GDC 09: Eskil Steenberg on bringing the Love

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.24.2009

    We're always on the lookout for innovation in the MMO genre, so that's why Love has caught our eye. Developed by one man, Eskil Steenberg, Love is a procedurally-generated game, which essentially means that the entire world - including almost watercolor-looking graphics, different locations, etc. - are created randomly as you adventure through the world. Currently set to support 200 people per shard, Love is an interesting take on the massive genre. Within the world of Love, users will be treated to a completely free-form adventure that will involve complex chains of missions. According to Steenberg, "You want to have cool adventures with cool things, but part of the fun is just to adventure; to just explore it. [Love] is the ultimate in player-versus-environment. The idea is that there are ways to control and manipulate things in the world - cities are like networks of interesting stuff rather than just static cities - which makes it more of a puzzle than a regular MMO. You can figure out your own ways to hack your environment, if you will; find your own way of doing different things to make it your own story." Steenberg's talk at GDC about creating a game like Love, and the tools involved will be held later today at 4:45 Pacific, which promises to be a very interesting discussion. Of course, if you're not able to make it to the Game Developer's Conference, but are curious about Love and just how the project has proceeded with just one person working on it, Steenberg has been so kind as to post the long version of his presentation on his blog for us to enjoy. So if Love seems like an interesting game to you, be sure to check out the main site for more information and procedurally-generated graphics from the current alpha. We'll definitely be keeping an eye on this one as it progresses.

  • The Daily Grind: Do you attend developer chats?

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.11.2009

    Developer chats. For some, it's a great way to reach out into the community and see what the pulse of things is at that given moment. For others, it's just a chance to spread the word on what's going on in their games - or with their upcoming game. The question is really, how far do they reach? Are they as broadly appealing as some feel they are? This morning, we thought we'd take a representative sampling of gamers by asking you - do you attend developer chats - either online or in person? Will you only attend them if, say, you're already attending a convention like BlizzCon? Are you a hardcore developer chat junkie, and can tell people what's coming up on Stratics well into the future? Are you kind of middle of the road - you'll catch them here and there, but only when it's your absolute favorite game, and again, only when it's at a convenient time for you? Or are you wondering what the heck we're going on about, what a 'dev chat' is, and would instead prefer that we get the hell off your lawn?

  • LG to trim plasma panel output, ditch 32-inch line altogether

    by 
    Darren Murph
    Darren Murph
    12.19.2008

    Come one, come all to the flat-panel production cutting party. Just look at these spectacles on stage -- AU Optronics, Sharp, LG, Panasonic, Sony, Toshiba, Hitachi, et al. We'd say that this is getting downright bizarre, but we suspect that's plainly obvious by now. As the output-cutting bandwagon continues to take on passengers, LG has too decided (purportedly, at least) to downsize its plasma panel output starting in 2009. Potentially more striking is the assertion that it may "completely halt production of its 32-inch panels," which are losing it money hand over fist. The interesting bit is that nearly half of LG's PDP output is at the 32-inch level, so unless it starts digging into another size, it'll have quite a bit of equipment (and employees, we imagine) sitting idle. And to think -- things looked so much brighter just three years back.

  • AU Optronics delays construction of two LCD plants

    by 
    Darren Murph
    Darren Murph
    12.19.2008

    Man, what a difference a year few months makes. At the front end of 2008, panel makers the world over were boasting about big investments to expand production lines and live large on Malta. Now, it's tough to go a week without hearing of at least one plant closing. Take Taiwan's AU Optronics, for instance -- in February of this year, it pledged $9.3 billion to build a pair of LCD factories. Now, it's placing those lofty plans on hold, noting that construction on "two new LCD plants" would be delayed by at least six months. According to chairman KY Lee: "One has to use the brakes and slow down a bit on a downhill path." A curious analogy, but we suppose it works.

  • CCP Games releases EVE Fanfest 2008 videos

    by 
    James Egan
    James Egan
    11.18.2008

    Most EVE Online players didn't have the opportunity to attend EVE Fanfest 2008 in Reykjavik earlier this month, but that doesn't necessarily mean they have to miss out on what was revealed. CCP Games and EVE TV have made good on their promise to release video footage of Fanfest presentations and panel discussions. While they did make live audio of some of this available in-game over EVE Voice, it was difficult to follow without the visuals to tie it all together. Now, they've put up a new video page dedicated to EVE Fanfest 2008, with both low res and high res downloads. They culled roughly 30 hours of raw footage down into 12 videos. We've listed them below, accompanied by the CCP descriptions and video links, for both YouTube (when available) and high resolution versions:

  • Sony Ericsson XPERIA X1 makes date with US: Black Friday for $799.99

    by 
    Darren Murph
    Darren Murph
    11.12.2008

    At long last, the Sony Ericsson XPERIA X1 has a firm date for its launch into the topsy-turvy US market. Those who've been holding off time and again in anticipation of this WinMo 6.1 powerhouse can finally pat themselves on the back, as those rumors of the handset slipping into next year were greatly exaggerated. In fact, SE's doing itself a huge favor by getting this gem into the market place prior to the holiday season, and better still, on Black Friday proper. You heard right -- while most folks are frantically scouring B&M floors for door buster deals, those with copious quantities of disposable income can waltz on over to a Sony Electronics outlet or any of its authorized retailers on November 28th and pick one up. Wondering if this marvel is worth $799.99? Check out our review for a little insight, and peek the full release just after the break. Oh, and before you ask, there's no word yet on a subsidized version for any US carrier.

  • Sony Ericsson XPERIA X1 review

    by 
    Darren Murph
    Darren Murph
    11.12.2008

    Sony Ericsson has produced some exceptional handsets over the years, with certain gems like the W950, W300i and W580i (just to name a few) catching the eyes and hearts of casual and hardcore mobile fanatics alike. Even so, it's hard to argue that any single phone in the outfit's history has caused more of a stir than the XPERIA X1. Sure, half of that is because we here in America have been waiting on the thing since February, but the other is due to pure, unadulterated sex appeal. 2008 has been a banner year for smart- / touchscreen-based handsets, and even though this one is lagging behind most of the other guys in terms of time to market, the X1 is still a formidable rival. We had a chance to spend a few quality days with the North America-bound X1a ($799.99; ships November 28th) -- which is different than the X1i that has already landed in certain parts of the globe -- and if you've come here looking for opinions, you haven't come in vain. Follow us past the break for a look at the pros, the cons and the middling minutiae of SE's slickest smartphone yet. %Gallery-35886%

  • Video: TouchFLO 3D demoed on Sony Ericsson's XPERIA X1

    by 
    Darren Murph
    Darren Murph
    11.06.2008

    While SE's Panel interface is a nice XPERIA X1 extra on top of the otherwise vanilla Windows Mobile 6.1 load, we know just how fond of TouchFLO 3D some of you characters are. There's really not too much to say beyond that -- we mean, it's TouchFLO 3D on an XPERIA X1 -- but there's plenty more chatter in the vid just past the break.

  • Samsung scales back flat-screen output by 5% to fight bulging inventories

    by 
    Darren Murph
    Darren Murph
    10.16.2008

    Ah, how quickly things can change in this volatile, volatile world. At the tail-end of June, Samsung seemed pretty adamant that it would be keeping its flat-panel production lines humming along as usual. Enter a tiny factor called the worldwide credit crisis, and that plan begins to look terrible. In an effort to "cope with excess inventory amid lackluster demand from global markets," Sammy has decided to lower its panel output by about 5% (which it has been doing since August, actually), though it is keeping a close eye on demand in case it needs to ramp back up in short order. Whatever happens, we're just hoping for lower prices for consumers come Black Friday (and beyond).

  • World of Warcraft players will earn experience points in PvP

    by 
    Samuel Axon
    Samuel Axon
    10.14.2008

    We almost missed this major revelation on our sister site WoW Insider -- we might not have caught it if Eurogamer hadn't. Deep within WoW Insider's excellent liveblog of the World of Warcraft PvP panel at Blizzcon, you'll find that Blizzard reps let slip that players will soon be able to earn experience points in addition to honor in PvP.That's already possible in WoW's new competitor Warhammer Online, in which it is essentially just as viable to level up to the cap in PvP as it is in PvE. The WoW devs are likely responding to the competition, knowing that they might lose big fans of PvP to WAR. In that vein, they're also ensuring that daily PvP quests are available from levels 10 - 80.It's hard not to look at this as a good change. The only argument against it we can think of is that if a player levels from 10 - 80 entirely in the battlegrounds, he or she will not have the necessary experience to run instances and raids at later levels if a change of course is desired. But that seems like a fairly minor criticism of a long-needed addition to the game.

  • Essential addons for Patch 3.0.2 [Updated x6]

    by 
    Adam Holisky
    Adam Holisky
    10.14.2008

    Let's take a look at what addons are working for patch 3.0.2. First a simple rule taken from the UI forums post done by Kaydeethree: "Any 'Wrath beta' compatible mod will work in 3.0.2." With that said, there is a long and comprehensive listing of 3.0.2 compatible addons over on WoWWiki. But the fun doesn't end there. The next step is obtaining all those new addons. I've compiled a large set of the essential addons and linked to at least one direct download source after the break. Each download source is either trusted beyond doubt – or tested and confirmed to be virus free. Finally, you'll want to combine the addons into a nice looking UI. Check out our special edition of Reader UI of the Week for a look at five complete 3.0.2 compatible UIs. We're posting this list now, and will continue to update it throughout the day. Begin your addon downloads as quickly as possible to avoid hangups later in the day when download servers become overloaded.