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    'Adr1ft' developer joins a VR startup, leaves old studio behind

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    02.07.2017

    If you were hoping for a sequel to Adr1ft, the game about a zero-gravity escape from a destroyed space station high above Earth, you might want to place those expectations elsewhere. Head of Three One Zero and lead developer Adam Orth (above) says that his old studio had "run its course," in an interview with VentureBeat. Now? He's working with VR startup First Contact (ROM Extraction) where the team is "advancing the medium [VR] with every single thing they make." While console versions never saw VR support, Adr1ft was available on HTC Vive and Oculus Rift headsets.

  • Zag Toys

    'Rocket League' cars are the new hot wheels

    by 
    Rob LeFebvre
    Rob LeFebvre
    02.02.2017

    In Rocket League you slam around a Thunderdome-style pitch in hot rally cars while trying to smash a gigantic "rocket ball" into a goal... Basically, it's the perfect marriage of soccer and demolition derby. Now imagine bringing that into the real world with these new tiny replicas of the digital autos from the hit game itself.

  • Rumor: Project Titan development reset?

    by 
    Matthew Rossi
    Matthew Rossi
    05.28.2013

    According to Venturebeat the as-yet unannounced Project Titan has seen seventy or so developers reassigned to other projects and a slimmed down thirty person team remains on the project. MMO-Champion reported that sources indicated that the changes were made in part due to a desire to make significant technology changes to the project and that the rest of the developers are being moved to World of Warcraft, Blizzard All-Stars, the upcoming Diablo III expansion and Battle.net. Considering Titan hasn't even been announced yet, we're not sure what we can really make of this news. We've seen similar moves in the past with titles like Starcraft: Ghost which ended in cancellation, and even Warcraft III saw mid-stream technology updates that resulted in a very successful launch. At any rate, until any sort of announcement on what Titan actually is gets made, we'll just be over here playing World of Warcraft.

  • Developer's 10-year journey to the iPhone launch stage

    by 
    Kelly Hodgkins
    Kelly Hodgkins
    09.14.2012

    Apple's press events often feature demos of innovative third-party software that showcase the hardware being announced. At the recent iPhone 5 and iPod announcement, Apple showed off the processing capabilities of the new iPod touch with Clumsy Ninja, an interactive, animated character created by Natural Motion. VentureBeat reporter Dean Takahashi grabbed Natural Motion CEO Torston Reil after the event and talked to him about his company's animation technology. According to VentureBeat, Clumsy Ninja is the product of 10 years of development that started with Natural Motion's character animation engine, Euphoria. You can watch the Clumsy Ninja demo below and head over to VentureBeat to learn more about Natural Motion's background and its technology.

  • The Walking Dead developer discusses multi-platform development

    by 
    Kelly Hodgkins
    Kelly Hodgkins
    08.13.2012

    The Walking Dead is one of a growing number of game titles which were designed from the start to run on multiple platforms, including the major gaming consoles, OS X, Windows and iOS. Venture Beat talked to Steve Allison of Telltale Games about the game's roots and some of the challenges involved in a multi-platform launch. Allison points out that smartphone and tablet specs are creeping close enough to desktops and consoles that a multi-platform launch now makes sense. He says, "Given the rise of smartphone and tablet specs that are now in the same range as our target PC and home console specs, as long as we make a great narrative entertainment experience, a Telltale game is going to be fairly rock-solid and consistent across every platform for the most part." The short interview also talks about the difficulty of timing a launch across several, very different platforms and discusses some of the tweaks the team made for iOS. You can read the full interview on Venture Beat's website.

  • ArenaNet president defends microtransactions and in-game RMT in Guild Wars 2

    by 
    Justin Olivetti
    Justin Olivetti
    05.22.2012

    MMOs have to make money; that's a fact of life (and of business) ArenaNet President Mike O'Brien knows quite well. In an interview with VentureBeat, O'Brien explained how the studio is handling the monetization for Guild Wars 2 and blasts RMT companies for their practices. O'Brien addressed why Guild Wars 2 is being offered not as a straight free-to-play title but as a retail product with an up-front cost. "The answer is we're really focused on creating the highest-quality MMO, not the lowest-cost MMO," he replied. "I think Guild Wars 2 is one of the best values in gaming, period. Where else can you get this many hours of enjoyment, of content, of polish, of replayability, for $60?" He also took the opportunity to expand upon his own blog post covering microtransactions from a few weeks ago. "Creating a microtransaction system that doesn't upset or alienate your player base is straightforward, once you clearly define what's in-bounds and what's out-of-bounds," O'Brien stated. He says that ArenaNet wants to be "open and honest" with players regarding the in-game store options and promises that these will be "non-essential additions to the game and convenience services" only. O'Brien also had strong words about the shady practices of RMT companies, practices that ArenaNet is trying to combat by offering its own in-game RMT system. "Where there's a real profit incentive, someone out there in the world will lie, cheat, and steal to make that profit, " he said. "By letting players trade directly with each other, we take the power away from RMT companies and give it to the entire playerbase."

  • Men outspend women on mobile social games

    by 
    Matt Daniel
    Matt Daniel
    05.27.2011

    Ladies (or gentlemen), is your man a gamer? If so, you may finally have a worthwhile retort for the next time he scoffs and rolls his eyes at that $10 non-combat pet you just had to have. A recent study by MocoSpace surveyed 1,500 "mobile social gamers" about their spending practices within social games. The results? "While 53 percent were male, and 47 percent female, 69 percent of men were buying virtual goods, while only 31 percent of females did." Venturebeat adds: "On top of that, those male gamers are responsible for 90 percent of virtual goods that are purchased inside the games." The article goes on to note the recent practices of selling in-game items for real-world currency in World of Warcraft and EverQuest, though no numbers are available regarding the gender parity of those who purchased such items. For the full article -- which naturally could not resist one not-so-subtle stab at the SOE network outage -- click on over to MSNBC's Technoblog.

  • Study finds that 75% of online gamers purchase virtual goods

    by 
    Justin Olivetti
    Justin Olivetti
    07.21.2010

    Are you one of the steadfast, stalwart gamers who absolutely refuses to shell out money on cash shops, microtransactions and virtual services apart from subscriptions? If so, you're in the minority -- a study by VGMarket showed that three out of every four online gamers purchased a virtual good in the past year. This shouldn't come as a surprise, however. The survey isn't strictly indicative of MMORPG gamers; it was taken from over 2,200 players who were either part of PlaySpan Marketplace, Facebook, or purchasers of Ultimate Game Cards. Still, the results are fascinating, as a whopping 64% admitted to spending money on cash-shop items at least once a month, with 9% going so far as paying for virtual goods on a daily basis. Other statistics from the survey are equally interesting. PC gamers spent an average of $37 a year on virtual goods, and PayPal is by far the most popular method of payment. Oh, and the most-purchased good? In-game currency. (There, that shouldn't be too controversial, right? Right?) You can read the full survey results over at VentureBeat!

  • Sparkplay Media secures more funding, may introduce new projects outside Earth Eternal

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.17.2010

    Sparkplay Media, the team behind the browser/client hybrid free-to-play title Earth Eternal, has just wrangled up an additional 2.8 million dollars in investments, according to a filing within the SEC. The team is certainly showing growth, as noted in a recent interview with the new lead designer on Earth Eternal when he asks for more members on his team, but VentureBeat believes that Sparkplay is experimenting on more projects outside of Earth Eternal. Currently their job page speaks otherwise, as Sparkplay is looking for more developers to be placed onto the Earth Eternal team. But, even if the company isn't working on new projects, more investments are only good news as it means more ambitious updates will likely be coming to Earth Eternal in the coming year, thanks to more people working on the project. [Thanks for the tip, Ripper!]

  • Will Wright's Stupid Fun Club has three projects that you can't see

    by 
    Ben Gilbert
    Ben Gilbert
    10.07.2009

    Former EA Maxis head Will Wright and his Stupid Fun Club are hard at work on a handful of ideas "that cross a lot of different boundaries." During a recent conversation with VentureBeat, the creator of SimCity and its reticulating splines said his new venture is currently working on three projects, even saying one could see the light of day as soon as "six months to a year" from now. He says the projects span from the world of toys to the information superhighway we all know and love. His gushing on the subject of the Internet continues when he says, "Every product that we are working on has a web component ... the web is like the connective tissue in entertainment today." With any luck, we'll hear more about his startup's upcoming work when he delivers the opening keynote at next February's Engage! Expo and Toy Fair.

  • Strauss Zelnick discusses Q4 release assault, ponders 'chicken and egg' of it

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    06.19.2009

    Thursday 18 June 160-something lbs. Still need to work off that extra E3 weight. LACC food is sooo delish! Food consumed today: Nutri-Grain bar. Steak with hollandaise. One of those plasmid drinks we're thinking of tying into BioShock 2. Late afternoon. New York: my Take-Two office. Just read the VentureBeat interview published yesterday about me. Really hate that picture they used, I'm totally not working my chiseled features. Anyway, they asked me about delaying Red Dead Redemption and Mafia 2. I mean, come on, the holiday season is already packed. People will have even less cash this year. Maybe we'll get lucky and pull a GTA IV release with one of those titles? Haha, Diary. I know, we're not gonna get that lucky. Anyway, they also asked me about that EEDAR report, which says games sell better in the fourth quarter. That's good and all, but couldn't it be argued that it's a "chicken and egg problem"? Like, people buy during the holiday because that's when games come out? We'll try something a little different. Oh well, that's enough philosophy for one day. Good night, Diary.

  • Microsoft continues layoffs, Massive allegedly hit the worst [update]

    by 
    Ben Gilbert
    Ben Gilbert
    05.06.2009

    According to multiple reports this morning, the second round of Microsoft layoffs has affected Microsoft's in-game advertising arm, Massive. Apparently as much as 75 percent of the staff has been cut, according to anonymous sources at VentureBeat. "As part of the plan we announced in January to reduce costs and increase efficiencies, today we are eliminating additional positions across several areas of the company ... Microsoft is not breaking out layoff figures by divisions," a rep for Microsoft told Gamasutra. We've contacted Massive and Microsoft for confirmation of the layoff numbers and will update this story when we hear more. If you were affected by the layoffs and want to speak with us (anonymously or otherwise), please feel free to shoot us an email.Update: Microsoft and Massive have responded to our emails and corrected reports from this morning.Source 1 - GamasutraSource 2 - VentureBeatSource 3 - BigDownload

  • Trip Hawkins believes iPhone is 'freaking out' Nintendo & Sony

    by 
    Ben Gilbert
    Ben Gilbert
    04.15.2009

    The founder of EA and mobile developer Digital Chocolate, Trip Hawkins, thinks iPhone is the best thing since sliced bread Sega Genesis. In an interview with VentureBeat, the exec said, "We make as much money with these [iPhone] games on one device as we do putting a game on 100 different cell phone platforms." In fact, mobile developers are making so much money with games for iPhone, at such a low overhead, that Hawkins believes the iPhone is "freaking out" Sony and Nintendo.And though Hawkins' company publishes games on the web and Facebook as well as for Apple's devices, he believes competitors (including Blackberry) to be stuck in the past. "Everybody else is a couple of years behind Apple" -- a notion that he credits to the iTunes Store's relative ubiquity among consumers even before the iPhone existed. "They've spent years building up those iTunes accounts and it's much easier for the money to flow." And not forcing consumers to convert to a ridiculous points currency probably doesn't hurt that flow either.

  • Microtransactions anticipated by game industry professionals

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.24.2009

    If you thought microtransactions weren't taking off, think again. In a recently conducted survey by VentureBeat, the microtransaction business model was voted the most impactful area of the games industry by a sample of 160 industry professionals.The second place choice for the professionals who answered the survey was the appearance of smartphones as a game development platform. The two results came in very close, with 66 percent voting for microtransactions as the most impactful and 61 percent voting for smartphones.The survey comes as a part of VentureBeat's GamesBeat event, where the main conference is scheduled to take place tomorrow in San Francisco. The GamesBeat conference isn't a part of the main Game Developers Conference, but their wish is to view their conference as complementary to the main GDC instead of competing against it.

  • Red Eagle Games to develop The Wheel of Time MMO

    by 
    James Egan
    James Egan
    11.12.2008

    Red Eagle Games is a relative newcomer to video game publishing, but their first MMO will be based off of a well-established IP -- Robert Jordan's "The Wheel of Time" series of novels, which are a blend of fantasy and eastern mysticism. Although Jordan passed away in 2007, he left behind 11 novels and a deep imaginative legacy that could prove to be a popular setting in the MMO world. Rick Selvage and Larry Mondragon from Red Eagle Entertainment, which has spun off Red Eagle Games, recently spoke with VentureBeat's Dean Takahashi about their plans to bring The Wheel of Time into the realms of film and games. Film tie-ins with The Wheel of Time IP have already been funded, they're still in the process of raising funds for Red Eagle Games, according to Selvage. "That could prove to be difficult, but he said he has already received an enthusiastic reaction, largely because the rights to the series are considered so valuable," Takahashi writes. Funding issues aside, whether or not Red Eagle Games can break free of the stigma connected with games released in tandem with films isn't clear yet. "Selvage said he is aware of the risks and he believes that most games based on movies fail because they are made in too short a time and there isn't enough cooperation with the movie studio," Takahashi adds. Are you familiar with The Wheel of Time series of novels, and do you think the setting and lore would lend itself well to a massively multiplayer online title?

  • Activision Blizzard leads the gaming industry

    by 
    Alex Ziebart
    Alex Ziebart
    05.13.2008

    Within the last week, articles on a couple different websites has given us a little look at how much of a juggernaut Activision Blizzard really is on the gaming front. The first comes from VentureBeat. Not directly about Activision Blizzard, this article talks a little about the current state of PC gaming. VentureBeat mentions that The NPD Group, a market researching group, has said that online gaming subscriptions generate around $1 billion per year with World of Warcraft leading the pack. I wouldn't use this as proof of PC gaming still going strong as VentureBeat does, but rather that the PC gaming community has shifted toward subscription based multiplayer experiences with consoles taking over single player experiences, for the most part. You can probably thank piracy for that. That bit is a topic for another time, though.Our other bit comes from Gaming Today on Filefront. This one is quite directly about Activision Blizzard, mentioning that they've become the number one game publisher around with a net earning of over $2.9 billion. That's a lot of money! Again according to The NPD Group, Activision dominated both the console and handheld markets. Between the Guitar Hero series still going strong and the upcoming release of Wrath of the Lich King, it won't be much of a surprise to anybody if Activision Blizzard comes out on top again in 2009.

  • Green-themed kids' game nabs $3.2 million in funding

    by 
    Samuel Axon
    Samuel Axon
    03.12.2008

    Fluid Entertainment, a game company that employs only 14 people, has raised an impressive $3.2 million in funding for the development of a Flash-based online social game for kids aged 6 - 11. The game has an environment-friendly theme.After the successes of Webkinz and Club Penguin, these kid-oriented games and virtual worlds are hot items for venture capitalists, according to VentureBeat. Fluid is one of many companies aiming to enter that sector of the industry, but its game is particularly intriguing because it aims to use the medium to "[affect] real-world behavior around environmentalism and sustainability."This is one more example of the virtual world and MMO phenomenon expanding beyond the hardcore role-playing game niche and "just for fun" design. Fluid is aiming for a summer release of the new game, and its business model will combine subscriptions, micro-transactions, and apparently the sale of real-world merchandise. With $3.2 million in funding, these guys could end up notable players in the kids' MMO space, so we'll be watching them.[Via Mashable]