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  • Brian Reynolds answers 10 Questions from the Academy

    by 
    Joystiq Staff
    Joystiq Staff
    12.13.2009

    And now, 10 Questions from the Academy: A weekly feature from the Academy of Interactive Arts & Sciences wherein significant figures in the video game industry provide their input on past trends, current events, and future challenges and goals for the entertainment software community. Brian Reynolds is a member of the Academy of Interactive Arts and Sciences and will speak at the D.I.C.E. Summit in 2010. After working with Sid Meier at both MicroProse and Firaxis, Reynolds went on to create Big Huge Games, where he served as CEO until the sale of the company to 38 Studios earlier this year. He now heads up the newly established social gaming team at Zynga East in Baltimore. AIAS: What's your favorite part of game development? Brian Reynolds: The last 25% of the project, when you're polishing and tuning the thing to make it perfect for release. Of course it's never actually "perfect," but the game starts to feel like a real game rather than a prototype – all the parts start working well together and you finally realize "hey now we have something I want to play!" What game are you most jealous of? Half Life 2 – totally wish I had meaningful skills for making games like that. It's got such an amazing combination of good writing, good technology, good level design, and just overall great craftsmanship.

  • DICE 2010 featuring speakers from Naughty Dog, Zeebo

    by 
    JC Fletcher
    JC Fletcher
    12.01.2009

    The Academy of Interactive Arts & Sciences has announced a few additions to the lineup of speakers for next year's DICE (Design, Innovate, Communicate, Entertain) summit in Las Vegas. Naughty Dog game designer Richard Lemarchand, Zynga chief creative officer Brian Reynolds (previously a designer on Civilization 2 and Alpha Centauri), and Zeebo's Mike Yuen will speak at the summit. Hopefully Yuen will discuss the hot topic of what the deal with Zeebo is. Jamin Brophy-Warren, editor of the new Kill Screen magazine, will moderate a panel discussion between writer/director/producer Navid Khonsari, Raven Software lead designer Manveer Heir, and Dmitri Williams, and new media professor Dmitri Williams. Once again, this is DICE, the summit taking place in Las Vegas from February 17-20, 2010. Not the EA-owned developer, in case you were wondering why they were bringing a bunch of speakers in.

  • Mafia Wars has pulled in 4 million

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    07.02.2009

    Mafia Wars, the free web-based game on social media networks (and iPhone), has over 4 million players. Gamasutra reports that Zynga has doubled the number of daily players in the last three months. Zynga makes its money off microtransactions within games and believes the title is on its way to becoming "a cult classic."That's not the only good news for Zynga lately. The company recently hired veteran game designer Brian Reynolds (Alpha Centauri, Rise of Nations) to fill the roll of "chief designer." Zynga is building itself quite the little empire.

  • Big Huge Games boss Brian Reynolds leaves, joins Zynga East

    by 
    Christopher Grant
    Christopher Grant
    06.30.2009

    When 38 Studios CEO Brett Close told Joystiq that his company's acquisition of Big Huge Games from THQ was due in no small part to the "incredible veteran talent" at the developer – even singling out Oblivion and Morrowind designer Ken Rolston – we had assumed that he was also referring to the studio's CEO and Creative Director, Brian Reynolds. Yeah, you see where we're going with this ...Social gaming developer Zynga (think: Mafia Wars) announced today that it has hired Reynolds to fill the newly created position of "chief designer" (a reaction to social gaming competitor Playdom's appointment of legendary game designer Steve Meretzky to the position of VP of game design last year?). Reynolds will "head up operations at Zynga East" in Baltimore, and "production efforts will be focused on creating new social network games ... with a strategic emphasis."When asked for comment on Reynolds' departure, Close told Joystiq, "38 Studios highly values the vision and contributions of BHG founder Brian Reynolds to the portfolio of BHG products and the video game industry in general. We wish him great success in his new endeavor." But with Reynolds out, who's left to run things at BHG (they've still got titles in development after all)? Close said, "With regards to his position at BHG/38S, we are still evaluating roles and responsibilities between the two studios; the other founders and top talent at BHG are stepping up in the meantime."Chief amongst those "stepping up" would be co-founder Tim Train, President and Chief Operations Officer of Big Huge Games, as well as the studio's General Manager. Train told us, "Having worked with Brian for seventeen years, I'm very excited to see what fresh ideas he'll bring to the social gaming space. I'm also happy to have a new studio in the Baltimore area that can attract new talent and investment to the region. We wish Zynga East the best!"So: is Maryland joining Massachusetts as a mecca for East Coast game development? With just 12 to 15 employees at Zynga East, we're not quite ready to say that, but consider our curiosity officially piqued.

  • The big business of selling virtual goods

    by 
    James Egan
    James Egan
    05.08.2009

    It doesn't seem like it was that long ago that the entire concept of people spending real money on virtual items and currency was just bizarre. The first mentions of such a thing this writer ever came across were back in 2003, when Julian Dibbell told the story of Black Snow Interactive, rumored to have been operating virtual sweatshops operating in Mexico. Fast forward to 2009 and the notion of shelling out real world cash for the ephemeral has become commonplace. Moreover, these formerly arcane business models centering around virtual trading have ballooned into a huge business, much to the chagrin of many game companies and their players. However, not all companies attempt to fight this ever-increasing gravity of real money trading (RMT) that now permeates the MMO and virtual worlds industry, and some seek to make it an aspect of their business that they control rather than something they need to curb. Indeed, the profits of many (legitimate) businesses are largely derived from sales of virtual goods, as Rory Maher explains at paidContent.org in his article titled "From Pet Penguins to Flame Throwers: The Biggest Sellers In The Virtual World".Maher looks at three companies doing well for themselves in the virtual goods game, and what they're selling that's proven so popular. He points out Tencent, a Chinese IM provider that incorporates microtransactions into the service, allowing users to spend their "QQ" currency to enhance and customize their IM interactions, even buying virtual pets that exist on their desktop and run around inside their instant messages.

  • iPhone It In: Mafia Wars

    by 
    Justin McElroy
    Justin McElroy
    05.05.2009

    We're a little embarrassed at how much time we've sunk into the iPhone port of Facebook favorite Mafia Wars. At its heart, it's not really much of a game. But damn it if we can keep from compulsively tapping the thing every 15 minutes or so.As a low-rent thug, you'll work your way up the ladder by completing jobs and then buying new weapons with the cash you earn. There is, however, no risk.

  • iPhone It In: Word Scramble

    by 
    Justin McElroy
    Justin McElroy
    04.14.2009

    This is the sort of game that makes writing about the iPhone platform daunting, but exciting. Just a week after I heaped praise on Word Fu, I discovered Word Scramble, a game with a similar premise that I actually enjoyed a lot more.Just like in Word Fu, you're given a selection of letters (this time a standard grid rather than cubes) and you have to make as many words out of them as you can in a few minutes. It lacks the power-ups of Word Fu, which robs a little bit of excitement, but it also makes you feel like you only have yourself to blame for low scores.

  • Mafia Wars out now on the iPhone

    by 
    Mike Schramm
    Mike Schramm
    04.08.2009

    Unfortunately, the classic mobile game of Dope Wars (I played hours of it on my old TI-80) still hasn't been allowed on the App Store -- Apple reportedly wasn't happy with the drug-themed gameplay, and so there are only "sugarcoated" versions there now (including one that is literally about sugar, branded as Candy Wars). But Zynga, makers of Scramble Live, have now released a game called Mafia Wars, which brings the same kind of premise: you're a mob boss, and you buy and use firearms to get money and all sorts of illegal items. The gameplay isn't exactly the same (rather than selling for higher and lower prices, you're "doing jobs" that cash out earned points for money), but Mafia Wars goes a little farther than Dope Wars, too, in that, since the game was originally created on MySpace and Facebook, you can "fight" against other players and win cash from them, too.Don't expect to see any of Grand Theft Auto's 3D graphics or storyline (for that, you can go try Payback) -- this is a strictly turn-based button pressing simulation. But it's got quite a life of its own on Facebook already, so it's well balanced and fun for a few pick-up-and-play minutes at a time. It's free right now on the App Store, though Zynga says there'll be "premium versions" (whatever that means) that cost from $10 to $40 (whatever that means) available soon.

  • Zynga bringing Scramble Live to iPhone

    by 
    Justin McElroy
    Justin McElroy
    03.04.2009

    If you've spent any time on Facebook, you've probably stumbled across friends playing the word-finding game Scramble. Now, finally, you'll be able to get your fix without being bombarded with pictures of friends' babies and invitations to socially-aware rallies! The company behind the super-popular title, Zynga, announced today that it'll be bringing the game to the iPhone with Scramble Live.Even if linguistic hunts aren't up your alley, you have to be interested in the multiplayer portion of the game, which lets you play against iPhone and Facebook users in real-time. It's a smart way of adding multiplayer, and a method we wish more iPhone devs would take advantage of. A better explanation of the game can be found after the break, or you can throw caution to the wind and pick it up for the limited time price of $2.99.