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Role Playing (Games)

Submission + - BioShock Creator Levine Teases Next Project (gamasutra.com)

simoniker writes: "In a new interview, BioShock creator Ken Levine has been talking about his studio's philosophy and teasing, at least abstractly, his next project, of which he says "we had a scope and ambition in mind which is more ambitious than anything we've ever done. Even more, substantially more ambitious than BioShock." He also commented on 2K Marin, currently working on BioShock 2, wishing them luck but making it clear that he is not majorly involved in the game: "I'm not working on BioShock 2. I make no claim to anything on BioShock 2,and I think it's important that that's their product, and their culture. Because you can't just clone a studio.""
Role Playing (Games)

Submission + - Game Design Essentials: 20 RPGs

simoniker writes: "In the latest in his Game Design Essentials series for Gamasutra, which has previously spanned subjects from 'mysterious games', through 'open world games', 'unusual control schemes' and 'difficult games', writer John Harris examines 10 games from the Western computer RPG (CRPG) tradition and 10 from the Japanese console RPG (JRPG) tradition, to figure out what exactly makes them tick. From the entry on Pokemon: "The front-line Pokémon do all the fighting. They are traded back and forth between trainers, even into, effectively, other universes through either a strange link-cable portal or, these days, converted into photons and broadcast through the ether. Do they question the motives of the god-beings who command them? Do they treat their lot philosophically? Do they pine for the pixel-grass in which they spent their childhoods?""
PC Games (Games)

Submission + - How Much Money Do Free To Play MMOs Make? (gamasutra.com)

simoniker writes: "Over at Gamasutra, a new feature article discusses how much money free-to-play MMO games make, with specific real-world stats from game developers willing to discuss how they make money with PC microtransaction-based games. In particular, Puzzle Pirates co-creator Daniel James reveals that "the average revenue per user (ARPU) is between one and two dollars a month, but only about 10% of his player base has ever paid him anything. As a result, he says, approximately 5,000 gamers are generating the $230,000 in revenue he sees each month." It's obviously quite a different model from the regular $15/month for World Of Warcraft, but it evidently works for some companies."
PC Games (Games)

Submission + - Epic's Sweeney On The PC Shareware Revolution (gamasutra.com)

simoniker writes: "Over at Gamasutra, there's a massive new interview with Epic (Mega)Games founder Tim Sweeney, with the guy who's still a key technical figure at the Unreal Engine/Gears Of War developer discussing his early programming days, the story behind classic shareware game/tool ZZT, the origins of Epic, the '90s shareware business, and even a bit about the future as well. Particularly neat is his revelation that you can still order ZZT via mail, with orders fulfilled by his dad: "My father still lives at the address where Potomac Computer Systems started up, so he still gets an order every few weeks... he's retired now, so he doesn't have much to do. Every week, he'll just take a stack of a few orders, put disks in them, and mail them out. So you can still buy ZZT.""
Role Playing (Games)

Submission + - Academics Speak On 'Life After World Of Warcraft' (gamasutra.com)

simoniker writes: "Are MMO populations 'tribal', and if so, what's the next tribal shift after World of Warcraft? At Gamasutra, academics including MIT's Henry Jenkins and Ludium's Edward Castronova discuss what's next for the MMO market, based on their research and play patterns. In there, Jenkins says WoW is getting _too_ much analysis from researchers right now: "WoW deserves attention because it has so captured the imagination of gamers over the past few years. That said, I don't think it is healthy for the field of games studies, which is still emerging, to be so fixated on a single game franchise — no matter what the franchise. A few years ago, it might have been The Sims or GTA, now it's WoW.""
Nintendo

Submission + - Are Game Publishers Late To The (Wii and DS) Game?

simoniker writes: "A new 'Analyze This' feature on Gamasutra examines analysts' views on the rise of Nintendo's Wii and DS, and how well game publishers have reacted to it, with Wedbush Morgan's Michael Pachter commenting: "It's hard to criticize anyone for putting too much faith in the PS3, as most [publishers] haven't created "cutting edge" titles yet for that platform. Most of the PS3 titles so far have been perennial titles, like Madden, Tony Hawk, etc.. And I don't think that the publishers have "put too much faith" in the 360, as that platform and [its] games are performing well... Rather, I'd say that most failed to capitalize on the DS and Wii opportunity. The exception on the DS side is THQ, which has made every game it can for the platform. On the Wii side, Ubisoft took a big chance by making ten games for the [Wii] launch window, and it has performed very well, so far. I think that the others will catch up no later than early next year.""
The Media

Submission + - PR And The Game Media, The Rockstar Way

simoniker writes: Discussing PR and the media, former Rockstar Games PR rep Todd Zuniga discusses how the company tried to manipulate the game press as part of an in-depth article on how the two forces interact: "In part, it's a numbers game... Otherwise, it's history. Who wrote negatively about the games, and who hasn't? We never worked with [gaming website] GameSpot while I was there because 'they just didn't get it.'... Hilariously, we even had a list of journalist preferences: 'Likes cake, married, went to school at Indiana U'."
Role Playing (Games)

Submission + - BioWare On Tracking Player Feedback

simoniker writes: "BioWare's QA director Phillip DeRosa has written a piece called 'Tracking Player Feedback To Improve Game Design' over at Gamasutra, which deals with how game developers can use statistics, even before a game is released, to improve gameplay. DeRosa "...explains how the Mass Effect creator has set up and executed code-based monitoring of key metrics to test, analyze, and refine its projects through playtesting." Is this approach sensible, or could it be more like movie producers 'pandering' to test audiences?"
PlayStation (Games)

Submission + - Establishing A Beachhead In A Crowded Genre (gamasutra.com)

simoniker writes: How do you make a game that will stand out apart from countless other similar titles? Harmonix designer Chris Canfield (Guitar Hero II) thinks he knows, and is talking about it in a new editorial, 'Establishing A Beachhead In A Crowded Genre'. He comments that one of the key things you can do is to 'Gut key elements of the design': "Examples of this in your genre might include: sniper rifles in an FPS, powerslides in a racing game, minigames in a Wii title, healing crates, bosses, rocket jumps, or any other big or small element. Of course, the really good features shouldn't be the only ones on the chopping block. Not only will this free up time in the schedule that would otherwise be occupied by been-done features, but it creates space for genuinely new solutions and makes producers very, very happy."

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