Domain: develop-online.net
Stories and comments across the archive that link to develop-online.net.
Stories · 29
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Should Developers Still Pay For Game Engines?
Nerval's Lobster writes: Game developers no longer have to pay for the software they need to make great video games, because the tools used by some of the biggest and most successful studios in the world are available to everyone, for free. Among the existing major engines, there is one holdout that does not offer a free version: Crytek continues to charge everyone for CryEngine, and is intent on continuing to do so. That's not to say Crytek is being unreasonable. The company introduced a $10-per-month subscription last year, making it accessible to indie developers who can't afford the higher-priced package that includes full source code. "With CryEngine, Crytek is going to the high-end," Crytek co-founder Faruk Yerli recently told Develop, a news site for developers. Unity3D is going for the low-end while Unreal is aiming for everything from low- to high-end, he added. But according to some developers queried by Dice, there is little reality to the idea that the big three engines are divided between low, mid-end, and high-end capabilities. If you're a developer, is it still worth paying for a game engine? -
John Romero On Reinventing the Shooter
An anonymous reader writes: John Romero helped bring us Doom, Quake, and Wolfenstein, but he's also known for Daikatana — an immensely-hyped followup that flopped hard. After remaining on the periphery of game development since then, Romero announced last month that he's coming back to the FPS genre with a new game in development. Today, he spoke with Develop Magazine about his thoughts on the future of shooters. Many players worry that the genre is stagnant, but Romero disagrees that this has to be the case. "Shooters have so many places to go, but people just copy the same thing over and over because they're afraid to try something new. We've barely scratched the surface."
He also thinks the technology underpinning games matters less than ever. Romero says high poly counts and new shaders are a distraction from what's important: good game design. "Look at Minecraft – it's unbelievable that it was made by one person, right? And it shows there's plenty of room for something that will innovate and change the whole industry. If some brilliant designers take the lessons of Minecraft, take the idea of creation and playing with an environment, and try to work out what the next version of that is, and then if other people start refining that, it'll take Minecraft to an area where it will become a real genre, the creation game genre." -
Nintendo To Split Ad Revenue With Streaming Gamers
An anonymous reader writes "Over the past several years, as computers and networks have improved to handle heavier loads, it's become popular for people to stream video game footage over sites like YouTube and Twitch. Last year, Nintendo aggressively went after the players doing this for their games, hijacking the ad revenue generated through YouTube. It angered the gaming community, and was actively hostile to the people who were Nintendo's biggest fans. Now, Nintendo has partly walked back their position: they've agreed to share some of the advertising profits with the streamer. It's still hostile to the people actively putting Nintendo game playthroughs out there for others to watch, but it's a step in the right direction." -
Game Industry Fights Rising Development Costs
An anonymous reader writes "Video game development budgets have been rising for years, and the recent launch of a new generation of consoles has only made it worse. Developers of AAA titles are now fighting to keep costs manageable while providing the technological advances gamers have come to expect. Just a few years ago, budgets ranging above $100 million were considered absurd, but now Activision is committing $500 million to a new IP from the studio that created Halo. Alan Roberts, technical director for Playground Games, says development teams keep expanding: 'Our in-house development team is roughly 20 per cent bigger than it was on last-gen, but we're doing even more with outsourcers this time in order to create content to the level of detail required by new generation games.' He adds that one way studios are trying to defray costs is to put more effort into building great tools for content creators." -
Virtual Reality: Purpose Beyond Gaming
An anonymous reader writes "Virtual reality tech is getting a ton of attention for what it can do to video games. But the technology itself isn't limited to games — just as Kinect was hijacked and used for myriad other purposes, so will VR be broadly adapted. This article goes into some of the applications: 'An elderly woman in a retirement home recently used an Oculus to explore a garden and walk stairs again. This simple environment brought her to tears. Work is also being done to help PTSD sufferers deal with their trauma by replicating the scene within virtual reality and there is great interest in using a similar approach for other conditions like amnesia, Alzheimer's and dementia. ... It's now possible for museum spaces and schools to teleport students to specific moments in history, to allow them to experience being executed by a guillotine, take tours of space or even explore the depths of the ocean.' What other VR uses can you foresee?" -
Former Valve Hardware Designer Recounts Management Difficulties
DavidGilbert99 writes "Jeri Ellsworth has opened up about her time at games developer Valve and has hit out strongly at the so-called flatpack management structure. She says that despite Valve's claims of a democratic structure, there is a layer of powerful management in place and when she was fired she felt like she had been stabbed in the back. 'If I sound bitter, it's because I am. I am really, really bitter. They promised me the world and then stabbed me in the back.'" Develop Online has a good transcript. In the end, Gabe Newell at least let her team keep the rights to their augmented reality hardware. She also notes that she still loves Valve, but the management and bonus structure resulted in communication breakdowns at Valve's size. It does seem that a flat structure can work: Andy Wingo has been weblogging about working at Igalia and seems pretty positive about the experience. -
EA Building Microtransactions Into All of Its Future Games
An anonymous reader writes "Develop reports on comments from Blake Jorgensen, Electronic Arts' Chief Financial Officer, speaking at the Morgan Stanley Technology, Media, and Telecom Conference. As you may have guessed from the name of the conference, the business aspect of EA was the topic. Jorgensen said, 'The next and much bigger piece [of the business] is microtransactions within games. ... We're building into all of our games the ability to pay for things along the way, either to get to a higher level to buy a new character, to buy a truck, a gun, whatever it might be, and consumers are enjoying and embracing that way of the business.' This is particularly distressing given EA's recent implementation of microtransations in Dead Space 3, where you can spend money to improve your weaponry." -
Carmack: Next-Gen Console Games Will Still Aim For 30fps
An anonymous reader sends this excerpt from Develop: "Games developed for the next-generation of consoles will still target a performance of 30 frames per second, claims id Software co-founder John Carmack. Taking to Twitter, the industry veteran said he could 'pretty much guarantee' developers would target the standard, rather than aiming for anything as high as 60 fps. id Software games, such as Rage, and the Call of Duty series both hit up to 60 fps, but many titles in the current generation fall short such as the likes of Battlefield 3, which runs at 30 fps on consoles. 'Unfortunately, I can pretty much guarantee that a lot of next gen games will still target 30 fps,' said Carmack." -
Machine Learning Allows Actors To Create Games That Understand Body Language
ptresset writes "Goldsmiths college is developing technology with natural responses to human interaction. The technology enables video games characters to move in a more natural way, responding to the player's own body language rather than mathematical rules. The hypothesis is that the actors' artistic understanding of human behavior will bring an individuality, subtlety and nuance to the character that it would be difficult to create in hand-authored models." -
Pay Less If You're a Nice Person: Valve's Freemium Model For DOTA 2
Canazza writes "In a podcast interview with Seven Day Cooldown, summarized by Develop, Valve Boss Gabe Newell discusses the payment model for upcoming strategy game DOTA 2. 'The issue that we're struggling with quite a bit is something I've kind of talked about before, which is: how do you properly value people's contributions to a community? ... An example is – and this is something as an industry we should be doing better – is charging customers based on how much fun they are to play with. ... “So, in practice, a really likable person in our community should get DOTA 2 for free, because of past behavior in Team Fortress 2. Now, a real jerk that annoys everyone, they can still play, but a game is full price and they have to pay an extra hundred dollars if they want voice.'" -
Valve Hiring Hardware Developers
New submitter Canazza writes "According to Develop, 'PC games giant Valve wants to "invent whole new gaming experiences" and is looking for people to help create new hardware, the Washington studio has confirmed. Off the back of a wave of speculation that the studio is building its own games console – a rumour which Valve has not specifically denied – the company now appears to be increasing capacity of its hardware development division.' Is Valve designing a new console? Or is this an expansion of its biometric controls research? Either way, something big is going down at Valve." -
Valve Hiring Hardware Developers
New submitter Canazza writes "According to Develop, 'PC games giant Valve wants to "invent whole new gaming experiences" and is looking for people to help create new hardware, the Washington studio has confirmed. Off the back of a wave of speculation that the studio is building its own games console – a rumour which Valve has not specifically denied – the company now appears to be increasing capacity of its hardware development division.' Is Valve designing a new console? Or is this an expansion of its biometric controls research? Either way, something big is going down at Valve." -
The Dark Side of Making L.A. Noire
JameskPratt writes "Long-time readers have no illusions of how awful the video game industry can treat its workers. Eleven ex-employee of Team Bondi, who made LA Noire, have now cited 60- to 110-hour work weeks, unusual compensation rules, and the 7-year development cycle as reasons for frustration and discontent. They claim their boss, Brendan McNamara, crushed office morale with verbal abuse and unreasonable goals. As the saying goes, the two things you don't want to see being made are law and video games." The International Game Developers Association will be investigating the matter. -
The Dark Side of Making L.A. Noire
JameskPratt writes "Long-time readers have no illusions of how awful the video game industry can treat its workers. Eleven ex-employee of Team Bondi, who made LA Noire, have now cited 60- to 110-hour work weeks, unusual compensation rules, and the 7-year development cycle as reasons for frustration and discontent. They claim their boss, Brendan McNamara, crushed office morale with verbal abuse and unreasonable goals. As the saying goes, the two things you don't want to see being made are law and video games." The International Game Developers Association will be investigating the matter. -
Valve's Team Fortress 2 Goes Free-To-Play
heptapod writes "Valve has announced that Team Fortress 2 is now free to play. 'We've been toying with the idea of making Team Fortress free-to-play ever since the Mann-conomy update [in September 2010],' said Valve's Robin Walker. 'Team Fortress 2 would only be monetized by microtransaction payments. No advertising model will be pursued, Walker said. No premium subscription model will be used. No cynical "pay-to-win" options will be implemented, he assured.'" -
Wii U Faster Than 360 Or PS3, No Blu-ray Or DVD Support
jdkramar was one of several readers to write with news of the Wii U hardware information that's been trickling out since E3. The new console will run a multicore IBM processor based on 45nm architecture (technology currently underpinning Watson), and will have an AMD R700 GPU chipset found in the Radeon 4000 line of video cards. Apparently it will, in fact, run Crysis. Nintendo has confirmed that the Wii U will use a proprietary 25GB disc format, and won't support DVD or Blu-ray playback. A spokesman said, "The reason for that is that we feel that enough people already have devices that are capable of playing DVDs and Blu-ray, such that it didn't warrant the cost involved to build that functionality into the Wii U console because of the patents related to those technologies." -
Valve's Newell: One-Price-For-Everyone Business Model 'Broken'
Fysx writes with recent comments from Valve co-founder Gabe Newell about how he thinks the traditional video game business model is flawed: "The industry has this broken model, which is one price for everyone. That’s actually a bug, and it’s something that we want to solve through our philosophy of how we create entertainment products. What you really want to do is create the optimal pricing service for each customer and see what’s best for them. We need to give customers, all of them, a robust set of options regarding how they pay for their content. An example is – and this is something as an industry we should be doing better – is charging customers based on how much fun they are to play with. Some people, when they join a server, a ton of people will run with them. Other people, when they join a server, will cause others to leave. We should have a way of capturing that. We should have a way of rewarding the people who are good for our community." -
Single-Player Game Model 'Finished,' Says EA Exec
Frank Gibeau, label president for EA Games, recently spoke with Develop about the publisher's long term development strategy. Gibeau thinks developing major games without multiplayer modes is a passing fad: "...it’s not only about multiplayer, it’s about being connected. I firmly believe that the way the products we have are going, they need to be connected online. ... I volunteer you to speak to EA’s studio heads; they’ll tell you the same thing. They’re very comfortable moving the discussion towards how we make connected gameplay – be it co-operative or multiplayer or online services – as opposed to fire-and-forget, packaged goods only, single-player, 25-hours-and you’re out. I think that model is finished. Online is where the innovation and the action [are] at." -
Epic Games Predicts Console, Mobile Convergence
An anonymous reader writes "After taking the stage at the Apple iPhone event in September, game developer Epic Games has finally revealed more about its plan to release Unreal Engine for the iOS devices. UE3 is incredibly popular on consoles, and its free UDK has been really great for us modders. In this new interview, engine boss Mark Rein says the developer envisions a future where all game devices are handhelds, with high-end processors inside: 'It feels like there's a great opportunity for game consoles to cease to be something you plug into the wall and rather become something you take with you. Of course it will be more than just your game console; you can have your productivity apps, your documents, and your media collections on it as well.'" -
UK Video Game Tax Cuts Sabotaged?
ninjacheeseburger writes "Develop recently published an article claiming that the UK government was put under pressure by one of the biggest game companies in the world to cancel planned tax breaks for video game developers. This company had apparently viewed game tax relief as a measure that would have given the UK an unfair advantage over other nations." -
Cloud Gaming Service OnLive Set For Launch
Steve Perlman's long-anticipated cloud gaming service, OnLive, officially launches today, finally ready to be put to the test by skeptical and hopeful gamers around the US. After granting some early sign-ups a free year to try out the service, OnLive also announced the list of 23 games that will available from the start, including Mass Effect 2, UT 3, Assassin's Creed 2, Dragon Age: Origins, Batman: Arkham Asylum, and F.E.A.R. 2. Perlman spoke at length with Gamasutra about the beta, latency, and potential partnerships with other broadband providers. Future OnLive competitor Gaikai recently announced it's targeting 2011 for its own launch. -
Bungie Signs 10-Year Deal With Activision
An anonymous reader writes "Infinity Ward may be suing Activision under allegations of low payment and no royalties, but it seems some developers are still happy to work with the publisher — it has just signed a 10-year deal with Bungie, the studio behind the popular Halo series of FPS games. Activision will publish all of Bungie's games in the next decade — although Bungie will own the IP. The terms of the deal are similar to those brokered by former Infinity Ward chiefs Jason West and Vince Zampella when they signed with EA after being fired in March." -
Crytek Thinks Free Game Demos Will Soon Be Extinct
An anonymous reader writes with this quote from Develop: "The CEO of indie studio Crytek has defended EA's divisive 'premium downloadable content' strategy, while also predicting the extinction of free game demos. ... Crytek's co-founder Cevat Yerli said he wasn't sure that a demo of Crysis 2 was going to be released. He said: 'A free demo is a luxury we have in the game industry that we don't have in other industries such as film. Because we've had this free luxury for so long, now there are plans to change this people are complaining about it. The reality is that we might not see any free game demos in the long term. ... Yes it is quite unpopular, but this is a messaging issue. The problem with any new strategy like this is it initially may appear as a blood-hungry, money-grabbing strategy. But I think there is a genuine interest here to give gamers something more than a small demo released for free. Really, what this is, is an attempt to salvage a problem. The industry is still losing a lot of money to piracy as the market becomes more online-based. So it’s encouraging to see strategies outlined to combat this.'" -
Crytek Plans Free Version of CryENGINE 3
Develop reports that Crytek, makers of the Far Cry series, the Crysis series, and the game engines behind them, have plans to release a free-to-use version of CryENGINE 3, the software's latest iteration. Quoting: "Unreal vendor Epic Games and Unity have both seen their user-bases mushroom overnight since launching versions of their own engines that, while tied to different royalty rates, are completely free to download and operate. Now the CryEngine 3 group has revealed it wants to tap into this thriving market. The firm's CEO Cevat Yerli told Develop that Crytek already gives away a CryEngine 2 editor to the mod community, but explained that Crytek's expansion strategy stretches beyond. 'We have a very vivid community of users and modders and content creators, and usually that's a great way of unlocking the engine,' he said. ... 'So far that's what we've been offering for free, and it's easy entry into the production environment. [But] we do want to make a standalone free platform that people can run independent of CryEngine that will also be up to speed with the latest engine.'" -
Rockstar Employees Badly Overworked, Say Wives
juicegg writes "Wives of Rockstar Games employees in San Diego recently published an open letter on their Gamasutra blog. The authors say that Rockstar employees are seriously strained by unending crunch periods of 12-hour work days and 6-day weeks. High levels of stress are leading to serious psychological and physical problems for some of the employees. They charge that studio management uses arbitrary, deceptive and manipulative practices to get employees to work more unpaid overtime hours at greater intensity — despite over $1 billion in Grand Theft Auto revenue. Among the blog comments, some current and past Rockstar employees are confirming problems with the studio. 'Ex Rocker' writes: 'What makes R* crunch periods different then any other studio is that they tell you the game has to be finished in 6 months, so let's start our final push to get this awesome game out there! 6 months turns into 1 year, 1 year turns into 2.' Other comments reveal worker hopelessness and general mismanagement at the San Diego studio. This turmoil is affecting development on upcoming games as well." Read on for responses from Rockstar itself and other members of the industry. An anonymous reader adds, "Everyone is talking about the fact Rockstar Games has addressed the accusations that it has forced developers at Rockstar San Diego into unpaid overtime to finish imminent titles. But I've noticed that a former GTA3/Manhunt designer (Chris Kruger) has a comment in this piece published Thursday about crunch in studios, suggesting the problem goes beyond Rockstar San Diego and is company-wide.
He says in Develop's Jury-style debate that the damage caused by excessive overtime can upend the out-of-work relationships developers have: 'Crunch is totally damaging, but much more so to the individuals involved. An almost failed marriage in my case. To the company the cost of crunch is very hard to define but any benefit at all is easy to measure. That's why it's such an easy decision to make for most companies. Unless there is a push back and the cost is made clear, it won't change. In my view self regulation doesn't work, and the only real solution is external regulation or utter agreement from the vast majority of staff on how to approach the matter.'
There's no easy way around the topic, but crunch is clearly damaging. When will the management at game studios address this troubling issue properly?" -
Failed Games That Damaged Or Killed Their Companies
An anonymous reader writes "Develop has an excellent piece up profiling a bunch of average to awful titles that flopped so hard they harmed or sunk their studio or publisher. The list includes Haze, Enter The Matrix, Hellgate: London, Daikatana, Tabula Rasa, and — of course — Duke Nukem Forever. 'Daikatana was finally released in June 2000, over two and a half years late. Gamers weren't convinced the wait was worth it. A buggy game with sidekicks (touted as an innovation) who more often caused you hindrance than helped ... achieved an average rating of 53. By this time, Eidos is believed to have invested over $25 million in the studio. And they called it a day. Eidos closed the Dallas Ion Storm office in 2001.'" -
Average Budget For Major, Multi-Platform Games Is $18-28 Million
An anonymous reader passes along this excerpt from Develop: "The average development budget for a multiplatform next-gen game is $18-$28 million, according to new data. A study by entertainment analyst group M2 Research also puts development costs for single-platform projects at an average of $10 million. The figures themselves may not be too surprising, with high-profile games often breaking the $40 million barrier. Polyphony's Gran Turismo 5 budget is said to be hovering around the $60 million mark, while Modern Warfare 2's budget was said to be as high as $50 million." -
Sony's New Development Strategy For the PSP
An anonymous reader writes "Sony is finally responding to the threat posed by the iPhone, and has started aggressively courting developers around the world to work on digitally distributed games for PSP in a bid to grow the amount of software offered on its handheld. And, Develop has revealed, the firm is planning to introduce a streamlined content pipeline for the platform — which includes abolishing concept approval — plus cheaper devkits, shorter quality assurance processes, and very low price points for new games. It hasn't totally abolished the barriers around the platform for homebrew and indie devs, but it's a start." -
Epic Sticking With Classic Controllers For Now
Cliff Bleszinski, design director for Epic Games, said in an interview with Develop that while motion control schemes like Project Natal look interesting, Epic will probably be sticking with classic controllers "for the foreseeable future." He said, "Microsoft came down a few weeks before E3 and gave us a demo, and they're now shipping out the dev kits; I think it's great. When you start combining the motion-capture, the facial recognition, and the vocal recognition you can create some unique experiences. And of course more accessibility is always a good thing. When you build an interface like that though you need to [specifically] design a game for it. It can't just be tacked on."