Domain: edge-online.com
Stories and comments across the archive that link to edge-online.com.
Stories · 36
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The Technical Difficulty In Porting a PS3 Game To the PS4
An anonymous reader writes "The Last of Us was one of the last major projects for the PlayStation 3. The code optimization done by development studio Naughty Dog was a real technical achievement — making graphics look modern and impressive on a 7-year-old piece of hardware. Now, they're in the process of porting it to the much more capable PS4, which will end up being a technical accomplishment in its own right. Creative director Neil Druckmann said, 'Just getting an image onscreen, even an inferior one with the shadows broken, lighting broken and with it crashing every 30 seconds that took a long time. These engineers are some of the best in the industry and they optimized the game so much for the PS3's SPUs specifically. It was optimized on a binary level, but after shifting those things over [to PS4] you have to go back to the high level, make sure the [game] systems are intact, and optimize it again. I can't describe how difficult a task that is. And once it's running well, you're running the [versions] side by side to make sure you didn't screw something up in the process, like physics being slightly off, which throws the game off, or lighting being shifted and all of a sudden it's a drastically different look. That's not 'improved' any more; that's different. We want to stay faithful while being better.'" -
Next-Gen Console Wars Will Soon Begin In Earnest
When the Wii U was released at the end of last year, Nintendo got a head-start on the long-awaited new generation of video game consoles. Now, Sony has announced a press conference for February 20th that is expected to unveil the PlayStation 4, codenamed 'Orbis.' This will precede the announcement of the Xbox 360's successor, codenamed 'Durango,' but that too will likely be announced by E3 in June. Specs for development kits of both systems have leaked widely. The two systems both use 8-core AMD chips clocked around 1.6 GHz. Durango has 8GB of DDR3 RAM, while Orbis has 4GB of GDDR5 RAM, though Sony is trying to push that up to 8GB for the console's final spec. Reports also suggest Sony is tinkering with its controller design, going so far as to add a "Share" button to let people exchange screenshots and recordings. Developers indicate the systems are very close in power, though Sony's system currently has an edge. With the upcoming announcement of the PS4, the big-three console makers will kick off a new round of direct competition. They'll maneuver to one-up each other with the most powerful hardware and the slickest software. However, they'll also hope the release of three major consoles in rapid succession will help to anchor a part of the games industry that no longer enjoys the dominance it once did, thanks to threats from mobile. -
PSVita Hacked, Native Homebrew Loader Coming Soon
Busshy writes "Since the release of the PSVita, sales for the portable console have struggled, particularly in Japan. There, the PSP was selling more units until this week, with the release of Hatsune Miku Project Diva F, which has seen PSVita sales quadruple. For the rest of the world, sales are still slow thanks to a dull selection of games. This could soon change, as Yifan Lu, coder of the Kindle Hack and PSX Xperia, has revealed he is now working on a native loader for the PSVita. Basically, it's a Userland Vita Loader for loading unsigned executables on your Vita — in other words, a Homebrew Loader for the PSVita. To calm Sony fears, he claims it is physically impossible to run 'backups' with the exploit. The exploit cannot decrypt or load retail games. At this time, the exploit is unreleased; naturally, he doesnt want Sony to fix it." -
Neuroscience May Cure Videogames Industry's Obsession With Guns
An anonymous reader writes "Leading developer Chris Stevens tells Edge magazine that neuroscience researchers will soon find 'non-violent triggers to mimic the rush of pleasure gamers feel when firing guns.' Researchers can now use functional MRI scanners to monitor what is going on in a player's brain and search for more optimistic and non-violent pleasure triggers. 'For decades it's as if developers have been driving a car with no speedometer,' Stevens claims, referring to the reliance on reported emotions rather than empirical measurements in game development. The functional MRI now gives a much more accurate indication of when peaceful triggers light up the brain's pleasure regions, opening up alternative game designs, without crude weaponry. 'I would like to see many more beautiful games like Fez and Limbo,' Stevens says. 'When I was a kid, games were more beautiful and magical and immersed you in fantastical, peaceful and enjoyable landscape.' The functional MRI could make these peaceful titles provably superior — no mean feat in a mass-market games industry currently obsessed with the crude dopamine-triggering effects of simulated weaponry." -
Project Natal Pricing and Release Date Revealed
tekgoblin writes "According to Edge-online.com, their source says that we can expect Microsoft's Project Natal to cost around $149. 'The figure for the standalone unit is significantly higher than a previous sub-£50 estimate, but less than pricing recently suggested by European retailers. It’s also more expensive than Sony’s Natal rival, Move, which will be available later this year with a game for less than $100.'" -
Gears of War 3 Officially Confirmed For April 2011
A few days after an untimely leak on Xbox Live, Epic Games has now officially announced Gears of War 3 for next April. Details are scant (though Edge speculates on possible new gameplay features), but it will contain 4-player co-op and be an Xbox 360 exclusive. A trailer was released for the game, and designer Cliff Bleszinski had this to say: "When we released Gears of War more than three years ago, we set out to tell the world an unforgettable story of bravery and sacrifice in the face of insurmountable odds, and a year from now, players will get the chance to experience the final chapter in the story of Marcus Fenix and his companions in Delta Squad. This is definitely the biggest and most dramatic chapter yet in the Gears of War saga, and we can't wait to deliver it." -
Demo For NASA MMO Coming In January
News of the upcoming NASA MMO, Astronaut: Moon, Mars, and Beyond, has been scarce since its announcement in 2008, but NASA recently revealed that a "mini demo game" is coming in January that will show off some of what they've completed so far. "Moon Base Alpha utilizes actual NASA Constellation program design details developed by NASA for mankind’s return to the Moon in 2020. Timelines in the much anticipated Astronaut: Moon, Mars and Beyond MMO will be set even farther in the exciting future (2035+), but the ability to explore our own near-future moon missions is also planned for in the forthcoming game facilitated by the NASA Learning Technologies and Innovative Partnerships Programs." They're provided a slideshow and a brief video, and one of the developers spoke about the game with Edge last month. -
Infinity Ward Fights Against Modern Warfare 2 Cheaters
Faithbleed writes "IW's Robert Bowling reports on his twitter account that Infinity Ward is giving 2,500 Modern Warfare 2 cheaters the boot. The news comes as the war between IW and MW2's fans rages over the decision to go with IWnet hosting instead of dedicated servers. Unhappy players were quick to come up with hacks that would allow their own servers and various other changes." Despite the dedicated-server complaints, Modern Warfare 2 has sold ridiculously well. -
Bridging the Gap Between User-Generated Content and Interesting Content
Edge Magazine is running a story about user-generated content — or rather, its failure to live up to the hype of the past few years. The author says it "turned out to be a niche. Not everyone has the chops to learn the tools, and even fewer gamers have an idea they want to see through. Instead of revolutionizing games, it merely adds another rung on the ladder from 'player' to 'game-maker.'" Instead, the games that have incorporated the concept in a fun way use what he calls "user-generated, machine-mediated content," and he points out the flexibility of Scribblenauts; the user supplies the imagination and the developer translates that to gameplay. "It shows us our reflection — however tiny, however distorted — inside our games, an experience that is guaranteed to mesmerize us. Ambitious players will still go pick up the tools and learn the languages that let them mod or make their own games; but while they're busy with that, [this system] can invigorate our content — and give us a little more of what we love: ourselves." -
Sony and Nintendo Step Up Anti-Piracy Efforts
Edge reports that Sony and Nintendo are both expanding their anti-piracy operations in an effort to reduce piracy rates on the PSP and the DS respectively. Nintendo has hired Neil Boyd, who handled anti-piracy operations for Warner Brothers, to help them demonstrate their "willingness to take action against criminals who are making money out of the infringement of games developers' copyright." Sony has taken a more direct approach, choosing to alter the hardware used in the PSP Go so that things like the Pandora battery can no longer be used to alter the firmware. -
How APB's Persistent World Will Work
Edge Magazine recently sat down with David Jones, creative director for Realtime Worlds, the studio behind upcoming action MMO APB. He spends some time talking about their thinking behind the game, and he also gets into how their persistent online worlds will work. Quoting: "... you absolutely want 'moments' in the game. Even if it's just for thirty minutes, you want people to become celebrities — OJ Simpson on TV with the police chasing after him: you want those kind of moments in the game. We can't create them, so it's about what mission can ultimately lead to those kinds of experiences. We have what we call heat mechanics in the game, so if a criminal has just been on a complete rampage, recklessly blowing stuff up and killing people, heat builds up until eventually we unlock him to every single enforcer on the server. It's not part of their missions, it's just that this guy has become number one wanted and everyone has the authority to take him down. That's a fun mechanic from both sides; everybody who's a criminal is going to want to reach that and if you're on a mission for the enforcers you'll see that guy and wonder whether you should break away to get him. You get a lot of compound stuff which we never planned for, because it's a hundred real players interacting in ways we don't expect." -
How APB's Persistent World Will Work
Edge Magazine recently sat down with David Jones, creative director for Realtime Worlds, the studio behind upcoming action MMO APB. He spends some time talking about their thinking behind the game, and he also gets into how their persistent online worlds will work. Quoting: "... you absolutely want 'moments' in the game. Even if it's just for thirty minutes, you want people to become celebrities — OJ Simpson on TV with the police chasing after him: you want those kind of moments in the game. We can't create them, so it's about what mission can ultimately lead to those kinds of experiences. We have what we call heat mechanics in the game, so if a criminal has just been on a complete rampage, recklessly blowing stuff up and killing people, heat builds up until eventually we unlock him to every single enforcer on the server. It's not part of their missions, it's just that this guy has become number one wanted and everyone has the authority to take him down. That's a fun mechanic from both sides; everybody who's a criminal is going to want to reach that and if you're on a mission for the enforcers you'll see that guy and wonder whether you should break away to get him. You get a lot of compound stuff which we never planned for, because it's a hundred real players interacting in ways we don't expect." -
Motion Control To Lengthen Console Hardware Cycles
With the recent E3 demonstrations of new motion-based control for consoles — Microsoft's Natal, Sony's Motion Controller, and Ubisoft's camera-based system for the Wii — analysts now expect the current console generation to last longer than normal. Microsoft exec Shane Kim said he expects the Xbox 360 to last until around 2015, in part due to Natal and new services available through Xbox Live. Signal Hill's Todd Greenwald thinks this cycle may not need to end at all: "Microsoft and Sony have invested so much in their current hardware line, as have third party publishers, that we don't think any party is seriously interested in throwing away these investments and starting over from scratch. For all of these reasons, we think this cycle will last longer than those in the past, and don't see new hardware coming until 2011 at the earliest, and 2012 to 2013 more likely (if at all — if new services like OnLive take off, or if Xbox Live and PlayStation Network become more and more robust, there may not be a need for another console cycle).'" -
On the Expectation of Value From Inexpensive Games
An article by game designer Ian Bogost takes a look at what type of value we attach to games, and how it relates to price. Inspiration for the article came from the complaint of a user who bought Bogost's latest game and afterward wanted a refund. The price of the game? 99 cents. Quoting: "Games aren't generally like cups of coffee; they don't get used up. They don't provide immediate gratification, but ongoing challenge and reward. This is part of what Frank Lantz means when he claims that games are not media. Yet, when we buy something for a very low price, we are conditioned to see it as expendable. What costs a dollar these days? Hardly anything. A cup of coffee. A pack of sticky notes. A Jr. Bacon Cheeseburger. A lottery ticket. Stuff we use up and discard. ... I contend that iPhone players are not so much dissatisfied as they are confused: should one treat a 99-cent game as a piece of ephemera, or as a potentially rich experience?" -
Taking Gaming To the Next Billion Players
Hugh Pickens writes "June marks the launch across Brazil of Zeebo, a console that aims to tap an enormous new market for videogaming for the billion-strong, emerging middle classes of such countries as Brazil, India, Mexico, Russia and China. Zeebo uses the same Qualcomm chipsets contained in high-end smartphones, together with 1GB of flash memory, three USB slots and a proprietary dual analogue gamepad. It plugs into a TV and outputs at a 640 x 480 pixel resolution. 'The key thing is we're using off-the-shelf components,' says Mike Yuen, director of the gaming group at Qualcomm. This approach means that, while Zeebo can be priced appropriately for its markets — it will launch at US $199 in Brazil compared to around US $250 (plus another US $50 for a mod chip to play pirated games) for a PlayStation 2 in the region — and next year the company plans to drop the price of the console to $149. But the most important part of the Zeebo ecosystem is its wireless digital distribution that gets around the low penetration of wired broadband in many of these countries, negates the cost of dealing with packaged retail goods, and removes the risk of piracy, with the games priced at about $10 locked to the consoles they're downloaded to. Zeebo is not meant to directly compete with powerful devices like Sony's PlayStation 3, Microsoft's Xbox 360, or the Wii. 'In Latin America, where there's a strong gaming culture, that's what we'll be, but in India and China we can be more educational or lifestyle-oriented,' says Yuen. One Indian gaming blog predicts Zeebo will struggle, in part due to the cultural reluctance toward digital distribution and also the lack of piratable games." -
The Making of the PlayStation
Edge Online has an in-depth look at the beginnings of the first PlayStation console. It starts at Sony's partnership with Nintendo, the purpose of which was to integrate a CD-ROM drive into the SNES. A falling out between the companies led Sony to stubbornly pursue a market dominated by Nintendo and Sega. The console's technology and Sony's unusual position in the industry quickly attracted the interest of many developers and publishers, eventually leading to sales that emphatically won that round of the console wars. "'There was a huge resistance inside the company to actually being in the videogames business at all,' explains Harrison. 'The main reason why the Sony brand wasn't really used in the early marketing of PlayStation was not necessarily out of choice, but it was because Sony's old guard was scared that it was going to destroy this wonderful, venerable, 50-year old brand. They saw Nintendo and Sega as toys, so why on Earth would they join the toy business? That changed a bit after we delivered 90 per cent of the company's profit for a few years.'" -
The Age of Steam
Ant writes "Edge Online has a six-page article titled "The Age of Steam" about Steam's history that begins: 'The name could hardly be more appropriate. Just as railroads swept the US, leaving in their wake a west that was significantly less wild, so has Valve's Steam client spread across the PC, centralising, simplifying and consolidating. What started as a way of administering updates has become a delivery platform so powerful that it has threatened to render even the big publishers' alternatives obsolete, an online community so well-supported that it sets standards even for those found on consoles, and a no-fiddling environment that allows your games, settings and saves to follow you from one PC to the next every time you log in. Looking back, such success seems inevitable, but in reality Steam was far from an obvious idea. Creator Valve was a developer, not a publisher or distributor, and the service's opening months were marred by bottlenecks and a frustrating online registration experiment. More interesting than the triumph, then, is the journey: what has made Steam such a powerful platform? Which forces shape its evolution? And how can it rewire not just the PC market, but the way that games themselves are developed?'" -
Early Killzone 2 Reviews Looking Good
Reviews are beginning to appear for Guerrilla Games' upcoming first-person shooter, Killzone 2, a PS3 exclusive that has received a great deal of hype over the past several months. The reviews are mostly complimentary, but not overwhelmingly so; Ars Technica says it has "some of the best graphics yet seen on the PS3," and is a "solid take on the war-gaming genre." They also acknowledge that this is the latest game being held up as a standard for how good PS3 games can be, though the PS3 may not need such validation anymore. Edge Magazine is critical of the story, saying, "you could play the levels in random order to little ill-effect," but found the gameplay redeeming enough to warrant a 7/10. Concerns were raised early about the quality of the controls, but Guerrilla Games has affirmed that no changes will be made. Though the game won't be out for about a week yet, rumors of some fairly typical DLC plans are already cropping up. Giant Bomb recorded some video showcasing Killzone 2's multiplayer a while back. -
Guitar Hero III the First Game to $1 Billion In Sales
The Opposable Thumbs blog reports that Guitar Hero III has reached a financial milestone, becoming the first individual video game to reach $1 billion in total sales. The number is even higher if you consider the rest of the franchise. In addition to helping drive the video game industry during tough economic times (much like the Wii), it's helping other industries as well: "... aside from the fact that Guitar Hero: Aerosmith had sold three times as many copies as the band's last album during their respective first weeks, musicians whose music is featured in the game has seen a rise in music sales to the tune of 15-843 percent." And CVG notes, "... two-thirds of non-musicians exposed to music games plan to start playing a real instrument in the next couple of years." Also, Rock Band creator Harmonix may be looking into a partnership with the record labels to sell music for use outside of the games. -
Game Devs Warming Up To More Mature-Rated Games On the Wii
With the success of the Grand Theft Auto franchise responsible for the majority of publisher Take Two Interactive's earnings in the past year, the company's executives are looking more and more at expanding their M-rated products onto the typically family-friendly Wii. Take Two's CEO said, "Even though we think M-rated content is much more appropriate for the PS3 or 360, we have to look at the Wii as a viable platform across all our labels. We have to, because we can't ignore the installed base. You just can't." They're already planning to release GTA: Chinatown Wars for the DS to test the waters on a Nintendo platform, hoping for a better result than the controversy over Manhunt 2 last year. -
Are Micro-Transactions the Future of Online Game Business Models?
Last week we discussed news of Sony Online Entertainment's unveiling of a store that would allow players to purchase in-game Everquest items for real money. Massively spoke with John Smedley, SOE's CEO, about the system and what their goals were. He made the point that they were limiting sales to things that wouldn't unbalance the game. "They're fun and they're convenient. That's all they are. We're not selling power. There are a lot of respectable viewpoints on this, and a lot of reasonable people can disagree on them. Our view is that nothing here is gamebreaking." Edge Magazine has a related piece about Mytheon, an upcoming action-strategy game that will rely on micro-transactions to support its otherwise free-to-play business model. The game's producer suggests that micro-transactions are "a model that really gets us closer to the end user, and that's the way things need to be in the future, online." -
Examining the Beginnings of the RTS Genre
Edge Magazine is running a story about the development of the real-time strategy genre. They credit Dune II: the Building of a Dynasty with establishing the basic concepts that led to more popular titles like Command & Conquer and the original Warcraft. "[Westwood Studios co-founder Brett] Sperry describes Dune II's core challenge as 'combining combat, exploration and production at a particular pace and rhythm to make it all exciting and almost out of control. That was a key part of what made it so addictive.' Indeed, the experience was quite unlike more staid turnbased strategies, where success or failure rolled in slowly rather than rushing over sand dunes at the speed of an action game. 'You had to think and respond fairly quickly, and in realtime, or else your base and forces would all be overrun. And as we developed the game further, it became clearer how the pacing and battle scenario design were all a delicate balance.'" -
Nintendo's Miyamoto On Innovation, Wii Ambitions
Edge Magazine is running an interview with Nintendo game designer Shigeru Miyamoto about some of the company's recent projects, such as Wii Music and Wii Fit. Miyamoto talks about his ambitions for the titles, as well as the difficulty in continuing to entertain players by surprising them. He refers to Wii Music as "music software" rather than a game, and says the primary intent was to bring music to families and assist in music education. The conversation then turns to where Nintendo can go in the future; Miyamoto discusses integrating new technologies into popular game franchises, and the dilemma Nintendo will face when designing its next console — do they stick with updated versions of their innovative controllers, do they return to a more standard build, or do they bring a completely different input device to the table? -
iPhone Gaming Continues To Grow
1Up reports that the popularity of gaming on smartphones is growing, particularly on the iPhone. In fact, gaming on portable devices is growing even at home, where users presumably have access to more powerful platforms. CNN points out that the developer for Trism, one of the first popular games, has raked in over $250,000 in profits through the App Store. Apple exec Bob Borchers and various game developers recently discussed the future of games on the iPhone. "Patrick Gunn, director of marketing for EA Mobile, showcased Need for Speed Undercover, which will be available next month. Gunn says that EA has 'taken full advantage of all of the unique elements ... like touch, flick, accelerometer, and motion sensitivity' — and graphically, the game appears to be roughly on par with a PSP title." -
Nintendo DSi Sells Out Quickly, Reviews Coming In
The Nintendo DSi was released in Japan on Saturday, and the initial production run of 200,000 units has already sold out. 1Up has done some comparisons to the DS, and they have a video feature tour of the new hardware (which, predictably, has already been hacked). The image editing software is reported to be rather bare-bones, and the browsing is slow, but both features could likely be used with games in interesting ways. Nintendo will be launching a series of WarioWare games to demonstrate the DSi's capabilities. The DSi will likely reach North America next summer. -
Fallout 3 Launches Amidst Controversy
Earlier this week, Bethesda released Fallout 3 after a long campaign of defending and protecting the game's reputation from claims that it contained inappropriate content. Ads for the game in Washington DC's subway system were pulled after they upset some touchy travelers over the depiction of post-apocalyptic Washington landmarks. Shortly before the game's release, early trailers were removed as well. Earlier this year, the game was banned in Australia for its in-game use of morphine, causing the drug's name to be changed to Med-X. On the issue of sensitive content, Bethesda's Emil Pagliarulo wrote in Edge Magazine about the design decision to disallow the killing of children in the game. Gamasutra ran an opinion piece on the same subject, and the Washington Post discusses the role of Washington DC in Fallout 3. On the DRM front, the game does come with SecuROM, but Bethesda says it's only used for a disc check. Reviews for the game have been overwhelmingly positive so far, despite reports of bugs with the save system and occasional lock-ups. -
DRM-Free Classic Games Store Opens To Public
arcticstoat writes "With all the controversy surrounding DRM in games at the moment, one games store has decided to buck the trend, proudly proclaiming that all its games are DRM-free. First announced back in July, Good Old Games is now in the public beta stage, which means that anyone can now access the site's archive of classic PC games, and you can do what you want with your game when you've bought it, too. 'You won't find any intrusive copy protection in our games; we hate draconian DRM schemes just as much as you do,' says the site. 'Once you download a game, you can install it on any PC and re-download it whenever you want, as many times as you need, and you can play it without an internet connection.'" In related news, Stardock, the company responsible for the Gamer's Bill of Rights, is apparently working on a new copy-protection solution that will be friendlier to consumers than current schemes. -
Dead Space Wants To Scare You
Kotaku recently ran a story questioning whether the survival-horror genre still exists, and how Dead Space may or may not fit into it. With reviews for the game starting to come in, Ars Technica reports that the game is, indeed, both scary and good. Gamespy wrote up a Dead Space survival guide, and Gamasutra has a lengthy interview with the game's senior producer. In the production of the game, the developers studied things like car wrecks and war scenes to increase the level of realism. They also want the game's sounds to terrify players, including appropriately timed silence. The launch trailer is also available, though it does contain spoilers. -
Activision Goes After Individual Game Pirates
brunascle writes "Activision has begun suing individual pirates of console games. Edge Online is reporting that they are going after a New York resident for allegedly copying Call of Duty 3 for the Xbox 360 and other games, seeking $30,000 to $150,000 in damages for each infringement. GamePolitics has also uncovered six other lawsuits with settlements between $1,000 and $100,000, in five of which the defendant was unrepresented." Activision's lawyers specifically told GamePolitics that the lawsuit wasn't targeting file-sharers, so they probably mean that the alleged pirate was reproducing and distributing physical copies of the game. The court complaint is available here (PDF). -
Activision To "Monetize" Call of Duty Online Play
With Call of Duty: World at War set to hit store shelves this November, Activision has been making plans to monetize the online component of the game. "Infinity Ward-developed CoD4 has paid downloadable maps available on digital storefronts, but with CoD5, developed by Activision studio Treyarch, downloadable content will be a considerably bigger priority. Griffith added that Activision 'plans to increase online monetization' with CoD5, offering '3x the amount of content available for download and premium content called Day One Advantage.'" Activision also announced that for Call of Duty 6 they will be going back to Infinity Ward for development, the company who developed the first, second, and fourth offerings in the series. Treyarch made the third and fifth installments. -
Heavy Rain - Playing a Story
Edge Magazine is running a piece about Heavy Rain, a thriller by Quantic Dream that's been in development for a few years now. Edge spoke with David Cage, the game's writer and director, about using graphics technology not simply for breathtaking landscapes or realistic lighting, but to bring the characters to life and make them more believable. Cage walked the folks at Kotaku through a demo, and they provided details on how the controls will work. From Edge: "'We worked very hard on motion capture, especially facial motion capture,' explains Cage. 'As you know, eyes are incredibly hard to do: the minute movements they constantly make mean you can tell whether something is human or not. We created a technology to motion-capture that from actors.' The shaders applied to the lead character's eyes and the skin that surrounds them also conspire to nudge Heavy Rain's characters closer to believability. The 'deadness' that so often afflicts such digital mannequins has been significantly chipped away, and we are presented with Madison, a character whose facial features, though attractive in an expectedly unnatural sort of way, also carry blemishes that succeed in breaking down her artificiality." -
The Gamer's Bill of Rights
Edge Magazine is running a piece by Brad Wardell, CEO of game developer Stardock, in which he presents a "Gamer's Bill of Rights." Stardock teamed up with Gas Powered Games to develop a list of ideals they think all game publishers should follow. Some are rather basic operational guidelines (not requiring a disc to play, minimum requirements that make sense), and some are aimed at repairing the damaged relationship between game companies and customers ("Gamers shall have the right to not be treated as potential criminals by developers or publishers"). Wishful thinking or not, it will be interesting to see if they manage to get other publishers to sign on. -
Making Statements With Video Games
You may have heard about the recent controversy at the Leipzig Games Conference over a modification of Space Invaders in which the invaders are slowly demolishing the World Trade Center. The creator intended it as an artistic expression, but has since removed the game, saying, "it was never created to merely provoke controversy for controversy's sake." Kotaku took this occasion to ask whether "statements" can and should be made via video games, and how it affects the ongoing question of whether video games should be considered art. "The entire issue begs comparisons to Danny Ledonne's Super Colombine Massacre RPG!, an unsettling and involved title that tasks players on the most basic level with acting out the 1999 Littleton, Colorado school shooting in the role of killers Eric Harris and Dylan Klebold. Ledonne told the Washington Post that his intention with the title was never to glorify the tragedy, but to 'confront their actions and the consequences those actions had.' Like Stanley's Invaders!, Ledonne and his title stopped short of providing a direct interpretation - neither artist has been especially specific about 'what it means,' or in instructing players on how they should interpret their work or what 'message' should be taken away." -
On Next-Gen Consoles And Technical Innovation
Thanks to GamesRadar for reprinting an Edge feature discussing likely technical innovations which the next generation of videogame consoles may introduce. The piece discusses the impact of massively parallel computing on consoles, noting it's "...been plagued by a lack of good development tools, and with most developers taking three years even to get familiar with PlayStation 2's brace of vector units, this must be a real worry." It goes on to discuss graphical effects, from post-scene processing ("allows subtle ways of changing the look of the game in terms of brightness or colour saturation") to depth of field ("The biggest question remains whether developers will find any useful in-game applications for such technology.") -
Plush Game Consoles Revealed
Thanks to an anonymous reader for pointing to the page showcasing a range of handmade 'plush game consoles', including cuddly, non-functional versions of the Sega Dreamcast, Nintendo GameCube, NEC PC Engine (TurboGrafx), and even the Neo Geo. According to the site: "Zumi [the creator] made these plush game consoles from scratch. They were all made by hand, without any tools more sophisticated than a felt pen or piece of paper." The page was recently featured in UK paper-magazine Edge, and there's now one of a limited edition of plush Dreamcasts up on Ebay, for the committed Dreamcast collectors among us. -
Lucky XIII Wins ECTS Game Awards
Thanks to Gamesindustry.biz for their report on the results of the annual ECTS Awards in London, documenting the ceremonies based around the E3-like English trade show. According to the piece, "Ubi Soft's cel-shaded FPS title XIII... [walked] away from the ceremony with the Best Console Game and Game of Show awards tucked under its arm. The company's multiplayer FPS title Far Cry also won the Best PC Game award, while Everquest 2 - published in Europe by Ubi - picked up the Best Online game award." Interestingly, the Edge Award, chosen by editors of the boutique UK games magazine, went to Capcom's Viewtiful Joe, while Half-Life 2 only came away with one prize, the London Games Week award.