Domain: gamasutra.com
Stories and comments across the archive that link to gamasutra.com.
Stories · 954
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US Labor Organization AFL-CIO Urges Game Developers To Unionize In Open Letter (gamasutra.com)
An anonymous reader quotes a report from Gamasutra: In the wake of Activision Blizzard's massive layoff wave, a move that was announced in the same call as the company's record quarter, the union federation AFL-CIO has published an open letter to game developers urging members of the industry to organize. The AFL-CIO itself is the largest labor organization in the United States and counts 55 individual unions (and more than 12.5 million workers) among its affiliates. The letter, readable in full on Kotaku, calls out many of the issues that have prompted conversations about unionization in just recent years like excessive crunch, toxic work conditions, inadequate pay, and job instability. The industry, points out AFL-CIO's secretary-treasurer Liz Shuler, boasted sales 3.6 times greater than those of the film industry in 2018, yet much of that financial success isn't felt by the developers working on the games that generate those billions. "Executives are always quick to brag about your work. It's the talk of every industry corner office and boardroom. They pay tribute to the games that capture our imaginations and seem to defy economic gravity. They talk up the latest innovations in virtual reality and celebrate record-smashing releases, as your creations reach unparalleled new heights," says Shuler.
"My question is this: what have you gotten in return? They get rich. They get notoriety. They get to be crowned visionaries and regarded as pioneers. What do you get? Outrageous hours and inadequate paychecks. Stressful, toxic work conditions that push you to your physical and mental limits. The fear that asking for better means risking your dream job. [...] Change will happen when you gain leverage by joining together in a strong union. And, it will happen when you use your collective voice to bargain for a fair share of the wealth you create every day. No matter where you work, bosses will only offer fair treatment when you stand together and demand it." -
Fortnite Hits 8.3 Million (Or 0.1% of Human Population) Concurrent Players (gamasutra.com)
Epic Games' Fortnite has reached 8.3 million concurrent players worldwide (or about 0.1 percent of the human population) after finally making its debut in South Korea earlier this month. From a report: Because Internet cafes still play a large role in Asian countries, VG247 reports that players were encouraged to play Fortnite at PC bang cafes to complete special challenges, which were created in order to launch the Battle Royale mode in South Korea. After Fortnite's Battle Royale mode launched in South Korea this week, Epic Games Korea CEO Sung Chul Park stated in an interview that the game now has 8.3 million concurrent players worldwide. A spokesperson from Epic confirmed the numbers to VG247 as well. -
Two Events Celebrate Text Adventures, Roguelike Games (ifcomp.org)
An anonymous reader writes: The 24th annual Interactive Fiction Competition kicked off Monday, unveiling 77 new text adventures which will vie for nearly $9,000 in prize money. The contest's organizers are encouraging people to play and rate the free games, and encourage their friends to join in the fun (or to donate more prize money or other prizes). They're dedicating this year's competition to the memory of Stu Galley, who co-founded the pioneering text adventure company Infocom back in 1979 with his classmates from MIT. Infocom went on to create everything from Zork to a popular Hitchhiker's Guide to the Galaxy game, and Stu is credited as the driving force behind text adventures like Moonmist, Seastalker, and The Witness.
Meanwhile, long-time Slashdot reader paulproteus reminds us that the "Roguelike Celebration" is happening today and tomorrow at the GitHub office in San Francisco -- and is streaming on Twitch. The Roguelike Celebration is a community-generated weekend of talks, games, and conversations about roguelike [games] and related topics, including procedural generation and game design... It's for fans, players, developers, scholars, and everyone else, including people new to this type of game. -
Original 'System Shock' Code Open Sourced, More Updates Promised (kickstarter.com)
"The folks at Nightdive Studios this week released the source code for a Mac version of Looking Glass Studios' 1994 classic System Shock," reports Gamasutra. Friday the game's new owners unveiled on GitHub "the original, unaltered source code that was discovered by OtherSide Entertainment and graciously shared with us a few months ago... We have been hard at work updating this code and plan to release a new version of System Shock: Enhanced Edition as well as the code in the near future." We've gone back to the original vision we shared with you at the start of our Kickstarter campaign -- this time with more reliable performance and higher fidelity visuals thanks to the Unreal Engine... We have been able to re-use the majority of work we've done over the past year and we're making significant progress in a very short amount of time. With that said we'll be inviting our highest tier backers to privately test the game beginning in September at which point we estimate that the game will be fully playable, from start to finish. The majority of the art won't be finished, but we'll be ready to start high-level testing.
Going forward there's even a Twitch component. "In an effort to remain transparent throughout development we're going to begin streaming on a regular basis and inviting the backers to join us." And the audio department has also revealed some of the music from the medical deck.
After their Kickstarter was funded, Nightdive had explored making a "bigger, better game" after receiving a verbal commitment from a game publisher, but then "were left high and dry after making crucial, consequential changes in staff and scope... We still have the funds necessary to complete the game, but the timeline will inevitably move back with our shift in direction..."
"This will be closer to a 1:1 remake with updates to the weapon/character designs but without altering the core gameplay of the original." -
Canada's Prime Minister Justin Trudeau Makes Game For Third Annual Hour of Code (gamasutra.com)
Eloking writes: Canadian Prime Minister Justin Trudeau's Twitter account lit up today with a message all too familiar to many indie devs: Mr. Trudeau has made a video game, and he'd like everyone to play it. It was a cute bit of promotion for Hour of Code, the computer science education event masterminded every year by the Code.org nonprofit. While the Hour of Code websites hosts one-hour tutorials (in 45 languages) for coding all sorts of simple applications, game developers may appreciate that the lion's share appears to be game projects, like the one Trudeau modified into a sort of hockey-themed Breakout variant. -
Sega Saturn's DRM Cracked Almost 23 Years After Launch (gamasutra.com)
An anonymous reader writes from a report via Gamasutra: The Sega Saturn's DRM has finally been cracked after it hit store shelves nearly 23 years ago in November 1994. Engineer James Laird-Wah first set forth to break through the console's copy protection in an attempt to harness its chiptune capabilities. Laird-Wah has, however, developed a way to run games and other software from a USB stick in the process. Since disc drive failure is a common fault with the game console, his method circumvents the disc drive altogether, instead reworking the Video CD Slot so it can take games stored on a USB stick and run them directly through the Saturn's CD Block. "This is now at the point where, not only can it boot and run games, I've finished just recently putting in audio support, so it can play audio tracks," explained Laird-Wah, speaking to YouTuber debuglive. "For the time being, I possess the only Saturn in the world that's capable of writing files to a USB stick. There's actually, for developers of home-brew, the ability to read and write files on the USB stick that's attached to the device. -
Amazon Launches Free Game Engine Lumberyard
Dave Knott writes: Amazon has both announced and released a new, free game engine, Lumberyard, which offers deep integration with its Amazon Web Services server infrastructure to empower online play, and also with Twitch, its video game-focused streaming service. Lumberyard is powerful and full-featured enough to develop triple-A current-gen console games, with mobile support is coming down the road. Its core engine technology is based on Crytek's CryEngine. However, Lumberyard represents a branch of that tech, and the company is replacing or upgrading many of CryEngine's systems. Monetization for Lumberyard will come strictly through the use of Amazon Web Services' cloud computing. If you use the engine for your game, you're permitted to roll your own server tech, but if you're using a third-party provider, it has to be Amazon. Integration of Amazon's Twitch video streaming tools at a low level also helps to cement that platform's dominance in the game streaming space. Alongside Lumberyard, the company has also announced and released GameLift, a new managed service for deploying, operating, and scaling server-based online games using AWS. GameLift will be available only to developers who use Lumberyard, though it's an optional add-on. The game engine is in beta, but is freely usable and downloadable today. -
John Romero Creates New Doom Level (gamasutra.com)
jones_supa writes: Legendary game developer John Romero took to Twitter to spread the word that he has made a comeback to the world of Doom by designing an all new level. Romero's return to the game that jumpstarted his career in game development is a fun little Friday surprise for developers, especially Doom enthusiasts, some of whom are thanked in the readme file accompanying the level. The new level, E1M8B (ZIP), is described simply as "My Boss level replacement for e1m8...22 years later." E1M8 is, incidentally, the final level of Doom's first episode, Knee-Deep in the Dead. -
Nintendo Joins Khronos Group
jones_supa writes: Gamasutra reports that Nintendo has quietly joined Khronos Group, the consortium managing the OpenGL and Vulkan graphics APIs. The news was brought to Gamasutra's attention by a NeoGaf post, which notes that Nintendo's name was added to the list of Khronos Group contributing members earlier this month. As a Khronos Group contributor Nintendo has full voting rights and is empowered to participate in the group's API development, but it doesn't have a seat on the Khronos Group board and can't participate in the final ratification process of new API specifications. -
An Algorithm To Randomly Generate Game Dungeons
An anonymous reader writes: Game developers frequently turn to procedural algorithms to generate some of their game's content. Sometimes it's to give the game more diverse environments, or to keep things fresh upon subsequent playthroughs, or simply just to save precious development time. If you've played a game that had an unpredictable layout of connected rooms, you may have wondered how it was built. No longer; a post at Gamasutra walks through a procedural generation algorithm, showing how random and unique layouts can be created with some clever code. The article is filled with animated pictures demonstrating how rooms pop into existence, spread themselves out to prevent overlap, finds a sensible series of connections, and then fill in the gaps with doors and hallways. -
Id Software Founds a New Office In Germany
jones_supa writes: With some high-profile releases on the horizon, ZeniMax Media is expanding with a new studio in Frankfurt, Germany. Posted via Bethesda blog, reads the official ZeniMax statement: "As part of our continued global expansion, ZeniMax Media has opened (and is actively hiring for) a new technology development studio in Frankfurt – home to our German publishing operations. This team, an extension of id Software, will focus their efforts on idTech for DOOM and other titles under development at ZeniMax-owned studios." New positions are expected to pop up at ZeniMax's job listings. -
Grand Theft Auto V Keeps Raking In Money
jones_supa writes: At end of 2013, Grand Theft Auto V made $800 million during initial 24 hours of sales. The title keeps churning profit as the publisher Take-Two closes the book on fiscal year 2015, which ended March 31. The company reported better-than-expected profits of $54.3 million atop revenue of $427.7 million in its fourth quarter, a significant improvement over the $21.5 million profit it reaped from $233.2 million in revenue during the same period last year. This time around Take-Two once again credited GTA V as its premier revenue driver for the final quarter of the year. With PS4/XBOne/PC versions out as well, the game has been an excellent investment. Strong runner-ups were 2K titles NBA 2K15 and Evolve. -
MAME Changing License To Fully Libre One
jones_supa writes: The source code of MAME (Multiple Arcade Machine Emulator) has long been freely available, but it's never been completely libre. Instead, it's been available under a modified BSD license that prohibits, among other things, commercial use of the code. MAME engineer Miodrag Milanovic explains that such a license was put in place to deter "misuse of MAME in illegal ways," but it also kept legitimate commercial entities doing business with the software. Examples of such could be museums that charge entry fees from using MAME in their exhibits, or copyright holders rereleasing vintage games encapsulated inside MAME. Now the project wants to go fully open. Milanovic continues: "Our aim is to help legal license owners in distributing their games based on MAME platform, and to make MAME become a learning tool for developers working on development boards." As of yet, there are no specific details about the new license. -
Oculus Rift: 2015 Launch Unlikely, But Not Impossible
An anonymous reader writes: Earlier this week during Facebook's 2015 Q1 earnings call, the company seemed to suggest that a 2015 Oculus Rift release date was unlikely. At least, that's what a report about the call from Gamasutra indicated, saying, "It doesn't sound like Oculus will ship the consumer version of its Oculus Rift VR headset this year, or at least not in very large quantities." However, an equity analyst has chimed in to say that the language used during the call shouldn't be interpreted colloquially, concluding that "...there is no information here that rules out Oculus shipping in 2015." -
Source 2 Will Also Be Free
jones_supa writes Valve is officially debuting its Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free. The news of its release coincides with Epic making Unreal Engine 4 free-to-download and Unity announcing a full-featured free version of Unity 5. Valve is making a show of marketing Source 2 not just to developers, but game creators of all stripes — including Steam Workshop creators. "With Source 2, our focus is on increasing creator productivity," stated Valve engineer Jay Stelly in a press release confirming the launch. "Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games." It's worth noting that Valve also plans to release a version of Source 2 that's compatible with Vulkan, the open-standard graphics API that's considered heir apparent to OpenGL. -
Source 2 Will Also Be Free
jones_supa writes Valve is officially debuting its Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free. The news of its release coincides with Epic making Unreal Engine 4 free-to-download and Unity announcing a full-featured free version of Unity 5. Valve is making a show of marketing Source 2 not just to developers, but game creators of all stripes — including Steam Workshop creators. "With Source 2, our focus is on increasing creator productivity," stated Valve engineer Jay Stelly in a press release confirming the launch. "Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games." It's worth noting that Valve also plans to release a version of Source 2 that's compatible with Vulkan, the open-standard graphics API that's considered heir apparent to OpenGL. -
New "Crescent Bay" VR Headset Revealed and Demo'd At Oculus Connect
Oculus Rift revealed today its new 'Crescent Bay' prototype wearable display, at its inaugural Oculus Connect conference. (You can find more in the company's blog too.) From Gamasutra's coverage: The new headset has 360 degree tracking and integrated audio, as well as improved performance that allows better presence, says Iribe. It has higher resolution and a better refresh rate than even its recent DK2 headset. It's also much lighter than earlier prototypes. The company has also licensed technology from RealSpace 3-D for improved 3D audio on Oculus moving forward. Audio is becoming a priority for the company, [CEO Brendan] ]Iribe said. Road to VR has a gushing hands-on review: One of the stand-out demos put me in front of an alien on some sort of Moon-like world. The alien was looking at me and speaking in an unfamiliar tongue. When I moved my head, its gaze followed me. Its big and detailed eyes, combined with reaction to me as I moved, imbued it with a sense of living that was really cool. Spaceships flew over head and drew my gaze behind me, leading me to look at some incredibly detailed scenery. -
Carmack On Mobile VR Development
An anonymous reader writes: After surprising everyone by demonstrating Samsung's new VR headset at IFA yesterday, John Carmack spoke with Gamasutra about the difficulties of developing virtual reality in a mobile environment. He also had some interesting comments on developing for Android: 'Okay, there's the normal hell of moving to a new platform — and I gotta say, Android was more hell to move to than most consoles I've adopted. Just because of the way Google has to position things across a diverse hardware spectrum, and because Google still doesn't really endorse native code development — they'd still rather everyone worked in Java. And that's a defensible position, but it's certainly not what you want to be doing on a resource-constrained VR system. So brace yourself: Android setup and development really does suck. It's no fun at all.' He also had insights on building compute-intensive software — if you go to full speed on all CPU and GPU cores, you can expect overheating and thermal throttling in less than a minute. -
Amazon Fighting FTC Over In-App Purchases Fine
An anonymous reader writes One of the common problems of the smartphone generation has been parents who given their phones to children, who then rack up hundreds of dollars of in-app purchases without the parents' knowledge. The FTC smacked Apple with a fine for this, and Google is facing a lawsuit as well. Now, Amazon is the latest target, having received a complaint from the FTC demanding a similar settlement to Apple's. Amazon, however, is not willing to concede the fine; they plan to fight it. Amazon said, "The Commission's unwillingness to depart from the precedent it set with Apple despite our very different facts leaves us no choice but to defend our approach in court (PDF). The main claim in the draft complaint is that we failed to get customers' informed consent to in-app charges made by children and did not address that problem quickly or effectively enough in response to customer complaints. We have continually improved our experience since launch, but even at launch, when customers told us their kids had made purchases they didn't want, we refunded those purchases." -
Zenimax Sues Oculus Over VR Tech
An anonymous reader writes "We had hints at this when Zenimax accused John Carmack of stealing 'proprietary technology and know-how,' but now it's official: Zenimax is suing Oculus VR over its virtual reality headset technology. 'According to a statement released by Zenimax, the lawsuit was filed over what it perceives to be the defendants' illegal exploitation of intellectual property, including "trade secrets, copyrighted computer code, and technical know-how relating to virtual reality technology" that was developed by Zenimax. Zenimax is also seeking to take Oculus and Luckey to task for breach of contract, unjust enrichment, and unfair competition. Zenimax continues to claim that it provided IP to Oculus under a legal agreement that it would be owned exclusively by ZeniMax and could not be "used, disclosed, or transferred to third parties without Zenimax's approval."'" -
Amazon's Fire TV: Is It Worth Game Developers' Time?
Nerval's Lobster (2598977) writes "Amazon is serious about conquering the living room: the online retailer has launched Fire TV, a set-top box that not only allows viewers to stream content, but also play games. That streaming-and-gaming capability makes Amazon a threat to Apple, which rumors suggest is hard at work on an Apple TV capable of doing the same things. In addition, Fire TV puts the screws to other streaming hardware, including Roku and Google's Chromecast, as well as smaller game consoles such as Ouya (a $99, Android-based device). Much of Amazon's competitive muscle comes from its willingness to sell hardware for cheap (the Fire TV retails for $99) on the expectation that owners will use it to stream and download digital content from Amazon, including television shows and apps. Those developers who've developed Android games have an advantage when it comes to migrating software to Amazon's new platform. "Porting You Don't Know Jack was really like developing for Android, with the exception of the store and the new controller library," Jackbox Games Designer/Director Steve Heinrich told Gamasutra after the Fire TV announcement. "The store itself is the same as the Kindle version, which we've used many times now, and the way the controller works is very close to what we did for Ouya." While Fire TV could represent yet another opportunity for game developers looking to make a buck, it also raises a pressing question: with so many platforms out there (iOS, PC, etc.), how's an indie developer or smaller firm supposed to allocate time and resources to best advantage?" -
Peter Molyneux: Working For Microsoft Is Like Taking Antidepressants
SmartAboutThings (1951032) writes "Peter Molyneux is one of the most famous personalities in the history of gaming, especially recognized for having created God games Dungeon Keeper, Populous, Black & White, but also the Fable series. After creating the Fable series, Molyneux announced in March 2012 that he will be leaving Lionhead and Microsoft to start another company – 22Cans. During a recent interview, the former Microsoft employee has shared some interesting details regarding the time when he was working over at Redmond. Here's the excerpt from his interview: 'I left Microsoft because I think when you have the ability to be a creative person, you have to take that seriously, and you have to push yourself. And pushing yourself is a lot easier to do if you're in a life raft that has a big hole in the side, and that's what I think indie development is. You're paddling desperately to get where you want to go to, but you're also bailing out. Whereas if you're in a big supertanker of safety, which Microsoft was, then that safety is like an anesthetic. It's like taking antidepressants. The world just feels too comfortable.'" -
Flash Is Dead; Long Live OpenFL!
First time accepted submitter lars_doucet writes "I am a 15-year Flash veteran and nobody hates to say this more than me: Flash is dying, and the killer is Adobe. Where to now? HTML5 doesn't help me with native targets, and Unity is proprietary just like Flash was — 'don't worry, we'll be around forever! And so sorry about that neglected bug report — we're busy.' I'm putting my bets on OpenFL, a Haxe-based, fully open-source implementation of the Flash API that might just please both Flash refugees and longtime Flash haters alike. My article discusses my experiences with it and gives a brief overview for newcomers. In short: I can keep making Flash games if I want, but with the same codebase I can also natively target Win/Mac/Linux desktops, mobile, and more, without having to mess with Adobe AIR or other virtual machines." -
Ouya Developers Share Their Experiences
RogueyWon writes "Four months after the launch of the Ouya micro-console, Gamasutra has pulled together a round up of the experiences of indie developers who have brought their games to the platform. There's both positive and negative news; developers seem to like the ease of porting to the platform, but have concerns regarding the approach that its marketplace takes. Perhaps most crucially, sales of games on the platform are far from stellar." -
What Valve's Announcements Mean for Gaming
Now that we have the full picture of Valve's efforts to bring PC gaming to the living room (SteamOS, dedicated hardware, and a fresh controller design), people are starting to analyze what those efforts will mean for gaming, and what Valve must do to be successful. Eurogamer's Oli Welsh points out that even if Steam Machines aren't able to take the market away from Sony, Microsoft, and Nintendo, they put us a step closer to the final console generation. "Valve has hopefully sidestepped the most depressing aspect of console gaming: the enforced obsolescence that makes you consign your entire games collection to a dusty cupboard every five years." GamesRadar notes that Valve's approach is fundamentally different from that of the current console manufacturers because it's about putting more power into the hands of the users. "The takeaway from SteamOS, then, is that openness breeds innovation. Valve's putting the very source code of its operating system in the hands of everyone who wants it just to see what happens. Comparatively, Microsoft is pushing its Windows Store, turning Windows into an increasingly closed platform (i.e. one that charges costly development licensing fees and restricts access to certain content providers)." Everyone's curious to see how the controller will perform, so Gamasutra and Kotaku reached out to a number of game developers who have experimented with prototypes already. "[Dan Tabar of indie studio Data Realms] said the configuration map for the controller allows you to do 'pretty much anything.' For example, developers can slice up a pad into quarters, each one representing a different input, or even into eight radial sections, again, each section representing whatever you want, mapping to key combinations, or to the mouse." Tommy Refenes, co-creator of Super Meat Boy, wrote an in-depth description of his experience with the device. He summed up his reaction by saying, "Great Start, needs some improvements, but I could play any game I wanted with it just fine." -
What Valve's Announcements Mean for Gaming
Now that we have the full picture of Valve's efforts to bring PC gaming to the living room (SteamOS, dedicated hardware, and a fresh controller design), people are starting to analyze what those efforts will mean for gaming, and what Valve must do to be successful. Eurogamer's Oli Welsh points out that even if Steam Machines aren't able to take the market away from Sony, Microsoft, and Nintendo, they put us a step closer to the final console generation. "Valve has hopefully sidestepped the most depressing aspect of console gaming: the enforced obsolescence that makes you consign your entire games collection to a dusty cupboard every five years." GamesRadar notes that Valve's approach is fundamentally different from that of the current console manufacturers because it's about putting more power into the hands of the users. "The takeaway from SteamOS, then, is that openness breeds innovation. Valve's putting the very source code of its operating system in the hands of everyone who wants it just to see what happens. Comparatively, Microsoft is pushing its Windows Store, turning Windows into an increasingly closed platform (i.e. one that charges costly development licensing fees and restricts access to certain content providers)." Everyone's curious to see how the controller will perform, so Gamasutra and Kotaku reached out to a number of game developers who have experimented with prototypes already. "[Dan Tabar of indie studio Data Realms] said the configuration map for the controller allows you to do 'pretty much anything.' For example, developers can slice up a pad into quarters, each one representing a different input, or even into eight radial sections, again, each section representing whatever you want, mapping to key combinations, or to the mouse." Tommy Refenes, co-creator of Super Meat Boy, wrote an in-depth description of his experience with the device. He summed up his reaction by saying, "Great Start, needs some improvements, but I could play any game I wanted with it just fine." -
Bomb Defuse Simulator 2013: a Head-Tracking Tech Demo
New submitter Johnny G. Mills writes "During a gamejam (an event to quickly develop and build an interesting game), two members of Sassybot Studio used a projector, Microsoft Kinect, and two moving boxes to create a simulator for defusing a bomb. They used me as a test subject, and thought Slashdot would enjoy this convergence of tech and gaming. 'The wires generated in Bomb Defuse Simulator 2013 are created procedurally to provide the player with a random challenge each time the game is played. ... The controls in the game are split up into physical input and Xbox controller input. With physical input the player moves around the bomb to see what is happening. This is literally done by walking around the real environment ... In our case we projected onto cardboard boxes to prove the concept. In theory this concept can be applied to larger and more unconventional objects. Doing so will challenge the game designer with utilizing the real space in order to create a game in virtual space.'" -
Sony Unveils the PS Vita TV and Slimmer Vita Handheld
Dave Knott writes "Sony today announced the PS Vita TV box. Measuring 6.5cm by 10.5cm, it can play Vita games on your television, stream content via HDMI or wirelessly, and play all the existing PlayStation Network content available on the standard Vita platform. This is seen by some analysts as an attempt by Sony to compete with such devices as the Ouya and Apple TV. The PS Vita TV is so far announced for a Japan-only release in early 2014 at a price of approximately $100 US. In related news, Sony also announced a lighter, slimmer, more colorful iteration of the standard Vita handheld console." The $100 model does not come with a controller; a $150 model was also announced that will include a Dualshock 3 and an 8G memory card. -
Mechwarrior Online Developer Redefines Community Warfare
New submitter MeatoBurrito writes "The latest iteration of Mechwarrior was crowdfunded (without Kickstarter) as a free-to-play first-person mech simulator. However, despite promises to the founders, the game has been shifted to a third-person arcade shooter and now the community is rioting. This followed a series of other unpopular decisions; the developers decided to sell an item for real money that had a significant impact on gameplay, crossing the line separating cosmetic/convenience items and 'pay-to-win.' Then they added a confusing game mechanic to limit its use, which had the unfortunate side effect of making some strategies completely useless. From the article: 'PGI’s community practices showcase a fundamental misunderstanding of both freemium development and community management. The developer has never had to deal with such a large player base before, and it has never had to deal with the strains of continuous development before. Rather, PGI seems to be handling Mechwarrior Online in much the same way they might a AAA game: by keeping quiet and only discussing its work in vague terms. ... Mechwarrior Online’s road to launch is a cautionary consumer tale, fraught with anger and betrayal. It shows how a company can take a fan base dedicated to an old IP and completely alienate it through lack of communication, unpopular features, and oathbreaking. It shows how players need to be cautious of supporting a project based solely on the IP backing it.'" -
EA Is the Game Company Disney Was Looking For
An anonymous reader writes "Electronic Arts announced today it has landed an exclusive multi-year agreement to develop and publish games based on Lucasfilms' Star Wars universe. EA said the it will create and publish Star Wars games for a 'core gaming audience' across 'all popular platforms' and genres. The EA studios creating those 'core' Star Wars games are Battlefield developer DICE, Dead Space developer Visceral Games and Mass Effect house BioWare." -
Why Are We Still Talking About LucasArts' Old Adventure Games?
jones_supa writes "The gutting of LucasArts was a tragic loss for the video game industry, but for many of us, it was more than that. By most accounts the last truly great LucasArts game was released almost 15 years ago, and yet, many in the industry still hold these titles as the benchmark. But why is that? Why is it that we still consider these games among our pinnacle achievements as an industry? Why do developers still namedrop Monkey Island in pitch meetings when discussing their proposed game's story? Why do we all continue to mentally associate the word "LucasArts" as the splash screen we see before a graphical adventure game, even though the company hadn't released one in over a decade? Gamasutra has collected a good majority of the answers. Following these responses, as a special treat, Lucasfilm Games veteran David Fox attempts to answer that question with his own insider perspective." -
If Video Games Make People Violent, So Do Pictures of Snakes
New submitter phenopticon writes with this nugget from an intriguing piece at Gamasutra that adds another voice to the slow-burn debate on the psychological effects of video games: "For nearly thirty years we've been having this discussion, asking the question: do violent movies, music or video games make people violent? Well according to Brad Bushman and Craig Anderson of Iowa State University, yes. Based on the results of their research they concluded in 2001 that video games and violent media can make people aggressive and violent. Based upon their data and their conclusions, however, it's safe to say that photos of snakes, crispy bacon, or a particularly rigorous game of chess can also make people aggressive and violent." -
Steam For Linux: A Respectable Showing
An anonymous reader writes "Valve has just released its February, 2013 Steam Hardware & Software Survey, and the results are absolutely mind blowing. Linux is now standing strong as a legitimate gaming platform. It now represents 2.02% of all active Steam users." That's in keeping with what new submitter lars_doucet found. Lars writes: "I'm an independent game developer lucky enough to be on Steam. Recently, the Steam Linux client officially went public and was accompanied by a site-wide sale. The Linux sale featured every single Linux-compatible game on the service, including our cross-platform game Defender's Quest. .... Bottom line: during the sale we saw nearly 3 times as many Linux sales of the game as Mac (Windows still dominated overall)." -
Apple Orders Memory Game Developers To Stop Using 'Memory' In Names
An anonymous reader writes with this bit of trademark absurdity from geek.com: "Ravensburger is a German gaming company that specializes in jigsaw puzzles, but has also expanded into other areas such as children's books and games. The company owns the trademark to a board game called 'Memory' and has demanded Apple stop offering apps that have the word 'memory' in their title or as a keyword associated with an app. It may seem ludicrous such a common word can be trademarked, but apparently this is a valid claim as Apple is now serving notices to app developers. The choice an infringing app developer has is to either rename their app or remove it from the App Store." -
Will the Star Citizen Project Fund Linux and Mac Ports For CryENGINE 3?
Mr. Jaggers writes "Chris Roberts, game designer of Wing Commander fame, has had great success with his new crowd-funded Star Citizen project — so much that the $2m base goal has been smashed with weeks to go on the Kickstarter portion of the campaign. Now Chris is floating a list of stretch goals for fans to vote on, with Linux and Mac support both listed as stretch goal candidates. Since Star Citizen is based on the popular CryENGINE 3 game engine, these stretch goals are equivalent to funding Linux and Mac ports of CryENGINE. Chris couldn't make any absolute promises yet, since he doesn't own the engine, but CryENGINE 3 already supports Android, so at least there is existing OpenGL ES support to be leveraged towards adding Linux and Mac OpenGL support. If there is enough outpouring of cross-platform support from fans in this poll, Star Citizen could turn out to be the high-profile game that brings a AAA game engine to the growing Mac and Linux gaming communities — analogous to the role played by Wasteland 2 in bringing official Linux support to the Unity 4 engine popular among so many Indie developers." -
Kickstarter Introduces New Hardware and Product Design Project Guidelines
OakDragon writes "Kickstarter has introduced some more stringent guidelines and requirements specifically for the Hardware and Product Design categories. These new requirements are laid out in a blog post called 'Kickstarter Is Not a Store.' Simulations will now be prohibited. Video cannot show a proposed product, action, etc. — only a real product and what it does at the time. Product renderings and other simulated illustrations also will not be sufficient — the project creator will have to have photographs of a real prototype." -
Sony Announces 'Superslim' PS3
Sony kicked off the Tokyo Game Show today by announcing a new, even smaller version of the PlayStation 3. It's 25% smaller than the PS3 Slim and half the size of the original PS3. It will be available next week. The company also announced that the PlayStation Plus subscription service will finally be added to the PS Vita in November, providing automatic game updates and extra storage. "Sony also revealed that the long-awaited PlayStation Mobile service will launch via the PlayStation Store on October 3, with support from Sharp and Fujitsu who have both joined the PlayStation Certified license program." -
Sony Announces 'Superslim' PS3
Sony kicked off the Tokyo Game Show today by announcing a new, even smaller version of the PlayStation 3. It's 25% smaller than the PS3 Slim and half the size of the original PS3. It will be available next week. The company also announced that the PlayStation Plus subscription service will finally be added to the PS Vita in November, providing automatic game updates and extra storage. "Sony also revealed that the long-awaited PlayStation Mobile service will launch via the PlayStation Store on October 3, with support from Sharp and Fujitsu who have both joined the PlayStation Certified license program." -
Nintendo WiiU Price and Release Date Announced
YokimaSun writes "Nintendo has revealed the release date of the Wii U: in Japan it will launch on the 8th December, and in the U.S. it will launch on November 18th. The console will ship in two versions: a basic version with 8GB of internal memory and a Deluxe version that has 32GB of internal memory and comes with a stand and docks. Both versions have 1GB of main memory and as much again for game memory. Nintendo claims the console is 20 times more powerful than the Wii and supports 1080p visuals out the box. It comes with an HDMI cable. All existing Wii accessories will work with the Wii U, but the new Tablet Gamepad will set you back around £100/$173 when you convert yen over. The price of the Deluxe SKU is $350." Here's a list of launch titles. -
Ubisoft Ditches Always-Online DRM Requirement From PC Games
RogueyWon writes "In an interview with gaming site Rock, Paper, Shotgun, Ubisoft has announced that it will no longer use always-online DRM for its PC games. The much-maligned DRM required players to be online and connected to its servers at all times, even when playing single-player content. This represents a reversal of Ubisoft's long-standing insistence that such DRM was essential if the company were to be profitable in the PC gaming market." The full interview has a number of interesting statements. Ubisoft representatives said the decision was made in June of last year. This was right around the time the internet was in an uproar over the DRM in Driver: San Francisco, which Ubisoft quickly scaled back. Ubisoft stopped short of telling RPS they regretted the always-online DRM, or that it only bothers legitimate customers. (However, in a different interview at Gamasutra, Ubisoft's Chris Early said, "The truth of it, they're more inconvenient to our paying customers, so in listening to our players, we removed them.") They maintain that piracy is a financial problem, and acknowledged that the lack of evidence from them and other publishers has only hurt their argument. -
Some Players Want Day-1 DLC, Says BioWare
An anonymous reader writes "Speaking at GDC Europe this week, BioWare Montreal's Fernando Melo spoke about how the oft-disparaged first-day downloadable content for video games is actually something a significant amount of players want. 'Melo argued that on the occasions when BioWare hasn't provided DLC from day one, those players who complete the game quickly then complained that there was nothing more to play and asked for extra content. If DLC isn't provided for these players, they may well move on to a different game and never come back to play DLC later on. As proof that day one DLC also works in terms of sales, Melo said that 53 percent of all sales for the first Dragon Age: Origins DLC pack — which was released on the same day as the full game — were made on release day." -
Trouble At OnLive
Lashat writes "News of trouble at cloud gaming provider OnLive is trickling out of various sources. According to Forbes, all employees received their walking papers today. Rumors of a shutdown, buyout, or re-formation as a new company are plentiful, but the company hasn't announced anything yet. The article quotes an email sent to InXile CEO Brain Fargo from an employee within the company: 'I wanted to send a note that by the end of the day today, OnLive as an entity will no longer exist. Unfortunately, my job and everyone else's was included. A new company will be formed and the management of the company will be in contact with you about the current initiatives in place, including the titles that will remain on the service. It has been an absolute pleasure working with you and I'm sure our path with cross again.' OnLive's Director of Corporate Communications told Forbes, 'No, let me be clear. We are not going out of business.'" While the question of whether OnLive-as-an-entity will continue is still up in the air, an internal source confirmed to Gamasutra that OnLive's entire staff has been laid off, and OnLive employees were seen outside headquarters with 'moving boxes.' Kotaku says the company has filed for protection against creditors in California (not bankruptcy, but similar). -
PlayStation Boss Defends Vita, Slams Social Gaming
donniebaseball23 writes "Sony Computer Entertainment America boss Jack Tretton has come out swinging to defend the lackluster response the games industry has seen with the PS Vita. He deemed the sales level for the portable as 'acceptable' so far, and he brushed off any notion that social and free-to-play games are putting huge pressure on the portable and dedicated consoles market. 'I think the opportunity to be in the console business is greater than ever before,' he said. '[Social and free-to-play] is a business I think a lot of companies are learning is difficult to sustain for the long term. It's an adjunct or it's an add-on, but it's not where gaming is headed. It's an additive diversion. There's a place for social and freemium, but it's not going to replace the business models that are out there.'" The company is having a hard time getting third-party developers interested in the Vita platform. -
EA Sues Zynga For Copying Sims Game
Social game developer Zynga has been on the receiving end of complaints in the past for releasing games that look a bit too much like games from indie developers, and for other shady business practices. Now, they've run afoul of somebody with sharper teeth. Today Electronic Arts and Maxis filed a copyright infringement lawsuit against Zynga claiming that The Ville is "blatant mimicry" of The Sims Social. "'This is a case of principle,' says EA Maxis general manager Lucy Bradshaw. 'Maxis isn't the first studio to claim that Zynga copied its creative product. But we are the studio that has the financial and corporate resources to stand up and do something about it. Infringing a developer's copyright is not an acceptable practice in game development.' In its complaint, EA argues that Zynga willfully and intentionally copied ideas from The Sims Social, the Facebook edition of the EA/Maxis franchise that released in August 2011. When Zynga released The Ville last June, consumers and the press immediately pointed out that the title resembled The Sims more than a little." -
How Much Detail Is Too Much For Games?
jones_supa writes "Gamasutra editor Eric Schwarz gives thought to the constantly increasing amount of graphical detail in computer games. He notes how the cues leading the player can be hindered too much if they drown in the surroundings, making it harder for the game to hint whether the player is making progress. Consistent visual language helps to categorize various objects, making their meaning more obvious. Paths through the game world can be difficult to read simply due to dense vegetation. For some cases 'obfuscation through detail' can also actually work really well. Schwarz challenges us to ponder how the amount of detail makes a game either more or less enjoyable." -
Star Wars: The Old Republic Adding Free-To-Play Option In November
EA and BioWare announced today that Star Wars: The Old Republic will be getting a free-to-play option later this year. Players using the F2P option will be able to reach the level cap and play through the full class stories, but their access will be limited for other parts of the game; they will only be able to play a certain number of Warzones (their PvP battlegrounds), Flashpoints (their instanced dungeons), and space missions each week. Access to travel functionality and the game's auction house will be limited as well. F2P players won't be able to participate in Operations, the end-game raids. Subscribers will retain access to all of these features. There will also be cosmetic items sold through the 'Cartel Market' using a virtual currency. -
Valve Will Let Gamers Pick Games To Appear On Steam
Valve has announced a new system called Greenlight, which will allow the gaming community to select which games get chosen for distribution via Steam. Developers will post information about their games — this can be screenshots and videos, or even concepts and potential game mechanics for titles still in development. Once posted, the Steam community will be able to vote on which ones are the best. This will prioritize which games become available on Steam first. Greenlight is Valve's attempt to solve what they call an "intractable problem" — figuring out ahead of time what games players will like. They also hope to facilitate the development of interesting games. "We think it's going to encourage this virtuous development cycle. The problem we had of, how do we encourage somebody when they're not done developing yet? This we think will work. We think a bunch of people will be looking at it going, 'oh my gosh, I want that.'" -
Diablo III Released
Almost 12 years after the launch of its predecessor, Diablo III has now been released. The game went live last night with over 8,000 midnight launch parties across the world. 2,000,000 players showed up for the beta test prior to launch, including 300,000 concurrently during an open beta weekend, but even so, the login servers struggled for the first few hours after launch. Diablo III had been in the works for quite some time — another example of Blizzard's notoriously long development cycle — and game director Jay Wilson said it was in "polish mode" for the past two years. "One of our sayings internally is 'polish as you go.' We have a belief that when you put a feature in, you should prototype, but then after you prototype you should do the real thing, and you should polish it to shipping quality." For those of you who are familiar with this type of game, there's an official game guide in which you can browse class skills, items, and other game information. There are also YouTube videos showing how each of the classes work. -
How Long Before the Kickstarter Bubble Bursts?
An opinion piece at Gamasutra takes a look at the recent success of Kickstarter campaigns for video game projects — Double Fine's adventure game and a sequel to Wasteland each raised around $3 million. Hundreds of other projects have sprung up, hoping to replicate that success — but will it last? From the article: "I am convinced that Tim Schafer and his team at Double Fine know how to deliver a game (mostly) on time and (mostly) on budget. Brian Fargo too. Is that true for all 314 of the current Kickstarter projects? What about the projects which get started but never finished? If publishers like LucasArts can cancel games that are almost finished or like Codemasters can pay for a game it never saw, what certainty do pledgers have that the game that they have paid for will ever see the light of day? We are still in the early days of our Kickstarter relationship, the early days of falling in love. Everything our partner does is wonderful. We gloss over the risks, we ignore the downsides, because the glory of falling in love is everything. I think we have about six months left of that period. Towards the end of this year, some Kickstarter projects are going to start slipping. Some will see their teams collapse amidst bicker recriminations. Some pledgers are going to start getting very angry." -
Inside the PlayStation Suite SDK
New submitter Serapth writes "Sony recently released the PlayStation Suite SDK to open beta. Using PSS, people are able to write games for various PlayStation certified devices in a C#/Mono based environment. This post takes a look at what's included in the SDK, which, surprisingly, is quite a bit."