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GameSetNetwork: From Ragnarok To Doppelganger

- Time to take a little look at what the various sister sites to GSW have been up to over the past few days - since there's a few game industry-related articles which seem particularly relevant to the GameSetWatch audience. And here they are:

- Just posted this morning on Gamasutra: BioWare's QA director Phillip DeRosa has written a piece called 'Tracking Player Feedback To Improve Game Design', which deals with how game developers can use statistics, even before a game is released, to improve gameplay. DeRosa "...explains how the Mass Effect creator has set up and executed code-based monitoring of key metrics to test, analyze, and refine its projects through playtesting." An approach I suspect more developers should be using - or maybe are!

- Over at Gamasutra yesterday, we posted a rare interview with Hak Kyu Kim, whom, as we explain: "...may not be the most familiar name to Western audiences, but he created one of the most popular Asian MMOs in the early days of the Western online market: Ragnarok Online... Now he's launched his new MMO, Sword of the New World (called Granado Espada elsewhere in the world), with his new company IMC Games." Nice to see this detailed an interview with an Asian MMO creator.

- Just up on our new WorldsInMotion weblog: a hands-on preview of new online world vSide, "...the network of stylish virtual urban hotspots that his company's currently developing." Looks like an interesting, sophisticated world, actually: "We met up with our guide in the RaiJuku district, a sleek urban environment with a distinctly Japanese architectural feel. As Tim told us when we recently spoke, vSide's areas are each designed to create an impression of cultural location without being bound by architectural fidelity."

- Another notable interview posted on Gamasutra at the end of last week: 'Narrative Design For Company Of Heroes: Stephen Dinehart On Writing For Games', and it's notable for a mature (no pun intended!) approach to writing for WWII games from the Relic narrative designer: "We make this material for adults, hence the Mature ESRB rating, and as such I assume they are at a maturity level where they can analyze the game and narrative system as presented. In that, I hope they see a story there of struggle, a battle of morals and nations that shed the blood of the common man in an effort to save Europe."

Comments

How can they say they make this material for adults when the game is just a typical, zerg-rush, out-micro-the-other-guy RTS? I mean, seriously... you're building your soldiers (okay, calling them in) right on the battlefield. When did that happen in WW2? It's just Starcraft in camo fatigues. It doesn't even faintly look like WW2. Who are they trying to kid?

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If you enjoy reading WorldsInMotion.biz, you might also want to check out these CMP Game Group sites:

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Game Career Guide (for student game developers.)

Games On Deck (serving mobile game developers.)

Indie Games (for independent game players/developers.)

Game Set Watch (the Group's alt.game weblog.)


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