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September 5, 2009

COLUMN: Alt Space: War Ain't No Fun

GSW%20WW%201.jpg['Alt Space' is a regular GameSetWatch-exclusive column by critic and writer Phill Cameron, discussing the relationship between the personal computer and gaming. Sweeping his gaze across the esoterica of PC gaming, today he regards WW1 Medic, and the success it has portraying the essence of war, and the implications of that portrayal.]

Two dots and a curve. That's all you need, these days, to denote happiness. The entire culture of smilies and emoticons has grown up around the basic principle that facial expressions can be boiled down into a few markings and thrown from the keyboard across the aether, until the person on the other end knows you're joking, happy, angry or sad.

A simple concept, arguably trivialising the infinite capacity for human emotion, the massive number of combinations those 52 muscles resident in the human face can amass. So there you have it, two dots and a curve, boiling something down into it's essence, with little lost in the process.

It's a principle that can be applied to the majority of things. Abstract art and absurdist theatre rely on only hinting at their subjects, creating thoughts and concepts beyond just blatantly shouting what they're trying to say. It's the subtleties that offset the core messages, stripping away the fluff to leave you with something profound and meaningful. War games, of late, have been more concerned with the fluff than the message, and that's all well and good; it's fun to play war. In the list of things that the 2004 PC freeware title WW1 Medic elicits, fun is not even there.

From the creator of Dwarf Fortress, the infamously complex, arcane and inpenertrable city building game, WW1 Medic places you as, unsurprisingly, a medic in the trenches of World War One. You're tasked with saving as many as you can by crawling around through no man's land, patching your men up as best you can, then dragging the unfortunates back to your trench, where they're presumably sent home to live out the rest of their lives. It's a simple concept, complete with scoring system and the chance to patch up the enemy for those more altruistic among us. The interesting thing is not what the game is, but how it's portrayed.

GSW%20WW%202.jpgPresented with the most basic of graphics, you see both ends of no man's land, the enemies trenches, and your own. One side is blue, the other green. You're green. Bullets sail over the space between the trenches at erratic intervals, each one randomly sent at the other side, just as likely to miss as hit. There's no thought behind the destruction in WW1 Medic. You just hover behind your side, patching up anyone unlucky enough to get hit, dreading the cry of that horn.

The horn still haunts me. It's jovial, almost whimsical as it sends dozens, if not hundreds of men to their death. They begin to charge, walking stoically to their deaths, some quickly falling onto their stomachs as their comrades get cut down. Even if they do reach the other side, the huddled masses of the other army will soon cut them down. If it's your side that charges, the temptation is to hang back, waiting for it all to calm down before venturing into the field of death, patching up whoever is close enough to drag back without worrying too much about catching a stray round.

Bullets are hardly the only thing you have to worry about. Mustard gas forms arbitrarily around the field, catching friend and foe alike, all dying with a splutter. There's little to no warning of where it's going to strike, so staying alive depends almost entirely on luck. The shelling has a little more warning, as you see the shadows of the shells growing ever bigger before exploding upon impact. Planes strafe occasionally. Really, bullets are the last of your worries.

It's hard to describe, and you should really play it yourself, what with it being free, but the ideas it spawns and nurtures are far more simple to explain. WW1 Medic is, in my experience, the truest depiction of war ever conceived in the space of gaming. Perhaps that is too broad, and should be limited more to depicting World War 1, or pre modern war, but the arbitrary nature, and utter disregard for human life present makes it seem that much more real and horrifying.

It raises interesting questions on why exactly we glorify war in the first place; with the Call of Duty games, and previously Medal of Honour, World War 2 has been done to death, but while you can get some sense of the sights and sounds of war from those games, you were always just one step below super human, able to shrug off bullets and explosions with nary a worry.

It's not a complaint against those games, but they never made me feel like I was there. It was just a bit more cinematic fluff, used to elicit a reaction. Of course, WW1 Medic is there to garner a reaction too, but it somehow feels a bit more true, and thus, more poignant.

GSW%20WW%203.jpgVulnerability has been a concept played around with in games for a while, but never truly embraced. Even in something like ArmA or Thief, you rely on tactics and intelligence to outsmart and outmanoeuvre your opponents, so they never really get a shot off at you.

You can still take a few shots, get patched up, carry on like nothing's happened. Perhaps the increased vulnerability here wouldn't make for a fun sustained experience, and only works within WW1 Medic's small walls because it's an isolated, short play session, where it sometimes lasts only a few seconds as you take one of the first shots fired in the cranium.

WW1 Medic is not fun to play. It's not even satisfying. You might save a few lives, but you can never make a difference to the soldiers there, as more are always ready to take the place of those lost. At the end you're given a score on how well you did, but that's almost a mockery, placed there to attach a figure to something that doesn't need or want one. You go out there, you do what you can, but ultimately, it's all futile. And that's war.

Best Of Indie Games: Able to Leap Tall Buildings in a Single Bound

[Every week, IndieGames.com: The Weblog editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days, as well as any notable features on his sister 'state of indie' weblog.]

This week on 'Best Of Indie Games', we take a look at some of the top independent PC Flash/downloadable titles released over this last week.

The delights in this edition include a couple of one-switch arcade games, a puzzle platformer that features an unlikely duo, a challenging Ludum Dare competition entry, a block-sliding puzzler, and an adventure game that stars (out of all things)... a frying pan.

Game Pick: 'Little Space Duo' (Jugilus, commercial indie - demo available)
"In Little Space Duo, you play as a young girl named Lucy who was captured by an alien cargo ship after being wrongly mistaken for an Earth specimen. She befriends a small robot on the ship (which she nicknamed Sunny), and the both of them set out to fix things and find a way to send Lucy back to where she came from."

Game Pick: 'Canabalt' (Adam Atomic and Danny Baranowsky, browser)
"A simple one-button action game where you are in control of a well-dressed man who can't stop running, leaping from the top of one building to another as the city is being attacked by giant robots and futuristic-looking ships. Canabalt was created by Adam Saltsman for Experimental Gameplay Project's August theme, 'Bare Minimum'."

Game Pick: 'Beacon' (Chevy Ray Johnston, freeware)
"Depending on how good you are at overcoming difficult challenges, Beacon can be a rather lengthy platformer that will take some time to beat. Shadows are lurking in every corner waiting for our protagonist to make a wrong move, but as luck would have it a beacon of light appears out of nowhere to help him illuminate the way forward. You can download this and many more entry submissions from the latest Ludum Dare competition."

Game Pick: 'Tower Climber' (Skipmore, browser)
"In Tower Climber, a princess has been turned into stone and held captive at the top of a tall tower. And as the hero of the kingdom, it is up to you to save the day by collecting all one hundred gems inside the tower and casting a spell to turn the fair maiden back to her beautiful self again. This one-button arcade game is simple in design, yet fun enough to last you for at least an hour or two."

Game Pick: 'Guardian Rock' (Stefan Åhlin, browser)
"A great new browser game title that makes full use of sliding block puzzle fun. The idea is here to slide the 'Guardian Rock' around the levels and crush all the explorers. Once old G Rock starts moving, he can't stop until he's crashed into something solid. It's a hard life, this 'protecting the ancient temple' thing."

Game Pick: '78641 - A Targ Adventure' (GZ Storm, freeware)
"In 78641 - A Targ Adventure, you play as a walking, talking frying pan, sent back post-death after an accident to live your life properly. The problem is, it's not exactly clear what you're meant to be going back in time to do. Cue randomly trying different things, finding the best outcomes and crashing your car repeatedly to restart time again in a very Groundhog Day-esque style."

September 4, 2009

3D Dot Game Mario, Pac-Man

Asteroids, Space Invaders, Pong, Mario, and Pac-Man all receive a nod in this clip from modelers and animators Jason Yeh, Jenny Hsieh, James Vogel, and Ivan Cruz. The classic game characters and worlds, re-imagined with voxels, look like they were taken straight from From Software PS3 RPG 3D Dot Game Heroes.

My favorite bit is definitely the part with Mario throwing the Koopa shell, collecting coins from a first-person view. The music, "Blitter Baiter" by StarPause, is also excellent. You can download the song and StarPause's AKID EP for free from 8bitpeoples.

Round-Up: Gamasutra Network Jobs, Week Of September 4

In our latest employment-tastic round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including positions from WB Games, Treyarch and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted this week include:

Atari: Producer
"Working with Third Party Developers, responsible for directing the development of multiple products from concept to release and for providing and/or maintaining the creative vision of the products. The Senior Producer is accountable for meeting products' timeline for delivery, budget and profitability goals and for working closely with marketing staff to ensure effective distribution."

Disney Online Studios Canada: Production Project Manager
"Club Penguin is an innovative virtual world website for kids ages 6 - 14 which was acquired by The Walt Disney Company in August 2007. We are looking to expand the growing team of skilled, conscientious employees who are needed for a fast growing online game for kids. We are a community oriented company with a fun and dynamic workplace located in Kelowna, BC, Canada."

NaturalMotion: Runtime Engineer
"NaturalMotion is looking to expand its UK-based runtime engine team responsible for the creation of cutting-edge character animation systems. The candidate(s) will be responsible for ongoing implementation and optimisation of the morpheme and euphoria products on console platforms."

Ubisoft San Francisco: Lead Artist
"Ubisoft Entertainment, a global leader in the video games and entertainment software industry, is currently seeking a full-time Lead Artist. We are looking for a talented, motivated and experienced person to create and manage art development on an exciting next-generation cross platform project. Qualified individuals are expected to be organized, with excellent communication skills, and have a proven track record in management and art direction for both internal and external outsourcing studios."

Treyarch/Activision: Graphic Design/UI Artist
"Treyarch is home to some of the industry's best and brightest talent, and has garnered a reputation for being one of the industry's premier art, design and technology powerhouses. Today, the studio's teams are focusing on AAA quality next generation games for the Microsoft Xbox 360, Sony Playstation 3, Nintendo Wii and PC platforms."

WB Games: Senior Software Engineer
"WB Games Inc. seeks a Senior Software Engineer, Network to help us implement cutting-edge online features to ensure the Mortal Kombat franchise is an industry leader in online functionality. We are looking to position Mortal Kombat as the “gold standard” for network play, and we are looking for someone who wants to push the boundaries of what is possible with online interaction."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

GamesTM's Heavy Rain Origami Cover

This month's issue of UK's gaming magazine GamesTM features an interesting gimmick, an origami-themed cover with flaps that you can fold over to show the faces of Heavy Rain's two lead characters.

"It’s certainly one of the most challenging covers I’ve ever worked on," says GamesTM's editor-in-chief Rick Porter. "But the end result was worth it."

The issue also includes a 12-page feature on the PlayStation 3 game with hands-on impressions, as well as an interview with developer Quantic Dream's David Cage. Though much is still unknown about Heavy Rain, Quantic has let on that the game follows an "Origami Killer" that leaves folded paper creatures with his or her victims. The game also one had "The Origami Killer" as a subtitle.

GameCareerGuide Showcases Design Challenge Double

[My colleagues Christian Nutt and Danny Cowan are doing a great job with the written Game Design Challenges on our sister educational site GameCareerGuide.com, and I particularly wanted to highlight the latest results and a fun new Challenge revolving around giving sidekicks their own game.]

This week, GameCareerGuide has posted both a new Game Design Challenge (asking readers to find a new hero) to its readers and the results of its most recent competition (which all began with a mysterious letter.)

A New Challenger Appears

The latest Game Design Challenge, which is open to all of GameCareerGuide's readers, and which will accept submissions until September 16, asks entrants to take a look at their favorite games and figure out which character should step out as the hero of an original adventure.

Inspired by Nippon Ichi's Prinny: Can I Really Be The Hero?, which promoted the peculiar penguins from the Disgaea series to a leading role, the latest GCG challenge asks the question: which overlooked game character should lead? For full details and guidelines, visit the challenge at GameCareerGuide.

Results!

The latest Game Design Challenge results are live. In the challenge, GCG asked its readers to envision a game touched off by a letter:

"Though paper letters aren't such a big part of our lives anymore, they were once of tremendous significance.

"Email, Twitter, blogs, instant messaging, cell phones, and Facebook have all drawn us closer, but there was a time when momentous information would come in a letter; information that could change the course of someone's life.

"This design challenge deals with such a letter.

"GameCareerGuide's readers were challenged to create a game called The Letter, which opens with the main character receiving a very significant letter.

"What's the content of the letter? Where does he or she go from there? These elements were up to our readers, as were setting, content, and genre. The only restriction is that the game's story must begin with the protagonist receiving a letter."

Here are the three top entries:

Jay Gavarra
Gavarra's entry makes the written word a crucial gameplay element, as the game's opening letter serves as both an initial impetus and a physical landscape that must be charted. Traditional platforming bridges the gap between the letter and the physical world in this imaginitive title.

Garrett Guillotte
Guillotte suggests a complex yet largely anonymous MMORPG in which players are drafted and instructed by a real-world letter. A mid-game twist provides additional tension, further fueled by the game's unique premise and lack of explicit communication.

Alessandro Toffoli
In Toffoli's version of The Letter, a homeless man receives a mysterious note that starts him on a journey to his troubled homeland. Players must use limited resources to complete difficult tasks and help a visually impaired young man survive his trek through a warring country.

To read the winning submissions, including seven strong runners up, head on over to the results on GameCareerGuide right now.

SexBox: Adults Only Console Proposed

San Jose-based Silicon Xtal Corporation, an integrated circuit and passive component manufacturer, appears to be working on a console specializing in Adults Only-rated games and mature content.

The company registered the name "Sex Box" in the U.S., describing the concept as a "video gaming system console comprised of computer hardware with unique user controls which plays interactive Adult Only rated (AO) video game software titles, and has proprietary software and firmware that provides access to associated AO content and entertainment in all other digital forms."

Those other forms of Adults Only content and entertainment include "audio, video, HDTV, DVD, online, gaming, social network, webcams, video on demand, downloading, movie rentals, purchases, stores, advertising, interactive adult communities, massive multiplayer online games, and emerging markets in one or any combination of these and more as technology evolves."

SXC has some experience working with consoles, though certainly not at a level comparable to Sony, Nintendo, or Microsoft. The manufacturer says products like the iPhone/iPod, MacBook, iMac, Nvidia graphics cards, and Xbox 360 use its circuit designs. Being a partner to the company, I imagine Microsoft would not appreciate the name SXC's chosen for its console.

It's hard to imagine a market for an only Adults Only console, as there really aren't many games with that rating in the U.S.. Most developers that receive an Adults Only rating for their games tone down their content -- as was the case with Manhunt 2 and The Punisher -- so that retailers won't refuse to put the releases on their shelves.

As far as I know, the only released console game with an Adults Only rating is Grand Theft Auto: San Andreas due to its Hot Coffee minigame, and Rockstar eventually re-released an M-rated version (and a "Cold Coffee" PC patch) for that, too.

[via Siliconera]

Nintendo Initially Rejected Scribblenauts Developers

After describing the gimmick and hype behind upcoming Nintendo DS game Scribblenauts, 5th Cell's co-founder and creative director Jeremiah Slaczka shared his story of how the studio was founded along with its early challenges, including having to lay off everyone but a single intern in 2005 when the market for its mobile phone games dried up.

It was during that time when the developer switched its focus to DS games and began working on what would become Drawn to Life, according to a report from The Seattle Times. As innovative as the platformer's concept was (drawing your own hero, weapons, platforms, and more), however, Nintendo initially rejected 5th Cell's request to become a licensed developer.

The studio kept working on the title with a "hacked" DS to build a demo, and sent a video of Drawn to Life to Nintendo nine months later, this time convincing the platform holder. 5th Cell used its royalties from past mobile releases to hire interns from game-development college DigiPen to finish the game (the company now has 34 employees).

Drawn to Life went on to sell over a million copies worldwide, spawn a SpongeBob SquarePants spin-off, and receive two upcoming sequels, both titled The Next Chapter, for DS and Wii. The game's success also likely helped green light Scribblenauts's original design.

Ubisoft's TGS 2009 Shirts

Ubisoft will have a set of five original shirts to hand out at its Tokyo Game Show booth later this month, each tee promoting different games the publisher will have available for attendees to try out -- Avatar, Red Steel 2, Assassin's Creed II, Rabbids Go Home, and Tom Clancy's Splinter Cell: Conviction.

If I had to pick my favorites from the bunch, the Rabbids and Red Steel 2 shirts seem like the most stylish -- as stylish as moronic rabbits can be. You can see a couple of the tees below and on Ubisoft's TGS 2009 Japanese page (along with trailers and screenshots for the featured titles).

[Via Andriasang]

In-Depth: The Hidden Demo Riches Of Assembly 2009

assembly2009.png[We've tried to feature the demoscene on GameSetWatch in the past, but we're delighted to announce a column from Paul 'EvilPaul' Grenfell from AteBit, who created the GSW-adored Pimp My Spectrum, among others. His first piece goes through results - with lots of video links - to this year's Assembly demoparty in Finland, in which Paul's 'Transform' 64k intro actually took first place, yay.]

Assembly is the largest combined demo and LAN party in the demoscene calendar, held every August in Helsinki's Hartwall ice hockey arena.

I've picked out some of the best entries from this year's competitions for you - which span categories as diverse as fitting your entire production into a 4kb or 64kb space, all the way to much bigger real-time demo categories and even

4K Intro

4096 bytes doesn't allow much space for graphics, music and everything else that goes up to make a demo but the 4k scene continues to impress. This year's competition had several great entries. Abstract shapes are definitely in right now but natural forms and environments are also gaining in popularity. I strongly suspect that this is due to the influence of the epic Elevated 4k demo released earlier in the year.

Muon Baryon by Youth Uprising & Ümlaüt Design & Outracks

Interestingly, the source code for this demo has been released. This would be a good starting point for anyone thinking of trying their hand at coding their own 4k demo.

dollop by SQNY

Deepness by Unknown Artists

64K Intro

The 64k competition has a size limit of 65536 bytes. Demos entered this year were strong and provided much more variety than we've seen recently. The mix included good Flash and ANSI Art-based demos as well as the expected hi-tech entries.

Transform by ate bit

Proof of Concept by Evoflash

Not the first ever 64k Flash demo, but definitely the first that can compete with the style and content of the PC 64k scene.

Hotel Bar Heroes by Portal Process

Oldskool Demo Competition

The Oldskool Demo competition is open to all platforms that were commonly available by 1992.

Assembly's Oldskool competition hasn been in decline for a few years now. Their choice to group both 8 and 16 bit computers into the same competition has also made it a difficult one to judge. Groups seem to be choosing to release at dedicated oldskool parties like Forever and LCP instead.

3.5 inches is enough by Unreal Voodoo

The winner of the competition and my firm favorite. The demo is written for a Mac Classic - an 8mhz machine from the early 90s, with a monochrome display.

Demo Competition

Assembly's demo competition once again provided us with some eye-popping treats.

Frameranger by Fairlight & orange & Carillon & Cyberiad

A stunning demonstration of cutting-edge rendering techniques, good design, great style, fast cars and fighting robots.

The golden path by United Force & Digital Dynamite

Wrath by matt current

The Flow by znah

One simple effect and a refreshing choice of classical music make up this beautiful alternative to the high-tech designs of the other demos from this competition.

Short Film Competition

The short film category showcases more traditional animation and film-making techniques. The competition usually includes a large percentage of live action shorts - not something the average demoscener is interested in - but there are always at least a few entries that they can warm to.

There'll be balls by Kouvola Krew

Heath Robinson would be proud of this one.

Subtle Confusion by Pistoke

No 1/2-bit Cheese this year, but luckily Pistoke stepped in to provide us with this stylish and humorous CG animation.

Sentience by Bad Loop

Wild Demo Competition

The Wild Demo category include demos written on computer platforms that don't fit into any of the other main categories.

C0D3R C0L0RZ by Throb & T-Rex

Starting off as a homage to 2007's stunning Debris, this Nintendo DS demo soon moved on to showcase the creators' talents as well as their sense of humor. For reference, the term "coder colors" describes any colour scheme chosen by a coder rather than an artist. Think bright, eye-melting colour combinations rather than subtle or complimentary ones. The primary red, green and blue colours in this demo are a perfect example of the phenomenon.

Severity Of Grey by Evoflash

Not content with coming 2nd in the 64k competition, Evoflash also gave us this larger Flash demo in the Wild competition.

In Conclusion

These are just my top picks from this year's party, but of course there were many more. If you fancy checking out the other releases then you can find most of them (over 70 at the last count!) on Pouet.net.

As with all demoscene releases, you are strongly encouraged, wherever possible, to download the binaries and run them on your computer for the best experience. Just be aware that you'll need a monster PC to run the winners of the Demo and 4k competitions at a good framerate! ;)

[Paul Grenfell is a UK based video game programmer by day, but by night he becomes evilpaul - head of the demogroup "Ate Bit". He loves showing people what the demoscene has to offer and occasionally he blogs about his own demos on evilpaul.org.]

September 3, 2009

Homer Spared In Cancelled Simp-sims Game

Josh Bridge, currently Dead Rising 2's level design director at Blue Castle Games, has been sharing details behind the unreleased games, early prototypes, and proposals he worked on during his years at Propaganda Games, Ubisoft Montreal, and other developers, revealing projects such as Scary Movie The Game and Space Rockers.

One such title was a Sims-inspired version of the Simpsons, which focused on the cartoon family's witless but lovable father Homer. According to the developer, players took on the role of omnipotent being "Jeebus", nudging Homer to do their bidding.

Bridge's team first developed the title in 2D, with the first playable version allowing gamers to torment Homer in his living room. Interacting with different items in the room triggered a reaction from the bald star -- turning off the TV made him mad, and turning the lights on and off would scare him. "Although it lacked gameplay originality, it was still fun to manipulate Homer and watch him eventually break down spinning on the floor screaming," he says.

He adds that the game went through lots of hoops and failed attempts to get greenlit, the project was turned into a 3D demo. "Guess that the powers that be felt that 3D was the way of the future for a 2D show," Bridge laments. "Regardless, it was shelved."

Interestingly, Electronic Arts returned to the idea (I assume unknowingly) years later in 2007's DS version of The Simpsons Game. The dual screen edition featured an exclusive "Pet Homer" mode parodying the systems popular Nintendogs games. EA explains the feature:

"Tired of pet rocks? Sick of raising virtual puppies? Good news pet lovers, now you can take care of your own big fat lazy Homer! Keep him fed and happy or watch him wither away with your very own Pet Homer!"

You can watch shakycam footage of someone playing "Pet Homer" below:

Bridge's Simpsons game sounded a lot more fun than this simple diversion!

Lounge On Pac-Man's Jaws

The only failing I can see in this PacM chair, is the fact that it doesn't actually exist outside of this model rendering, as its simply a piece of furniture dreamed up by Mexican model designer Jose Jorge Hinojosa Primo. I can imagine myself working on my laptop while lounging in the chair all day, then curling into the seat and pulling Pac-Man's mouth down to take a nap.

Jose explains that the model was "inspired in the round lines of [the] old game," designed to "send shivers to all of us that once played arcades". It's certainly truer to its source than German designer Martin B. Jing's Pac-Man chair, colored gray and mouth unmoving. You can see more renders of Jose's PacM chair below:

Note: Gamasutra Network Adds Twitter Feeds For All Sites

Just a quick note that the Gamasutra Network of sites, which includes a number of weblogs on specific game industry areas -- including this very one -- has added Twitter feeds and formalized RSS feeds to make for easier reading.

The Gamasutra feeds page has a complete list of RSS feeds, but both Twitter and RSS information for our suite of sites are now available.

The full set of syndication info is as follows:

- Gamasutra (the art and business of games) - News RSS, Features RSS, Jobs RSS; Main Twitter, Jobs Twitter.
- GameCareerGuide (for student game developers) - News RSS, Features RSS; Twitter.
- WorldsInMotion (the business of online worlds) - RSS; Twitter.
- FingerGaming (gaming on the iPhone and iPod Touch) - RSS; Twitter.
- GameSetWatch (an alt.video game weblog) - RSS; Twitter.
- IndieGames (for independent game players and developers) - RSS; Twitter.
- GamerBytes (the latest console digital download game news) - RSS; Twitter.
- Serious Games Source (games for health, training, military and other users) - RSS, Twitter.
- GamesOnDeck (all about the mobile game industry) - RSS, Twitter.

COLUMN: Design Diversions: Giving Me a Hard Time

BlazBlue.jpg[‘Design Diversions’ is a biweekly new GameSetWatch-exclusive column by Andrew Vanden Bossche. It looks at the unexpected moments when games take us behind the scenes, and the details of how game design engages us. This week - getting into Arc System Works' BlazBlue and learning curves for games.]

Have you ever tried to get your mother to play a videogame? I attempted this many times in my youth. For her, it was like one of those nightmares where you're driving a car and the breaks don't work. For me, it was a unsuccessful fight to suppress my instincts as a backseat gamer (Shoot the monster! Shoot him! Now jump. JUMP!). I am very thankful for her patience.

Learning how to play a videogame for the first time can be like learning how to walk on the moon. Experienced players know generally how their actions will be interpreted by a new game, since most games are built up out of commonly accepted conventions which makes it easy to try something new. It takes minutes to adapt to a new game if you know what to expect. As a result, it’s easy to forget how hard games are to learn in the first place.

This I why I'm glad I picked up Blazblue. It reminded me, for the first time in a long time, that videogames are hard. Knowing nothing but the basics can get a player through the game’s lethargic AI, but the computer can’t compare to a human opponent. There are a huge number of concepts and gameplay mechanics that aren’t even relevant until you get really competitive.

This isn’t limited to just Blazblue. Nearly all fighters have a high level of play that, as it were, forces you to learn to walk all over again. It’s such a leap to competitive play that the game even includes a DVD of combos and strategies to help players along. What I found particularly interesting is that nearly all of the deeper strategies came from fansites and players rather than official sources. Designers tend to leave the community to their own devices, but there’s more to this than just letting the fans do the work.

The Game Inside the Game

The arcades are dead in America, but even when they were thriving competition was limited to the local kids unless a big tournament was involved. Now that online is a regular part of console gaming, it really brings the depth of fighting games to everyone. Plunging into the deep end, however, can be a pretty big shock.

Online showed me just how much I had been missing. I’m rarely surprised but always impressed when people manage to break games, so I can say that I was somewhat prepared for how large the gap in skill was going to be. But what surprised me was the relationship players had with the guts of the game. The fighting game community has its own exhaustive vocabulary, so technical it becomes easy to forget that it describes kicks and punches. They’ve researched the frame by frame information of each character so that everything happening every 1/60 of a second is accounted for.

What is interesting is that this isn’t above and beyond what the designers of Blazblue were expecting. They created those frames knowing how they would be exploited, not to mention all of the dozen or so little techniques of offense and defense that you'd never need to know to beat the computer but suddenly makes the difference between life or death when you're up against a human and you need every shred of advantage you can get. They created a game about maybe half of which is too advanced for the average player to even be aware of.

It was as if I hadn’t even been playing the same game. And in many ways, it wasn't. Skill changes the game dramatically. Self learning has its limits. If I was more persistent, there might have been a point at which my Mom figured out how to run and jump and all that good stuff. But at this point, knowing the basics and being able beat the game, she wouldn’t have anything left to learn.

In a single player game, this is all you’d ever need to know. But in a multiplayer game, going above and beyond the computer is the only way to get better. That's why such dedicated communities form over these games. The only way to play better is to learn, and the game has nothing more to teach. Games like Blazblue don’t even make an attempt to convey more advanced concepts to players. The average player isn’t fighting with his friends anymore, he’s fighting with a massive pool of players online.

Teach Me, Mr. Arc System Works!

This raises an interesting questions: should designers be more involved with their community? It is rarely productive to look for in-depth information through official sources. These tend to barely have any info on the actual game, let alone on how to play it. It’s the fan sites that have the hard data.

Blazblue has a very friendly single player mode, but there’s no transition between this and fighting real people. Nothing tells you how to combo, or what playing against a real life opponent is actually like. Blazblue explains how to perform all the moves and blocks and techniques, but does not explain why or when or in what circumstances they should be used. It’s the sort of thing that a master perfects, but a beginner doesn’t know where to start with.

What's with this love 'em and leave 'em attitude? Wouldn’t it be nice if the creators were involved with the community not just when it comes to balance and bug fixes, but to discussions of how people play the game? The fact that sites like Dustloop and Shoryuken exist shows that people are interested. Of course, it’s definitely true that figuring out the game is part of the fun, but for a casual player, the game itself doesn’t provide the instruction necessary to even grasp higher level play.

It's not like I expect Arc System Works to have personal trainers (although I kind of want to see that now). Metal Gear Online tried a mentor system that was supposed to allow experience players to train new players, and while it can't really be called successful, it was a pretty interesting concept. A tutorial about the basics of competitive play, integrated in the game itself, might make the plunge a bit easier.

There isn’t much a computer can do to teach someone how to play a multiplayer game, since the experience depends completely on the players. But giving players tools for learning and instructing others is the next logical step. A senior Blazblue player took a shine to me and brought me into a much higher level game that I learned a lot from, and a feature that encourages that effectively could go a long way towards introducing new players.

DDblazblue2.jpgHow To Help Us Help Ourselves

Moving into competitive play is like going from learning how to walk to running a marathon. Marathons look easy at first, right? All you have to do is:

1. Run
2. Do it for a long time

Of course, getting the human body into the condition where you can do that is a little harder, right? This is the difference between reading the frame data and having the reaction speed for that knowledge to matter. Not everyone can be a master. The lifetime of one game isn’t nearly enough to develop the skill to be the best. The people who are great at games like Blazblue have been playing fighting games for a long time.

This is the dilemma of information. Figuring out frame data and interpreting it is half of the game for the community. It's not for everyone, but for those who enjoy it, it's everything. I have fun figuring stuff out. But I also have more fun when I know what I’m doing. Many games require players to have this knowledge to make the most of them, but aren’t that good at teaching it.

In The Orange Box commentary features, Valve designers discuss how they are always subtly teaching their players how to play by building concept upon concept. Of course, Valve’s multiplayer only game, Team Fortress 2, doesn’t have the opportunity to do something like this. But they do have a few interesting features, like the deathcam, that let players learn from their mistakes. By the same token, BB has a feature that lets you record movies or download them from other players. All of this is great, but it might not be enough.

Finishing It Off

It may eventually come to pass that what is done now through wikis and forums becomes integrated in the games themselves.. Independent communities will never die and they have advantages that won't soon disappear, the game itself should provide more tools for this sort of discussion and experimentation

Companies like Valve and Blizzard update their games constantly and are in constant communication with their community. At the moment, though, this communication is focused primarily on issues of gameplay balance. It's the biggest concern that players have is how their game works. Especially in these very competitive games. So it's what they take to the table when discussions happen.

But will we see this (quite wonderful) back and forth relationship extend from game design discussion to gameplay discussion? Moving from just buff this nerf that, to really talking about how people play the game.

[Andrew Vanden Bossche is a freelance writer and student. He has a blog called Mammon Machine, which discusses videogames and things that you do on a computer that aren't videogames, and can be reached at AndrewVandenB@gmail.com]

You, Too, Can Be A Noby Noby Boy (Or Girl)

If having a colorful doll of Boy wasn't enough to sate your obsession over the strange, snake-like star of Namco Bandai's Noby Noby Boy, perhaps this homemade cap and scarf will do the trick. Now you can keep warm during the Fall and Winter months, while also stretching Boy's torso whenever you please.

ShadowsInTheNyte crocheted this adult, one-size-fits-all hat out of no-dye acrylic yarn, sewing arms and legs onto each end of the 40-inch creature. It's an one of the more expensive items on the craftster's Etsy shop, priced at $63.50 before shipping/handling, but each hat and scarf will have a different random set of colors, so at least you're getting something unique! (though any homemade craft modeled after a Keita Takahashi character is already unique)

Make sure to browse through the rest of ShadowsInTheNyte's shop for more game-themed headwear, like the Mega Man Skullcaps, Moogle Hats, and Castle Crashers caps.

[Via Wonderland]

Majesco Bringing Bad Dudes, Data East Arcade Classics To Wii

Majesco is a bad enough dude to allow you to rescue the president. A new ESRB listing found earlier today reveals that the publisher is planning to release a collection of Data East's arcade games to Wii, all of which have yet to release on the system's Virtual Console Arcade service in any territory.

The late 80s and early 90s arcade classics include Bad Dudes vs. Dragon Ninja, Burger Time, Caveman Ninja, Street Slam, Secret Agent, Magical Drop III, and "many others". Perhaps we'll also see Sly Spy, Bump 'n' Jump, Heavy Barrel, Fighter's History, Karate Champ, Windjammers (!!!), and Ring King? Don't Majesco to throw in RoboCop, as it's likely near impossible due to licensing issues.

Japanese mobile company G-Mode and developer Paon (Donkey Kong Barrel Blast, DK: Jungle Climber) acquired most of Data East's properties shortly after the company declared bankruptcy and closed in 2003. Since then, G-Mode has released thee of the studio's TurboGrafx-16/PCE games to Virtual Console -- Bloody Wolf, Silent Debuggers, and Drop Off -- but nothing else.

While the ESRB listing didn't provide an expected date for the collection, it does warn parents that Magical Drop III has background figures that "cheer or move in ways that cause their breasts to jiggle" after players score points or make combos.

[Via Rlan]

Misha's 'Our Lady Of The Arcade'

Gallery 1988, which you might recall for its deal with The Autumn Society to sell 8-bit and Beyond prints (Two of which are now available!), has another video game-themed giclee print from LA artist Misha, titled "Our Lady Of The Arcade".

This sacrilegious 8.5" x 11" piece depicting Blessed Virgin Ms. Pacman and her angelic (well, ghostly) admirers is available in a limited edition run of 50 for $50. If you're interested in hanging this on your wall, you'll want to grab it before the art becomes super popular like Misha's last painting series, which remixed the worlds of Super Mario and Star Wars:

GameSetLinks: Ants In Your (Digital) Pants

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Cramming in a brief break between the GDC Advisory Board meeting and the 2009 Penny Arcade Expo in Seattle this weekend, time to crank out a few more select GameSetLinks, starting out with an NPR piece with Will Wright and E.O. Wilson in conversation - rather awesome.

Also hanging out there - Pixel Vixen analysis, hidden messages in oldskool Japanese console games, a goodbye to games, armed forces ads that are rather gamelike, and more besides.

The next day:

Ant Lovers Unite! Will Wright And E.O Wilson On Life And Games : NPR
Awesome: 'Ants make some people cringe — but for E. O. Wilson and Will Wright, they provide never-ending fascination.'

Critical Distance | Pixel Vixen 707, Part 1
A nice analysis of the ARG experiment and excellent game writer.

Hidden messagin’ @ Magweasel
Kevin Gifford's translations of two hidden messages from disgruntled Japanese game programmers.

The Triforce » Blog Archives » Goodbye Games
Dave McCarthy (ex-Edge) quits writing about games with an interesting grump in his stride.

The Pixel Revolution | Edge Online
Nice piece on a really complex subject.

War is not a video game - Salon
Join the armed forces, the ads suggest, and you don't have to experience the blood-and-guts consequences of combat.

September 2, 2009

Five Uses For Famicom Dojo's Season 1 DVD

If you've yet to enjoy Famicom Dojo, it's an entertaining and educational web show centered around the NES and its Japanese brother the Famicom. Hosted by 4ColorRebellion's Kevin "Vinnk" Tabornino and Powet.tv's Sean "The Orange Corse, the series's first season covers a range of somewhat obscure topics about the consoles, like the Famicom controller's microphone and the cartridge pin differences between the two systems.

Production company That's Orange has released a DVD collecting all six episodes from Famicom Dojo's first season. While you can already watch all of the episodes online for free, this release includes higher resolution video and better quality sound, along with commentary tracks (and hints on what two expect with season two) from the hosts.

The Famicom Dojo's Season 1 DVD includes promotional videos, bloopers, alternate takes, and cut scenes shot for each of those episodes. It also offers footage from Corse touring the Midwest to promote the show, "live satellite feeds" with Vinnk, and the two hosts's Tokyo Game Show 2007.

You can watch Famicom Dojo's first, rough episode below, which introduces the Famicom and Disk System, as well as the show's fantastic bits with talking consoles:

Also not to be missed -- three short but informative Denshimail segments in which the Famicom fanboys answer viewers's questions about the Japanese system's AC power adapter, RF/AV hookups, and more.

The DVD is available for purchase through Famicom Dojo's official site, which also includes streaming versions for all of the show's episodes and Denshimail segments.

Namco Bandai Selling Its Game Soundtracks Through iTunes

Developer and publisher Namco Bandai announced Namco Sounds, an iTunes-exclusive music label that will sell remastered soundtracks of the company's games online, starting with Pac-Man, Xevious, and Soulcalibur Suite: The Resonance of Souls and Swords.

You can purchase each individual track for $.99 or the game's entire album for $2.99 ($2.97 for Soulcalibur) -- considering that most of the Pac-Man and Xevious "songs" run under ten seconds, you probably want to just grab the full albums.

Soulcalibur Suite commemorates this week's release of Soulcalibur: Broken Destiny for PSP. The album features songs from the fighting game series's anime and games performed by the Australia-based Eminence Symphony Orchestra.

Namco Sounds intends to post additional music from the company's catalog on the second and fourth Wednesday of every month.

Sound Current: 'Jonathan Coulton on "Still Alive," PAX Style'

[In his latest GameSetWatch-exclusive interview, Jeriaska talks to Jonathan Coulton about the geek-friendly musician's upcoming Penny Arcade Expo appearance, his attitude to creating art, and some recent Japanese performances of his classic Portal theme 'Still Alive'.]

Jonathan Coulton's closing credits theme to Valve's Portal, sung by the disingenuous artificial intelligence GLaDOS, has gained widespread recognition since the game was released in 2007. The track was made available as a free download on Rock Band last year, and is making its way onstage for two game-related live events this season.

Featured at the 2009 Press Start Symphony of Games concert in August at the Tokyo Metropolitan Art Space in Ikebukuro, "Still Alive" was performed by the Tokyo Philharmonic Orchestra and sung in Japanese by vocalist Mariko Otsuka.

This weekend, Coulton will play the song himself at the Penny Arcade Expo in Seattle. In addition to performing live, the musician is scheduled to participate in a panel on developer Harmonix's Rock Band Network. The service is meant to facilitate independent artists in adding their songs to the playable catalog.

For this game-related interview, Coulton offers his perspectives on the unique appeal of music titles like Rock Band and the reception of "Still Alive" from Portal. The discussion provides a novel perspective on the intersecting artistic aims and issues of digital property rights shared by both the current music and videogame industries.

Harmonix will be presenting its panel on the Rock Band Network at PAX, which you are scheduled to attend. While the details of the service have not been fully revealed at this point, do you have any thoughts on what potential exists for the service?

Jonathan Coulton: I think it’s a great idea. It makes perfect sense to make this a market for independent content, like everything else on the internet. As someone who is relatively proficient in both playing actual musical instruments and playing videogames I can say that Rock Band simulates both those things very well. In particular the drums are amazing: As you’re playing the drums, you’re kind of playing the drums!

On top of that, my wife is not a huge gamer, nor does she play any musical instruments, but she can have a blast in Rock Band. It’s always fun to watch a group of people at a party get together and have that experience of playing in a band. For people who wouldn’t otherwise get to know what that’s like it’s a great experience.

How many of your songs are looking like they will be on Rock Band in the near future?

“Still Alive” and “Skull Crusher Mountain” are on Rock Band. Now that they’re doing the Rock Band Network so that indie musicians can get their stuff up there, I’m going to be putting a lot more up.

A number of your songs have a Creative Commons license attached. Is copyright an issue you feel is important to musicians working in digital media today?

As a musician I think a lot about this. The changing nature of the music industry is something I have to pay attention to. I do think that this is transformative: the internet, the mp3, all these portable devices. It’s always been the truth that new things are based on old things, and the difference with digital content is that now we can create things that are literally reusing pieces of old stuff, as opposed to just being based on it.

Maybe not all of us, but millions of us feel it’s okay to trade music with each other, and to ignore that fact just seems like lunacy to me. That’s one of the things I like about Creative Commons. It allows you to acknowledge that fact and embrace it. It’s a way of saying, “Please share my music.” Derivative works are also part of the license that I use.

This is how we make art now—by reusing other pieces of art. The rules have changed, I think in a very positive way. It’s a beautiful vision of creativity to say: I put this music out not just to be enjoyed, but as ingredients for new things.

Do you find it inspiring to be able to witness your work being reinterpreted or utilized by others in the creation of new artistic products?

Oh yeah, it’s incredibly flattering. For someone to care enough about your music to edit together a four-minute music video for it is remarkable. And also, it’s really inspiring to think that you somehow enabled more creative work in another person.

This guy named Spiff creates machinama music videos using World of Warcraft. He’s done like fifteen of them, and they’re great. They sort of take the story that’s in the song and expand on it in really interesting ways. They’re funny and they’re technically really impressive… I don’t even know how he does it. They’re all on YouTube, and the amazing thing is that some of them have been viewed literally millions of times by people.

There is a whole community of people that really likes to watch World of Warcraft machinama videos. It’s a niche I never even knew existed and one that I would never have in a million years thought to market my music to. But that’s exactly what has happened in this very organic, natural way. This guy Spiff is into it and also is a fan of my music. It’s sort of a perfect example of why Creative Commons is a great thing.


Spiff's Machinama music video of "Code Monkey"

The other one that I’ll mention is there’s a woman named Kristen Shirts who plays the ukulele and who lives in New York City. She entered and won a remix contest that I was having for a song called “Code Monkey.” She stripped it way down, just used the vocals and added a ukulele part.

The original song is this very fast rock song, and it became this sad, quiet piece. It got to the heart of the song in a way that I failed to do when I originally recorded it. Since then, the way she plays it is the way I play it when I play it live. In fact, whenever I play it in New York, she plays it with me.

How well do you know the organizers of the Penny Arcade Expo?

I think the first time I met Mike and Jerry was the first time at PAX. They’re incredibly talented and they’re running this event that 40,000 people attend. It’s just nuts how big it is. You expect when you meet people like that, they’re going to be these huge Hollywood assholes, but they’re not.

Last year the Minibosses, a rock band that does covers of retro videogame themes, performed at PAX. Were you able to check out any of their set?

Yeah. It’s sort of an amazing spectacle to see that music in that style. It’s fascinating to me that there’s this whole body of work that was created for videogames over the years, having various different technical requirements and limitations on how many voices you could use. I started with a 2600 and have been interested in gaming for as long as long as there have been games.

Could you see yourself writing a full soundtrack to a videogame?

I don’t think that writing instrumental music that would support the action and events in a videogame are where my skills and interest lie. I’ve never done anything like that. “Still Alive” for me was a nice opportunity because I could write a pop song that a character would sing.

Has there been music from games that has stuck with you over the years?

I have to say the Mario Bros. music. It’s sort of an obvious example, but it’s amazing that I can still sing all of those all the way through: the above ground music, the underground music, the “I just got the invincibility star” music... It’s this quintessential example of what you could do within the technical limitations that they had at the time, and still one of the most effective pieces of game music.

Those songs from the original Mario were arranged for the orchestra for the recent Press Start concert in Tokyo and were performed alongside “Still Alive.”

(laughs) That’s fantastic. I love it. How did it sound?

It sounded great. It’s the Tokyo Philharmonic Orchestra.

(laughs) That’s great.

For the Press Start concert, Masahiro Sakurai, the director of Nintendo’s Super Smash Bros. Brawl series, got on stage with a 360 controller to demo the Portal gun for the audience. The translation of your song's lyrics into Japanese was by Kazushige Nojima, a famous game scenario writer in Japan.

That’s awesome.

Did anyone give you a call? Perhaps to say, “Hey, the Tokyo Phil's going to perform your music this year for Press Start.”

No, I don’t think I heard about that. The song actually was a work for hire from Valve, so they own the copyright on the song. It’s not Creative Commons, although Valve has been pretty supportive, or at least non-litigious, about people doing things with it. There was sort of an explosion of people covering it when it first came out and I know that the Valve guys were excited to see it happen because it meant that the game was catching on with people.

Did you have a lot of details about the story of the game and the character of GLaDOS before you composed “Still Alive?”

Yeah, I did. I had extensive conversations with the writers and the Portal team before I did the game. They shared with me a lot of the backstory that they had written that does not actually appear in the game. We talked a great deal about GLaDOS, who she was and what she wanted, what she would be feeling at the end of this game.


Jonathan Coulton Sings "Still Alive" - AT&T Tech Channel

Do you find her to be a sympathetic character?

I do find her very sympathetic, because she’s limited. It’s true she’s trying to kill you, but not out of malice. She believes that she is doing good work and it pains her when you work against her. She’s only that way because we made her that way, so you can’t really blame her for being a murderous psychopath. I think one of the reasons that the game is so successful is that it’s a character you understand very well by the end of the experience.

The compelling thing about her is she feels painfully human. She’s passive aggressive, her feelings get hurt, and she can’t say that her feelings are hurt. That’s how the rest of us are. I do a lot of character-based writing and I think some of my strongest songs are based on a character that is complicated.

Like Sir Mix-a-Lot, for example?

Like Sir Mix-a-Lot... or the self-loathing giant squid. To me, that’s a compelling character. I love to start with something like that and see where it leads me.

You have also performed “Still Alive” at PAX?

I don’t think I would have been able to get out of there with all of my limbs if I had not. Last year at PAX I was fortunate enough to be joined by Felicia Day for that song. That was really awesome for me, because I have been a huge fan of hers since “Dr. Horrible."

When she was coming to PAX I very shyly asked her if she would join me. She was totally game, and I knew it was one of those things that would just make people’s heads explode.

Has performing at the Penny Arcade Expo been a positive experience previously?

It’s still far and away the biggest crowd that I’ve ever played in front of. It was something like 8,000 people last year. My shows are generally four to five hundred tops, so to go up another order of magnitude, it really changes the experience. Even though it’s me playing gentle songs on my acoustic guitar, the sheer size of the crowd makes you feel like a huge rock star.

Is it bizarre to receive an enormous reaction from a large crowd to the subtler acoustic pieces?

My first reaction to any enormous arena rock sort of response from a crowd is that I find it funny. I have this song called "I Crush Everything" about a depressed giant squid, so I introduce the song by saying, “This is about a giant squid that hates himself,” and the crowd goes wild.

Who will be accompanying you onstage this time for PAX?

This year my good friends Paul and Storm, who are a funny singer/ songwriter duo are also coming to PAX and doing their own set on Friday night. We tour together often and they are always kind enough to come up and sing background vocals for a bunch of songs.

Do you have an idea of what you’ll be bringing to PAX this time around?

There’s a few songs that didn’t exist the last time I was at PAX that I’ll do. I’m working on a kind of cool surprise, and we’ll see if it happens. The interesting thing about having Paul and Storm there is that it opens it up to doing the kinds of songs that I might not choose to do in front of this crowd. Also, it sort of changes the nature of the songs. I’m really looking forward to having them there, because it means that it will have a section that’s new and exciting and fun for everyone.

[Images courtesy of the Penny Arcade Expo. Photo by Jeriaska. To learn more about Jonathan Coulton, visit the JoCopedia, "an entire Wiki dedicated to the wild, wonderful universe of Jonathan Coulton."]

Best of FingerGaming: From iMech to Penguin-Kun Wars

[Every week, Gamasutra sums up sister iPhone site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable games platform, as written by editor in chief Danny Cowan and authors Louise Yang and Jonathan Glover.]

This week, FingerGaming reviews Taito's bubble-bursting puzzler Bust-A-Move, and highlights recent releases like iMech and Penguin-Kun Wars.

Also noted are Nickelodeon's launch of the AddictingGames brand on iPhone, plus the latest free and pay download charts for the week.

Here are the top stories from the last seven days:

- FMV Action Game Scream in the Dark Debuts in App Store
"The full motion video genre is enjoying a resurgence on the iPhone, with titles like Hysteria Project, The Odyssey, and now the horror-themed Scream in the Dark providing the kind of interactive movie action that many thought died out with the 3DO and Sega CD."

- Top Free Game App Downloads for the Week
"Sheep Launcher and Parachute Panic lead the free app charts for the second week in a row. Paper Toss recovers after falling to eighth place last week, while Waterslide Extreme lands just behind The Oregon Trail Free at seventh place."

- Enterbrain Makes iPhone Debut with Penguin-Kun Wars
"Japanese media company Enterbrain has released Penguin-Kun Wars -- an upgraded port of a 1985 arcade game, originally developed by UPL and later ported to the Famicom and MSX home computer in Japan."

- Review: Bust-A-Move
"All of the core gameplay mechanics are here, and aside from some framerate hiccups and long load times, the game is still the same bubble-popping game we all know and love."

- Nickelodeon Launches AddictingGames Brand in App Store
"Nickelodeon has released iPhone versions of some of its most popular titles from the AddictingGames online casual games portal. 50 States, World Wars, and iParkIt! are now available for download from the App Store for 99 cents each."

- Top-Selling Paid Game Apps for the Week
"Moto X Mayhem tops the App Store's paid app charts for the second week in a row, though EA's Scrabble and Konami's iPhone port of Frogger prove to be tough competitors."

- Q Entertainment Announces iPhone Version of Lumines
"Created by Rez designer Tetsuya Mizuguchi, Lumines is a puzzler that places heavy emphasis on rhythm, momentum, and chained combos. The iPhone port will feature a selection of exclusive music tracks, each of which will be accompanied by a new graphics skin."

- Online 8-Player Shooter iMech Debuts in App Store
"iPhone gamers have long waited for a mech combat game to call their own. Flying Dino's iMech arrives in the App Store boasting real-time 3D combat and 8-player online multiplayer gameplay."

Fallout 3's Hidden Adventure Game Ported To Flash

You might have missed if you were rushing through the game or ignored anything that wasn't pertinent to your quests at the time, but Fallout 3 has a playable text adventure in one of the terminals at Hubris Comics's office. Titled Reign of Grelok (beta), the mini game doesn't offer any rewards for completion, but it's a neat homage to Infocom-style text-based adventure titles.

As pointed out by soon-to-be-closed Insert Credit, programmer Chris Marjason recreated the game in Flash, mimicking the terminal interface but allowing you to just click options instead of typing commands (He also seems to have fixed one of the beta's glitches). Now, anyone can with a browser can play Reign of Grelok (beta)!

Uematsu Honors Decades-Old Coconut With 'Coconut Castaway'

Nobuo Uematsu released 'Coconut Castaway', another music single from the Final Fantasy composer's lighthearted '10 Stories' album. Like the CD's other (mostly unreleased) songs, 'Coconut Castaway' features lyrics written by Uematsu during his junior high school years, and is performed by "NOBIYO" Uematsu and the Dog Ears.

"I came up with this song when I was 13 or 14," said Uematsu in a press release posted by 1UP. "It was the first one I ever wrote the song and lyrics for, but I only made it up to the second verse at the time. I felt like I had to do something for the coconut, but it took a good 36 or 37 years for me to get around to it, which means the coconut's been floating in the water for 36 or 37 years. I'm sure he's happy to be back home, anyway."

The cheerful single is already available to purchase through iTunes, and you can hear a short preview at Dog Ear Records's site. 10 Stories's previously released single, 'Conga Stories', is also available through iTunes.

For even more Uematsu music, check out the streaming samples for Audio Inc.'s (Japanese studio headed by Contact director Akira Ueda) newly announced DS game Sakura Note. Preorders for the game in Japan will include a CD with over 25 songs from the Uematsu-composed title.

Yu Releases Spelunky 1.0, Announces XBLA Port

Along with posting a 1.0 version of Spelunky with "a lot of bug fixes and some new surprises" for PC, indie game developer Derek Yu (Aquaria) revealed an upcoming Xbox Live Arcade port for the lauded roguelike/platformer.

"With all the other great independent games on XBLA or coming to it, I'm hopeful that Spelunky will feel right at home there," says Yu. "I think it's a cool platform and I'm excited about what I'll be able to do to make the game special."

Releasing in 2010, the XBLA version will include new graphics, audio, and features. Yu is also considering adding new items, monsters, and special modes, adding that achievements make "a lot of sense" for a game like Spelunky. He is currently working alone on the project under his company Mossmouth but says he wouldn't be against hiring someone to help him with the project eventually.

While the developer doesn't plan to bring this XBLA edition to PC or other systems, he'll support Spelunky PC and release its source code later this year. He envisions the game receiving mods and variants from the community, similar to traditional roguelikes like Nethack, describing the XBLA and PC games as "starting from the same point and taking two different paths (not that some cross-pollination isn't inevitable)."

Now, if only someone would port my favorite Derek Yu game, Trigger Happy, to XBLA (though I'd settle for someone just uploading the original game -- I can't find it anywhere since I first saw it on AOL's Klik n Play boards).

Column: 'Homer In Silicon': The Romance Problem

plhe.jpeg['Homer in Silicon' is a biweekly GameSetWatch-exclusive column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This week she considers the problem of romance in gameplay.]

A recent NowGamer article quoted Peter Molyneux, talking about how videogames could grow stronger in the romance department:

"For a truly emergent (and yet well-written) romance simulation to be possible, there needs to be a way to not only generate “romantic content” based on player input – and how this would actually mix with pre-recorded dialogue is unknown – but the characters involved also need to be able to build on organically derived behaviours and motivations. The midpoint between The Sims and Baldur’s Gate, in other words."

I agree that's one way it could happen, and definitely the way that Peter Molyneux would be most likely to endorse, all things considered.

What I worry about is that, if one frames the problem simply as a problem of building a "romance simulation", the result will be a slightly slicker but even less narrative variation on the dating sim, with statistics reflecting how much time you've devoted to each of your possible mates, but no connection between that simulation and the other kinds of gameplay available in the game, and no solid structural ties between the sim events and the rest of the story.

Fable 2 already goes a bit in that direction, rewarding the protagonist with romantic relationships when s/he's spent enough time making flirtatious faces at the lover of his or her choice.

Interactive Romance Or Interactive Romance Novel?

Interactive fiction romances have a history back to the '80s, and they've often taken a different route to handling romance from any that Molyneux describes: there are scripted and pre-determined interactions with The One, but at the end the player gets to pick an ending, either going off with the romantic hero, settling for "let's just be friends", or abandoning him entirely.

This is the tack taken by Amy Briggs' wonderful and underappreciated Plundered Hearts, as well as by subsequent amateur IF including Kathleen Fischer's Masquerade and my own (I admit rather Plundered Hearts-influenced) Pytho's Mask, where it's possible to go so far as to betray the obvious romantic lead and hook up with his enemy.

There are a couple of advantages to this approach. I like it -- and used it -- in part because it somewhat subverts the aching cultural conservatism of genre romance. Your average bookstore romance may be aimed at women and may feature female characters who are in some respect powerful or independent; it's no longer the 1970s, and the plot line of the gorgeous secretary and her hunky boss has mercifully passed away.

And depending on the specific imprint, a romance may fall anywhere on the sensuality scale from a few chaste kisses to torrid erotica on most pages. But some essentials remain, including the absolute guarantee of marriage and children for the hero and heroine, and secondarily often an emphasis on the overpowering strength of family ties in general. There's an ideological reason, beyond mere convenience, why so many romance novel series follow a set of siblings, who may have disagreements and (of course) will have different tastes and traumas but ultimately will wind up in harmony, reaffirming the bonds of family.

Letting the player decide whether to get married or not -- and whether or not to define her protagonist by her relationship at all -- feels pleasingly freeing to me. Of the games I noted above, Masquerade probably makes the most significant use of this choice: thematically the game is only partly a romance, and more largely about female self-determination in a male society. Forcing the player to have the heroine marry at the end would have betrayed the meaning of the piece: yes, it should be an option, but it cannot be the only option.

Using multiple endings also removes some of the design burden: it lets the author write a game that is intended to make one of the characters seem attractive, but provides a design out if that intention fails.

One of the tropes of the romance novel is that the hero and heroine are incredibly attracted to one another from the first instant they meet, that every touch sets off fireworks of lust, and that sex, whenever they have it, is just flawlessly thrilling and soul-mergingly significant.

But it's easy to write stuff like "His oddly calloused fingers brushed hers as he accepted the wounded puppy, and Lucinda's core thrilled in awareness of that searing touch, even as she recognized that before her stood the fulfillment of her secret dreams: a manly, red-headed veterinarian who also played the banjo."

It's much harder to tell or show or imply to the player that she's attracted to someone and have it stick. What if the body type of the hero doesn't do it for her? What if his dialogue comes off as cocky or his voice acting reminds her of her annoying uncle? What if banjo fetishism is just not her thing? Plundered Hearts manages by inserting faintly parodic cut scenes between the protagonist and her hero, in which the player is powerless to resist -- a neat trick that equates the non-interactivity of these events with the traditionally irresistible force of sexuality. At a gameplay level it works, but it works at the cost of slightly distancing player from protagonist.

Letting the player decide whether to end with a romantic relationship, or (along similar lines) choose which of several romances to pursue, lets the author off the hook a little on the job of generating a specific emotional reaction in the player.

But there's a risk here. Both Molyneux's suggested strategy (let the player completely control the romantic shape of the story by relying heavily on simulation rather than structure narrative) and Infocom's (give the player a structured experience but let her decide for herself how the protagonist is motivated to react) use player choice as a way to avoid some authorial responsibility for the player's experience.

Sometimes that's completely appropriate, as Masquerade demonstrates. Often it isn't -- and indeed I suspect it is likely to be less, rather than more, acceptable in games that do not specifically bill themselves as interactive romance novels. If the romance is not the whole point of the venture but rather a subplot, then it probably has functions within the larger plot -- like making the player care about someone or something, as demonstrated in the Grand Theft Auto IV example Molyneux analyzes -- that may founder if the player chooses door A instead of door B.

Moreover, adding a "romance simulation" to a game isn't always going to be compatible with the rest of the gameplay. What if we want the romantic plot to emerge from and be consonant with the gameplay, to be knit into the procedural level of storytelling?

Hang On, How Does Romance Work?

Your romantic interest is supposed to be on your side, your best friend and confidant; a source of support in bad times and an inspiration in good; compatible in mores and lifestyle and the all-important sense of humor; an intellectual and emotional companion whose need for you healthily balances your need for him. Right?

Wrong.

I mean, in life, yes, that's wonderful if you can get it. In a romance plot, however, it doesn't work at all. In a romance plot the conflict has to arise from the romance itself. Sometimes that can be due to hostile external circumstances (he's a Montague!), but often the best romance plots arise from character conflicts between the very people who are in love: Harriet Vane, afraid that marriage with Lord Peter will lead to her personal and intellectual subordination.

Lucy Bart and Lawrence Selden, in sympathy with one another at a fundamental level but driven apart by Lucy's social ambition and Lawrence's wavering opinion of her character. Beatrice and Benedick, both happy in singledom and much more confident and comfortable in battles of wit than in romantic self-revelation. Darcy and Elizabeth, whose flaws are so important that they make the title.

Romance novels and romantic comedies often fall back on a fairly small and contrived set of standard conflicts: he doesn't want to commit or fears falling truly in love; she suffered a trauma and can't trust people; for some reason one of them told the other a whopping lie that they must farcically continue until Act III. But even in the more canned and generic examples, a romance is a push-and-pull affair, in which the Other is sometimes desirable, sometimes exasperating, sometimes both at once, and may make demands that are very difficult to meet.

The Gameplay Of Romance

In the examples Molyneux outlines, gameplay designed to support a romantic arc takes one of two forms:

1. Conversation/social options in which the player gets to choose whether to be affectionate/romantic or not, and in which the affection score gradually mounts up to provoke warmer feelings in the Other, perhaps earning romantic or erotic cut scenes; and

2. Missions for the sake of the Other, either because the Other keeps getting into dangerous scrapes and needing to be rescued, or because she sets these missions as a test of affection. (Typically it is a she, though Ciao Bella is an exception in the other direction.)

In the worst of these cases, especially in games aimed at a heterosexual male player controlling a heterosexual male protagonist, the player is effectively encouraged by the gameplay to regard the Other as a cold-blooded manipulator who is withholding gratification in exchange for goods and services: a problematic model of male-female relations and one that reinforces some fairly corrosive stereotypes, though I don't think most designers intend the effect.

Where there are romantic conflicts in games, they're far more likely to arise from external conflicts (someone has kidnapped the princess, again) than from internal ones. Just occasionally there are more interesting cases where the potential romantic partner may or may not be trustworthy, a staple of genre noir and anything involving James Bond.

But it is rare for game conflicts with a potential romantic partner to arise from differences in belief or personality; for the romantic partner sometimes to help you and sometimes to get in your way; for the negative conversation/social options to be part of the expression of a developing relationship rather than a way to drop your stats so low that The Other doesn't like you any more.

Jigsaw.pngWhat's needed, from a gameplay perspective, is a romantic partner who is sometimes also functionally the villain. There's a reason people write buckets of fanfic about the secret love of Draco Malfoy and Harry Potter: passionately clashing with someone is a form of intimacy. It raises the emotional stakes between those two characters far more reliably than attempts to portray attraction in interactive form. One of my favorite IF romances of all time takes just this format: in Graham Nelson's Jigsaw the elusive character Black is alternately friend and foe, someone whose agenda you're actively working to undermine but to whom you're strongly attracted and whose help you occasionally need.

I'm absolutely not arguing that romantic relationships in games should be abusive or violent, only that the protagonist's own goals should sometimes conflict with the romantic interest's goals in ways that unavoidably affect play. Maybe we want to let the player choose to sacrifice his goals in order to keep his romantic interest happy.

Maybe we want to force a showdown and then let the player try to pick up the emotional pieces afterwards if he wants to. Different solutions for different stories. But the romantic conflict has to be reflected by the gameplay itself, and it will be most effective if the driving forces are personal rather than environmental.

At that point you give the player the agency to make the romantic interest happy or sad or hurt, far more deeply and far more integrally than by consistently picking one flavor of conversation option. You create the possibility of anger, shame, forgiveness, compromise, resolution; of world views and character traits that either gradually converge or force the pair to split permanently.

Note that none of that recipe says anything about how procedural the implementation can be. I'm not against Molyneux's "romance simulation" as long as it is well-integrated with the rest of the gameplay and the narrative.

If we want AI, if we want a simulation that shapes itself to some degree to the player's choice, if we want to approximate an aspect of Sims 3, then perhaps we might automatically create a love interest for the player whose moral traits and personal history are partly compatible, partly in conflict with the ones the player chose for the protagonist. (I always found my Sims to be most fun when they had a few incompatible traits.)

What matters -- however it's implemented -- is giving the player mixed motivations and the means to express his choices through the core gameplay. This is also, incidentally, why you can't expect a writer to write you a strong romantic lead if you bring him in after the design is already set in stone. But you knew that.

[Emily Short is an interactive fiction author and part of the team behind Inform 7, a language for IF creation. She also maintains a blog on interactive fiction and related topics. She can be reached at emshort AT mindspring DOT com.]

September 1, 2009

TecToy's Mega Drive 4 Guitar Idol

Sega's stalwart fans in Brazil will have their faith rewarded soon with licensor Tectoy's upcoming hardware update for its Mega Drive/Genesis line, the Mega Drive 4 Guitar Idol.

The system will include two six-button controllers, a five-button Guitar Hero/Rock Band-style guitar controller, and 87 built-in games (Altered Beast, Golden Axe III, FIFA 2008, etc.) -- all of which were also included in the previous Mega Drive 3 model, with the exception of Guitar Idol.

Co-developed by Tectoy and Interama, Guitar Idol is developed completely from scratch and offers 50 songs from both local groups (Raimundos, Fresno) and international acts like Deep Purple and Mötorhead. You can see the full tracklist on Tectoy's site.

Interama has posted screenshots from the Portugese 2D music game:

[Via Sega Nerds]

Another Comic Artist's Take On Dead Space

Inspired by Electronic Arts's Dead Space and by the game's tie-in animated comic drawn by Ben Templesmith, comic book artist Tim Kelly (The Dark Belt) created this piece of the third-person shooter's hero Isaac hip-deep in sludge and surrounded by Necromorphs. You can see a larger version after the break.

This isn't Kelly's first video-game related art -- check out his "Sony vs. Microsoft" illustration drawn for a contest two months ago below, with Ico taking on a massive Locust soldier from Gears of War. You can see more of Kelly's work in his deviantArt gallery.

[Via Superpunch]

GameSetInterview: Talking Trine with Frozenbyte

FB%20GSW%201.jpg[Continuing his series of GameSetWatch exclusive interviews with the more esoteric ends of game development, critic and writer Phill Cameron talks to Frozenbyte, the Finnish developer of quirky 2D platform action title Trine.]

Scandinavian developers Frozenbyte have recently released the PC version of Trine, a hybrid action/platforming 2D scroller where the player was any one of 3 different characters at a time. The concept is novel and the art style is lovely, far above what you'd expect from a small indie team.

Talking with Lauri Hyvärinen, CEO of the company, our topics included the challenges facing developers of physics based puzzle games, the place humor has in games, and how well the game's been received, among many other things:

For those unaware, can you describe who you are and what kind of games you make?

We're Frozenbyte, a Finnish game development studio. We founded the company in 2001 and wanted to make games we would like to play ourselves. This is still true, and we've in fact made a decision not to get stuck in a certain genre and instead let our thoughts run wild. Maybe we won't do flight simulators or hardcore strategy but everything else is possible – whatever gets us excited the most at any given time!

You previously made Shadowgrounds, somewhat of a cult hit with the PC audience. How has your experiences with that game helped you develop Trine, which is very different in its own right?

Looking at all the things that went wrong with the production of Shadowgrounds, and then at all the things that have gone wrong with the production of Trine, you could say the experience didn't help at all!

But in the end, I think having Shadowgrounds and Shadowgrounds Survivor under our belt definitely helped, as we've been able to look at them and say “hey, we made these games, they're out there, they're good games, people like them”. That's an enormous mental resource to tap into. If they were sucky games, I doubt we'd have had the guts to go through all the trouble of making another new IP. It's also given us some confidence on the business side of things.

One thing that we learned with the Shadowgrounds games is that making good or great games alone doesn't bring sales worth of the chair I'm sitting on (and no, my chair isn't a fancy pants one, trust me). With Trine we have tried to amp up the marketing side of things, and to some extent it has succeeded – the gameplay videos for Trine have got great feedback and lots of views. Of course it helps that Trine is a rather unique title and has an excellent art style, so people get interested in those things even if they don't know much about the actual gameplay (which should rock your slippers off).

Game development is a continuous learning process though, and every day we learn new things on every aspect of the process.

FB%20GSW%202.jpgTrine seems to be an interesting mix of 2d puzzler and Gauntlet-like hack and slash. Why did you choose to merge these two styles of play?

It's been an iterative process. That's how it always goes with us, at least so far. The results speak for themselves so we're probably going to keep the basic things the same in the future too, despite optimizing the whole process.

Anyway, Trine started out as a very normal platformer, set in a magical fantasy world with three characters. In fact, it wasn't a “full” Frozenbyte project in the beginning, but instead more of a very small-scale project of our programmer/producer Jukka, who had set out to create a sort of an old-school platformer set in a medieval fantasy world. We ran into some publisher and funding problems with our “main project” at the time and decided to shift focus to this platformer game. We redesigned the game and really wanted to make it stand out. It's quite a bit different now than what the original plan was.

Puzzle games are often judged purely on how challenging the puzzles are without becoming frustrating. How are you going about keeping the puzzles enjoyable at the same time as having action present in the game? How are you ensuring that the game quality doesn’t suffer?

By playtesting the game a lot! It's a very iterative and uncontrolled process for us, if I'm totally honest. The level designers have a lot of freedom to create what they want and then we just play the levels a lot. I'm often found sitting next to our main level designer, either playing or commenting on stuff.

Is there a developed story and detailed world that the game takes place in, or have you left it up to the player to glean what they will from what they are presented with?

There is a detailed world and story. While we may not be masters of storytelling, we've always wanted to have a story component to our games, because it drives things forward and gives a sense of progression. Trine probably has our best story so far, and it gives the game a nice, fairytale-esque feeling and atmosphere.

Basically the story is about three characters – a thief, a wizard and a knight – who happen to get bound to a magical object called the Trine. They all have their own characteristics story and gameplay wise too, and it's the use of their abilities that makes the game so much fun.

We also wanted to have good voiceovers, and we are happy with the end result – despite a few problems while producing them. For example, we were running out of time and needed to do things quickly, so we only had time for a take or two for the narrator’s lines, which is really not ideal. And we had actually rewritten the whole story and all dialogue just the night before, so in hindsight there’s a few things I would’ve liked to change. But overall it turned out really great and we achieved what we aimed for with the story and the atmosphere.

FB%20GSW%203.jpgWith the game having such an emphasis on puzzle solving, how are you making sure the player is still challenged without being frustrated by the friendly AI?

That's actually a common misunderstanding – there's no friendly AI at all. You play all the characters, switching on the fly. You can be jumping down from a ledge with the Thief and suddenly switch to the Knight, to crush the skeletons waiting down below. The player is never forced to switch characters though, and most puzzles and situations can be solved with any character, or any two characters. In general we've gone to great strides to challenge the player but not to frustrate, we have a checkpoint system that resurrects all characters, respawn points when you die and so on. We had some issues with the last level of the game due to time constraints but we’ve fixed it to some degree in patch (on PC, on PSN it’s fixed already in the release version).

The game features three characters, and up to three people playing co-operatively throughout the game. Was creating the multiplayer a challenge?

Since the game has been designed from the ground-up to feature three characters, it doesn't really matter if it's a single player or a co-op game. Of course, in co-op you have two or three characters on-screen at once, so it gives the players a lot more tactics and they can really have some fun with the physics (the Knight could grab a rock and another player could jump on top of it and then the Knight throws it high up to a ledge where the characters are supposed to go to).
I have to say that the co-op is only local at this point, though, there's no online multiplayer in Trine. It's a catch-22 situation for us because online multiplayer requires a lot of resources and time, which we never seem to have. I'm hoping that Trine succeeds well enough so that we can finally rewrite the gameplay engine and add support for multiplayer.

Then again, oldschool same-couch multiplayer is the best, we've noticed. ;)

Humour is at the forefront of the character descriptions. How important is humour to the game?

It's important, although we strived harder to get the overall tone of the game right, which is the most important thing. Most of the humour is focused on the Knight character, who is probably the most memorable character we've ever created, and a bit on the Wizard too. Trine is not a comedy though, it falls somewhere in-between. It's a lighthearted game, you could say.

The main trailer for the game shows off some lush backgrounds and very detailed characters and environments for a smaller indie title. Do you feel that presentation is important to smaller games?

I think it's human nature to like good visuals. How you define said visuals is a different story, though, as there are so many options available these days. For Trine, we wanted to make the game visually as appealing as possible – even to mainstream audience. We are not targeting any specific gamer group, really.

How has Trine been received? Has it been as expected?

Both gamers and press have generally loved Trine, though there's been some complaints about the price and platform hassles. The game itself has been praised, so we have been very happy about the reception.

FB%20GSW%204.jpgWith the recent boon of Indie Gaming, projects such as Trine, which are looking highly professional and yet still aimed at a more casual audience, are becoming more and more common. How do you feel the current climate is helping or hindering public reception of your game?

I don't know if it has much of an effect on Trine, really. We've always been kind of in the middle of this all, in-between the AAA retail supergames and small indie inventions. Maybe it helps in the sense that people are starting to see that there's a lot of variety to be had in games, and every game doesn't need to be a multimillion budget super game to be enjoyable. I think what we’re still missing is an acceptable pricing middleground for the consoles’ online services, it kind of seems that gamers are not yet willing to pay more than 20 of any currency for a downloadable console game, and that’s hopefully something that will change in the future as more “big” games enter the downloadable arena.

Trine is now out on PC and coming soon to the Playstation Network. Have you found one platform easier to develop for than the other? Is bringing a smaller, indie game to a console significantly harder than to the PC?

We were a PC-focused development studio so PC is a no-brainer. However, with consoles the great thing is that you know how it's going to play – there's no variables. For a small studio, it can get hard to support all the different PC hardware systems out there, and in most cases it’s not even the game’s fault but missing drivers or bad configurations or just some random operating system malfunctions.

Development for the PS3 has been surprisingly smooth. We had the game running in roughly five weeks (the basic game engine code), and there hasn't been any major hurdles. We've also been really happy about the support and feedback Sony has given us.

Has there been any particular reason the PS3 version has been delayed?

Well, that’s the only downside to downloadable console games. It’s out of our hands basically. On PC, with digital distribution, it’s just like “okay, the game is done, let’s release it tomorrow”. On consoles it takes weeks, even months if the game gets stuck in the technical quality testing stuff. It’s not anybody’s fault really, and it guarantees a better end product, but the time it takes can be frustrating.

With Trine, there have been a few small bugs that we had to fix, and the testing process itself has taken quite some time, as Trine isn't the easiest game to test due to the physics and unlimited gameplay possibilities. I think we are waiting for the PSN release just as much as gamers out there, it is our first console game after all and it’s going to be very exciting to see it available on PSN… the wait is killing me too!


Trine has been featured pretty massively on Steam. How do you think this has affected sales? Have the majority of your sales been through Steam and similar services?

To tell you the truth, we don't know the exact retail sales figures yet, but we have been happy with the Steam and Direct2Drive sales. We’re still trying to get the game to other online distributors, and will hopefully have the game on those soon as well. To summarize the sales, Trine has sold better than the Shadowgrounds games.

With Trine now released and out in the wild, do you plan to support it in the future? If so, how?

We have already released a few patches, fixing most if not all of the major technical issues, and currently we are contemplating the release of the level editor and some additional minor fixes. There might be something else in the future also, but that's still uncertain.

[You can grab the demo for Trine here, and buy it on Steam here, and D2D here.]

Concept Art From Free Radical's Star Wars Battlefront IV

Though it's rumored the UK studio spent two years working on Star Wars Battlefront III before it went into bankruptcy administration and was acquired by Crytek last February, new art shows that Free Radical Design (now Crytek UK) was also in the pre-production stage with Star Wars Battlefront IV for PS3 and Xbox 360.

At least one former employee's resume shows that the company was concepting the fourth entry to the LucasArts shooter series as late as April 2008. It's unlikely that the studio is still developing Battlefront IV, as it reportedly lost the rights to produce Battlefront III last October.

You can see more concept art from Free Radical Design's Star Wars Battlefront IV project below and on beta/prototype/cancelled games archive Unseen64.

Long Island, Athens (GA) To Celebrate 10 Years Of Dreamcast

Though Sega doesn't plan to celebrate the Dreamcast's upcoming 10th anniversary due to its current focus on software, Long Island City's bar/lounge/restaurant/theater The Creek will honor the console with a cover-free party next Wednesday on 09/09/2009 (and if the prophecies are true, will ring in the 100-year rule of Sega's super-secret Dreamcast 2).

The Creek will pay its respects to the ill-starred system with plenty of Dreamcasts for partygoers to remember its classics -- Soul Calibur, Crazy Taxi, Marvel VS Capcom 2, Chu Chu Rocket, Jet Grind Radio, Rez, and many others. Local chiptune acts Glomag, Beta Club Field Trip, and Codename: Electronic Fist will also perform at the event.

Fansite I Have A Dreamcast is hosting a similar free party at The Go Bar! in Athens, Georga, with at least four gaming stations, special T-Shirts, cake, copies of its Dreamcast EP compilation music album, and performances by bands on the CD.

If you want to remember the Dreamcast's games but won't be able to attend either parties, The Dreamcast Junkyard has a poll up asking readers to vote on the top 100 Dreamcast games, with the full results (and the bottom 20 games as well) posted on 09/09/2009. The site is already in the second round of voting, but it still might be interesting to watch!

[Thanks, Daniel!]

Olly Moss's A Life Well Wasted Posters

Robert Ashley's has released the fourth episode of his much buzzed about podcast A Life Well Wasted -- celebrated for its repurposing of This American Life's format instead of relying on the traditional video game podcast template -- bringing the show back after a fourth month break.

This episode, titled "Artists, Fans & Engineers", Ashley "visits a cosplay enthusiast, talks to the founder of an art show about videogames, discovers the strange world of fan fiction radio plays, and profiles a self-taught computer chip designer racecar driver/roller derby bruiser."

With the release, A Life Well Wasted also opened its merchandise section to sell four new posters from illustrator Olly Moss, the same talented artist behind the Video Game Classics series of cover mockups for game books. The posters correspond with each of the show's episodes.

Each of the posters are limited to 200 hand-humbered Giclée prints on 12x16 heavyweight art paper. The store is currently only selling the pieces for the first ("The Death of EGM") and fourth episodes, but you can see them all below:

GameSetLinks: Arise, Sir Clive Of Rubber Keyboards

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

As the week wends on, time for a little more GameSetLink-age, starting with Magical Wasteland's Matthew talking (at least vaguely) about his new indie projects - which I've seen a little of, and seem to be rather interesting.

Also in here - Chris Hecker leaving Maxis for a life of crime, Edge on the BBC miniseries about Spectrum creator Sir Clive Sinclair, classic game hardware design mistakes, JP LeBreton on 'imaginative play', and rather more things besides.

Ho ho ho:

Now More Magical Than Ever Before (Magical Wasteland)
The hilarious Mr. Wasteland (also the GDMag humor columnist) semi-outs himself as he goes indie, hurray.

Sir Clive Vs The BBC | Edge Online
Behind the scenes on that v.interesting Sir Clive Sinclair BBC project.

CHEGheads Blog » Why collect gaming magazines? - National Center for the History of Electronic Games
Heartily agreed: 'Rereading these magazines reminds us that preserving the history of electronic games means much more than saving just the games themselves.'

vector poem » Imaginative Play
Another lyrical piece: 'I want to make games that people want to invite into their imaginations.'

Fifteen Classic Game Console Design Mistakes | Technologizer
'Along the way, companies have often slipped up and made mistakes that came back to haunt them later–some of which were so serious that they helped to destroy platforms and even entire corporations.'

Elvis Has Left The Building - Chris Hecker's Website
Hecker leaves Maxis, is working on SpyParty as an indie now, woo.

August 31, 2009

Own A Prototype Of Philips's Unreleased Handheld

Years before the Nintendo DS or DSi were even announced, Philips's had its own handheld with touchscreen functionality, as well as built-in programs for a calculator, an alarm clock, a photo album, drawings, and making music -- the In2It (also known as the Philips KidCom).

Designed as "an educational but fun tool for girls", the In2It was developed after heavy consultation with children about their ideal product. Unfortunately, that system never came to market, but Philips did produce under 100 of them around 1996, five of which were passed around in Finland for a study to see how kids reponded to the handheld.

One of those prototype systems has also popped up on eBay, where it shows a little wear but comes with the original box, games, and accessories. The seller warns that it's "a very rare item and likely your last chance to even see one let alone bid on one" (they could be exaggerating a bit, but I've never even heard of the console before), so keep an eye on this for the next four days if you're interested.

You can find more information of the In2It and see more photos at MarantzPhilips.nl.

[Via GameSniped]

Nihilistic's CEO Dies, Returns As Zombie

If you met with Nihilistic's CEO Rob Huebner last weekend at GamesCom (and if he happened to bite or puke on you), you might want to see a doctor or priest soon, just in case you have a case of whatever Rob has.

According to Nihilistic's blog, their CEO returned from the event last week with what seemed to be a mild fever. Since then, however, his eyes have turned red, he's lunged at co-workers while yelling about brains, and just the other day, he tore the studio's IT manager in half. Very strange behavior!

Four of the company's workers are currently trapped in the office and for some reason are blogging about their predicament, asking readers for advice on how to escape and offering a poll that will determine their next action in dealing with the zombie now roaming the studio.

What a cruel twist of fate that the developers behind the upcoming XBLA/PSN game Zombie Apocalypse should be attacked by the undead! I hope the Nihilistic dogs are safe!

Experimental Gameplay Project Debuts Prototypes From Gray, Saltsman, and More

The newly returned Experimental Gameplay Project, in which independent developers create a game prototype around a theme each month, has revealed its completed projects for you to play and download for free.

This past month's theme was "Bare Minimum", and the EGP's participants included Henry Hatsworth's father Kyle Gray, 2D Boy's Ron Carmel (World of Goo), Adam "Atomic" Saltsman (Flixel, Fathom) and several others. My favorite out of the bunch is definitely Saltsman's Canabalt, which features a killer soundtrack by Danny Baranowsky.

In Canabalt, your character races across gray rooftops, jumping over obstacles and picking up speed to throw himself over greater distances and through glass windows. The silhouettes of giant mecha lumber in the devastated, smoking skyline, sending ships to buzz past the rattling screen and robots to crash in front of you.

Saltsman created the game in "five very long days" and followed the theme by offering only one button (jump) for the controls and six colors to display everything. He notes that other than the 3MB sound files, he was able to fit the gameplay and graphics in under 100 KB. Quite impressive for a little game I've already played over a hundred times -- it's very addictive, and the randomly generated buildings/obstacles keep the repeated playthroughs fresh.

Gray's prototype, T. Time, also uses one button to charge Mr. T and have him jump over tables and roll up English gentlemen that wouldn't look out of place in Henry Hatsworth, Katamari style. It's available as both a Flash game to play through your browser and as a PC download.

"This game is my attempt at exorcising a horrible pun I caught during the production of Hatsworth while I was designing the outlandish Tea Time sequences. What better way to get rid of it then to finally make it into something?", explains the former EA Tiburon developer. "What better way to get rid of it then to finally make it into something?"

Molleindustria's Paolo Pedercini (Oligarchy, Faith Fighter) contributed ERGON/LOGOS, a curious text-based Choose Your Own Adventure-esque platformer developed in about 20 hours. The game features forked paths of text describing your hero's actions and thoughts during his quest.

"It’s basically a fast paced interactive storytelling piece that tries to be a meta-platform game based on the stream of consciousness of an egodystonic homosexual hero," explains Pedercini. "But it fails miserably and becomes a piece of non-linear kinetic visual poetry written by a teenager obsessed with post-structuralist French philosophy. I don’t know exactly what I was thinking."

You can read more about, download, and play all of August's prototypes -- including Ron Carmel's rhythm game The Thing With 40 Eyes Girl and Michael Todd's RTS Broken Brothers -- at the Experimental Gameplay Project site.

GameSetInterview: On High School Bug Hunts With Glitch Game Testers

glitchtesters3.png[Returning to GameSetWatch for a new interview series, Todd Ciolek firstly looks at the folks in Georgia who've created Glitch Game Testers as a way to get high school students professionally game testing, hopefully paving their way for programming experience and bigger things.]

For the typical game tester, plowing through titles and spotting bugs are things to be done outside the classroom, as part-time jobs. Yet a number of high schools and colleges are offering game-testing pursuits as part of curricula, and a fine example lies in Glitch Game Testers.

Founded by the Georgia Institute of Technology and Morehouse College, the program finds a dozen high-school students playing, evaluating, and bug-hunting their way through the latest games on deck at GameTap, Hi-Rez Studios, EA, Cartoon Network, and other Georgia-based companies.

For a look at just how Glitch Game Testers came about, we went to Betsy DiSalvo, the Georgia Tech student who serves as Glitch’s research leader and program manager:

How did Glitch Game Testers get started?

Many computer scientists credit playing video games with sparking their interest in computing. But for some groups, such as African American males, the connection between video games and computer science is not happening as frequently. We began to wonder if there were differences in cultural play practices.

In 2006, we did some preliminary studies at the University of Pittsburgh and found that there seem to be some differences. The primary difference that inspired the tester program was that young urban African American men did not seem to have much value for modifying, cheating, hacking or in any way "gaming the game."

When I came to Georgia Tech, I started working with Dr. Amy Bruckman on finding a way to leverage the African American male’s gaming into an interest in computer science. We needed to get them to break open the game without interfering with their high value on sportsmanship. Game testing is a legitimate excuse to "break" a game that doesn't conflict with their culture of play.

How many students are currently in the program and how do they join it?

We have 12 students enrolled in the program. They learned about it through their teachers, after school activities and from informal parent networks. They each had to apply for the Glitch Game program.

Of the games the students have tested so far, which one was the most in-depth project?

The work we have done for GameTap has been very in-depth. We started with walkthru scenarios. We them moved on to area testing, ad hoc testing, and then started developing our own functionality test.

What is the typical work process for a Glitch game tester? How many hours a week does a tester normally put in?

During the summer, the testers work Monday through Friday from 10:00 a.m. to 5:00 p.m. During the school year, we work every Saturday from 9:00 a.m to 5:00 p.m.

Which type of game do the students enjoy testing most?

There are differences in what the students enjoyed based off of what they liked to play in general. Most students preferred testing Fusion Fall, play testing Global Access, or doing the tester training on consoles with Madden.

How does testing an MMO game differ from testing a single-player game?

The students had to work together in the game to test the MMO games. It was difficult because talking to the person next to you is much easier than communicating through the game - and we needed to simulate the real world game play. The single player games often required more work for functionality testing, where the task was broken up among several people working on different systems.

How does a Glitch Game Tester’s work differ from that of a game tester employed full-time at a game developer?

We incorporate computer science workshops into their day. We usually have one hour a day where testers learn introductory programming. We work to relate the programming to the games and the Q&A process.

Where do you and the other students plan on going from here?

This program will continue to run. We would like to hire a full time Q&A manager and launch it as a non-profit or work with an existing game testing company to incorporate Glitch into their program.

The students who are in the program now will continue through next summer. Our students have already been awarded scholarships based off of their programming projects this summer. We are working hard to get all of them into college and are making sure they have the funding they need to do so.

Best Of GamerBytes: I MAED A GAM3

aimthexder.png[Sister site to GameSetWatch, GamerBytes' editor Ryan Langley rounds up the top console digital download news of the last week, spanning Xbox Live Arcade, PlayStation Network, WiiWare, PSP Minis and DSi.]

Well after the announcement of the PSP Minis program, we've caved in - GamerBytes will now also bring you the latest news in Nintendo DSi and PSP mini software alongside Xbox Live Arcade, PlayStation Network and WiiWare titles! Can one man keep up with all this news? Highly unlikely, but he's going to try anyway.

Here's the top announcements and major store updates across these digital download sources over the last seven days - check out GamerBytes [RSS, Twitter] for many more:

Store Updates

XBLA Update - Invincible Tiger, Watchmen Part 2, NBA 2K10 Draft Combine, Castle Crashers DLC.
NA Nintendo Update - Mr. Driller W, Super Empire Strikes Back, Pop+ Solo.
EU Nintendo Update - Mr. Driller, More Poker, and Oscar In Toyland.
NA PSN Store Update - Invincible Tiger, Crash Commando DLC, PSOne Classics.
EU PSN Store Update - Smash Cars, Battle Tanks, Crash Commando DLC.

Microsoft (Xbox Live Arcade)

Indie Watch - Deadline A Go! And Z0MB1ES
"While there have been a large amount of new Xbox Indie Games out this week, two have been the standout titles - I MAED A GAM3 W1TH Z0MB1ES!!!1 and Deadline A Go!."

Indie Watch: Kunio Series Returns With Downtown Smash Dodgeball
""Kunio" is a classic set of old games made by Technos, including old NES titles like River City Ransom and Super Dodgeball, and now Dodgeball is on XBL Indies!"

Massive Free Update For Death Tank - 13 New Weapons!
"Surprise! Death Tank, one of my favourite Xbox Live Arcade titles, has just received a big, free update featuring 13 new weapons and 10 new, unlockable tank designs."

2K Picks Up P.B. Winterbottom For Xbox Live Arcade
"P.B. Winterbottom picked up many awards in its student form, and will be fleshed out from its original prototype to feature over 80 levels."

Death Rally Incarnate - Scrap Metal Announced For XBLA
"Slick Entertainment, the development team behind N+ for the Xbox Live Arcade, have announced Scrap Metal - Super Off Road with guns."

Deals Of The Week Revealed For September
"The official Japanese Xbox blog revealed an all-XBLA deal month for September."

Sony (PSN For PlayStation 3, PSP)

Gameloft Reveal PSP Minis Lineup - What Can You Expect?
"Gameloft have revealed their plans for the PSP Minis program. Five of their most popular titles are making their way over from the iPhone and onto PSP Minis - Hero of Sparta, Let's Golf, Real Soccer 2010, Asphault 5 and UNO. But what can we expect from them?"

Square-Enix Revives Thexder For New PS3 / PSP Game
"Square Enix plans to release a ton of Xbox Live Arcade titles in the next year. Not even including their Taito titles, they're not leaving the PlayStation Network in the dust. They're reviving an old classic Thexder for PS3 and PSP, according to the ESRB."

Nintendo (WiiWare, DSi)

First Trailer For UNO DSiWare, Supports DSi Camera
"Gameloft has revealed the first trailer for the DSiWare version of UNO, coming to the system sometime next month."

Ninja Turtles Getting Re-Shelled On The Nintendo DSi?
"Say what you will about Turtles In Time Reshelled, but the game has sold incredibly well since its release on the Xbox Live Arcade. Clearly people want some classic beat-em-up action featuring the four Turtles, and now they'll be able to take it on the road - with the Nintendo DSi."

Virtua Quarter Pounder

As part of its "Big Mouth" campaign in Japan, McDonald's brought in J-Pop superstar Namie Amuro (often referred to as the "Queen of Japanese pop music") to promote its fast food offerings with a commercial in which she headbutts herself and faces off against a low-polygon model of herself in what looks like a knockoff of Sega's Virtua Fighter.

And if that doesn't convince you that a McDonald's burger is what you need in your life, perhaps the guy yelling out, "Quarterpoundaaaaaa!" at the end will. Advertising is a strange beast! You can watch videos from behind the scenes of the commercial's production, as well as an interview with Amuro at McDonald's Club Quarter Pounder page.

[Via GamezPlay]

Silent Hill Vet Lends A Hand For Tale of Tales's Fatale

Tale of Tales, the Belgian indie developer behind controversial horror game The Path, announced that Salome, the biblical heroine of its next project Fatale, was designed, modeled, and textured by former Silent Hill CGI director Takayoshi Sato.

Sato managed characted design, CGI sequences, and environment for the first two titles from Konami's survival horror series before jumping to Electronic Arts to work on GoldenEye: Rogue Agent and canceled Command & Conquer first-person shooter Tiberium. He now serves as art director of defense contractor Applied Research Associates's Virtual Heroes Division.

Tale of Tales believes that Sato's talents help capture the many interpretations of the woman who would demand the head of John the Baptist, from the "teenager who falls in love with the wrong man at the wrong time", to Oscare Wilde's depiction of "a mad woman, lurking in the shadows of our souls, a selfish, passionate, willful creature who will stop at nothing to get what she wants."

"We've always admired Mr. Sato's work," says Fatale's designers and Tale of Tales's founders Auriea Harvey and Michael Samyn. "In fact, if it wasn't for his masterful work in Silent Hill 1 and 2, we would probably never have started making videogames. Takayoshi Sato designs characters the way a novelist describes them or a sculptor carves them: their personality is expressed in their appearance and they are covered with very recognizable details.

"He does not design superheroes or puppets, but real people, people you want to know, people you want to be close to. The style we are aiming for with Fatale is more naturalistic than anything we have made so far. But we want to retain the magical quality and openness to interpretation that is characteristic of our work. Takayoshi is one of the few designers in the world capable of pulling this off. We asked him. And he said yes. We couldn't be happier!"

Tale of Tales is three months into the Fatale's production, and the game is scheduled to release October 5th. You can see the studio's first preview of Salome below:

IndieCade 2009 Adds Festival Specifics

Independent games expo IndieCade has announced the full line-up for its festival running October 1-4 in Culver City, California (pass prices range from $20 to $290 depending on how much access you want and how many days you intend to walk through).

Now in its third year (and previously taking place at smaller gallery spaces in the Seattle area), IndieCade will feature panels, tools workshops, networking sessions, case studies, performances, artist talks, and pitch sessions with notable game developers. Each day will have a theme for the different sessions: Emotional Depth & Challenging Topics, Innovation & Art, and Next Gen Game Designers – Mentoring, Pitching, Retooling, and Games Education.

The event's scheduled keynote speakers announced so far include Namco Bandai's Keita Takahashi (Katamari Damacy, Nobi Nobi Boy) and Thatgamecompany’s Jenova Chen (Flow, Flower), who will share "a conversation about innovation". Further speakers include game designer Will Wright, Brenda Brathwaite (Jagged Alliance, Wizardry series), Richard Lemarchand (Uncharted), Robin Hunicke (MySims, Boom Blox), and a number of others.

IndieCade and Sony Pictures Entertainment will host an invite-only Award Ceremony recognizing standout indie games in the following categories: Aesthetics, Gameplay Innovation, Fun/Compelling, Sublime Experience, Technical Innovation, World/Story, Jury Award/Best in Show, Finalist Choice and Audience Choice.

Over two dozen of the finalist games -- the festival's primary attraction -- will be available for attendees to play at several exhibition venues. A number of the developers behind the games, which include Avaloop's Papermint and Daniel Benmergui's Moon Stories, will also be nearby to demonstrate and discuss their titles.

Other attractions include gamemaker art displayed at the Wonderful World Art Gallery, "outdoor gameplay" (alternate reality games, chalk games, urban bingo, etc.), and "conversation-style Salon sessions" at local cafes.

You can purchase tickets and find more information on IndieCade 2009 at the event's official site.

[Via Wonderland]

GameSetLinks: Through The Door, Into The West

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Starting up another week of GameSetLinks, we begin with Michael Abbott taking a look at Spider, an iPhone title that's worth looking at from a design perspective as well as, uhh, just fun.

Also in this set of links - a discussion of music games and how over they may or may not be, a moral code for game development looked at, plus a look back at BBS Door games, analysis of whether The Long Tail is truly working in the plethora of current digital titles, and more.

Slanderous myths:

The Brainy Gamer: Emerging
Good discussion of Spider, which is easily one of the most interesting iPhone games released so far, and is doing pretty well in the charts, too.

The Bottom Feeder: Rock Band. Guitar Hero. Why They Are Doomed.
'Someday, we will look back on the Great Music Game Fad and remember the glut of titles and the mountains of instruments at Best Buy and the $299 video game controller and go, "Wow, what was that all about?" and laugh and laugh and laugh.'

Ascii Dreams: Towards a Moral Code for Game Designers
'I suggest there should be a moral code for game designers: one which provides clear examples of the boundaries of which a game design should be careful straying beyond.'

BBS door games: Social Gaming innovation from the 1980s | Andrew Chen (@andrew_chen)
Absolutely great article: 'If there’s one thing to be learned from the BBS games and their related cousins, MUDs, is that great social interactions can trump pretty much everything else.'

1UP's Retro Gaming Blog : The New Age of Games That Got Away
An interesting point by Parish: 'Haven't you noticed? More and more often, quality Japanese games are failing to make their way west.'

Game Tycoon»Blog Archive » The Hits Get Bigger
Great piece: 'With rare exception... the Long Tail primarily benefits platform holders and the creators of hit content, not the broader creative community.'

August 30, 2009

COLUMN: 'Game Mag Weaseling': GMW Goes (more) International

['Game Mag Weaseling' is a weekly column by Kevin Gifford which documents the history of video game magazines, from their birth in the early '80s to the current day.]

micromania1.jpg   micromania2.jpg

Something that's always bothered me a little is the English-centric nature of this column. I am pretty familiar with the state of print game media in the US, UK and Japan, but not much with anywhere else.

I want to fix that for two reasons: because I am a total nerd for game-mag trivia, and because most magazines in non-English-speaking countries are covering a comparatively small (or perhaps barely even legal) marketplace. In these times of contraction, when even the most successful game-media outlets are experimenting with ways to stay relevant to gamers, I think there are things to learn from these more obscure mags, eking out their little niche and thriving off it.

So! Do you live in a nation that isn't the USA, UK or Japan? Somewhere in Europe, Scandinavia, Asia, Africa, South America, wherever? Then why not send me some email (kevin@magweasel.com) and tell me a little bit about your country's game mags? I'd be much obliged -- if I get enough feedback, I'd love to make these national profiles a regular part of this column.

I'd like to get the ball rolling a bit by discussing Micromanía, the leading PC-game mag in Spain -- a country where having a circulation of 30,769 makes you a leader. Founded by local outfit Hobby Press in 1985, the mag started as a video game-exclusive sister title to MicroHobby, a ZX Spectrum-oriented computer magazine that was the company's flagship title at the time. It's covered consoles on and off during its history, but nowadays is entirely PC-dedicated and comes with the standard sorta "one complete game and a bunch of demos" DVD-ROM you see with a lot of PC mags in the Euro-zone.

Micromanía's history is broadly divided into three eras, with the mag resetting its numbering and publishing a new "issue #1" to kick off each epoch. The first era (1985-1988) was entirely devoted to 8-bit computers, occasionally coming with a tape containing cheats and such for your games. The second (1988-1995) lasted 80 issues, featured a different page size from before and pretty quickly moved to cover MS-DOS as its main game platform, with console coverage moving to sister mag Hobby Consolas. The third, 1995 to present, kicked off the covermount CD age.

In 1998, Hobby Press was bought out by Axel Springer Verlag, a German publishing giant that, in true Rockstar Games fashion, renamed the outfit Axel Springer España and used it as a general-purpose springboard into the Spanish media market. That same outfit still publishes Micromanía and Hobby Consolas today, as well as a separate PC game mag titled Computer Hoy Juegos (Computer Today: Games). I haven't seen that mag, but I get the idea that it's the more "mature" publication while Micromanía's more the knob-humor one. (Micromanía has it pretty soundly beat in circulation, nonetheless.)

Micromanía's Spanish Wikipedia page claims that "from the third era onward, it has been harshly criticized for giving high scores to games compared with other media [...] In April 2007, PC Life magazine featured an editorial that branded another publication, clearly Micromanía from their description, as 'sellouts.'" I'd love to hear more about that sort of talk, given how often accusations flare up with the UK press.

One side note: Among Axel Springer's other titles in Spain is Revista Oficial Los Sims, a bimonthly launched last year in the country. I didn't realize it until now, but there are official magazines for The Sims in Spain, Germany and France, the latter of which was published by Future before they sold their French operation in 2007. An interesting niche, there; I guess the main allure would have to be the pack-in CD with stuff to throw into the game. For the sort of person who plays nothing but The Sims, after all, the idea of downloading things off the Internet must still seem kinda scary.

[Kevin Gifford breeds ferrets and runs Magweasel, a really cool weblog about games and Japan and "the industry" and things. In his spare time he does writing and translation for lots and lots of publishers and game companies.]

GameSetNetwork: Best Of The Week

Ah yes - time to go through the top full-length features of the past week on big sister site Gamasutra, plus extra features and Game Design Challenge goodness from fellow edu site GameCareerGuide.

Some of the highlights include an rather smart Shadow Complex interview with the Chair folks, a discussion on building buzz for indie games, a GCG narrative analysis for Lost Odyssey, great ways to navigate game levels, and other neatness besides.

Time to fly:

- Making Shadow Complex: Donald Mustard Speaks
"Though it's quickly proving to be one of the biggest buzz games of 2009, Shadow Complex was not a sure bet for Chair Entertainment when the project began. Gamasutra talks to creative director Donald Mustard about the creation of the Xbox Live Arcade downloadable hit."

- Ludus Florentis: The Flowering of Games
"The video game industry is going through a massive sea change, and Divide By Zero's James Portnow sits down to examine just what's going on, from tool simplification to distribution network changes, and what it means for games as a creative medium."

- Building Buzz for Indie Games
"In this in-depth feature, Mode 7 Games (Determinance, Frozen Synapse) co-head Paul Taylor discusses key steps to getting your independent game known, from careful initial announcements to pre-orders and talking to bloggers."

- No More Wrong Turns
"How do you navigate complex video game levels easily? Designer Nerurkar looks at examples from Fallout 3 through Shadow Of The Colossus to examine the top tools for aiding level navigation for players."

- Playfish: The Social Gaming Provocateurs
"Facebook game creator Playfish (Pet Society) has created some of the more sophisticated games for social networks, and Gamasutra speaks to them about why they believe quality eventually wins for social gaming, despite the noise."

- GCG: Game Narrative Review - Lost Odyssey
"In the first of a series of student examinations of game story, we take a look at the narrative of Xbox 360 RPG Lost Odyssey, examine its characters, and see where it goes right and goes wrong."

- GCG: Coursework vs. The Real World
"Wondering what value your college coursework will have for you in your gaming career? Graduate Matt Baxter explores the synergies between what you learn in the classroom and what you'll need in real life."



If you enjoy reading GameSetWatch.com, you might also want to check out these UBM TechWeb Game Network sites:

Gamasutra (the 'art and business of games'.)

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)


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