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In a “good news/bad news” sort of situation, I always like starting with the good news first. Maybe it’s just me, but it makes the bad news easier to stomach. So, try this on for size: The Fighting Fantasy game books were originally first published in 1982, starting with The Warlock of Firetop Mountain and blossoming into a full-blown series of gamebooks. What’s a gamebook? Well, imagine one of those choose your own adventure novels from when you were a kid (You do remember those, right?) except with more interactivity. Instead of simply turning to page 92 to to jump across a pit or turning to page 59 to go down the tunnel to the right, you need to roll actual dice to do a skill check to see if you can make it across the pit.

This adds a great element of randomness to things, and it feels more like you’re playing the book instead of just making arbitrary decision along various branching paths. I like ‘em a lot, and if you’re a fan of fantasy novels I’d go as far as saying this whole series is a “must-have,” especially considering at the current sale price of 99¢ you can buy the whole set for less than one dead tree version will run you.


Fighting Fantasy: The Warlock of Firetop Mountain


Fighting Fantasy: The Warlock of Firetop Mountain, $ 0.99
– Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?


Fighting Fantasy: Deathtrap Dungeon


Fighting Fantasy: Deathtrap Dungeon, $ 0.99
– Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?


Fighting Fantasy: Citadel of Chaos


Fighting Fantasy: Citadel of Chaos, $ 0.99
– The Citadel holds a dark and dangerous peril for anyone foolhardy enough to venture through its gruesome gates. And yet venture you must for your mission lies at the heart of the Citadel, with the dread sorcerer, Balthus Dire!


City of Thieves


City of Thieves, $ 0.99
– Terror stalks the night as Zanbar Bone and his bloodthirsty Moon Dogs hold the prosperous town of Silverton to ransom. YOU are an adventurer and the merchants of Silverton turn to you in their hour of need.


Fighting Fantasy: Creature of Havoc


Fighting Fantasy: Creature of Havoc, $ 0.99
– You begin this adventure not knowing where you are or who you are. All you know is that you are some kind of creature of instinct, understanding little. During the course of the adventure, it may be possible for you to begin to control your bestial nature, to find out more about yourself, and even to learn your destiny. But even if you know all this, success is by no means certain, for the traps and terrors of Trolltooth Pass are many … Are you ready — to become the Creature of Havoc?

It doesn’t matter what order you play them in, so just download and start with whatever sounds the most interesting.

Now, the bad news. Big Blue Bubble, the developers responsible for bringing these gamebooks to the App Store, are on the verge of having their licensing agreements expire. It doesn’t sound like they’re being renewed either, so once these are gone, they’re gone. This also means there won’t be any updates for any of them, so don’t expect any Retina iPad enhancements, or tweaks/bug fixes if future iOS upgrades break the apps.

We’ve yet to hear when the licensing agreement actually expires, but needless to say, you should jump on these sooner rather than later if you want them.

Source: Touch Arcade

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Blizzard has released the second in a series of Diablo 3 developer diaries. The first diary dated back to February 2011, at which point the developers believed they were going to release Diablo 3 by the end of 2011 — those dreamers.

This second diary was recorded April 5th, 2011 — three weeks before internal alpha testing. Jay Wilson, Christian Lichtner, and Jason Regier discuss the 53 pages of notes they received on the UI alone, as well as the very important business of getting seven to eight hours of sleep.

Check it out:

Money quote: “It’s a race against the clock. We’re trying to pack as much stuff into the game as possible.”




Source: Gaming Today

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In a recent interview with RPS, GoG.com managing director Guillaume Rambourg and marketing/PR head Trevor Longino discussed their thoughts on DRM and its future.

RPS asked if the gaming industry is shifting away from DRM:

Ubisoft’s Chris Early recently announced that his company is looking to add enough value to its products to make DRM obsolete. Do you think this is a sign that the tides are turning? Is DRM finally on the way out? And, if that’s the case, what happens to GOG’s big selling point?

GoG replied:

I would love it if DRM is dying out. I think GOG.com has blazed a bit of a trail in that respect, because we’ve spent the last three and half years showing the industry that not only can it work, but it can work very well–we’ve been growing at a phenomenal pace since we launched. If we ever reach the point where our core value of “DRM-free gaming” needs to be removed from our website because everyone simply assumes that games aren’t burdened with such short-sighted “features” as DRM, I’m pretty sure we’ll have a celebration at the office. It would be a great day for gaming.

I don’t think the tides are quite turning yet, though. It’s a promising move, but I don’t think this particular debate in gaming culture is anywhere near over.

GoG went on to explain the allure of DRM to a businessman:

It’s very, very hard from a business perspective to see the numbers of games being pirated and to not try and slap a mechanical “fix” on to your game. DRM doesn’t work, no, but when you’re managing your business via a spreadsheet, it is much easier to check a box that says, “DRM added” than it is to come up with a comprehensive plan to make the offer you present gamers more attractive than the one that pirates do while at the same time realizing that some gamers will pirate your game no matter what.

I definitely think that Ubisoft is moving in the right direction, but we’ll need to see if other industry giants are willing to do the same. I’m sure everyone’s watching Ubisoft to see what happens with their experiment before making up their minds.

Slapping in DRM is a knee-jerk reaction to the failed perception of a problem. I can understand why developers jumped at DRM as the solution to low sales figures, but when will they start treating the condition rather than the symptom?




Source: Gaming Today

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The first project from Ryan Payton’s Camouflaj is Republique, an iOS action/stealth game of sorts in which you control a network of cameras, lights, and everything else electronic to keep a woman named Hope safe from pursuers. It’s like a serious Night Trap.

“Last year, I decided I was going to stop complaining about the lack of real games on mobile,” Payton said in the above trailer, “and start making one.” For help making that real game, Camouflaj has turned to Kickstarter, because it’s 2012.

The developer is seeking $ 500,000 from backers, with bonuses including the game, a fancy journal designed as a “game companion,” and, for the truly wealthy, your likeness in the game and a trip to Camouflaj HQ.

JoystiqCamouflaj Kickstarting iOS stealth game ‘Republique,’ see the first trailer originally appeared on Joystiq on Tue, 10 Apr 2012 09:45:00 EST. Please see our terms for use of feeds.

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Source: Joystiq

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So now we know: BioWare is releasing free DLC this summer that will “expand on” and “add clarity to” the ending of Mass Effect 3. The ending as it stands will not change, despite fan outcry asking for the contrary for weeks now, but in some ways, perhaps this is the only move BioWare could have reasonably made.

In Ray Muzyka’s comments given in BioWare’s press release, he says the company hopes to find a middle ground between giving fans what they want (or at least, what BioWare thinks they want — we did a whole analysis on this possibility) and “preserving the team’s artistic vision.”

We’ve already discussed the idea of “artistic integrity” in this case, and why it is in no way harmed by completing a new ending. Many fans (and a few of us here at Game Front) believe the ending of Mass Effect 3 qualitatively isn’t good enough, so that colors the artistic merit debate greatly.

Almost as widespread as the argument for the artistic integrity of the work as written is the discussion by many writers in games journalism (a great deal of them without having played the game, for some reason) about whether BioWare capitulating to fans’ demands will be the death of good stories in games. If fans can band together and crowd-source the story points of their games, forcing their own vision down the throats of developers, game writing is doomed! That’s the argument, anyway, and while it’s fundamentally flawed — it makes several false assumptions in just that one statement — it starts on a false premise: that letting fans ask for a new ending in this one case will forever tarnish game writing as a possible mode of artistic expression.

That’s horses–t. Changing the ending to Mass Effect 3 could have been great for video game writing. Here’s why:

Legitimacy

Some developers think game story doesn’t matter. Ask David Jaffe or John Carmack about how important “story” is in a video game. They’d probably give you Carmack’s porn analogy — it’s a necessary component but it’s not why you walked into the theater or fired up the Pay-Per-View. These are two very prominent game developers who think game story is subservient to game design so much, they only include it because otherwise nothing would make sense.

Meanwhile, a giant fan movement just exploded in BioWare’s face because of a story element. Sure, there are precedents for fans being upset about a story and for developers to change them, but this level of outcry is unheard of. There are a lot of messages this could be telegraphing to the gaming industry, but here’s perhaps the biggest one: Stories matter. Don’t phone them in.

Electronic Arts and BioWare should be learning well that not only are gamers concerned with story, they’re so concerned that when a story they’re invested in is made badly, they’ll react to it. You can’t slap a weak ending (for whatever reason you may have done so, be it an artistic choice, running out of time or having no idea for years how you were actually going to end the series) on a game players have purchased for the story, hoping that ending will be ignored or forgiven.

Perhaps not in all cases, but certainly in many, story is just as important a feature as anything else. That’s a great lesson for the gaming industry to learn.




Source: Gaming Today

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[In this weekly column, Gamasutra rounds up the most popular paid and free iPad gaming applications on the App Store as of today, with Angry Birds Space, Skylanders Cloud Patrol and Bike Race Free currently ranking among the platform's top downloads.] This week’s top paid titles are: 1. Angry Birds Space HD ($ 2.99) 2. Draw Something ($ 0.99) 3. Skylanders Cloud Patrol ($ 0.99) 4. Clear Vision (17+) ($ 0.99) 5. Infinity Blade ($ 0.99) 6. Where’s My Water? …


Source: Gamasutra News

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Simultaneously, they acknowledge that a “purely synchronous game” is a hard sell on social networks
Source: GamesIndustry International

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[Gamasutra highlights choice quotes from game industry figures such as Hello Games' Sean Murray, Ubisoft's Tony Key, Grasshopper Manuacture's Suda51, and many others.] In our original and exclusive interviews, analysis, and feature pieces over the past week, a wide variety of developers, publishers, and indies shared their thoughts on the word “port,” relying on iteration to save their games, wishes for next generation consoles, and more. This Week’s Noteworthy Game Industry Quotes “The challenge about …


Source: Gamasutra News

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