Interview

Interview: Casting the Runes

by Salat on January 12, 2012 · 0 comments

When Mark Gerhard, CEO of Jagex spoke to GamesIndustry.biz he had one thing on his mind: recent reports that revealed the Runescape developer was now 55 per cent owned by an American investor, Insight Venture Partners. He wanted to explain that while the extra capital had come from overseas, control of the company and its plans for the future where still very much on British soil.

In this exclusive interview Gerhard explains that the investment has only changed things for the better, allowing the company to grow, recruit, build new tech and look beyond Runescape and to the three new MMOs it currently has in production. And Jagex’s goals beyond that? For the future? Only to become the Google of online games.


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Source: GamesIndustry.biz – News

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Interview: Talking A Good Game

by Salat on January 7, 2012 · 0 comments

At the beginning of 2009, Goodgame Studios had 10 employees and was about to start developing its first game. Today, it is one of the fastest growing companies in Germany’s crowded free-to-play development scene, with more than 28 million registered users across a portfolio of 9 browser-based social games.

When I visited the company’s Hamburg office recently, co-founders Kai and Christian Wawrzinek – both doctors, the former in law, the latter in dentistry – were preparing to welcome a crop of new employees that would send Goodgame’s headcount past 160. I’m told that, by the end of next year, that number will reach 250.

In this exclusive interview, Kai and Christian Wawrzinek discuss their unconventional route to game development, the decision to develop social games outside of Facebook, the value of recruiting from outside the games industry, and why start-ups need to focus their efforts to achieve success.


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Source: GamesIndustry.biz – News

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In addition to getting my grubby hands on playable versions of Silent Hill: Downpour and Silent Hill: Book of Memories, I had a chance to sit down with series producer Tomm Hulett at Konami’s Silent Hill preview event in San Francisco in early December. Here’s what he had to say, about the game, Akira Yamaoka, new Silent Hill 3 voice acting, and more.

GameFront: Will the town in Silent Hill: Downpour have locations people will recognize?

Tomm Hulett: This game takes place in the southeast edge of Toluca lake, which is a new area, but players will seee streets that may connect, or mention of locations. There will be a location they can encounter, but it won’t be the hospital or the school or something major like that.

GF: You’re going to have some players who are more familiar with the setting, and some who haven’t. How does the process of making a “scary” game change when you have players who are expecting to be scared?

TH: It’s interesting, because different things scare different people. Silent Hill’s a cool universe to be in, because there are so many possibilities to explore, and depending on the main character, things will change, so that enables us to choose a new character and new things for him to do.

It’s actually interesting working with the developer, because we’ll have a really cool idea of something that will scare the player – “we can hit ‘em this way, we can hit ‘em with this” – and then the programmer for that level will be like “well, that’s not scary at all,” because to him, it’s not scary. It’s this back and forth of finding the best atmospheric moment that most people can agree is kinda scary, so it can make it in the game, and hopefully scares people in the end.

GF: You mentioned the character. In past games, that’s been important to the scares – these phobias that are particular to a character. I got the impression that it’s continuing this time around – we have a water…

TH: Water factors into the story. I wouldn’t say he [Murphy, the protagonist] is afraid of water – he would go swimming – but somewhere in his past there’s something that has to do with water, and that’s manifested in the game. For example, when it rains in the game, the harder it rains, the more creatures there will be. He’ll need to seek shelter.

GF: How was the decision made to go with water? Was it a technical development that enabled you to render it really well?

TH: Lemme think back. Silent Hill, in the past, has done a lot of rust. That’s been this running theme, so a lot of people think that’s all it can be – this rusty world. Silent Hill 2 was different – it was a little water-based. But we looked at what sort of worlds we could have, and what the character’s story was about. We figured that out. I think the story stuff came before the tech stuff. We ended up having good tech stuff, but I think it was really: “Let’s make this game ‘water.’ Now what can we do with water?” And they [the developers] were like “oh, we can do this great thing.”

GF: What would you say you’re doing this time around to attract people who have never played a Silent Hill game before?

TH: We’re making it easier to play. The old games, which people like, are from the early days of survival horror. They’re a little bit clunky with the controls, and combat is weird. I hear from a lot of fans that they try to convince their friends to play Silent Hill 2, and their friends just aren’t interested. Well, one of the reasons is that the controls are hard to get into. If you’re playing all these modern games that are easy to control and intuitive, you don’t want to go back to these clunky games — it’s just not worth it. So, we’ve kept the emphasis on not empowering the player – you don’t have a huge arsenal of weapons, and you’re not going to feel like Superman; you’re not going to want to fight every creature you see. But then, when you are in combat, it’s fluid – the character does what you want him to when you want him to do it.

Playing it is a fun experience, which isn’t to say that you should seek out combat – you will die if you get outnumbered, and the creatures are going to try to kill you. But, making the user experience more natural, I think, should attract a lot of new players.

GF: My next question was about whether there were things that you didn’t like about previous Silent Hill games that you were looking forward to getting an opportunity to fix. Would you say that clunky control scheme is one of those problems?

TH: Combat’s always been a problem, throughout the whole series. I’ve played them from the start, as a gamer – before I worked for Konami – and I was willing to look past it, but not everyone is. Homecoming came out, and I was not too involved with that project, but they chose to go overboard with the combat, and say “look! Combat, combat, combat!” Then, the old users were dissatisfied. I’ve heard from a lot of people who started playing the series with Homecoming, and they like it – they think it’s a pretty fun game. But if you ask old time fans, they just hate it – they think it’s not what Silent Hill’s about. Hopefully we hit the right balance, and we tweaked it properly.

GF: So what is Silent Hill about? What are the strengths of the series, the things that you really wanted to emphasize to celebrate the franchise?

TH: First would be psychological horror. It’s not about dogs jumping through windows. It’s about hearing a creature, thinking he’s after you, turning the corner and seeing some body that he’s probably killed. But you never see the creature. You just see the results. This kind of horror is crucial to Silent Hill. It’s one of the few games that provides it. I think its important to keep providing it.

The second element is a character-driven plot. The plot ties into the main character’s psychology, and who they are, so you get to learn about a character from a different perspective than another game. It’s not a lot of him telling you about himself. You see it, and you kind of extrapolate that back, and decide for yourself what it all means.

(continue reading for more on Downpour, Akira, and the HD Collection voice acting controversy)




Source: Gaming Today

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On this week’s bonus edition of the TouchArcade show, we spend a moment or twenty with the Trinity behind Epoch [$ 4.99], Uppercut Games. At the top of the podcast, we discuss premium price points and the reception to Epoch in general. Later, we dive into a talk about the game’s first big content update, the competition for users’ time, where Uppercut will be in one year and other neat stuff, including a thrilling discussion about taking an iPad to the toilet. Spoiler: no-one in this podcast has taken their iPad to the toilet.

If you’d like to listen, go ahead via the links below. If you’d like to catch our ‘casts the second they hit the Internet, subscribe to us via iTunes or Zune for FREE. What a deal, am I right?

iTunes Link: The TouchArcade Show
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Direct Link: TouchArcadeShow-Bonus-028.mp3, 20MB

We’ll be back this Friday with another regular episode, by the way. Until then!

Source: Touch Arcade

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Interview: Epic Win

by Salat on December 7, 2011 · 0 comments

In this exclusive interview conducted at Game Connection this week, Epic president Mike Capps talks openly about the need for the games business to mature by sharing content and information, why the company is support the PlayStation Vita with its Unreal engine but not making its own game, and the worry of revealing new IP.


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Source: GamesIndustry.biz – News

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Minecraft is an amazing sandbox experience, but there comes a point where the player wants more. A person can only mine so many diamonds before it becomes repetitive. That’s where custom map makers come in. They take the world of Minecraft and add stories, puzzles and obstacle courses for a more fulfilling experience. Minecraft’s success is due at least in part, to the endeavors of these tireless creators, who provide free content for the game Mojang developed. I was lucky enough to catch up with two of these map makers during Minecon for a little Q and A.

Prof_Snape is one of the two creators of the Lost custom map, which has been featured on Yogscast. The map is an incredibly detailed recreation of the island depicted on the hit TV show lost. His map has almost 70,000 downloads, which isn’t bad considering it was his first attempt at custom map making. I asked him what editing software he used to make the map. “MC edit and World edit, but it was also a lot of doing it by hand, we would just move forward until the world generates,” responded Prof_Snape. He also mentioned that he has a new map coming out in 2012 that’s top secret. When I prompted him for a hint all he would say was “Uber-Charge.” Could we possibly be seeing some TF2 action in a custom Minecraft map?

I also him what custom map (beside his own) was his favorite to play? His answer was a map that isn’t even out yet. “The absolute best map right now is this map no one has ever played. It’s a replication of Hogwarts in the Harry Potter world. The detail in this map is amazing. I truly believe that it’s the best map in Minecraft and no one has played it.” Apparently Prof_Snape was invited to take a tour of this map while it’s still being built. The guys that are building it are called Media Charts. I looked into this and apparently the guys who made it are using it to remake the Harry Potter movie in Minecraft form. There’s really no way of telling if they’ll open this one up to the public.

I also managed to speak to BlameTheController, he’s the map maker responsible for the custom map “Kingdom of the Sky.” If you’re big into Minecraft and haven’t checked this one out you probably should. He solved the problem of players wandering out of the designated area quite artfully by setting his entire custom map on floating islands. Step off one and the player falls to their death. I asked him how he felt about Mojang starting to add story elements like the Enderdragon which triggers end credits for players who kill it. “I thought the ending was pretty interesting… as far as storyline goes the current 1.0 doesn’t hold a candle to what mapmakers make.” BlametheController thinks one day Mojang will have a fully fleshed out story, but for the moment custom maps are the way to go for players who want some focus to their MineCraft experience.

The problem with custom maps is that anyone can make them and there are more bad ones out there then good ones. BlameTheController had some advice as to how to find good custom maps “Download counts, feedback you see on the forums and how many ‘Let’s Plays’ you see on Youtube.” He has a list containing a whole bunch of great custom maps broken up into categories (parkour, adventure, puzzle etc.) He’s also working on a follow-up to Kingdom of the Sky called “The World Burns,” so keep an eye out for that one if you like challenging custom maps.




Source: Gaming Today

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During BlizzCon 2011, I got to sit down with Julian Love, lead technical artist for Diablo 3, and chat about the game’s art direction, its future in the eSports scene, the possibility of mods, and more. While he was understandably tight-lipped about the topics we most want to know about, he did provide some insight on design philosophy, as well as a gem on Diablo 3′s moddable framework.

Read the full interview, below.


GameFront: How long have you, personally, been working on Diablo 3?

That’s tough to quantify. I worked on things that would contribute to Diablo 3 before there was a D3. I worked on some of the art pipeline features and support tools. From that perspective, I’ve been working on the game for over 9 years. In terms of actual hardcore development of the game, it’s more like 6.

GF: Care to elaborate on the pre-D3 work?

There was an early period when we wanted to make a game that would be like a Diablo 3 game, and we were just exploring on a fundamental level what kind of engine we wanted to make and how it would work. It was a pre-development stage we went through where we just wanted to get the technology off the ground. At that point, we hadn’t figured out what game that engine would necessarily be for. We just knew it would be an isometric-ish game.

GF: Was there ever a point in the development process when D3 would have been an MMO?

No, I don’t think there was ever a serious point. At the earlier stages, there were certainly many ideas being tossed around. There were many people at that point who where bitten by the MMO bug, but there was also people who thought, “hey, we should make a fighting game, or an adventure game.” So I think there were some phases when we weren’t serious and entertained a lot of ideas, but they were during that early stage when we just wanted to throw a lot of spaghetti at the wall and see what stuck. Even then, with the tools we were using, it looked more like a Diablo game than anything else.

GF: Has development started on any expansions?

No. We’re really focused on getting the game out the door, which is what we’ve been focused on for the last two years. We want it to be awesome; we want it to be the definitive successor to the Diablo series.

GF: While there will be no official mod tools for Diablo 3, does Blizzard condone D3 mods?

There’s no direct intent to say that we don’t want D3 to be moddable. And, to be honest with you, the technology itself, on just a fundamental level, makes this the most moddable version of Diablo there’s ever been.

However, we have these other goals that supersede modding; we want to provide a safe and secure experience for players to play in and trade items in, and in order to do that, we had to make the game online play only. Once we made that decision, that effectively eliminated the possibility of having moddable games, since you’re going to have to connect to our service in order to play. So that’s a slight consequence of our online-only decision.

I’ll say that there’s never really been an intention with past Diablo games to make them moddable, either; it’s just that people found a way to make it happen. It’s not necessarily something we went out of our way to support.

GF: Hacked private servers were created for World of Warcraft; odds are there will eventually be a modded server or a way to play Diablo 3 without b.net, at which point people will be able to make mods. Would blizzard support such actions?

I think people will have a very difficult time doing that. I don’t think we’d be in a position where we can support that sort of endeavor, because it really falls outside of our development focus, which really is to provide this secure and high-quality experience that really demands an online-only game experience.




Source: Gaming Today

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In this week's bonus episode of The TouchArcade Show, we speak with Rocketcat Games' Kepa Auwae about Rocketcat's past, present, and future and discuss his studio's action RPG Mage Gauntlet [$ 2.99] in great detail. Kepa keeps it real the entire time. Dude spills the beans on the studio's plans for a trilogy, a free-to-play spin-off, and what it's probably going to do to improve on the current build of Mage Gauntlet. This was a spectacularly fun conversation, and if you're a fan of Mage Gauntlet, you'll undoubtedly leave it with some excitement.

If you'd like to give us a listen, go ahead and do so via streaming or direct download. You could also subscribe to use on iTunes or Zune to get every new episode the second they hit the Internet. If you ask me, this is the premier way to enjoy your TouchArcade orally.

iTunes Link: The TouchArcade Show
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Direct Link: TouchArcadeShow-Bonus-022.mp3, 25MB

If you've got the time this week, we'd really love to hear your positive feedback on our iTunes reviews page. Also, feel free to fire us an e-mail: podcast@toucharcade.com.


Source: Touch Arcade

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