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[In this reprinted #altdevblogaday opinion piece, Visual Outbreak creative director Alex Norton examines how designers must strive to make sure players don't feel disconnected from a game's experience.] Game design is always about looking back before looking forward. Sometimes this is done consciously; other times it is done unconsciously, but it always happens. Every great new idea is built on improving on one or more old ideas, and the best game designers are well aware …


Source: Gamasutra News

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[Gamasutra rounds up the week's biggest reports on South Korea's booming online games market from This Is Game, the leading English-language site about the country's game industry.] In our latest round-up of news from South Korea’s online games space, we look at NCSoft’s Lineage III (pictured) lawsuits over leaked trade secrets, NHN’s new developer programs, upcoming game ratings changes for the country, and more. Former Lineage III devs found guilty, sentenced to jail for leaking …


Source: Gamasutra News

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Android increased its US smartphone market share to more than 50 percent for the first time during the three months to February 2012.

Digital measurement firm ComScore found that Android’s market share hit 50.1 percent, up from 46.9 percent in November 2011 and up 17 percentage points compared to February 2011. Google announced this week that nearly 3 percent of all Android devices have now been upgraded to the latest Ice Cream Sandwich version of the OS.

Apple’s iOS had the second largest share with 30.2 percent of the market, up five percentage points compared to a year ago. RIM’s BlackBerry OS came in third with 13.4 percent, followed by Microsoft’s Windows Phone (3.9 percent) and Symbian (1.5 percent).

The survey found that Samsung’s market share remained static at 25.6 percent, keeping it at top spot for handset vendors. LG was second with 19.4 percent of the market, followed by Apple’s 13.5 percent, Motorola (12.8 percent) and HTC, which increased its share by 0.4 percentage points to 6.3 percent.

The research also found that 104 million US consumers own a smartphone, up 14 percent compared to November 2011. Downloaded applications were used by 49.5 percent of mobile subscribers, with social networks attracting 36.1 percent, mobile games, 32.3 percent, and music, 24.8 percent.

Source: Business Briefing

Source: Games Industry Blog

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Yeah, there’s a whole heap of games coming out tonight, as well as a few substantial updates to already released games. So, I’m including those games in the list again. Personally, I’m pretty stoked to see how Infinity Blade II’s Clash Mob system turns out. But, I’m also excited for Burnout Crash. Which will suck up more of my time tonight? Who knows!

Like every Wednesday, the new games should be available at 11:00 PM Eastern, or potentially much earlier if you live east of the United States. Updates are a little harder to predict, but they should also appear around the same time.

Aero Vacation, FreeForum Thread – This free to play airline building game reminds me a lot of Sunshine Cruise Lines [ Free ], although the airship theme does seem pretty cool.


Burnout Crash!, $ 4.99Forum Thread – I absolutely loved this game on Xbox Live Arcade, but always felt like it’d make a better iPhone game. Well, here it is. [click to continue…]

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[Gamasutra rounds up recent reports on the Japanese games industry from local news site Andriasang.com, a leading destination for English-language news on Japan's game industry.] In our latest round-up of Japanese game industry news not previously reported on Gamasutra, we look at a Final Fantasy XIII-2 and Prada collaboration, sell-through rates for Kingdom Hearts games, new social network apps for PlayStation Vita, and more. Kingdom Hearts 3D Sells 64% of Stock Square Enix sold 64.2 …


Source: Gamasutra News

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PlayGround States logo, as it appears on Facebook.

“It’s been an amazing experience,” Double Fine founder Tim Schafer told fans via a live stream that celebrated the closing moments of Double Fine Adventure‘s success on Kickstarter. The project generated over three million dollars worth of donations in a month. Double Fine had asked for $ 400,000. It wasn’t just amazing. It was magical.

Not every studio sees this kind of outcome. Lead artist and the brains behind Playground State, Barry Collins, is walking us through what his studio looks like, and what has happened to his game, after his project failed to receive funding.

Playground State was founded two years ago by Barry and his brother Brad to explore and express the ideas that Barry has had floating around in his head since childhood. If you look closely at its web site, you’ll notice that there’s no physical address. It’s just a collective “willing people” across the globe coming together to build a series of sci-fi titles called Knights. A PC title called Knights: Spiral Islands was to be the first.

Spiral Island became a known project thanks to Kickstarter and a warm reception by PC enthusiast web site Rock, Paper, Shotgun, which featured it in an editorial in February 2011. Spiral Island is described as an episodic online action-adventure game in which you, as a knight in the game’s sci-fi universe, battle evil across the cosmos. Its hook, outside of its UDK visuals, is its lack of boundaries: in one mission, you’ll be hacking and shooting Vikings, in others space bees, mushroom zombies, robots, and large crabs.

Concept art of a playable Knight. You'll see other Knights in the upcoming preview game.

It has the look and feel of something incredible, especially if it were to be expanded as planned. Spiral Island was pitched to potential donors as game design in motion, as it would have seamlessly integrated new scenarios and enemies in a constant steam.

For whatever reason, it didn’t receive sufficient support. The Kickstarter effort ended with a thud later that April. Playground was looking for $ 10,000. A hair over $ 1,500 was pledged across 36 serial donators. One pledger, for example, has backed 48 other projects.

It’s easy to see this as a knockout shot, but to Barry, it’s just a glancing blow, and now the team is looking to iOS and its vast audience to continue.

“The lack of funds was frustrating, but it didn’t really kill our ambitions or desire to make this work,” Barry tells TouchArcade. In the ultimate show of confidence, the studio grew. It picked up an artist, a musician, a sound designer, and a couple of programmers following the failed attempt at funding.

That Playground is reacting in the exact opposite way you’d expect isn’t lost on Barry, and he explains that the reason is tied into how deeply his core team believes in what the studio is trying to accomplish.

“It’s our baby,” Barry tell us. “Amazingly, after maybe an hour or two of rambling with the various team members, they all irrevocably become hooked on the concept and what it has to offer, and slowly but surely begin to own it. Right now we have a team of guys all on the same page and all excited about the small steps as much as the bigger one that will come later — Knights as a whole.”

The crab monster we originally fell in love with, but now fewer polygons for mobile.

While the team grew, so did Knights. It’s now more than a game: it’s a series of mobile titles based in the same universe that spans multiple platforms and genres. Barry has an idea for several projects, some of which are in early stages of development. The most important is an Epic Citadel-like preview title, built specifically for iOS to show off what his team can do.

But even though the team is growing and excited about the games Barry wants to make, it has a horrible issue: it’s hemorrhaging programmers. It can’t keep one on staff, and this is putting a kink in the size and scope of the Knights games Barry wants to make. Barry says they’re in a spiral of simplification, as no one has the expertise to implement complex content into builds. The lack of a revenue stream is undoubtedly one of the culprits here. It’s also the reason why it’s bothering with a showcase project in the first place, and opening its doors for outsourcing work.

“This constant tug of war is what pushed us to our current goals of producing a very basic, free to download visual demo — a means of walking around a crazy environment full of eye candy and talking to basic scripted actors within the world. This will lay the ground work for follow-up episodes to come afterwords,” Barry tells us.

That Knights is blowing up, too, isn’t lost on Barry. He says this game has two goals: to nab exposure and be a launching board. Barry believes it’ll generate new ideas for future Knights games, and argues that the scope in this game is much more manageable than the one he put out there with Spiral Island.

This is how Playground wants to tackle on-screen FPS controls.

Another game is another iPhone and iPad-specific title called Knights: Arena. This is also a victim of the rotunda of programmers cycling through the studio. It’s an FPS that revolves solely around online play: team deathmatch, capture the flag, and so on. Barry, with a lengthy Internet sigh capping off what he tells us about Arena, says the studio’s goal is to establish a revenue stream as quickly as possible. It needs to hire at least one, dedicated programmer. “But that in itself is a Catch 22,” he says. “Need a programmer to make revenue, need revenue to get a programmer.”

Playground State’s ability to keep its legs churning in the mud seems unreal, but it’s a human reaction. With a teeth-gnashing kind of pride, Barry plans to continue marching on beyond his studio’s funding failure. He doesn’t just want to make games — he wants to see his dreams realized.

“I don’t quite know how we managed to grow in quality, strength, and numbers. Faith in Knights among the team is stronger than ever today, despite everything,” he tells us.

Knights is one of many projects I dream of making. So this is the blood, sweat, tears part of paving the way to eventually being able to produce these with a real budget and fully paid team. This is it. This is what I love. It’s what I want to do for the rest of my life.”

That’s why Barry is up for using Kickstarter again. He has at least two in the works right now. One is for an extensive indie bundle that features developers in the Vancouver area. The other is for Knights: Arena or a single-player variant of that idea, which he wants to launch “at the same time that we launch the free demo, so people can see or play it and discover it that way.”

Barry talks about Knights: Spiral Island in his Kickstarter promo.

Spiral Island‘s crowd-funding failure didn’t come without costs in terms of people and revenue. There were lessons learned, though. The first was scalability. “No need to come out of the gate with a massive universe to embark on hundreds of small stories in other universes. A single story is good enough, or if finances and or programming get in the way, as we are discovering, there are still options,” he tells us.

“We did not go into this expecting it to be quick and easy, and it has not been quick or easy either,” he says.

And let’s say these Kickstarters don’t pan out? Barry isn’t worried. “We will keep pushing along until we are earning revenue on our own, find the right investment deal or get the attention of a publisher that wants to work with us.”

“But no matter what, this project will see the light of day, and as a series of mobile games to start.”

Towards the end of our Barry conversation, we pressed “pause” so we could ask what makes him so idealistic. His vision for these Knights games still seems almost too ambitious considering the lack of funding. The risk of what will happen if these ideas die could be monumental to the studio’s future and Barry. These games are the realization of his dreams, after all.

Honu are a species you'll be able to talk to in a preview. Here's one in a warrior outfit.

Knights in general is an extremely ambitious concept,” he says. “It started big and the scope of the games we want to tell based in this setting have been cut back for the sake of getting something to market sooner. “

“The concept of Knights being so grand just means we always have room to grow. We realize that we may only ever produce the Knights preview or only ever get as far as Knights: Arena because there’s a real possibility that Knights is lame and we are all crazy people working away on an idea nobody else likes. “

“For me this would just be a continuation of exactly what I have done for 11 years, which is to just hire myself out to whatever studio wants to pay me, and doing so in mass with others is old hat. The grind of tracking down clients and deadlines, milestones, massive delays in payment and so on… it’s all a part of the job. But, Knights, to me, is a way out of this, to finally get all the ideas my brother and I have been brewing up for decades. It’s time we produce things we want rather than the things that pay the bills.”

Barry says that he likes to focus on what could happen with some success. He could hire programmers, no more lost time on contract projects, and the people he’s surrounded by could be supported.

“I just really hope people want to play a game about the Knights — the ultimate saviors of all things, the definition of heroic. Not a bad bone in their bodies, watching them take on any bad guy we can dream up and throw at them, across all history in any universe and time. I really want to play that game.”

When a Kickstarter fails, it’s not necessarily a catalyst for disaster. Barry is idealistic, and maybe too ambitious, but he’s not a quitter. He’ll keep creating. The success of Double Fine was magical, but the intensity of at least one man who didn’t win big is special, too.


While Barry’s story stands on its own, we are covering something larger here. This is part one of a two-part series of articles. In the next, we’ll introduce you to three more studios who haven’t had the greatest experience on Kickstarter. We’ll also discuss why we don’t normally cover games on the service and why we’re not certain of the long-term viability of crowd-funding sources like Kickstarter.

Source: Touch Arcade

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Retailer bought out of administration, some head office staff to be offered jobs back
Source: GamesIndustry International

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Relax — stop going around knocking over magazine racks like you’re Asura. Capcom will extend Asura’s Wrath with some new DLC, dubbed Episode 11.5, for 160 MS Points ($ 2). Another episode, 15.5, will arrive on April 4 at the same price. Finally, on April 25, Capcom will release four DLC episodes in a bundle for 560 MS Points ($ 7).

Now, you’re probably wondering where that Ryu DLC is, right? Asura will exchange blows with the Street Fighter on May 9 and with Akuma the following week, on May 16. Those two DLC episodes will cost 160 MS Points ($ 2) each.

JoystiqAsura’s Wrath ‘Episode 11.5′ DLC available today, more to come originally appeared on Joystiq on Tue, 27 Mar 2012 22:00:00 EST. Please see our terms for use of feeds.

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Source: Joystiq

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