DENVER, 7:40 AM, TUE MAY 13 | 44 POSTS IN THE LAST 24 HOURS | tips@kotaku.com | SUBMIT A TIP | RSS
AU
Posts Tagged “

Development

tell us dammit

The Refractory Period

The other day my co-worker Sander (he used to work at 1up) lamented his complete inability to finish Mass Effect. Likewise, I'm simultaneously interested in finishing Bully and completely uninterested in playing it. We were playing these titles when our Xboxes RRoD'd, Sander's in late January, mine in March. It is now mid-May.

So here's a question I wanted to put to the gaming community here: How important is momentum to finishing or playing a game? I'm wondering if, in the timeline of developing, we've reached a tipping point. The 50-hour gaming experience is upon us. In sports simulations stretching an entire season, it can be even longer. How, if at all, can a developer create and sustain momentum in players to complete something that long? Because these campaigns are only going to get longer, not that it's necessarily a bad thing.

But for now, the question that we here can answer: Is there a period of time where, separated from gaming (a week's vacation, a borked machine, a ton of work or school obligations) you're just unable to get back into it?

I know Bash had a TUD on Friday, but I'm curious here, so Tell Us, Dammit! In the comments after the jump.


multiplayer fps

The Evolution of the Team Multiplayer FPS

According to one writer, seven games parented the genre of the multiplayer FPS. Halo and Call of Duty: Not on it. Ed Borden reasons they did not add gameplay innovations, merely perfected the themes. That's up for discussion (and why I'm posting it, of course), but a fair point. More »

brash entertainment

Brash Teams With Factor 5 For Movie Game

It looks like Brash Entertainment is trying to set themselves up as the go-to guys for licensed movie games. First they tap Games Republic of Folklore fame for what can only be a Clash of the Titans game, and now Factor 5 has signed on for a movie to game transfer slated for a 2010 release, to be announced at E3 this year. Factor 5 of course is the developer behind the Star Wars: Rogue Squadron series, Lair, and the classic Turrican series. Why are they pulling in the good dev teams for movie translations? President and co-founder of Factor 5 Julian Eggebrecht says it's all about long lead times and creative freedom.
We're already working on a title that is more than two years out, and because the filmmaker is a game fan who is really excited about how we want to expand on the story of the film, we've been given a lot of latitude. It's been really fun to dig deep into this universe.
This is the way movie video games should be made. With the same care and patience as every other game. Let's hope they do something amazing with the time they have. More »

dreamcast

Keeping the Dream(cast) Alive

With the Dreamcast resurfacing recently in the news, the Escapist's interview with the guys behind Cryptic Allusion — one of the pioneers of the Dreamcast homebrew scene that is waning — is pertinent. Even though Cryptic Allusion has shifted away from Dreamcast homebrew, the interview is taken up with talk about what they did do for the scene, where it's at now, and where it may be in the future. On the question of whether they'd like to see Sega try and re-enter the hardware market: More »

development

Positech's Cliff Harris On Making the Indie Model Work

Rock, Paper, Shotgun has a great interview up with Cliff Harris of Positech Games (Democracy, Kudos, Rock Legend, etc.); it's chock full of interesting bits on his games, the makeup of the indie side of the industry, and how you can make money with indie development (the horror!):

I'm unusual because I'm genuinely interested in the business side of being an indie gamer. I love the whole entrepreneur thing, the setting the right price, getting expenses down and sales up, etc. My fave TV show is Dragon's Den for fucks sake. The vast majority of indie devs are programmers, and the C++ DNA seems to interfere with the DNA that makes people enjoy marketing or business. Most indies who make no money do very little marketing or promotion, because it terrifies them ... Marketing is a big deal. I know that Introversion put a lot of effort into marketing, and you can see the results there too. If you really are the typical shy semi-autistic sunlight-hating game coder, you need to get an outgoing biz/marketing guy to work with.

It's an interesting (and sensible) look at indie development; it's refreshing to read people being bluntly honest and not going off about the moral superiority of those who develop games for purely altruistic reasons.

Deserved Kudos: Positech's Cliff Harris Interview [Rock, Paper, Shotgun]


dev tools

Havok Goes Free In May

Trying to create your own PC game of you and your friends shooting up your high school but lacking the physics and animation technology to bring the whole project together? Well if you can wait a few months, you can use the same tools you've seen flashed countless times on your TV and computer monitor over the past several years - Havok. Havok is releasing their industry-leading Havok Complete toolset completely free in May. Havok Complete combines the Havok physics engine with Havok Animation, and is already used in over 200 triple-A titles on the market today.
"This is fantastic news for commercial PC game developers as well as the independent game development community, who will really benefit from this move," said Mark DeLoura, creator of the Game Programming Gems series.
Indeed fantastic news, as having powerful tools freely available can really help foster creativity across the industry, while also expanding the market for Havok's add-on products, like the recently announced Cloth and Destruction apps. An extremely long press release follows. More »

patrice

Next-Gen's "Hot 100" Developers List Is Great

Next-Gen have gone out on a limb and named who they believe are the hottest 100 developers for 2008. That's individual developers, too, not development studios. It's an exhaustive list, and one which does a great job of covering all major territories and platforms, so click through to see the highlights of a list in which The Gooch (23) beats out Miyamoto (26), and Patrice's lovely beard (16) beat out Peter Molyneux (27). So, yes, in other words, this is the best list ever. More »

dev tools

Havok Gets Cracking, Fluttering

The Havok engine just got a much-needed kick in the fluttering cloth pants with the unveiling of Havok Cloth and Havok Destruction at GDC, two products that will provide developers unprecedented control over cloth and destruction in their games. Havok Cloth, as seen in the video above, allows for scalable clothing that will stretch and flow as a character moves, while Havok Destruction is all about breaking stuff - dynamic fracturing, shattering, and deformation of objects. While just a nifty video clip to the layman, this is exactly the sort of thing that gives game developers - male and female alike - intense, uncomfortable erections. Hit the jump for the full press release. More »

twisted metal: head on

Jaffe Introduces Twisted Metal Blog

God of War and Twisted Metal designer David Jaffe has posted a video on the Playstation.Blog site announcing the launch of the official Twisted Metal Blog. According to Jaffe, this the first time the game has had any kind of official blog covering its development and launch. To kick things off he has posted four gameplay videos with some short explanations to go along with. TM fans will be glad to know that Twisted Metal: Head On comes out on Tuesday for the PS2 at the low, low bargain price of $19.99.

industry news

Kuju Comes To America

One of Europe's leading independent game development companies is making the move to the U.S., as Kuju Entertainment announces the opening of Kuju America, they're first studio outside of the UK. The website for the new studio features a British flag emblazoned United States, coupled with the exclamation (warning?), "The Brits Are Coming!" The studio is located in beautiful San Francisco, convenient to a large pool of development talent as well as Kotaku weekend editor Flynn DeMarco.

Jonathan Newth, Corporate Development Officer of Kuju Entertainment, commented "The US, and San Francisco in particular, is a natural choice for our first non-UK studio. It's a hotbed of development talent, home to many leading publishers and some of the leading US games press.
Ah, so they've heard of Flynn! Excellent! Kuju America is already hard at work on their first title, which I'm sure they'll tell Flynn all about when they're ready.

Kuju America [Official Website]


will wright

Will Wright on the Making of the Sims

I do adore Rock, Paper, Shotgun - I actually got hooked with an article they published on the ghostly eroticism of The Sims - and last week, they put up an interesting interview with Will Wright on the making of The Sims. I'm not a Sims player myself, but regardless of your feelings on Will Wright and/or his games, it really is an interesting tale of game development. OK, the go get 'em tiger positivity is a little grating: More »

education

Unreal Engine Invades Kids' Summer Camp

iD Tech Camps, a sort of summer camp for children interesting in game development and computers, announced today that they will be offering classes on using the Unreal Engine 3 tools to make games to six or seven students this year. The instruction sounds like it will be heavy on the modding, but there will also be instruction on creating original games and environments.

"We've partnered with iD Tech Camps because of their reputation for quality game development instruction for teens," said Mark Rein, vice president of Epic Games. "Unreal Tournament 3 delivers unparalleled game quality that gamers have come to know and expect from Epic Games. We are reaching an audience of gaming enthusiasts who play the game as well as learn to design and mod with our deep set of tools."

This seems like a pretty smart move on Epic's part. It's sort of like Apple giving computers to schools to use in their labs. It hooks kids when their young.

More »

casual gaming

What's In a Word? The Meaning of 'Casual' Gaming

Ian Bogost is back with another Persuasive Games column, this time talking about the perception of the term 'casual' - we tend to think of casual as equalling informality (as opposed to 'formal' games for the hardcore market). It's the 'casual Friday' association, if you will - something that the current casual market encourages with the types of games being churned out. But what if we looked at the casual market in a racier light: instead of boring and staid, what about thinking of casual in a new way. Like ... casual sex? The gaming equivalent of the one night stand? Interesting and exciting for an evening, but not meant to be turned into a long-term relationship. Fleeting, different, and disposable - Bogost says that this sort of 'casual,' with no emphasis on long-term play, could benefit the current and future crops of casual games: More »

game design

Innovation and the Casual Market

Juan Gril has what he terms a 'rallying cry' up on Gamasutra: the topic is innovation, specifically in relation to the casual games market (but I think this discussion applies on a much broader level to the industry as a whole, as evidenced by slews of blog posts and articles bitching about the topic). He draws a line between games that use incremental innovation - that would be the various incarnations of the match 3 formula, for instance - and games that have totally unique mechanics. Going a step further, he compares games from 1984 and 2006, finding that on his list, the 2006 variety lags far behind the older generation in terms of turning out unique mechanics, relying much more heavily on the 'incremental innovation' formula. More »

ncsoft

NCSoft's UK Expansion

Despite some gloom and doom predictions from Korean media, NCSoft's European arm got a nice boost thanks to a £950,000 grant from the South East England Development Agency (SEEDA) to expand their Brighton, UK branch. Looks like a deal everyone will be happy with; I only wonder what impact this will have on the currently rather lackluster reports on NCSoft in South Korea. Full release after the jump. More »

indie games

'Indie is the New Popular' - Musings on Independent Games

Sexy Videogameland has some interesting musings up on independent games, along with yet another challenge: "describe a game so trendy it hurts, so independent, so individual, that it makes sense to no one but you — because everyone else is an Extreme Mountain Dew-chugging juvenile with Electronic Arts' dick in their mouth." I really like seeing off-the-wall delights that independent developers turn out, but there are plenty that can come off like a bad dream combining post-modern philosophy and a low-rent version of MoMA. Alexander explains her stance, using fl0w as an example: More »

the9

The9 Buys Stake in MSN China, Makes More Microsoft Deals

The9 - the Chinese company that runs World of Warcraft on the Mainland - has purchased an over 50% stake in MSN China (which was originally launched as a 50-50 joint venture between Microsoft and Shanghai Alliance Investment, an attempt to get around government regulations). Despite having WoW in their stable, The9 lags behind Shanda and two other companies for market share; the acquisition of MSN China, plus the deal made earlier this year in regards to an active role for development on the 360 and XBLA could change that. More »

new and shiny

VastPark Is Coming

In case you've tired of your virtual self in Second Life, VastPark is coming (for some people, at least - the first new users will be given access soon): it promises "a virtual content platform featuring free tools, revolutionary distributed content syndication and enables you to deploy your own virtual world or online game within seconds royalty free." Metaversed explains: More »