<![CDATA[Kotaku: don daglow]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: don daglow]]> http://kotaku.com/tag/dondaglow http://kotaku.com/tag/dondaglow <![CDATA[Stormfront Studios Shuts Down (No Joke)]]> The developers of the original Neverwinter Nights, The Lord of the Rings: The Two Towers and Blood Wake has closed its doors, ending twenty years of Stormfront Studios. We'd heard from a number of ex-employees over the past 24 hours who tipped us off to the closing, telling us that Stormfront prez Don Daglow announced during the studio's weekly meeting that it would be shutting its doors forever, offering no severance and no further health benefits. The studio was said to have a staff of about 30 full-time employees at its closure.

According to Next-Gen report on the shuttering, Stormfront reps confirmed the rumor, saying that its current project "made no revenue." It's unclear whether that project was the recently shipped The Spiderwick Chronicles, but we have an e-mail in with Stormfront to learn more.

Stormfront Studios Closing [Next-Gen]

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<![CDATA[Developers Reveal How The Press, The Hardcore Influence Their Games]]> This morning at the GC Developers Conference, a panel of game developers—Don Daglow from Stormfront Studios, Mike Capps from Epic Games, Julian Eggebrecht from Factor 5, and George Backer from Lionhead Studios—spoke on the subject of "top selling games" and the methods and philosophies involved in designing them. When asked how influential the enthusiast press and the forum dwelling hardcore were on the final outcome of their games, the developers were surprisingly frank about the impact both groups truly had.

Capps was first to respond, saying "We absolutely love the press. Everything they say we immediately put into our game." Joking, of course, but it's actually not that far from the truth.

With the press, Capps revealed that they'll actively solicit their feedback because "the press knows games and they know what's gonna sell" with proposed changes being incorporated as late as six weeks before ship date.

Touching on the hardcore Unreal Tournament userbase, Capps revealed that the team at Epic read forums "all the time", saying "We take [their complaints] seriously because we need to keep those guys happy because they're the ones who are going to sell it to another one and a half million users who aren't so hardcore."

Backer theorized that the games industry has evolved faster than its Hollywood counterpart because of this interaction with its users.

Lair developer Eggebrecht suggested that developers take those suggestions from hardcore users "with a grain of salt" citing Factor 5's inference that the hardcore "seem to somehow resent the idea that motion control is the next evolution, or one of the evolutions, where video games will go." With the hardcore gamer "bashing in our heads" over the use of the SIXAXIS motion detection as the primary control method for the game's dragon flight, it might seem like Eggebrecht ignored player feedback.

Not so. The team did make motion control concessions based on vocal, negative opinions from the PLAYSTATION 3 game's Tokyo Game Show demo. Ripping out the motion control for on-foot segments, Eggebrecht called the earlier control scheme "quite frankly, horrible in hindsight" and that listening to hardcore opinions can often be "a blessing and a curse."

And while some game developers may have a bitter taste left in their mouths by a scathing preview or review of a game, Eggebrecht said "The press isn't the enemy. If anybody thinks the press is the enemy, that's stupid. These guys are usually as passionate, if not more so, than you yourself are so work with them."

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<![CDATA[Don Daglow, Licensing LOTR vs. TRON]]> As learned gamers, we usually scoff at movie licensed games, calling them the not-so-cheap way out for developers looking to cash in. But during a roundtable at GCDC today in Leipzig, Germany (Europe), Stormfront Studios' Don Daglow presented two tumultuous experiences with licensing movies: Lord of the Rings and TRON.

Obviously LOTR was in many ways a dream proposition...[but] when we started the project, everyone was saying, Peter Jackson??
But then...
[Producers] brought up to EA 16 minutes of the movie...After they saw that...everything had changed.
Lord of the Rings wasn't a multi-billion franchise yet; it wasn't a sure thing for publishers to bet on. But the problems with the license ended there. As for TRON...
25 years ago, the original movie Tron was pitched to us. We go up to BV studios...they had this promo why we should pay the rights for Tron. "Tron is going to revolutionize the way movies are made"
And Daglow's team was sold. Money, resources, whatever the team needed was theirs.
9 months later when the movie came out. The script wasn't very good. They ran out of time. It wasn't supposed to be black and white. Ultimately our team broke our hearts trying to build those games. We had no support. We were ignored. That can and still does happen today.
Not one moment of special effects was added to the film over those 9 months. Why? Daglow responds: because BV already had their paycheck virtually guaranteed—meaning they'd innovated enough.

And you thought movie licenses made things easy! Ha!

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