<![CDATA[Kotaku: gamasutra]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: gamasutra]]> http://kotaku.com/tag/gamasutra http://kotaku.com/tag/gamasutra <![CDATA[Free Running Through Popular Culture]]> parkour.jpgIn an article over at Gamasutra, Andy Robertson takes a look at the use of popular culture in video games, specifically Parkour (or Free Running). He takes an in-depth look at some of the games that have used Parkour, namely Crackdown and Assassin's Creed, and discusses what they did really well, and what leaves much to be desired for free-running fans.

The biggest difference between the two games is that Assassin's Creed allows the users to do just about anything, moving up and over the whole sandbox environment using Parkour-style moves, but doesn't reward players for the fluidity and beauty that authentic Parkour demands. On the other side, Crackdown has specific Xbox Achievements that encourage players to be more fluid and artistic with their movements, but permits fewer grab points and forces the player into a more linear, less free and experimental path. What Robertson doesn't refer to is the upcoming game Mirror's Edge, based solely around the art of Parkour. If these two elements are married in Mirror's Edge, it could be a big Free Running hit. Then again, if it's only those elements, I can't imagine long-term play possibilities for the game.

Game Culture Vultures: Parkour

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<![CDATA[Diagnosing Completion Anxiety Disorder]]> man-pulling-hair-out-2.jpgSome of you may remember, way back in my blurb introducing myself to Kotaku, I mentioned I'm bad about not finishing games. I wasn't kidding. I have completed an embarrassingly low number of games, and I always though this made me a bit of a freak amongst my fellow gamers. But according to an opinion piece by Leigh Alexander of Gamesetwatch and Gamasutra, I may not be quite the abnormality I thought I was. She argues that gamers on the whole are completing fewer games now than they did in the past. There's a whole host of reasons she suggests as to why this is happening: Too long? Not engaging enough? Too challenging? No time to finish? Alexander's reason I identify with most with is inability to part with the experience. When you put hours and hours into character development, quests, and skill honing, it's hard to break away from that experience with the conclusion of a game.

So what's your reason for not finishing games? Or do you complete everything you start?

Opinion: On 'Completion Anxiety Disorder' [Gamasutra] [Pic]

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<![CDATA[Mag Announces Top 50 Developers]]> topdev2k8-200.jpgA new study from Gamasutra and sister divisions Game Developer magazine and Game Deveolper Research division has selected the top 50 developers in the gaming industry today. It was based on reputation and sales data, through anonymous surveys and assessments of sales charts in the US, the UK, and Japan, the number of games released each year, and the average metacritic rating. While the sales data is handy, the all-encompassing approach taken by the study to include reputation, as well, makes this study interesting. According to Gamasutra, "the resulting report is the only multi-input empirical ranking available for game development studios."

Hit the jump for the top 20 devs on the list.


1. Nintendo Kyoto (Brain Age, Wii Play)
2. Infinity Ward (Call Of Duty 4: Modern Warfare)
3. Blizzard Entertainment (World Of Warcraft: The Burning Crusade)
4. Electronic Arts Canada (FIFA Soccer 08, NBA Street: Homecourt)
5. Valve (Portal, Team Fortress 2)
6. Konami Japan Studio (Winning Eleven: Pro Evolution Soccer, Dance Dance Revolution Universe)
7. Insomniac Games (Ratchet & Clank Future)
8. Capcom Osaka Studio (Lost Planet: Extreme Condition, Monster Hunter Freedom)
9. Electronic Arts Tiburon (Madden NFL 08, NASCAR 08)
10. BioWare Edmonton (Mass Effect, Jade Empire: Special Edition)
11. Bungie Studios (Halo 3)
12. Ubisoft Montreal (Assassin's Creed, Naruto: Rise Of A Ninja)
13. 2K Boston [& Australia] (BioShock)
14. Harmonix (Rock Band)
15. Bandai Namco Tokyo (Ace Combat 6: Fires Of Liberation, Beautiful Katamari)
16. Square Enix Tokyo (Final Fantasy VII: Crisis Core, Front Mission DS)
17. Game Freak (Pokemon Diamond/Pearl)
18. Epic Games (Unreal Tournament 3, Gears Of War PC)
19. Hudson Soft (Mario Party 8, Mario Party DS)
20. Neversoft (Guitar Hero III, Tony Hawk's Proving Ground)

Nintendo, Infinity Ward, Blizzard Top First-Ever 'Top 50 Developers' Countdown [Gamasutra]

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<![CDATA[Gamasutra Catches Up With Alexey Pajitnov]]> Gamasutra has a great article up right now in which they pay a call on gaming pioneer Alexey Pajitnov. For the uninformed, Pajitnov is the creator of a a little game called Tetris. They caught up with him at the GameCity conference in Nottingham, England before a viewing of the documentary Tetris: From Russia With Love to discuss his views on such subjects as the casual gaming scene (including Katamari Damacy), his new projects and the history of Tetris. It's some terrific weekend reading if you have some free time if only to hear the perspective of a true old school gamer on the modern gaming scene. Also, if you have never seen one of the several documentaries that follow the long arduous history of one of the most addicting games ever made, do yourself a favor and check one out. It's an amazing story filled with more drama and intrigue than most soap operas.

Catching Up Casually: A Chat With Alexey Pajitnov [Gamasutra]

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<![CDATA[Gamasutra Lists Top 5 Trends of 2007]]> We love Top [fill in number] [fill in noun] of [fill in year] lists around here. And Gamasutra's was no exception. They sum up this year's trends with just five points.

5. Consolidations
4. Catering to the Wii Audience
3. The Rise of the Shooter
2. Indies Going Major
1. Mainstreaming of Handhelds

It's a solid list. Who would have thought that Blizzivision would be born? Or that all three of the biggest consoles wouldn't touch handheld sales? But I'd probably swap 3 or even 4 to something more like, a "Rift between casual and hardcore gaming." Hit the link for their pretty convincing arguments.

Gamasutra's Best of 2007: Top 5 Trends
[gamasutra]

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<![CDATA[Game Design, From Bottom-Up to Top-Down]]> cog_2.jpg I've been catching up on my backlog of unrelated-but-kinda-academic gaming articles from the past two weeks, and this one from Gamasutra caught my eye - the topic is game design, but a very nuts and bolts description of the two basic approaches to designing games (that usually get blended to some degree or another). From concept to core to verbs and back again, via mechanics and context (wheeee!), it's a nice explanation of the various stages of design and how the relate to each other. Despite liberal use of the prefix 'meta-,' it's really an interesting article on putting it all together that's not particularly inaccessible - I always like to see the theories behind (actual) game design and structure, since it usually bears an uncanny resemblance to things I'm much more familiar with:

Examining complex processes is never an easy task; thus, approaches that try to divide such complexity into smaller parts that can be more easily understood are necessary. This is called analysis. Analyzing the game design cognition process is a critical part of developing a deeper understanding about how such process works.

Therefore, we propose [a] layered view as a breakdown of the game design cognitive process, where each layer corresponds to a generalization or abstraction of the layers below it, and a specialization or concretization of the layers above it.

It's shortish and well worth a read through if you have the time and inclination.

Game Design Cognition: The Bottom-Up And Top-Down Approaches [Gamasutra]

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<![CDATA[The 'Secret Ingredient' of Game Design - Game Feel]]> gwnaturalmapping.jpg While the rest of us were lounging off our Thanksgiving dinners, the people over at Gamasutra were busy putting up some interesting articles - including one on the 'secret ingredient' of games - the feel of a game. It's an attempt at quantifying that part of game play that is harder to put your finger on than flashy graphics or a killer soundtrack, or even a great control scheme. It's a nice change from a lot of the game design chatter that goes on - it's to the point, a breezy read, and is grounded in more than 'wouldn't it be neat if ...' thinking:

However you describe it, it's hard to deny that the sensation of controlling a digital object is one of the most powerful — and overlooked — phenomena ever to emerge from the intersection of people and computers.

There are lots reasons for this, but the main one is that game feel is slippery. It's mostly subconscious, a combination of sights, sounds, and instant response to action. It's one of those 'know it when you feel it' kinds of things. If it's off by just a little bit, a game's goose is cooked. If it's "responsive", "tight", and "deep", it can be magical.

It's a pretty quick and interesting little read, though nothing world shattering - although it brought to mind a number of those incredible games I've fallen in love with over the years (or not), and precisely why that may have been.

Game Feel: The Secret Ingredient [Gamasutra]

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<![CDATA['The History of Zork']]> zork1_box.jpg Gamasutra has published the second installment of its series that "present[s] in-depth histories of the first ten games voted into the Digital Game Canon," and the subject this time is Zork. It's a fun look back, and perhaps forward - at least according to the author, who says flat out that "My goal is to persuade you that the text adventure is still a viable genre for modern gamers, even in an age when software and hardware developers are making breakthrough after breakthrough in graphics and animation."

It's a history, an homage, a bit of a love letter, and a fun read overall.

What Zork seemed to contribute more than anything was the idea that the computer could simulate a rich virtual environment much, much larger and nuanced than the playing fields seen in games like Spacewar! or Pac-Man. Furthermore, the game demonstrated the literary potential of the computer. Thousands upon thousands of gamers have been charmed by the wit and elegance of Zork's many descriptions.

GameSetWatch also pointed out that Matt Barton, the author, made the full interviews available on his own website, so you can find them here.
The History Of Zork [Gamasutra]

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<![CDATA[PSP, Success Or Failure?]]> Gamasutra's latest Analyze This column asks videogame analysts about their current impressions of Sony's PlayStation Portable and how the PSP can be improved.

So is the PSP a failure, as many overly critical of Sony say? Ed Barton from Screen Digest says "The only way in which the PSP can be perceived as anything other than a success is by comparison with the Nintendo DS." Well, that and maybe Sony's expectations that the device would be the Walkman of the 21st century, maybe.

There are some excellent insights here, with potentially surprising sales data to back up the PSP's "success". It also appears that Phil Harrison's GDC speech on Game 3.0 has analysts thinking about the PSP's potential in the user created content space.

I think the PSP could potentially have its best year yet, with PS3 interactivity, more unique software, better PSone support and a potential form factor redesign. Oh, and God of War PSP. Let's not forget that.

Analyze This: Is There Anything Wrong with the Sony PSP? [Gamasutra]

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<![CDATA[Gamestop: Nintendo Holding Back Wiis]]> Still having a hard time finding a Wii? Blame Nintendo. Gamasutra reports that Gamestop COO Dan Matteo touched on Wii scarcity in a recent investor conference call:

I think [Nintendo] intentionally dried up supply because they made their numbers for the year. The new year starts April 1, and I think we're going to see supply flowing.

Matteo adds that the company is "pleased" with upcoming allocations of Wii and Nintendo DS supply, hopefully indicating that party game lovers as yet unable to secure a console will have a better chance starting in April.

Matteo and crew also touched on the current state of Sony hardware, calling the PLAYSTATION 3 Euro launch "very good" and speculating on a PlayStation 2 price drop. My take on the latter? Don't hold your breath!

GameStop: Wii Shortage 'Intentional', PS3 Euro Launch 'Good, Not Great' [Gamasutra]

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<![CDATA[Nintendo, Sony Hitting E for All Expo]]>

Gamasutra is reporting that both Nintendo and Sony have signed up to make some showing at the upcoming E For All Expo.

E4A is widely believed to be the public, spiritual successor to the old E3 and will be held in late October at the LA convention center.

According to exhibitor information passed on to Gamasutra, both Nintendo and Sony have planned large booth presences at the event - though, since the event is currently limited to the LACC's South Hall, the two will maintain smaller spaces than in previous E3 exhibitions.

Based on the exhibitor list, last modified on March 6th and relatively early in the selling cycle for the show, some of the remaining booths are currently reserved by companies such as IDG Entertainment itself, Future Publishing, G4 and TechTV, DirecTV, and the World Series of Video Games Tournament.

The Gamasutra story also has some information about the contract required for exhibitors including the fact that it prohibits anything that is sexually provocative and has restrictions on noise levels.

E For All Expo Details Reveal Nintendo, Sony Presence [Gamasutra]

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<![CDATA[Phil Harrison Vs. Gamasutra]]>

Oh, the internet drama. Phil Harrison's said many stupid things, but he claims he's been misquoted by a game site. Just listen to what he tells Newsweek's N'Gai Croal:

I want to clarify something. You put something on your blog about how comments from videogame executives can come back to haunt them. Of all the things I've said—and there are plenty of things should come back to haunt me—what you quoted was not one of them. The quote in question actually came from the GDC Europe interview that I did onstage with [Game Developers Conference director] Jamil Moledina a couple of years back. He was asking my view on Microsoft's two SKU strategy. The point that I made, which was not clearly reported in the Gamasutra piece [that Level Up cited], was that Microsoft had introduced two SKUs, they were effectively two different products: one with a hard drive and one without. And that while I wasn't going to talk about our particular SKU strategy at that time, whatever strategy we would adopt would not confuse developers and publishers, because the underlying platform would be with the hard drive in every machine. So I stand by what I said.

Yup. Phil Harrison, a very tall and powerful man, is attacking a game site for its journalistic integrity. For a quote from 2005. Gamasutra's Simon Carless took it personal and put up the defense over at blog GameSetWatch, clearing laying out why the original Gamasutra article was not totally off base and even talking about the Pope. Swing by GSW for the gory details. My take: Happy to know the execs are finally reading the sites. That, and "hi" Phil.

Harrison Takes On Gamasutra [GameSetWatch]

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<![CDATA[Analyst: PS3 First, Wii Third By 2010]]> It might not have been the best day for Sony in terms of news and reception from gamers, but at least one research firms backs them up. Gamasutra spoke with research group Screen Digest's Ed Barton to get the skinny on why even though Barton thinks PS2-level success won't be seen in this generation, the PS3 will still come out on top.

One reason why, in a list of very long reasons is:

We also have a lot of faith in the ability of, in particular, Sony, which we see has really got a huge amount of development resources, and they are backing the PlayStation 3 to enormous unprecedented levels for a first party publisher.

One of our core beliefs is that no one buys one of these plastic boxes on technical specs alone, people tend to buy them for content. Our forecasts at the moment are based on the belief that PlayStation 3 has this level of support. The numbers that we're seeing now for the Nintendo Wii, they've come out of the blocks fantastically strongly - no one would deny that - however it's incredibly early in the hardware cycle. There's still another five or six years to play out on this one, and the first big battleground will be Christmas of 2007.

It's an interesting perspective, one that makes me want to read the full report. However, I don't have $3260 lying around for the PDF and I don't think I can expense this one.

Screen Digest: PS3 To Lead Through 2010, Wii 'Great Unknown' [Gamasutra]

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<![CDATA[Capcom Clears Up Clover Closing]]> When darling developer Clover was shut down by Capcom corporate, following a string of gorgeous and fun to play games that failed to perform at retail, it smacked of giant corporate entity unjustly squashing its arthouse underdog. In the Gamasutra interview published today, Capcom's Charles Bellfield helps to add clarity to the situation, giving a helpful peek at the structure of the Japanese company that published Viewtiful Joe and Okami.

Bellfied tells Kyle Orland:

Capcom, unlike most other developers, doesn't have dedicated strict boundaries between each of its development teams. We actually have one pool of development talent at Capcom and those individuals are basically assigned based on the timescales of each product we're working on, so everybody does work on a variety of content and games at Capcom... with the exception of Clover [...] it was managed by [Atsushi] Inaba-san, [Shinji] Mikami-san and [Hideki] Kamiya-san, and the three of them were essentially the individuals that made Clover, plus with the team staff they had about 80 people in total.

Our games need to at least break even and add value back to our shareholders, so it's impossible to make games that are not profitable over and over again. What actually happened is Mikami-san, Kamiya-san and Inaba-san chose to leave the company and do something else and the rest of the Clover team was just incorporated back into the rest of Capcom's development talent pool. So in fact, while three individuals left, Clover Studios as a separate entity was merged back into the rest of the Capcom teams and today, still, the talent we had, with the exception of three people, is still remaining at Capcom.

While some could make the argument that three very key figures are no longer in the Capcom camp, it would be a disservice to undermine the work that the other 77 Clover staff did while in their employ. Still, we'll continue to lament the closing of Clover while looking forward to see what SEEDS can come up with.

The rest of the interview should not be missed, as Bellfield talks about a number of interesting subjects, including how community feedback influenced the design of Lost Planet, his take on the AIAS awards and Capcom's exclusion, and the surprise success of Phoenix Wright: Ace Attorney. A very good read.

Interview: Capcom Vice President of Marketing Charles Bellfield [Gamasutra]

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<![CDATA[Gamasutra Presents The Quantum Leap Awards]]>

No, we're not talking about the absolutely genius show starring Scott Bakula, we're talking about games, of course! In particular, multiplayer games. Gamasutra has put together a list of the most important, groundbreaking multiplayer games of all time compiled from comments by readers and industry professionals. The list of games was so varied, that they decided just to list the best comments that they received for certain games. The esteemed list includes titles like Wii Sports, Double Dragon, Battlefield 1942, Bomberman and Golden Eye.

What, no Gears of War? But.. but.. it's like the greatest multiplayer game that was ever created on the face of the earth. Oh, wait, they said groundbreaking... dang, back to the drawing board.

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<![CDATA[Harmonix Speaks On Future Music Games]]>

In light of the news that Neversoft would be taking over development duties for future Guitar Hero games, many wondered what original creator Harmonix would take on next. Now, we know just a bit more about the company's upcoming development plans, with Harmonix producer Daniel Sussman telling Gamasutra:

We are instead working on a different music game project, one that is a bigger and more ambitious endeavor than we felt we could pursue within the bounds of the Guitar Hero franchise.

Fascinating! Perhaps the MTV-owned Harmonix will revisit the online music gameplay they experimented with in their 2003 PlayStation 2 game Amplitude. The most recent trademarks from Harmonix include such tasty titles as "Battle of the Bands", "Rock Gods" and "Gods of Rock" which makes one wonder what direction they're pursuing.

Whatever they're working on, we're looking forward to it, all the while hoping Neversoft can keep the Guitar Hero party train running smoothly.

Harmonix Talks Guitar Hero, New Music Franchise [Gamasutra]

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<![CDATA[Wii Sports: The Most Important Game of 2006?]]>

Industry rag Gamasutra has published its Quantum Leap awards for 2006, citing five video games from the past year that excelled in "innovation and advancing the state of the art of the industry." You already know number one. It's Wii Sports.

Gama editor Frank Cifaldi sums up nicely why the tech demo pack-in nabbed the top spot.

My mother, who hung up her gaming gloves for good after beating Super Mario Bros. 3 within a month of its release (love you, Mom), swearing to never play a video game again, practically snagged the Wii remote from me last Thanksgiving, after watching me bowl in Wii Sports. If that's not revolutionary, I don't know what is.

While the rest of the top five may not contain many surprises—save possibly Elite Beat Agents—it's the honorable mentions with which you should familiarize yourself. More obscure titles like Nintendo's Bit Generations series and Ray Hound are definitely worth the small investment. I know I fully plan on putting Dotstream on my personal "best of" this year.

Gamasutra's Quantum Leap Awards: Most Important Games, 2006 [Gamasutra]

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<![CDATA[Analysts: PS2 Rules 06, Xbox 360 Disappointing]]> Gamasutra asked video game market analysts to wrap up their thoughts on the year 2006, picking their brains on the health and performance of the industry. While most were positive on the PlayStation 2 and the Nintendo DS, Wedbush Morgan's Michael Pachter went a bit more negative, namely on underperforming sales of the Xbox 360.

I'm pretty disappointed in the Xbox 360. I think Microsoft is doing everything right: Games are good; Xbox Live is amazing; and the console is not prohibitively expensive. Yet people are just not buying. The console is lagging behind my initial expectations by at least 200,000 units per month in the U.S., and I don't know why.

Microsoft is surely due for a price drop this spring, with some stand out original titles in the pipeline, as well as Halo 3. Will 2007 be the year of the Xbox 360? Will the non-hardcore crowd finally bite with unproven IP like Lost Planet, Blue Dragon, and Mass Effect? It sure worked for Gears of War.

Analyze This: Wrapping Up the Year in Gaming [Gamasutra]

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<![CDATA[Perpetual Lays Off 35, Delays MMO]]>

The San Francisco-based developer, currently working on both Gods & Heroes: Rome Rising for Sony Online Entertainment and Star Trek Online, saw a large reduction in work staff this week.

According to Gamasutra's anonymous source, the lay offs were due to budget issues, but in an official statement Perpetual prez and co-founder Chris McKibbin explained they were related to "content production roles [coming] to an end."

Gods & Heroes will see a delay to Summer '07, with no word on the status of Star Trek Online. Since the latter hasn't made much of an appearance outside of artwork and bare Enterprise hallways, don't expect to see that any time remotely soon.

Report: Perpetual Entertainment Lays Off 35, Delays Gods & Heroes [Gamasutra]

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<![CDATA[GSW: My Cup Runneth Over]]>

Simon Carless, who is, I'm sure, even busier than I am, just announced that he's moving GameSetWatch from the daily post-a-thon model to the thoughtful post occasionally model. Not that the two can't ever meet, they do, I believe, meet quite a bit on Kotaku. But trying to maintain a daily site with a lot of quantity and quality can be overwhelming at times and knowing what Carless does in his non-existent free time, I understand the decision.

For those of you who don't know Carless, he also oversees Game Developer magazine, Gamasutra and the upcoming and annual IGF/Independent Games Summit. I'm sure right about how, with GDC quickly approaching, his brain is about to asplode.

What he says he wants to do is shift to a "Merc News" game-blog level. That's interesting, because I've long felt that Dean and Nooch's approach to blogging is the perfect model for a newspaper blog. I'm always pointing their site out to my editor's at the Rocky because it proves my theory that what newspapers are good at is original, longer content, not short bursts of information, aggregation and meme.

The Future of the Future [GSW]

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