<![CDATA[Kotaku: gdc]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: gdc]]> http://kotaku.com/tag/gdc http://kotaku.com/tag/gdc <![CDATA[Naughty Dog, Double Fine on GDC Presentation Marquee]]> Organizers of the Game Developers Conference announced on Friday that Naughty Dog - developer of the newly minted Game of the Year at last night's Spike Video Game Awards - and Double Fine will be giving presentations at GDC 2010.

Naughty Dog will give five different lectures related to Uncharted 2 and its production; In one, director Bruce Straley and co-lead designer Neil Druckmann will discuss story and gameplay integration.

Double Fine, the studio behind Brütal Legend, will send lead programmer Peter Demoreuille and artist Drew Skillman to discuss visual design for that game.

The conference will be March 9 to 13 at the Moscone Center in San Francisco.

Naughty Dog, Double Fine to Present at GDC 2010 [CinemaBlend]

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<![CDATA[Turbine Honcho: Consoles a 'Superior' Platform for MMOs]]> At GDC Austin, the vice president for product development at Turbine said the next generation of MMORPGs will be on consoles, and if that wasn't concession enough, he went so far as to say consoles are a "superior" mode.

Specifically, in the Xbox 360 and PlayStation 3, "We really finally have the hardware and the storage capacity to develop what we consider more traditional MMOs with lots of content," said Craig Alexander of Turbine.

In addition to theorizing that, because MMOs took a decade to mature on PCs, they're poised to grow the consoles in a similar way, Alexander held forth on development differences between the PS3 and 360.

• Different memory. He described PS3 memory as "256ish MB" and 360 memory as "512ish."

• Different tools needed for developing on both platforms.

• Migration from 360 to PS3 (Hello, Bayonetta?) is harder than going from PS3 to 360.

In case you were wondering about Nintendo, Alexander said, "The hardware in the Wii more closely resembles the previous generation than the current one. It's just not there yet."

Turbine: Easier to Develop MMOs on the Xbox 360 Than the PS3 [Joystiq via VG247]

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<![CDATA[The Numbers of Warcraft]]> In a keynote to GDC Austin, two Blizzard developer pulled back the curtains on some aspects of World of Warcraft that players might not consider much, and dropped an interesting tidbit about how the series evolved from RTS to MMO.

Gamasutra, covering the keynote, reports that World of Warcraft grew out of a Blizzard team's frustration with a concept called Nomad, which was to have been a squad-based RTS. Unable to find much purpose in the work, they chucked Nomad and asked "What would we do if we wanted to start a project today?" The answer was World of Warcraft.

"Operating an online game is about more than just game development," said Pearce. "World of Warcraft has completely changed the organization".

As proof, Pearce supplied numbers for the staggering amounts of manpower and computing infrastructure the game needs just to stay up and running, such as:

• 20,000 computer systems
• 13,250 server blades
• 75,000 CPU cores
• 1.3 petabytes of storage
• 4,600 staffers
• A partridge in a pear tree.

Kidding about the last. But they don't stop there. Warcraft's a game with 7,650 quests, 70,000 spells, 40,000 NPCs, 1.5 million game assets, and 5.5 million lines of code. QA's swatted some 180,000 bugs. And the playing community has unlocked 4,449,680,399 rewards.

The keynote, mostly a department-by-department breakdown of those who keep the World of Warcraft running, is reported fully over at Gamasutra. Here's another number: 5. It's World of Warcraft's age as of November. I'm not sure if it seems like it released just yesterday, or a dozen years ago.

An Inside Look at the Universe of Warcraft [Gamasutra via VG247]

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<![CDATA[Blitz Games New Stereoscopic 3D Technology: A Feast For The Eyes]]> Andrew Oliver, Chief Technical Officer at Blitz Games was kind enough to show me some of the insane 3D gaming technology they've been working on.

While at first I was a little skeptical, seeing it in motion was really stunning. The stereoscopic 3D technology doesn't just add a new dimension to the visuals, it requires developers to think out of the box when creating assets.

Unfortunately, this video doesn't do it justice because you don't have the glasses to see the full effect.

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<![CDATA[Brutal Legend Gets GDC Airing]]> Short and sweet.

San-Francisco-based Double Fine studios will be previewing Brutal Legend during next month's Game Developers Conference. It sounds like the event won't actually be at GDC, but instead at the studio itself.

Pretty psyched.

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<![CDATA[Metal Gear Creator Gets Lifetime Achievement Award]]> Metal Gear series creator Hideo Kojima is being honored with a Lifetime Achievement Award at the 2009 Game Developer's Choice Awards, held during the Game Developers Conference next month.

Each year the Game Developers Choice Awards single out one member of the gaming industry whose contributions helped shape what video games are today, awarding them the highest honor they can bestow - the Lifetime Achievement Award. This year, Metal Gear series creator Hideo Kojima joins past winners such as Richard Garriott, Sid Meier, Will Wright, and Shigeru Miyamoto as the latest in a long line of rightfully celebrated gaming luminaries.

"For years, Hideo Kojima's contributions to game development have broken new ground and inspired the community to think about creating games in never-before-imagined ways," said Meggan Scavio, event director of the Game Developers Conference. "From giving birth to the stealth action game genre to showing game makers how to interact with their players by breaking the ‘fourth wall,' Kojima's achievements make him an obvious choice..."

Congratulations, Hideo Kojima. They may single you out as the Metal Gear creator, but you'll always be the producer on the Zone of the Enders series to me.

As reported previously, Kojima will also be on hand at the Game Developers Conference to deliver a keynote on creative game design challenges, showing off the creative mind that earned him the award.

The 2009 Game Developers Choice Awards will take place on March 25th in the Esplanade Room in the South Hall of San Francisco's Moscone Center. If Kotaku isn't on hand for the event, something will have gone horribly, horribly wrong.

2009 Game Developers Choice Awards Honor Kojima For Lifetime Achievement [Game Set Watch]

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<![CDATA[Hideo Kojima to Keynote Game Developers Conference]]> Hideo Kojima, the man behind the Metal Gear series and director of Kojima Productions, will talk about creative game design challenges and the design philosophies behind the Metal Gear series at this year's GDC.

Solid Game Design: Making the Impossible Possible, will be Kojima's first appearance at the Game Developers Conference.

"The Game Developers Conference has invited Hideo Kojima to keynote every year for as long as I can remember, so we couldn't be more excited that, at long last, he feels that it is time for him to address the game development community," said Meggan Scavio, event director of the GDC. "The anticipation is already huge to see how one of the community's most revered and elusive creators will inspire attendees to further push the limits of game development."

Kojima's keynote will be delivered on Thursday, March 26 from 10:30 a.m. to 11:30 a.m.

Metal Gear Solid Creator Kojima To Keynote GDC 2009

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<![CDATA[Indie Games Summit Includes Rants, iPhone HowTos and a Little Love]]> This year's Independent Games Summit will include talks from the people behind World of Goo, Crayon Physics Deluxe, Audiosurf, Flower and EA's Play label. To name just a few.

The full list for the Game Developers Conference indie fest just hit the site. Here's a run down of what looks like some of the more interesting talks.

CRAYON PHYSICS DELUXE Postmortem by Kloonigames' Petri Purho.

The Four-Hour Game Design by Cactus

2D Boy: Everything You Always Wanted to Know About Going Indie But Were Afraid to Ask by World of Goo's Ron Carmel and Kyle Gabler.

The Indie Advantage? A View from Both Sides by Rod Humble, head of EA's Play Label.

How Do You Manage Small Indie Teams? by THatGameCompany's Kellee Santiago.

Making LOVE in Your Bedroom by Eskil Steenberg creator of adventure game LOVE.

No Publisher? No Problem! iPhone for Indies by Adam Saltsman, creator of Wurdle, and Sergei Gourski, creator of Fieldrunners.

2008 IGF Finalist Overview

Check out the full list over on the GDC website.

Independent Games Summit Track

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<![CDATA[Don't Expect A Mass Effect 2 Unveiling At GDC]]> Mass Effect 2 is going to be at GDC! It's going to be the topic of a dry, academic discussion, but still...Mass Effect 2! We'll learn all sorts of things from this discussion, right?

Nope.

EA reps have told VG247:

This GDC event is an academic panel, but there won’t be any concrete information provided on the Mass Effect franchise other than what has been outlined on the GDC website.

And what's outlined on the GDC website? Aside from the prospect of seeing a Mass Effect 2 level under contruction, bugger-all, that's what.

EA: No concrete information on Mass Effect 2 at GDC09 [VG247]

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<![CDATA[Student Showcase Finalists Include Tetris-Meets-SimCity Game]]>
The Independent Games Festival today announce the ten winners finalists for their annual Student Showcase awards.

As usual, the finalists include some interesting titles like City Rain, a blend of Tetris and SimCity, and Zeit Squared, a shoot-em-up that allows you to go back in time to assist yourself through the game.

All ten finalists receive a $500 stipend to help them travel to this year's Game Developers Conference and the winner will be awards a trophy and $2,500 cash money.

The finalists:

Tag: The Power Of Paint (DigiPen Institute Of Technology, Seattle)
Feist (Zurich University of the Arts, Switzerland)
Winds Of Orbis (Carnegie Mellon - Entertainment Technology Center, Pittsburgh)
Dish Washington (The National Academy of Digital, Interactive Entertainment, Denmark)
The Unfinished Swan (University of Southern California)
Where Is My Heart? (Universität Ulm, Germany)
The Color Of Doom (The Guildhall at SMU, Texas)
City Rain - Building Sustainability (Universidade Estadual Paulista, Brazil)
Kid The World Saver (University Of Southern California)
Zeit Squared (Technische Universität Berlin, Germany)

Student Finalists [IGF]

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<![CDATA[The Art and Rendering of Brutal Legend, Killzone 2 Coming to GDC]]> The Brutal Art of Brutal Legend and rendering techniques of Killzone 2 will both be making an appearance at the Game Developers Conference in San Francisco later this year.

Michiel van der Leeuw and Michal Valient from Guerilla Games will walk attendees through an overview of the rendering techniques they used in creating the Playstation 3 shooter, including a focus on lighting and shadowing and dealing with anti-aliasing.

In the Brutal Art of Brutal Legend, Double Fine Studios art director Lee Petty talks about creating the art for the Jack Black-voiced original game. Petty will also talk about how the independent studio has "evolved".

Other sessions detailed in the latest Game Developers Conference update include a postmortem of Fable II, and a look at the narrative of Far Cry 2.

Bosslady Blog: Welcome To 2009! [GDC]

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<![CDATA[Ex-GDC Boss Rips In-Game Ads]]> The former director of the Games Developers Conference, Jamil Moledina, used his appearance at the Japanese CEDEC 2008 conference to speak out about industry plans for in-game advertising.

No longer required to put a positive spin on things, Moledina showed research that suggested in-game ads could not provide enough revenue to support AAA-level titles, only casual games.

Worse, Moledina said that his advertising contacts were finding it difficult to convince clients that games could provide enough exposure compared to advertising on the web.

Sadly, Moledina didn't take issue with the main problem with in-game advertising - the way it makes disbelief harder to suspend than an elephant in a hammock.

Moledina pours scorn on in-game ads and digital distribution [Develop]

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<![CDATA[GDC Boss Jamil Moledina Resigns]]> Sad news. Think Services' Jamil Moledina - the Event Director behind the Game Developers Conference - has today announced his resignation from the company. Moledina will be off to pursue "other interests". It's a big loss for the event, because the guy had a lot of passion for the job, and was really the driving force in turning GDC into one of the premier events on the gaming show/expo calendar. He'll be succeeded by Think Services' Meggan Scavio. All the best, Jamil!

[Image]

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<![CDATA[EA Mythic's Barnett on Why He Doesn't Hit GDC]]>

A few months ago, Kieron Gillen sat down with Paul Barnett, EA Mythic's Creative Director, and has been posting bits and pieces of that interview session ever since; this week, we were treated to one of the best cynical descriptions of GDC ever. Barnett explains why, despite being asked to go, he declined the chance to go to GDC and went to the LIFT futurism festival instead:

I never go to GDC. But I was asked point blank why, as it seemed this year they were quite happy to take me to GDC. Mythic wanted me to go there. And I effectively said “Well, I don’t like GDC”. Which turned out to be the wrong thing to say. Apparently I’ve now learned that if you’re in the games industry, and someone says “GDC” what you’re supposed to do is say lots and lots of lovely things about how wonderful they are.

I went for it from the other point of view - I’m not going to GDC because it’s combative, it’s a peacock display and it’s full of people who do what I do or want to do what I do or are doing what I do and don’t want me to do it anymore. It’s not open-minded. It’s very narrow-minded. We’re all talking about the same thing. We’ve all sharpened our knives for years at it, so we get into… well, not a fight, but it’s always about the same things. We talk about design, mechanics, philosophy of design. All I was going to hear about was: WoW and the Activision merger. Whether Spore is going to be any good. How do I get into the games industry? Would you like a job? You’re going to be fired. Why don’t you start a label? I can get you a lot of money? There’s no money available in the market. What we need to do is form an independent development company. What we need to do is unionise. Is microtransactions really the way? What do you think of INSERT WHATEVER IDEA WAS.

The rest of the interview set currently posted is pretty interesting, and it's worth a read through — and not just for the scathing commentary on one of the premier events in the gaming world.

Barnett On: Why I Don’t Go To GDC [Rock, Paper, Shotgun]

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<![CDATA[World of Warcraft Was Originally Going To Be Ad Supported]]> Blizzard's senior VP of game design Rob Pardo revealed at the Paris Game Developers Conference that World of Warcraft was originally intended to be a free-to-play, advertising supported MMO. Pardo said, reacting to the impact of free MMOs in Asia on WoW's success, that "market conditions" forced them to realize that a subscription based model was the way to go.

While we're certain that Blizzard is enjoying the 10 million or so World of Warcraft subscribers forking over $13 to $15 each month in fees, it would be interesting to peek into the alternate universe where WoW was funded by ads.

While we're on subscriptions, Pardo said that one of the reasons behind MMOs failing to take off on consoles is the bite that console makers want to take out. In addition to a "lack of hard drive space, and difficulty in certifying patches" taking a percentage off the top is, literally, laughable to Pardo. Many more Pardo-isms at the full report.

Paris GDC: The Rob Pardo Experience [Gamasutra]

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<![CDATA[GDC Gears of War 2 Vids Available on XBLM]]> For those of you that missed out on GDC and Cliffy B's epic entrance (see what I did there?) you can now experience the magic for yourselves on Xbox LIVE Marketplace. In two separate videos (available for free), Epic Games President Mike Capps and Lead Designer Cliff Bleszinski tell you all about what you can expect from the fllow up to one of the biggest games of 2006. Also available is a video documenting the technical aspects and features of the updates Unreal 3 engine by Epic Games CEO and Technical Director Tim Sweeney. All three clips are available now for your downloading and viewing pleasure.

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<![CDATA[Valve Releases GDC Slides, Sheds Light On All Things Orange Box]]> Didn't make it to this year's Game Developers Conference? If you were particularly excited about attending some of Valve's various sessions, you can virtually attend through the power of the PDF. The house of Half-Life, Portal and Counter-Strike has released the slides from its four GDC presentations which cover all aspects of The Orange Box. The presentations "Integrating Narrative and Design: A Portal Post-Mortem" and "Stylization With a Purpose: The Illustrative World of Team Fortress 2" may be the most layman friendly, giving regular folk a look beyond The Orange Box's developer commentary. All four are worth a peek at the very least.

Valve Publications [Valve via GameSetWatch]

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<![CDATA[BioWare Weighs In On Sexuality In Games]]> MEgreen2.jpgWith so much controversy around the sexuality in Mass Effect, I'm kind of surprised it was so long before Bioware provided their thoughts on the matter. But at GDC 08, BioWare's General Manager Ray Muzyka gave his opinion on how proud he was of the team at BioWare, and the game they've created.

We're proud of the mature plots that we build into our games. They're really appropriate for the type of story we're trying to convey. And romance is part of that. It's part of life. It's part of an interaction — a healthy relationship with other people.
The full interview is in a video hosted by MTV, which means if you're in one of the unlucky countries like me (that's anyone with an IP in Canada, the UK, or Japan), you can't see the vid. So check it out and let me know what other fascinating things he said!

Bioware Talks Video Game Romance In The Post-'SeXbox' Era [MTV Multiplayer]

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<![CDATA[Game Industry Turns Tables On The Press]]> croal.jpg One of the numerous panel discussions at GDC last month did things a little bit differently, setting up a panel of video game journalists, lead by Newsweek's N'Gai Croal, to answer some of the questions game industry professionals have for those that write about them and their work. The panel consisted of 1UP's Garnett Lee, MTV's Stephen Totilo, Game Informer's Andy McNamara, Geoff Keighly of GameTrailers.tv, and our very own Brian Crecente.

The group covers a variety of topics, including the responsibility of a game journalist, the role of the reporter versus that of a critic, the impact that the emerging casual game market is having on game journalism, and one question from an anonymous contributor about the pay structure of gaming sites. One of the most interesting discussions, though, surrounded the influence giving a score to a game has on not only the game, but whether people will read the article:

"I hate game scores," Crecente said. He cited a film reviewer's quote that if you put a letter or score on a review, no one will actually read it. Keighley agreed that the score-driven culture bothers him because the industry views the score as "objective." "You never hear someone say [that] about a music album," he noted.

On the other hand, I'd think that the game score means a lot to the game industry, since that number (or letter, thanks to 1UP) may be what makes or breaks someone's interest in the game. Those scores are also a factor for advertisers when looking around at what games and publishers to support. Having that score could potentially be what gives other games from a publisher or franchise a future. The rest of the discussion is definitely worth taking a look at.

Best of GDC: The Game Industry Confronts The Press [Gamasutra]

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<![CDATA['The Power of Free to Play']]> freetoplaywimsummit.jpg Adrian Crook had an interesting presentation at the GDC Worlds In Motion Summit on the issue of free to play games - where they've been, where they're heading, good things, bad things .... He's put up the slides and speech over at his website, and while the narrative redux is apparently not as zippy as the original presentation, it is an interesting listen.

Crook points out some growth challenges to free to play, though he notes these are definitely not deal-breakers for the business model. First, there are virtual property challenges. "At some point that's going to be decided by the courts. Hopefully we're out ahead of it," Crook said, pointing out Eric Bethke's forward-thinking endeavor to create an avatar bill of rights. Second, there are differing broadband speeds. And rising development costs will become an issue now with the advent of Electronic Arts' highly-polished Battlefield Heroes. Larger-scale F2P products are going to raise the quality bar, Crook says.

The talk clocks in at a little over half an hour, but if you're interested in the free to play model, it's definitely worth taking a look at.

The Slidecast from my F2P GDC Presentation [Free To Play]
Adrian Crook Talks Free To Play [Worlds In Motion]

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