<![CDATA[Kotaku: julian eggebrecht]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: julian eggebrecht]]> http://kotaku.com/tag/julianeggebrecht http://kotaku.com/tag/julianeggebrecht <![CDATA[Yet Another Turrican Teased For The Virtual Console]]> Lair developers Factor 5 have already submitted SNES releases Super Turrican and Super Turrican 2 to the Entertainment Software Ratings Board for a Wii Virtual Console release, but we've been sitting on the prospect of those releases for half the year now. This week, another Turrican rating comes to us in the form of Mega Turrican, the Sega Genesis release of the side-scrolling shooter series.

While we've heard whispers that a new Factor 5 developed Turrican game may be in the works, it would seem that Julian Eggebrecht and crew are waiting for something to light a fire under them. What's it gonna take, guys?

ESRB Game Ratings [ESRB]

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<![CDATA[Julian Eggebrecht Defends Lair. Again.]]>

Factor 5 honcho Julian Eggebrecht must be exhausted from constantly "defending" his company's poorly received PLAYSTATION 3 title Lair and its hit-or-miss SIXAXIS controls. G4 caught up with the Dragon's Lair fanboy at Tokyo Game Show to get one more justification out of Mr. Eggebrecht whose game has been retitled Rise From Lair in Japan. I respect what Factor 5 was trying to do, but trying to target gamers who aren't hardcore with a PS3 game? Simply puzzling.

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<![CDATA[Lair Dev Dogs WarHawk Motion Controls]]> If you were to engage in a round of word association with Julian Eggebrecht of Factor 5 and you were to mention, say, Warhawk's in-flight SIXAXIS motion controls, he might respond with "Eurgh!" Actually, that's exactly what he did when speaking to Games Radar recently, telling the pub that he sees motion control as a "complimentary, additional new step in terms of controls and where it fits you should use it and where it doesn't fit, don't force it."

Wait. What? Seriously. What?

Mr Lair says: "Warhawk's controls are... eurgh!" [Games Radar]

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<![CDATA[Eggebrecht: Wii Games Should Look Better]]> Factor Five's Julian Eggebrecht may have taken some knocks on the chin for Lair's gameplay, but not many were complaining about the unquestionably stellar graphics of the title. And that's pretty much enough for me to name him an unquestionable authority on every platform's individual graphical nuances (and anything else necessary for this article to be extremely important). Right now, Eggebrecht's questioning an industry that's all but given up on the Wii ever making pretty games:

If you connect you can get a lot of shader effects which would've been on the 360 or the PS3...it's got so much more power compared to the GameCube. If even with the extremely similar shader hardware, the system clockrate is so much higher, you can do so much more advanced things.
So why does he think games aren't looking better?
Hmmm I don't know, the hardware is very, very easy to understand. Now the problem might be -and it just might be- is that some studios -or some publishers specifically- are discarding the graphical capabilities automatically simply because it is a Wii title and they're basically telling the developers "look, we won't pay for any advanced graphics."
He admits that the Wii will have difficulty achieving photorealism, but I have a feeling that his conspiracy theory isn't so far off...if you look at certain titles.

Factor 5's Julian Eggebrecht on Wii Graphics [flamewaradvance]

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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[Eggebrecht - Licensed or Little IPs Good, Big IPs Bad]]> Factor Five's Julian Eggebrecht, following what's started as a shaky response to Lair, has reassessed his position on licensing IPs. Addressing a crowd in roundtable discussion, here was his experiential advice.

Before starting Lair we said we would never use a licensed IP again, but now I'd pray to do one...[but] if you have a small idea...absolutely grab that opportunity.
It seems like the balance of risk to gain for developers could stop this new market craving for big budget original IPs just as quickly as it's started. Meanwhile, original IPs can easily take off on a platform like XBLA—and it's a heck of a shorter fall if things don't work out.

But if Eggebrecht ships a million copies of Lair, we'll see if he changes his tune and dragons triumph over X-Wings once again.

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<![CDATA[Lair Dev Wants More Sex, Drugs, Rock 'N Roll In Games]]> Factor 5's Julian Eggebrecht opened the GC Developers Conference with a bold keynote titled "No Sex, No Drugs and Little Rock & Roll" in which he expressed his concern over the self-enforced ratings system on video games, specifically certain events surrounding "bizarre" ESRB decisions.

Eggebrecht revealed his independent studio's difficulties trying to secure a Sony requested Teen rating for its PLAYSTATION 3 dragon game Lair. With a heavy amount of blood and gore, the game was altered to conform to the ESRB's sometimes impolitic ratings criteria. Even though the player can burn scores of human infantry to death, showing blood spraying from dragon wounds resulted in a Mature rating.

Similarly, gory moments of airborne creatures exploding in chunks was met with disapproval, forcing more compromising "hugely problematic" changes to Lair.

And while some violence may be okay for M-rated software, sex in games is a definite no-no. Eggebrecht longed for a time when games can be taken seriously as an art form, not a "corruptive" medium like cinema, comic books and rock and roll music.

Games with intense graphic sex scenes—sometimes mixed with intense violence—were more than acceptable in movies like Oliver Stone's Natural Born Killers and Stanley Kubrick's A Clockwork Orange and Eyes Wide Shut, clips from which Eggebrecht played on stage to underscore his point. But in games, portrayals of sex are strictly verboten. Eggebrecht said this policy "tends to show that games are not being seen even by our own ratings boards as an art form."

I later spoke to Eggebrecht and GDC president Jamil Moledina about Sin City and 300 creator Frank Miller's distaste for ratings systems, self-imposed or otherwise. He wrote in the early 90s that ratings systems inherently create restrictions on an artistic medium sometimes before any production on the work has even begun. While Miller's main concern at the time was for his medium, the comic book, it was becoming clear that his stance on the matter was becoming increasingly, and worryingly, appropriate for the gaming industry.

The Factor 5 president ended his keynote with a call for developers to push the genre's boundaries or suffer the consequences. He asked for his peers to "show me something that proves on all levels that games are indeed an artform . Push the violence, but also push the sex, and push it in an artistic way where it's not really gratuitous, but where it gets the brain going."

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<![CDATA[Leipzig Speakers Announced]]> gcdc_logo2.gifThe GC Developers Conference is coming up in August and many of your favorites will be present. Speech makers include Julian Eggebrecht (president of Factor 5), and Peter Molyneux (the Lionhead Studios guru of Fable fame).

Other speakers include:

• Jason Manley, Massive Black (USA)
• Christopher Schmitz, 10Tacle Studios (Germany)
• Jennifer MacLean, Comcast Interactive Media (USA)
• Dr. Michael Wimmer, The University of Vienna (Austria)
• Alexander Fernández, Streamline Studios (The Netherlands)
• Cindy Armstrong, Webzen (USA)
• Amir Taaki, Crystalspace (Finland)
• Jeff Strain, ArenaNet (USA)
• Vlad Ihora, Telia Sonora (Sweden)
• Barbara Lippe, Avaloop IT Solutions (The Netherlands)
• Pamela Kato The GamerX (USA)
• Uwe Nikl, Level 3 (United Kingdom)
• Matt Firor, Ultra Mega Games (USA)
• Konstantin Ewald, Osborne Clarke (Germany)

Eggebrecht has the honor of making the opening keynote speech at the conference. Don't choke, Julian!

Leipzig's Keynote Speakers Revealed [Advanced MN]

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<![CDATA[Lair Dev Loves PS3, Not So Much Rumble]]> Dean Takahashi sat down with Lair dev Julian Eggebrecht to talk about his company Factor 5's upcoming PLAYSTATION 3 game. In it, Eggebrecht gives a moderately convincing argument on why Sony's SIXAXIS not having rumble isn't such a bad thing.

For me, I am not in the rumble camp. I am in the motion control camp. Give me the choice any day and I will choose it as the next logical evolution. You get more disk space with Blu-ray. You get more CPU power with Cell. The pixel shaders with RSX. What changes about the controller? That's my one gripe with the 360. It is very nicely done. Don't get me wrong. On the controls, nothing changed. Sony and Nintendo went the extra mile. Nintendo went the extra 10,000 miles. But Sony said we have to have something fresh in every area.

Julian also makes an excellent point right after this; not every game needs that damned motion controller. Future PS3 developers, please listen to this man!

I still miss rumble in my PlayStation controller, but am finding that learning to live without it is not that hard. However, with the SIXAXIShock is announced, I'll be forced to snap two up.

Lair For The PlayStation 3: A Q&A With Factor 5 Chief, Julian Eggebrecht [San Jose Mercury News]

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