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more about #development somarix: Btw, there's this feature of LovePlus, that the characters actually pronounce your name ingame, with correct intonation and all. Sure, there's barely ... more » tonicmole: It's actually really easy. Chat bots, and the blind. Computers can type what you say. Chat bots can respond to what you type.....example: You:'whe... more » Elad Drory: Does anyone remember Douglas Adams' Starship Titanic? It was a quest that was both inventory-based and text-based. The text recognition thing didn't w... more » Rakkoon: I don't think something like that will work in the near future. Endwar had good voice recognition, but only through learning your pronunciation of set... more » ShaggE: Cracking Eggs Of Wisdom: Playing mind games with the characters in Facade is some of the most fun I've ever had with a parser. I can't wait until somebody finds a way to add t... more » Titch007uk: I've played Facade. Games about having conversations with people will -never- be as fun as real life. Because an AI will never be as spontaneous and i... more » UltimatePancakeSensation: "The BBC calls it one of "the last uncracked problems" in games design. Clearly the BBC knows nothing of game design. We've got a hella long way to ... more » RawrSpoon: I want a full-length story from Ellis. I'm tired of the douchebags (Nick, Coach and Rochelle) shutting him up. Just add that and everything will be f... more » Kutulu: more » Andrew Freedman: Facade is a great example of a modern game with user text integrated into the story. We discussed it in one of my classes last semester. I highly reco... more » MrBionic: There was a game I played awhile back... I can't even remember what I played it on, that kind of had a system where you went around conversing with pe... more » SerenitysRequiem: It would be spectacular to actually have a game that is fully conversaion-based. I suppose that's still some years in the future, but any steps taken ... more » ReynaldoRiv: Sounds great! Now can I suggest a Re-Skin code so that the Case Closed game can get a decent re-make. more » Friedhamster: Natal + the Japanese will CERTAINLY = some weird, weird stuff. more » thesircuddles: [en.wikipedia.org] Brings me back to high school. more » Slatz_Grobnik: Does this mean that some day, Kotaku will run an article, looking back at all its looking forwards for each year? more » Terrorsaur - Five Six: Man oh man, I could not have picked a worst time to be a struggling college student in debt. So many freaking games are anticipated in 2010, it makes ... more » Friedhamster: After seeing Avatar in 3D today I'm pretty sure where I see the future of games. But we'll see. I think in 5-10 years times we'll see full 3D games ... more » Rachel Fogg: Are you going to do a Better PSP game thingy? I mean, I guess there wasn't much this year...but aren't there some really good games coming out next ye... more » Jon Q: This has been great looking forward with Kotaku, because 2010 looks to be amazing. My New Years resolution, making my site as developed as this one. T... more » -
#speech
A Conversation with a Game? Devs Seek to Break the Ice
Language recognition is not a new concept to video games - the first text adventures had to understand commands somehow. But researchers are trying to integrate it in more open-ended ways - allowing for dynamic conversations between players and characters. More » -
#2010preview
2010: Looking Back on Kotaku's Look Ahead
We're 10 days from New Year's but tomorrow is the winter solstice, starting us on another trip around the sun. And a new year that will be full of its own controversies, challenges, triumphs, disappointments and delights in video gaming. More » -
#mmmhmm
Dyack Brags that 'Staggering' Layoffs Make His Studio 'Oldest'
In an interview, Denis Dyack bemoaned the "staggering" layoffs seen in game development over the past 18 months, then went on to talk about how such attrition has helped cement Silicon Knights as one of the longest tenured studios left. More » -
#weekendreader
The Importance of Asking 'Why'
In film or literature, the creation of acclaimed work is sometimes attached to a personal event, or reaction. "That doesn't show up often in game development bios," says one dev. Finding that "why" might save games from a "cultural ghetto." More » -
#unreal
More than 50,000 Snap Up the Free Unreal SDK
Epic Games announced more than 50,000 downloads of its Unreal Development Kit in the first week the publisher started offering it for free. More » -
#insomniac
Insomniac Dev: Ratchet & Clank "Probably" Our Last 60fps Game
"Ratchet & Clank Future: A Crack in Time will probably be Insomniac's last 60fps game," writes the studio's Mike Acton, who examined improved framerate and concluded that it does little to drive purchases or good reviews. More » -
#development
Ready At Dawn Makes Its Own Game Dev Platform
Ready At Dawn gives its experience and expertise back to the development community with the Ready At Dawn Engine, a comprehensive game development platform that contains everything a company needs to make AAA console titles. More » -
#pspminis
PSP Minis Pay a Premium for ESRB Ratings [Updated]
Those who analogize the PSPgo, with its library of Minis titles, to the iPhone should remember that developing for both is not just about code. It's also about the costs every Minis game must pay for an ESRB rating. More » -
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#voiceacting
Union Contracts Now Include "Vocally Stressful," "Atmospheric" Work
Two major unions supplying voice actors for video games have both won pay raises under provisional new contracts, which also spell out terms for "vocally stressful" work and "atmospheric" roles in which one person voices multiple minor characters. More » -
#weekendreader
Who's Responsible for the $60 Price Tag?
Just how did we get to $59.99 for the cost of a new game, anyway? Collusion? Happenstance? For a sector that mimics Hollywood's studio model, the answer is about as simple - and clear - as why tickets cost $10. More » -
#capcom
Capcom's Inafune Declares Japan Game Industry 'Finished'
As reported by Destructoid, Capcom's Keiji Inafune - a development fixture going back to the original Mega Man - was unimpressed by the games being shown on the TGS floor. Except for Capcom's of course. More » -
#weekendreader
Manual Instruction: Two Types of Learning in Game Tutorials
Who reads instruction manuals any more? These days even the most complex console game arrives with just a 16-page booklet. Increasingly, we rely on in-game tutorials, and the two modes of learning they promote both have their benefits - and drawbacks. More » -
#projectnatal
Seven Japanese Developers Discuss Their Visions of Project Natal
Microsoft has released seven quick-take videos of top-flight Japanese developers discussing Project Natal and the opportunities they see in it for the next generation of game development. More » -
#retrostudios
A Development Studio That Doesn't Put Out Many Games Might Be Busy
Do you ever wonder why some of gaming's top development studios put out so few games? I know, I know. Making games is hard. But here's what happens when you ask the Metroid Prime developers that question.
More »
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#newip
Capcom Users Ask What About New IP; Brass Replies
Comments lack a tone of voice (hint hint, dear readers) so a Capcom-Unity user's query: "Do you guy [sic] ever think about starting a new game franchise??" might sound chippy. Instead, Capcom's Christian Svensson answered politely that yes, they do. More » -
#russia
Russia Creates National Games Commission
By the end of October, Russia will have created a government sponsored trade organization for the games industry, and also hosted a national conference on the games industry, Gamasutra reports. More » -
#tombraider
Tomb Raider Co-Creator: Games Moving Toward Hollywood Business Model
Toby Gard, co-creator of Tomb Raider who left Crystal Dynamics earlier this month to become a consultant, gave an interview to GamesIndustry.Biz in which he said game development's going all Hollywood, and that's where he fits in. More » -
#weekendreader
Too Much Work or Not Enough Fun?
In an essay for Gamasutra last week, academic Lewis Pulsipher mused that games have become so complex as to feel like work, and the stratification of hardcore and casual gamers puts games in a far less inclusive posture than other entertainment. More » -
#ps3
Sony's Motion Controller Explained — The Sequel
In a 7-minute video chat, Anton Mikhailov of Sony Computer Entertainment America takes us on another tour of the PlayStation Motion Controller, whose prototype he reveals was assembled from some spare parts bought up at a Home Depot. More » -
#microsoft
360 Games No Longer Have To Be In High Definition
Since the 360 launched in 2005, developers have had to work within a set of guidelines set down by Microsoft. One of those stipulated that games had to be running at a resolution of 1280x720 (720p). Not any more! More »

