<![CDATA[Kotaku: seriously]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: seriously]]> http://kotaku.com/tag/seriously http://kotaku.com/tag/seriously <![CDATA[ Apple Has Democratized Platform-Specific Game Design ]]> In all of the major announcements that hit during Apple's software development kit (SDK) meeting today, it's easy to overlook what may have been the most important aspect—the SDK itself. Formerly Apple's internal development tools, the software package is being released to the entire public for no charge starting today. It doesn't need an expensive or hard to acquire development kit. You don't need to pitch Sony on why you're worthy for a dev kit during times of shortages.

Hell, you don't even need an iPhone (though it's recommended). All you need is an OSX based Mac and, you know, a bit of genius and a lot of work ethic. (Apparently you can actually develop right on the iPhone as well...but who knows how well that'll work.)

So you're thinking, "But I want to sell my product on their Apple Store. That'll cost me a ton and be impossible." Nope, it won't be either of those things.

$99 per year is all it costs for a developer to post an unlimited number of titles to iTunes on their own schedule. (Internal business programming runs up to $299 per year). If developers feel like setting a price for their content, Apple takes 30% of the sales. (Boy, that number sounds vaguely reminiscent of Microsoft's deal for XBLA developers before they were rumored to hike their cut).

While we're talking money, Apple has a $100,000,000 iFund. Think of it as grants that will go to seed software development products. Surely, at least a small chunk of that will entice up and coming game designers.

As for Apple's screening process, so far it only seems that extreme content (like porn) will be banned from the applications store. Obviously there are implications here—how violent/graphic can game developers make their content?

To that, we still have no answer.

But so far, we really like what we're hearing. Because today, Apple has made ever developer into a publisher for the most buzzed about products in the consumer electronics industry.

iPhone SDK Available Today for Free, $99 to Publish Your Apps
[Gizmodo]

]]>
Thu, 06 Mar 2008 13:40:16 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=364824&view=rss&microfeed=true
<![CDATA[ BioShock Is Just Robocop ]]> robo_dickjones.jpgI just read the most amazing little write-up by Steve Hogarty over at PCZone. He theorizes that BioShock is based upon RoboCop, a sort of archetypal allusion, breaking the argument down point by point. Interesting parallels include conflicts in programming, humanizing flashbacks, big daddies (remember those faceless ED-209's?), shameful period advertising and even the titles 'BioShock' and 'RoboCop' when broken down into syllabicate structures. The only element I see missing is the Little Sisters...yeah, my mind just can't fill in that gap with literary theory.

Hit up the link and give the piece a read, then let me know what you think. I, for one, recently DVR'd RoboCop and will be rewatching it in the near future while annoying my wife with "you SO should have played BioShock!" comments.

BioShock = RoboCop
[pczone] Thanks Steve!

]]>
Wed, 16 Jan 2008 13:20:12 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=345466&view=rss&microfeed=true
<![CDATA[ Guitar Hero Mobile Might Actually Be Good? ]]> ghscreen2.jpgMobile phone gaming is not just bad; it's horrendous. And with the ease of slipping a DS in your pocket, who cares? Let the sheep pay too much for crappy phone gaming. But we can't help but to get a little interested over the prospect of Verizon's exclusive Guitar Hero Mobile...if only for the novelty. But according to CNET's early hands-on, it might actually be—dare we say—good?
Playing virtual guitar has gotten easier with a reduction from five keys on the console game's peripheral guitar to three on the phone. Users can choose whichever keypad row feels best.

This game has a lot going for it—easy fretting, satisfying animation, and killer sound quality. Guitar Hero Mobile uses PMD audio for the BREW platform, which preserves the melody, harmony, vocals, and cacophonous ding every time you miss.
But are the buttons of my phone responsive and separated enough to really shred? Probably not. But then again, the "tool factor" has been reduced for public consumption. Look for it this December. 'Guitar Hero Mobile' sneak peek: It rocks [via aeropause] ]]>
Fri, 26 Oct 2007 12:40:21 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=315593&view=rss&microfeed=true
<![CDATA[ Sony Passing On Better DualShock For No Good Reason? ]]> MGS4 producer Ryan Payton may think the Dual Shock 3 feels better than the old version—and maybe it does—but according to Sony, the new controller is using Immersion's same base technology from 10 years ago. And it's a major point of contention that confuses Immersion as much as anyone else since they have far better technology in the ready.

I believe it's actually less expensive. The old technology utilizes two motors to create the complex set of sensations, whereas Immersion's new TouchSense technology utilizes a single motor, but we drive the motor in unique ways so that you can get stronger yet crisper effects... So you save on at least one motor, there's less power consumption, and you may save on other components and circuitry.
Oh, but it would cost Sony money in new licensing, right?
We have a standard royalty rate... we don't want to make this more expensive and give anyone a reason not to implement it.
Hmmm...then I guess that just leaves the cost of retooling Sony factories to...err...save money with a better product?

If you find the topic at all interesting (or you just want to spot Immersion talk around possible Wiimote patent violations), hit the link for the full interview. Sure, it's missing Sony's perspective on the Dual Shock, but Immersion is certainly making us feel a little gypped waiting for decade-old technology to reach most of us next spring.

Immersion CEO Talks PS3 Rumble [gamedailybiz]

]]>
Wed, 03 Oct 2007 12:20:33 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=306589&view=rss&microfeed=true