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Developers

New Studio

Zoë Mode Sets Up Home In London

Ah, my darling Zoë Mode. I knew Brighton was too small for you. You're a big city girl, with hopes and dreams that Brighton just couldn't contain. The rebranded Kuju Brighton is launching a new studio in London in order to make room for the influx of talent the rhythm game developer has seen since they unveiled their adorable mascot last year.

“Since we re-branded last year we have had an enormous interest in the studio from both publishers and new recruits” says Ed Daly, Studio Head. “Following on from our huge growth in Brighton where we are now approaching 150 staff, we felt the time was right to open a second studio. This will enable us to take on more projects and staff without losing the intimate company culture that is so central to our approach”.

The new studio will hit the ground running, with two projects lined up for the new team, overseen by current Zoë Mode Brighton executive producer Nick Rodriguez.

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Cold Comfort

Terminal Reality Credits ZootFly With Ghostbusters Assist

ZootFly's proposed Ghostbuster game, first shown in leaked test footage back in January of last year might not have done ZootFly any good in the long run, but according to Terminal Reality president Mark Randel it did at least have a hand in getting their Ghostbusters game made.

"What Zootfly did for us, inadvertently, is help sell the concept. When their footage came out, we were close to our green-light meeting, and when the executives saw the reaction from the fans, they immediately knew, 'Hey, Ghostbusters is going to be a big hit - we need to put this game into production.'"

Small consolation for the folks at ZootFly, but Ghostbusters fans around the world sure appreciate the help. Next time just make sure you're allowed to make the game before you make it!


Zootfly Ghostbusters footage helped sell concept
[CVG]


hideo kojima

Kojima on Kojima, in German

Reader maxax caught an interview with Hideo Kojima in Spiegel Online, the website for German-language Der Speigel, one of Europe's leading mainstream news magazines. Maxax translated it to English on his blog and so we offer up to you here, too.

Kojima explains his brand of antiwar sentiment, which is more or less circumspect about the reasons and results of war rather than outright pacifism. He also pines for a future where smaller, art-house productions are comparatively viable, among a world of titles that are increasingly developed for blockbuster effect, like Grand Theft Auto IV and MGS4.

Kojima said that action, sex and gambling are the genres "immediately understood all over the world," and expands on that in a thought-provoking way.

"We use action and that is why our games become bigger and bigger - Hollywood big. It is however possible to make smaller, more personal games if you, for example, limit the target region, the gender or the age of the audience. MGS is a Hollywood blockbuster, like GTA. But maybe it is time for something like independent movies, with a smaller target audience, like movies for an arthouse movie theater.

And he gives a great one-liner when asked to explain MGS4 to a non-gamer. "It's a game of hide-and-seek."

Spiegel Online Interview: Hideo Kojima talks about pacifism, movies and GTA [Gaming in Germany, thanks for the translation maxax]


reviews

Publishers Basing Royalties On Metacritic Scores

Stephen Totilo of MTV Multiplayer continues his week-long look at video game review practices by exploring the practice of game publishers withholding certain bonuses and/or royalties if the game doesn't achieve a certain Metacritic average. Basically a publisher agrees to finance the development of a game as long as the developer in these sort of situation agrees to Metacritic score limit stipulations that could theoretically see a low-scoring game that sells millions (any children's licensed title really) hardly earning the devs a dime.

Totilo talks to some pretty big names about the practice, including GameSpot's former employee Jeff Gerstmann, who explains why the practice is so disturbing.

I’ve gotten e-mails from developers over the years who have said, ‘I don’t think you realize what you’re doing to me with this review’ because my review knocked them out of the range of some bonus that they were up for...

It's really a ridiculous practice that almost always works in the publisher's favor. Luckily it isn't as widespread as it once was, but it does give you interesting insight into why some developers will defend their games as if their lives depended on it. Sometimes they might.

Low Metacritic Scores Cause Game Publishers To Withhold Developer Royalties
[MTV Multiplayer]


Making Demands On Developers

Why We Can't Swap Echochrome Levels Cross-Platform

Newsweek's N'Gai Croal has an idea: enabling user-generated content across asymmetrical platforms through extensible markup language.

...Wait, wait, don't glaze - in plain language, this means making it possible for the levels you built in Echochrome or your Spore creature creations, for example, to be swapped around to any platform where the game resides. Ever wonder why you can't transfer user-created Echochrome levels between the PlayStation 3 and PSP versions of the game, when it seems so theoretically possible?

Echochrome associate producer Kumi Yuasa explained at Croal's Level Up:

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industry news

Industry Vets Form Music Video Games

In a move that could very well be just a bit late, games industry veterans David Warhol of Realtime Associates and Vincent Bitetti, formerly of the Take Two-purchased TDK Mediactive, have announced Music Video Games (MvG), a company focused on delivering casual interactive experiences to gamers and music fans alike.

“MvG has been created with the goal of bringing fun and easily accessible music games to an audience that has largely remained unnoticed to this point,” said Vincent Bitetti, CEO of MvG. “The music video game market and the online casual games market both continue to grow exponentially. MvG will provide games that will appeal to both demographics.”

Five years ago this would have been perfect. Now I'm not so sure we need more music games, casual or otherwise. Still, maybe MvG will find their niche. They've certainly got a dynamic name going for them, and a kick-ass logo. Go get 'em, plucky little upstart!

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pc gaming

An Interview With the Developer of Solitaire for Windows

You know, I can't really argue with the claim that Wes Cherry created the most-played video game ever: Solitaire for Windows (PC) which came out in the early 1990s and was installed on millions of machines worldwide. I think IGN gave it a 10/10 at the time. I kid! I kid!

But the Web site B3TA tracked down Mr. Cherry and, by all appearances, got a legit Q&A with him. A bunch of their commenters sent in questions and according to the article, Cherry got back to them about a year later. The big question, would he play ball with this kind of an interview? Oh yes, he did.

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grand theft auto

Variety: Long Ass Interview With Rockstar's Dan Houser

Rockstar co-founder and VP Dan Houser, notably reluctant to give long interviews, especially about himself, sat down with Variety's Ben Fritz for a 90 minute interview, and from the looks of it, nearly all is transcribed in Fritz's blog on Variety.
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color blindness

Developers Rarely Account for Color-Blind Gamers

As a color-blind gamer, I can't recall having many eye-rubbing hangups over which side to attack, who was friend or who was foe. You don't need colors to tell the opposite side in a game like Star Wars: Battlefront, for example, and the only way to miss red versus blue in Halo would be to lack all color vision. And Guitar Hero is more about finger position than it is the hue of the button to push.

That said, it's a common condition and as Ars Technica points out, one that developers either don't know what to do with, or do too little to accommodate.

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flash games

Teen Dating Violence Design Challenge Extended

The deadline for the Life Love Game Design Challenge, which we first announced back in February, has been extended by a month.

The new deadline for the Flash game design contest, which challenges designers to create a game about teen dating violence prevention without violent content or a violent theme, is May 15.

First prize is $1,000 and judges, besides myself, include Simon Carless, director of the Independent Games Festival; Stephen Totilo, of MTV and huge brain fame, Dr. Ian Bogost, Ph.D., co-founder, Persuasive Games, and Dr. Elizabeth Richeson, a psychologist, Texas Psychological Association Board member, and my mom.

2008 Game Contest [Life. Love.]


full auto

Eidos Cutbacks Shut Down Full Auto Developer

Full Auto developer Pseudo Interactive has ceased operations, 1UP reports. Apparently cutbacks by Eidos and its parent company are the proximate cause. More »

Arstechnica has a article up about ridiculous gaming patents, a good example being one on the ARROW in Crazy Taxi owned by Sega. Thats right, the directional arrow which points to where you should go next is actually patented by Sega. http://arstechnica.com/news.ars/post/20080309-patents-on-video-game-mechanics-may-strangle-innovation.html

the orange box

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]


study

Mag Announces Top 50 Developers

A 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.

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seriously

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. More »

gdc

Warhawk Gets Monster Bubble Shields

Warhawk's upcoming booster pack, Operation Broken Mirror, will feature an armored personnel carrier which can serve as a mobile spawning point and weapon producer and also create the "mother of all bubble shields," the game's producer, Dylan Jobe told me in a recent interview.

"You can roll this around a map and it's like this clean blank canvas for combat," he said. "When it's driving around it works as a mobile forward spawn point and when you spawn into it you get additional equipment."

Jobe said the APC will also be able to deploy a piece of equipment that is "like the mother of all bubble shields" and is a couple of hundred feet wide.

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gdc

Street Fighter IV Impressions: SF2 Edition

Let me start by saying that my love of Street Fighter 2 Championship Edition comes not from the perspective of an aficionado, or someone paid to study each nuanced piece of minutia that comes out about a game as it makes its way from concept to arcade.

My experience with Street Fighter 2 CE was born entirely in my time first hanging out at arcades and then running one in the 90s in Maryland. I loved the game so much that my time spent playing it is what likely lead to me being fired from the job. I slathered more attention on our big-screen SF2 box than I did every other machine in the place, combined. I regularly replaced the cherry switches and springs on a weekly basis.

But I couldn't have told you who the game's producer was, what sort of lore was buried in the creating of such an indelible franchise or how they came about with the idea of the characters in the game.

That being said, read on.

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hands-on

Battlefield Heroes Impressions

You may think of EA's cartoon-influenced Battlefield Heroes as a poor man's Team Fortress 2. The thing is, you'd be fairly right to do so. The game will actually be free to play for anyone with a web browser and, yes, in person it looks just as much like TF2 as you'd think—but that's not a bad thing, necessarily.

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