First Person Shooters (Games)

Carmack Addresses FPS Creativity Concerns 280

donniebaseball23 writes "id Software co-founder John Carmack defended the creativity of first-person shooter games in a recent interview. The legendary programmer, who was a pioneer in the shooter genre with Doom and Quake, said he doesn't like hearing from developers that shooters aren't good because they're not reinventing the wheel. 'I am pretty down on people who take the sort of creative auteurs' perspective. It's like "Oh, we're not being creative." But we're creating value for people — that's our job! It's not to do something that nobody's ever seen before. It's to do something that people love so much they're willing to give us money for... you see some of the indie developers that really take a snooty attitude about this,' he lamented."
Games

Chain World — Innovative Game Design Sparks Debate 178

A story at Wired charts the course of Chain World, a video game designed by Jason Rohrer to be different from any game that came before it. Quoting: "It would exist on [a USB flash drive] and nowhere else. According to a set of rules defined by Rohrer, only one person on earth could play the game at a time. The player would modify the game’s environment as they moved through it. Then, after the player died in the game, they would pass the memory stick to the next person, who would play in the digital terrain altered by their predecessor—and on and on for years, decades, generations, epochs. In Rohrer’s mind, his game would share many qualities with religion—a holy ark, a set of commandments, a sense of secrecy and mortality and mystical anticipation. This was the idea, anyway, before things started to get weird."
Australia

Australian R18+ Rating For Games? Not Yet; NSW Refuses To Vote 71

UgLyPuNk writes "Just a few hours after the Australian gaming public was confused by the stance taken by the South Australian Attorney-General, they're now getting angry over his New South Wales counterpart's decision. While the Standing Committee of Attorneys-General had planned on making a decision regarding the introduction of an R18+ rating for video games on Friday at a meeting in Adelaide, the NSW Attorney-General has announced he will not vote on the topic at this time."
Advertising

How Analytics Are Shaping Social Games 47

Data mining and customer tracking are familiar concepts from online advertising, but an article at the Guardian examines how metrics and analytics are becoming a big part of the social games people play as well. This merging of games and advertising sounds just as distasteful as you might expect: "Whereas traditional games are about creating big macro-environments for player exploration, freemium is about micro-managing every step the player takes toward actually buying something. 'A developer can build 'funnels' that depict the player actions leading to a financial conversion like purchasing extra content or virtual merchandize,' says Justin Johnson, CTO of Playmetrix, another British company specialising in game analytics. 'It's then down to the developer to use this analysis to improve conversion by removing obstructions and bottlenecks that may be inherent in the design.' ... It's a strange business. In the free-to-play universe, every player action is a potential metric in a revenue model. In-game behaviour is an algorithm that needs to be unraveled and de-coded. Developers have to operate like a sort of secret police agency, effectively bugging players – the Playmetrix software allows them to embed 'call backs' into their game code that trigger when players do something of interest. This is all visualised via graphics and charts so activities become infographics.'"
Businesses

Ubisoft Hops On the Online Pass Bandwagon 134

Joining the likes of THQ, Electonic Arts, and Sony, Ubisoft has now announced plans to launch the "Uplay Passport," a $10 fee charged to buyers of used games if they want to play them online. They say the program "will begin in the coming months and will be included in many of Ubisoft's popular core games. In each new copy of a Uplay Passport-enhanced game will be a one-time use registration code that, when redeemed, provides access to Uplay Passport content and features. The code can be found on the insert card inside the game box. Gamers can identify Uplay Passport-enhanced games by looking for the logo on the back of the box."
Games

Can Minecraft Change the Gaming Industry? 255

An anonymous reader writes "Is Minecraft really changing the gaming industry fundamentally? This author certainly thinks so, and even goes so far as to consider Minecraft's world manipulation a paradigm shift along the lines of 3D-gaming during the early '90s. 'Every block in the game is available to pick up and reallocate. We can tear down and build up. The neat thing is that future games does not need to be as liberal, but they will need to consider how they can make the environment a hell of a lot more manipulable. Now, this is quite a bit too simplified and the vast majority of games must not feature a shovel worthy of digging to the center of the earth, but giving the user power over everyday things (still in game worlds) will be a worthy challenge to consider.'" Minecraft may give us power over everyday things in the real world, too.
The Almighty Buck

The Hidden Evil of the Microtransaction 147

An anonymous reader tips an opinion piece at #AltDevBlogADay written by Claire Blackshaw, lead designer at Jagex Games Studio, about where companies go wrong with microtransactions. While microtransactions aren't inherently evil, she says, they're often misused by marketing folks to the detriment of everyone. She encourages game developers to fight back. Quoting: "The problem with all this is this it is an ambiguous, grey area. The real kicker is that grey areas are always green-lit by greed. In the interest of a 'little more,' so much wrong has been done. So many ideas ruined, communities broken, and teams overstretched by wanting that little bit more. The old sustainable farming arguments come into play here. The massive problem is that you as the Games Designer or other development members do not always have the final say, but you can still fight your corner. You can build your arguments and try to provide some strong research and data to help your money people see the long term view."
AI

Computer Learns Language By Playing Games 133

Frans Faase writes "By basing its strategies on the text of a manual, a computer infers the meanings of words without human supervision. The paper Learning to Win by Reading Manuals in a Monte-Carlo Framework (PDF) explains how a computer program succeeds in playing Civilization II using the official game manual as a strategy guide. This manual uses a large vocabulary of 3638 words, and is composed of 2083 sentences, each on average 16.9 words long. By this the program improves it success rate from 45% to 78% in playing the game. No prior knowledge of the language is used."
Businesses

EA Buys Bejeweled-Maker PopCap In Deal Worth Up To $1.3 Billion 104

donniebaseball23 writes "Weeks ago, rumors were that Electronic Arts had stepped up to the plate to buy mobile/casual gaming publisher PopCap, developer of titles such as Bejeweled and Plants vs Zombies. Today, EA has confirmed that it has purchased PopCap for a final sum of $650 million and $100 million in shares of EA common stock. There's also the possibility for up to $550 million in earn-outs for hitting 2013 financial milestones. That would bring the price to a whopping $1.3 billion. 'We picked EA because they have recast their culture around making great digital games,' said David Roberts, CEO of PopCap. 'By working with EA, we'll scale our games and services to deliver more social, mobile, casual fun to an even bigger, global audience.'" More broadly, EA's plan for PopCap is: "don't break it."
Hardware Hacking

Exercise Your Thumbs and Eyeballs With a Tiny Space Invaders Cabinet 24

dotarray writes with this piece on GamePron with a piece of game pr0n: "If you're big on nostalgia, but small on space, we might just have the solution for you. A clever gentleman has created a teeny-tiny '80s arcade cabinet that will fit happily on your desktop – and while it might look like a mere mock-up, this one actually works, playing Space Invaders on the miniature screen."
Sony

Why SOE Decided To Cancel Star Wars Galaxies 149

Last month we discussed news that Sony Online Entertainment will be shutting down Star Wars Galaxies, which has been running since 2003. Sony officials recently spoke at Fan Faire to explain the business decisions behind the closure. Unsurprisingly, licensing and upcoming competition from BioWare's Star Wars MMO played a big part. CEO John Smedley said, "We have a contractual relationship that's ending in 2012, The Old Republic launching, a bunch of other business things with LucasArts. And then you look at the odds of a pretty large portion of the audience moving to TOR, which looks like a terrific game. ... That's the problem with licenses: they end. We're going to continue to do some licensed work, but we're largely going to stick to original IP [going forward] because then we won't have this issue. We'll never have this problem with EverQuest. Back in 2001, not '03 when we launched, but back in 2001 when we [first] negotiated it, a five year license seemed like a really long g****** time. EverQuest was only a year or so old at that point. Could we have renegotiated? Maybe, but I don't think that would be the right thing for the company."
Classic Games (Games)

30th Anniversary of Donkey Kong 47

An anonymous reader writes "30 years ago this month, Nintendo released Donkey Kong — an iconic arcade machine that put the company on the video game map and introduced Mario. Technologizer's Benj Edwards celebrated the anniversary by rounding up some of the game's odder sidelights. For instance, it was originally going to be a game about Popeye, Bluto, and Olive Oyl — and among its stranger offshoots was a pocket-sized game in which Donkey Kong and Mario faced off in hockey." Gamasutra has a more detailed article about the game's development.
Movies

Space Invaders: The Movie 244

rainmouse writes "Hollywood, clearly after witnessing the staggering success and endless critical acclaim of other computer game adaptations with their typically engrossing story line and deep, believable character development, have now apparently picked up the rights to make a film based upon Space Invaders. 'The classic 1980s arcade game from Taito and Midway, which is ranked as the top arcade game of all time by Guinness World Records, is heading to the big screen courtesy of producers Lorenzo di Bonaventura and Odd Lot Entertainment's Gigi Pritzker.'" Please help out by providing appropriate plot-lines and character sketches below.
IOS

EA's Origin Service To Go Mobile 24

Electronic Arts recently launched their own digital distribution platform named Origin, a merging of various similar services they've operated in the past and a direct competitor to Steam. The two rivals have already butted heads over DLC distribution, with Valve's business terms forcing Crysis 2 off Steam. (And this may be just the first shot in the upcoming content distribution wars, though EA says it will continue to allow downloads through other outlets, and that Origin could support games from other publishers in the future.) Now, EA has announced that Origin will include some degree of cross-platform support, and will try to battle Apple's Game Center on iOS devices.
DRM

Sony Introduces 'PSN Pass' To Fight Used Game Sales 291

Gamasutra reports that Sony has introduced "PSN Pass" — one-time codes that will unlock complete online access for certain games. "The company didn't offer details on how used and rental players would access online features in these titles, but did clarify that first-party use of the passes will be decided on a game-by-game basis." The initiative is similar to the "Online Pass" that EA rolled out last year, and to Sony's own experiment with SOCOM 4. Sony's explanation for the Pass will probably leave you wishing Google Translate supported marketing-speak: "This is an important initiative as it allows us to accelerate our commitment to enhancing premium online services across our first party game portfolio."
Cellphones

Carmack: Mobile Gaming To Surpass Current Consoles 119

donniebaseball23 writes "The rate at which hardware iterates in the smartphone and tablet space has allowed the technology to nearly catch up with consoles. It won't be long before we're all carrying small devices more powerful than the PS3, says Doom creator and id Software programming genius John Carmack. Speaking in an interview, he commented, 'It's unquestionable that within a very short time, we're going to have portable cell phones that are more powerful than the current-gen consoles.'" Even if that's the case, Nintendo still wants no part of it.
Open Source

The Uzebox: an Open Source Hardware Games Console 104

angry tapir writes "Lots of people are familiar with open source software. Open source hardware, however, is still more of niche category. The Uzebox is an open source, 'retro minimalist' 8-bit games console, licensed under version 3.0 of the GNU GPL. 'The console uses an overclocked ATmega644 microcontroller and classic Super Nintendo controllers, supports 256 colors and 4 sound channels and has an SD card interface from which games can be loaded from.'"
XBox (Games)

Xbox Live Indie Games Struggle For Profitability 117

An article at the Opposable Thumbs blog examines the Xbox Live Indie Games economy, finding that developers are having trouble making enough money to justify continued work with the platform. Quoting: "If you want to publish a console video game, there's no easier route than the Xbox Live Indie Games program. But while it's relatively easy to get your game on the service, it's hard to get it noticed. There's a lot of junk on XBLIG, so much so that a group of developers banded together at the end of last year to promote quality indie titles. There have been success stories—like the recently released FortressCraft, which managed to sell 16,000 units on the day of release—but they're not exactly common. So with virtually no promotion, and with average earnings of just $3,800 per title, why do developers continue to create games for the platform? ...virtually all of the developers we spoke to are considering moving on from the platform. But all seem to view their experience as valuable, which in the end is part of the point of XBLIG: it's a place where virtually anyone can make a game that can be played on a console. Devs just need to know what they're getting into."

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