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N'Gai Croal
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Feb 29, 2008 12:52 PM
In our previous post, Electronic Arts vice president of corporate communications Jeff Brown gave us EA's side of the news and events related to the company's offer to purchase Take-Two. We reached out to Take-Two for comment as well, regarding ZelnickMedia's revised compensation agreement for running Take-Two and to get their reaction to information we'd received suggesting that future Rockstar games could be delayed as a result of the developer committing the bulk of its studio resources to completing Grand Theft Auto IV in time for its April 29th ship date. Here's what we were told by a company spokesperson:
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N'Gai Croal
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Feb 29, 2008 12:24 PM
Ever since Electronic Arts made public its intent to acquire Take-Two, newspapers, Web sites and blogs have been abuzz with reporting, rumor and speculation. Over the past couple of days, several business reporters have focused on the recently revised employment contract forTake-Two CEO Strauss Zelnick's ZelnickMedia, which is managing Take-Two. Even though Zelnick admitted to the Wall Street Journal that he originally hadn't planned to remain in the job more than six months, and even though there was significant interest in Take-Two by potential acquirers, ZelnickMedia now has an extra year tacked on to its management contract to go along with an increase in its annual mangement fee from $750,000 to $2.5 million. The Wall Street Journal described the agreement as follows:
Between those two offers [from EA to purhcase Take-Two], on Feb. 14, Take-Two's board of directors approved an amendment to an earlier agreement that more than tripled ZelnickMedia's cash compensation for providing financial and management consulting services to the company, boosting to $2.5 million a year from $750,000 the annual management fee it pays the firm. The board also boosted to $2.5 million from $750,000 the maximum annual bonus the firm is eligible to receive, according to a filing with securities regulators.
The board further granted ZelnickMedia 1.5 million Take-Two restricted shares, worth about $40 million at current prices, an award that still needs to be approved by shareholders at the company's annual meeting. Roughly half of that award will vest immediately if Take-Two is acquired in the near-term and various other conditions are met.
Having speculated on the ramifications of this news earlier in the week, we caught up with Electronic Arts vice president of corporate communications Jeff Brown to see if it had any way impacted EA's plans. Here's what he told us over email:
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Feb 29, 2008 08:52 AM
- EGO...trip: the Apostrophe Defense Force comes to our rescue
- RUM...ors of PC Gaming's death greatly exaggerated? Or Cliffyb held hostage?
- VSM...on EA/Take-Two, cont'd: "I want big companies to innovate"
- MMO...We can be heroes, for ever and ever...if we plan from the outset
- OUR...milkshake brings all the boys to the yard, says Take-Two...
- BUT...Activision's CEO says he's not one of the boys that are waiting
- SUP...ertoys last all summer long, and other stories of future pets
- SCi...and fourteen of its games go into a room. Only SCi comes out.
- APB...Kotaku puts Phil Harrison on milk carton; videogaming247 finds him
- CDC...may want to investigate the pandemic at this month's GDC
- RND...Random Gawker post comments section taken over, turned into blog
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Feb 28, 2008 10:34 AM
- DIE...I want you to shoot me as hard as you can
- LOL...Nerd rage-fueled flame wars find an interactive home
- VSM...Corporate games still suck: why Passage is better than Portal
- VSM...EA and T2: "a very bad deal for us" or a move to "competent, stable management"
- RND...Our sister company gets hip. Will Newsweek follow suit? We hope so.
UPDATE: A better link for item #3 can be found here at the blog Grand Text Auto.
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Feb 26, 2008 07:28 AM
- EGO...trip: Hate It or Love It? Cool. But this is still How We Do (Fresh '99)
- MTV...goes hog wild on EA's bid for Take-Two. Now, where's Sumner Redstone?
- PS3...maintains its open philosophy when it comes to in-game advertising
- RND...Forgive them, for the Daniel Day-Lewis haters know not what they do
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Feb 25, 2008 04:57 PM
Why
haven't we yet written about the EA and Take-Two kerfuffle, which you can follow here and here in glorious epistolary form? It's not because we
don't have anything to say (and say, and say, and say), but because
we're working on something opine-y that's going to require a little
more time in the lab. However, we came across a post by one of our
favorite bloggers, Bill Harris of the blog Dubious Quality, with the
title "Skullduggery." Upon reading it, we felt we had to bring to you, our Dear Readers. In Harris' post, he quoted a perceptive piece of analysis by MarketWatch columnist Herb Greenberg, who writes:
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Feb 25, 2008 04:42 AM
Sony
Computer Entertainment International has just announced that its
worldwide studios boss Phil Harrison is stepping down. Here's the
release; we'll have more in the days to come.
***
TOKYO,
Feb. 25 /PRNewswire/ -- Sony Computer Entertainment Inc. (SCEI) today
announced that Phil Harrison, President of Sony Computer Entertainment
Worldwide Studios (SCE WWS), will resign from Sony Computer
Entertainment Group as of February 29, 2008. Kazuo Hirai, President
and Group CEO of SCEI, will immediately assume responsibilities as
president of SCE WWS, in addition to his current duties.
Prior to
the launch of the original PlayStation, Phil Harrison joined Sony
Electronics Publishing, Ltd. in 1992, which later evolved into Sony
computer Entertainment Europe, and since then, he has made a tremendous
contribution to the company playing a strategic role in the launch of
four PlayStation platforms, as well as building strong relationships
with game developers and publishers throughout the world. Since his
appointment to the position of president, SCE WWS, Harrison applied his
considerable skill, knowledge and expertise to lead SCE Group's first
party game development as well as aggressively pursuing the development
of new online entertainment experiences.
"As one of the founding
members of SCE, Phil played a key role in the development and growth of
the PlayStation business and our industry," said Kazuo Hirai. "It is
sad to see him departing from SCE, but I wish to express my gratitude
for his many invaluable contributions and also wish Phil the very best
of luck in his future endeavors."
"The past 15 years at Sony
Computer Entertainment has been the defining journey of my life so
far," said Phil Harrison. "I am grateful to all the PlayStation family
for their incredible support, guidance and friendship. It has been a
privilege to serve as part of the team and be inspired by them on a
daily basis. I am so proud of everything PlayStation has achieved and
will continue to support its future in every way I can."
###
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Feb 25, 2008 12:01 AM
- ART...or simply bad game design? Holocaust-themed DS game debated, discussed
- XNA...am cry? How SimsCarnival--ugh at that name--truly democratizes development
- NHL...08 from EA Sports inspires near-rapturous praise from our favorite curmudgeon
- FLA...me on! A look at Forumwarz, a satirical, browser-based adventure game
- WHY...can't Far Cry 2 be about tears? Check out GDC's Game Designers Rant
- RND...Linking about posting about talking about talking about Japan. For real.
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Feb 22, 2008 09:58 AM
- NMP...Can the Wii60 alliance survive Nintendo zipping into the pole position
- HMM...Phil-osophical differences between Europe and Japanese at Sony?
- PSP...Sony, iPwned: Harmonix reveals that Phase was originally for PSP
- NOT...quite YouTube--creators and gamers must pay to play--but still very cool
- RND...Previously, on "24": the stuff of which conspiracy theories are made
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Feb 20, 2008 07:58 AM

LostWinds, a WiiWare game developed and published by Frontier Developments
To get a sense of the thought process behind making a WiiWare game ahead of the service's May 12th debut,
we spoke by phone with Frontier Developments founder David Braben. His
company's first such title, LostWinds, aims to put "the power of the
wind in the palm of your hand" (using the Wii remote) as you guide
young Toku (using the nunchuk) on a series of adventures to lift an
evil curse placed on the land of Mistralis. Also on the call: Nintendo
of America director of project development, who began to chime in
halfway through the interview with some explanations that clarified the
differences between how Nintendo has chosen to approach original
downloadable games as compared to Microsoft and Sony. Read on.
David, what is your WiiWare project?
David Braben:
It's a game called LostWinds and it's about the idea of a wind spirit
that has been hidden away by a nasty guy called Balasar. But
essentially looking at it as a game, it really allows us to do new
things on the Wii. We now have Wii in the marketplace for a year and as
a developer it takes a while to come to grips with a new system like
the Wii; the wonderful combination of the remote and the nunchuck. It's
an opportunity for us to do great things with the game.
It's the
first game to come out of a process that we have internally. One of the
great things about working as a software developer is it's full of
really enthusiastic people who really love games and so they're itching
to try out new ideas. And so we created this--what originally started
off as a Game of the Week project where people would propose games and
as our managing director described it, it's a bit like dipping a piece
of meat into a piranha tank and anything that's left has to be pretty
tough. [Laughs.]
So in that sort of fantastic but critical
atmosphere, we put out these game ideas, and people suggest ways of
doing it better and ways to modify it and all that sort of thing. This
is the first game that survived, if you like, that process, but also
had grown from lots of people's suggestions about how it can be made to
work really well. And the Wii is absolutely perfect platform for it.
Who's the main character? What's the goal and what's the game play?
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Feb 20, 2008 07:57 AM
Where did you first find out about Nintendo's WiiWare service for original downloadable games? Yep, right here on Level Up,
where North American president Reggie Fils-Aime exclusively revealed
the company's intention to create a way to allow developers of all
sizes, from garage band programmers to corporate behemoths, to develop
games for digital distribution. Well, here we go again, eight months
later, with another scoop: the first Q&A with Nintendo that delves
into specifics about the WiiWare service, which will debut in North
America on May 12th. During a phone interview late last week with
Frontier Developments founder David Braben about his WiiWare launch
title LostWinds, Nintendo of America director of project development
Tom Prata sat in on the call to answer any questions that went beyond
Braben's purview. You can read that interview in its entirety here, but we'd like to include in this post a few of the things that Prata had to say about WiiWare. Excerpts:
On file size restrictions for WiiWare titles: We
are encouraging developers to make a game that is more compact in
nature, and not have to let's say compete on--as it relates to the very
large volumes--filing up maybe lots of disk space like you would see in
a conventional retail type of product. The reason for that is that we
want the WiiWare development to be more cost effective and have low
barriers to entry to allow the content creators to create with that
type of risk.
On WiiWare's pricing structure: WiiWare, like Virtual Console will
support a variety of different prices for the consumers in terms of Wii
Points. So we'll have content that is--just like we do with Virtual
Console--for let's say NES or Super Nintendo 64 at different price
points.
On whether or not there will be downloadable WiiWare demos: The intention is that the creators will create the game and we'll make
it available on WiiWare after it passes certification. But we really
don't want to impose kind of too many restrictions on developers, or
too many requirements. As an example, in many cases we don't want to
say just because people can connect to the Internet that they have to
make a multiplayer via the Internet version, or Wii Connect 24 modes,
or take advantage of all the types of features that are available. The
key for us is not to impose too many restrictions on the content
creators and allow them to create the content that and the features
that they think are more suitable to express their vision of the
product. And creating demos or having demos as a requirement is a very
costly type of endeavor, so it's not a requirement from Nintendo.
Note: Nintendo's PR agency, Golin Harris, followed up with the Level Up staff after the Q&A to add: "We do not intend to have a ‘try-before-you-buy’ model that requires developers to create expensive demos. Nintendo plans to provide information on games similar
to what Nintendo in Japan is doing with the Everybody’s Nintendo
Channel where creators can share information on their game directly to
Wii consumers."
To read Nintendo's press release in its entirety, click on the link below.
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Feb 20, 2008 12:01 AM
- EGO...trip: Our "fourth-string teams" Miyamoto quote continues to make the rounds
- EGO...trip: Games, comics and cultural relevance posts keep flowing in
- BRO...thers in Television, or, Gearbox's foray into linear entertainment
- USA...American McGee unveils his latest partially eponymous title
- NOM...enclature and interactivity: how do you name when you game?
- D&D...designers of the 4th edition rulebook step into the digital hot seat
- YOU...Tube, slowly declaring death to the venerable walkthrough?
- F2P...The art, craft and business of free to play games, considered
- BBB...How the Conan videogame failed to embrace the power of pulp
- RND...Singing for her supper: the opera chanteuse on the Journal's board
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Feb 19, 2008 02:09 PM

GDC's Jamil Moledina
In Part I
of our two-part Q&A with Game Developers Conference executive
director Jamil Moledina, we discussed what makes GDC tick; whether the
lines were blurring between core games and casual games; and whether
both the short session games market on consoles and the indie game
phenomenon on PCs are fixtures or fads. In today's second and final
portion of our interview, Moledina talks about whether it's legitimate
to compare the PC and console markets; why game industry scold Jack
Thompson won't be speaking at this year's conference; and what lessons
should be learned from the Fox News/Mass Effect debacle. Enjoy.
Speaking of pessimism, you know, towards the end of the year
it seemed like there were a number of flagship shooters on the PC that
were not performing as well as people had expected. Unreal Tournament
III, in particular doesn't seem to be selling as strongly as it has in
the past. I think Crysis seems to be underperforming. Orange Box, I
think did solid to strong numbers. You have Call of Duty 4 which
actually did pretty decently on PC but those numbers were significantly
less than it did on PS3, which was in turn, insignificantly less than
what it sold on the Xbox 360. And this was a franchise that began on
the PC. Shooters were the Jerry Bruckheimer summer movies of the PC,
but the energy around them seems to be increasingly moving over to the
console. Are you seeing the effects of that in the development
community? Where should we expect to see the PC going? Are we pretty
much going to be seeing free ad supported games, MMOs and RTS games on
the PC while the rest of the flagship stuff moves over to the console?
Well,
one season is perhaps not necessarily the best gauge for the long term
viability of a particular style of play. It's the same season--correct
me if I'm wrong--that Halo 3 came out in, right?
Uh-huh.
So
that was something that certainly did some numbers that brought up the
first-person prospective shooter genre. The interesting thing though
that you bring up is the difference between PC and console. And I think
it's hard to compare the two largely because the PC is constantly in
flux. Everyone has a different PC. There isn't standardization as there
is with console. And more and more you're seeing people find pros and
cons to that. The pro with the standard platform, of course, being that
the game will always work. But at the same time it may require an
initialization process. There's still perhaps some time that goes into
it. Whereas on the PC side, you have a much lower threshold for
initially creating the game. So there's a greater diversity. You may
see more unique or interesting types of titles. And so they don't
necessarily need to do the same numbers as you see on the console.
Once
you start comparing number of PC sales to numbers of console sales, I'm
not sure you'd get a reliable trend out of that. The thing that we're
really excited about PC though is that it has this kind of capability
like I was talking about with indie games to create really off the wall
types of titles. People have the ability to express themselves in a
wider variety of ways. So by doing that and by setting lower targets in
terms of what they ultimately hope to sell or have available by
download, people still are making a living and doing so quite
successfully.
I'm not sure it's that easy, but I'm not sure that
I have a way to help parse it. Although it's something that I think is
worth having an ongoing conversation about. There are a couple of PC
developers that I know that we talk generally with about this idea, but
you should definitely meet them and figure out how they're able to stay
very comfortable and very satisfied and very creative.
Are
there any sessions that are going to speak to this need?
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Feb 19, 2008 05:36 AM

1UP Network editorial director Dan Hsu
Two
weeks ago, Ziff-Davis' 1UP Network, which publishes the magazines EGM,
Games For Windows: The Official Magazine and 1UP.com announced that it
had reorganized its editorial group around three silos--Videogames, PC
Games and Video--spanning both print and online. Simultaneously, the
company revealed that its review scale would shift from its familiar
ten point scale to letter grades, a la Entertainment Weekly. To get a
better understanding of the changes that were afoot, we pinged 1UP
Network editorial director Dan "Shoe" Hsu with a few questions over email, which
he graciously took time to answer--but only after he finished closing the next issue of EGM. Now that's dedication. Here's what Hsu had to say.
What were the main reasons behind the recently announced reorganization of the 1UP Network? When do they go into effect?
We
integrated the print and online teams because we recognized this is the
direction that media's going. It's no longer just about print or just
about online; it's about both. This reorganization lets us tackle our
editorial duties more efficiently, because all our editors are
constantly working in both print and online. We really think our
readers will notice and appreciate this move, too, because it will
translate into better, more well-rounded coverage from us.
Presumably,
Jeff Green, who was just named the 1UP Network's editor-in-chief for PC
games, will remain the editor-in-chief of Games For Windows magazine.
But the press release wasn't clear about whether Jeff's 1UP Network
counterpart for videogames, James Mielke, will also be the
editor-in-chief of the corresponding magazine, EGM. Is Mielke now in
charge of EGM, or are you still the editor-in-chief?
Jeff
Green is the editor-in-chief, PC games, so he's running Games For
Windows: The Official Magazine as well as the PC coverage on our online
properties. James Mielke is Jeff's videogame/console counterpart, so
yup, he's the editor-in-chief of EGM (as well as the console side of
our online sites). I'm now full-time editorial director for the 1UP
Network.
Over the past few years, video has moved from the
periphery to the center of Ziff-Davis videogame coverage. You've also
got a number of popular and/or influential podcasts, like 1UP Yours and
the Games For Windows podcast. What plans do you have going forward for
video and audio under this new management structure?
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Feb 19, 2008 04:38 AM
- THE...killer awoke before dawn, or, meet me at the back of the Blu bus
- PHD...revoked: how can we in the MSM hate what we don't understand?
- DOC...tor Evil wants more than $1 billion for the house that Gears built
- GOD...of combat Eric Williams expounds on the use of cancels
- RND...Desperately in need of some stranger's hand/in a desperate land?
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Feb 18, 2008 05:18 AM

GDC's Jamil Moledina
In the run-up to last year's Game Developers Conference, we published a wide-ranging three-part exchange with GDC executive director
Jamil Moledina, covering everything from our concerns about the
approach of console manufacturers to the GDC keynotes to the
controversy swirling around the Slamdance Film Festival over the game
Super Columbine Massacre RPG! Moledina graciously agreed to return to
the Level Up hot seat ahead of this year's show--which kicks off today
in San Francisco--for a Q&A that we'll be publishing in two parts.
In today's Part I, we discuss the amount of time and planning that goes
into GDC; whether product casualization or audience stratification best
describes a recent trend in videogames; and the commercial prospects
for short session game developers. Read on.
After
a conference is finished, how soon do you start planning the next one?
Do you get a little break, or do you roll right into sketching out the
next conference the following Monday?
I roll right into it six
months before. The GDC has about an 18-month product cycle. So at this
point in time, we are deep into GDC '09. even though we're just three
weeks away from GDC '08. And although I do take a few days off after
GDC there's so much preparation that needs to go into this show. I
mean, it's a multi-million dollar, 16,000 person live, five-day show.
And there's a sense of responsibility that we all have to deliver the
largest professional-only industry show that there is. So there's a lot
riding on it--there's so many moving pieces involved that we need to
have a lot of work done way, way, way in advance.
What are the key components to making something like GDC work?
There
are several key disciplines involved. The core of it is the conference
itself. So we put a lot of energy into developing an experience that
fits the core values of the show: learning, inspiration, and
networking. That's the central foundation, and everything that we put
into the GDC has to reflect one or more of those components, so we
build the show from there.
Now, there's a lot of nuts and bolts
involved as well, given the scale of it. We have 400 sessions, 25
concurrent tracks--meaning 25 rooms running at the same time with
different content all the way through the three days of the main GDC.
The Monday and Tuesday content is very specialized, drilled down
summits and tutorials.
The first thing we need to do is make
sure that all of our content is locked in, accurate and feels right.
That's a combination of having an open call for submissions from the
industry; having an advisory board composed of industry veterans, as
well as those with their sleeves rolled up digging through--and
making--the best games of our time so that we have a sense of judgment
that is accurate. Because internally we have an editorial perspective,
but essentially the GDC is built as something by developers for
developers, and has to be reflective of those interests and concerns
and values.
As best as you can tell, what two or three things
characterize the major concerns--the collective concerns--of developers
in 2008?
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Feb 18, 2008 04:31 AM

The 1UP Yours crew: (left to right) Bryan Intihar, Shane Bettenhausen, Andrew Pfister, Garnett Lee and Shawn Elliott
Last Thursday, the staff of Level Up made a guest appearance on the Ziff-Davis podcast 1UP Yours.
Though the lineup has changed a number of times since hitting its
stride--so long, Luke! Farewell, John! Happy trails, Mark!--it has
nevertheless remained our videogame podcast of choice; its Friday
afternoon availability confirming the onset of weekend freedom. On last
week's show, topics included:
- --The cult hit No More Heroes (not all it's cracked up to be, according to Shawn Elliott)
- --Army of Two (noticeably improved, with a cool new multiplayer co-op mode, says Garnett Lee)
- --The Club (better than some of the reviews would indicate, swears Level Up)
- --The January NPD sales figures (we'll wait to see if PS3's victory
over Xbox 360 represents a blip or a trend, says the entire panel)
- --Some interesting tidbits about Xbox boss Don Mattrick and his
right hand man John Schappert, who's delivering a GDC keynote this week
You can download last week's podcast in its entirety by clicking here; to see what other listeners had to say about the show, click here and here.
And be sure to tune back in this Friday, when the Fearsome Foursome not
only welcome Level Up back to the studio for a second round under the
hot lights, but our Brooklyn blogging nemesis as well: MTV
Multiplayer's Stephen Totilo. Like Wolverine vs. Sabretooth, Rorschach
vs. Dr Manhattan, or Archie vs. Reggie, this next podcast promises to
be a donnybrook of epic proportions. Don't miss it.
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Feb 18, 2008 12:01 AM
- EGO...trip: Comics, videogames and the cultural ghetto prompt online chatter, debate
- ALO...ne in the Dark: so promising, Atari should ditch the aging IP, give it a new name
- CAN...you create an interactive game about teen dating violence?
- NIP...slip: Bared breasts in Conan MMO--fidelity to the license, or just cheap thrills?
- HOT...Flash game's unique gameplay mechanics demand that you play it right now
- PHD...Why the mainstream media hates your favorite pastime--hey, wait a minute...
- HOW...a videogame developer struggles with the question, "What do you do?"
- VSM...The U.K. Guardian vs. the U.K. Guardian on the literary merits of games
- CHE...aters never win: when is it permissible for reviewers to seek help?
- RND...How an obscure junior college coach is revolutionizing modern basketball
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Feb 15, 2008 10:03 AM

A cover for the comic book "The League of Extraordinary Gentlemen," written by Alan Moore and illustrated by Kevin O'Neill
In Part I of our critique of level designer and blogger Steve Gaynor's assertion that "video games will never become a
significant form of cultural discourse
the way that novels and film
have," we talked about how any medium requires a certain amount of
learning in order for it to be approached and engaged. We also
suggested that as more people grow up playing videogames, even
conventional controllers like those of the Xbox 360 and the Playstation
3 become far less of a barrier to entry, to say nothing of newer
interfaces such as the Wii. But Gaynor believes that there's something
even more essential,
even more fundamental about videogames that will forever wall the
medium off from truly widespread participation:
[T]he
very nature of interactive games bars them from ever truly gaining mass
acceptance, and therefore mass cultural relevance. The strength of
video games, what makes them unique, interesting, and affecting, is
that they engage in a dialogue with each individual player. They ask
you to invest yourself in the experience, to explore and understand the
logic of their gameworld, and to activate the experience by doing.
Video games require you to be involved, to take responsibility for your
actions onscreen. They expect more out of you than film, television,
the internet or a book does. You get from video games what you're
willing to put in. The audience at large only wants to take.
The
very thing Gaynor decries--a lack of willingness among the audience to
work for their entertainment--isn't inherent in to this medium. It's
almost intractable among mass audiences no matter what the
medium. Popular fiction generally outsells literary fiction. Summer
blockbusters generally out-gross arthouse films. Is this any different
from, say, Call of Duty 4: Modern Combat out-NPD-ing BioShock last year, or
Madden doing the same to Shadow of the Colossus in 2005? Does it truly
matter that in aggregate television is more mass a mass medium
than videogames, when on an individual level, its practitioners are
faced with the same challenges that plague those who work in other
media? The creator of "The Wire," David Simon, in explaining the
advantages of working on TV shows for premium cable described the problem as follows:
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Feb 15, 2008 10:01 AM

A cover of the acclaimed comic book "Planetary." Written by Warren Ellis; illustrated by John Cassaday
The babe in his cradle is closing his eyes
The blossom embraces the bee
But soon says a whisper, arise, arise
Tomorrow belongs to me
--"Tomorrow Belongs to Me" from the musical "Cabaret," music and lyrics by John Kander and Fred Ebb
A bet is a type of game, one with which we here at Level
Up have become intimately familiar. So when we got wind of a brand new
wager of sorts, between bloggers Borut Pfeifer (at The Plush Apocalypse) and Steve Gaynor (over at Fullbright),
our antennae perked up immediately. And what was it that prompted this
bout of gambling? It was level designer Gaynor's admittedly pessimistic
assertion that "...I'll bet you that video games will never become a
significant form of cultural discourse the way that novels and film
have. I'll bet you that fifty years from now they'll be just as mature
and well-respected as comic books are today." To which the more
optimistic Pfeifer, who's working on one of Electronic Arts' Steven
Spielberg games, replied, "I’ve certainly had days where I’d agree with
most everything he says. I get where it’s coming from. Whether it was a
frustrating day at work, or sometimes just going to a particularly
rough GDC, I am not immune to that brand of despair. But, overall, I
gotta say, games still have much more to achieve as a medium--if I
didn’t think so, I wouldn’t be working on them."
One sees the
glass as half-empty, the other sees the glass as half-full. But both
are largely proceeding from the same set of assumptions when they
subject videogames to a close examination--in terms of their
accessibility; required level of engagement; maturity of subject
matter; visual realism--and find them wanting. Take the issue of accessibility, of which Gaynor says:
Video
games are hard for people to get into. The barrier for entry is higher
than perhaps any other popular entertainment medium. To read a book,
all you need to do is go to a library, pick one up, and start reading
(which isn't usually an obstacle considering the high literacy rate in
the modern world.) At the advent of popular film, you only needed to
walk to a movie theatre and pay your nickel (or nowadays, ten bucks) to
see the latest release. Processing the experience isn't an issue: sit,
watch, and you've received an experience equal to anyone else in the
audience....
Over time, the technical and systemic
complexity of video games have increased, while the barriers to entry
have largely remained undamaged. Taking inflation into account, the
cost of a home console unit has stayed largely constant since the
mid-80's (and the price of a competent gaming PC has similarly kept
pace;) controllers have sprouted more buttons, gyroscopes, and analogue
sticks than ever; and it's still extremely common for games of high
quality to be too difficult for a non-gamer to play effectively.
This is certainly a legitimate comparison, but it neglects the amount of time, money and effort that it takes to teach a child to read.
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Feb 15, 2008 08:52 AM
- $$$...Does Obama need to spend more time wooing the game industry?
- WoW...Blizzard finds even more ways to make it rain on them gamers
- GH3...Musician and open mic lover protests the ersatz replacing the real
- RND...From local to hyper-local, courtesy of the startup EveryBlock
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Feb 14, 2008 10:08 AM
- WAR...ren Spector casts one eye on gaming's past, and the other on its future
- RAP...ping with Masaya Matsuura about Wii, DS and music games
- RED...Xbox claims 360 shortages; reports and speculation are, uh, dubious
- SAN...dbox games and storytelling: one man attempts to bridge the gap
- FAL...ling off a cliff: Epic's Bleszinski on the declining PC game market
- ONE...BigGame charity names industry vets to its board of directors
- MET...acriminals: Ubisoft, Activision and Eidos huddle in critical cellar
- LUV...Would these be your Top Five videogame romances?
- BRO...David Jaffe's connection to the next Indiana Jones movie
- RND...To all the lonelyhearts, this new Kanye West video is for you
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N'Gai Croal
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Feb 13, 2008 01:01 PM
- WOW...Blizzard on its mobile ambitions and the still-not-deceased Starcraft: Ghost
- LEA...gue of Extraordinarily Geeky Men: can this alliance save PC gaming?
- BOO...231 years later, the U.K. gets the last laugh on its former colonial subjects
- H2O...Crysis' editing tools let modders put the Bellagio's fountains to shame
- RND...Cut off one of MTV's heads, and 32 will grow back in its place
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N'Gai Croal
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Feb 12, 2008 01:00 PM

Not
content to simply bring you the news of Spore's release date (September 7th, 2008) or the reasons why the game has taken so long to develop
(like numerous Facebook relationships, it's complicated), the staff of
Level Up has brought you one more exclusive. When we found out
yesterday that the PC edition of Spore would be accompanied by versions
for the Nintendo DS, Macintosh computers and mobile phones, we again
reached out to Electronic Arts to get the scoop. Maxis vice president
and Spore executive producer Lucy Bradshaw was kind enough to promptly
answer the questions we sent over via email--thanks!--and the answers
demonstrate the amount of care that Maxis has put into trying to make
sure that each instance of the game is worthy. Below, Brashaw tells us
whether Mac and PC users will be able to share content with one
another; which Japanese artistic tradition inspired the look of Spore
for DS; and which single stage of the original game has been blown out
for mobile phones. Intrigued? Keep reading.
What challenges have there been in developing a Mac version of Spore?
We're
working with a company called Transgaming on our Mac version of Spore,
and the effort is going very smoothly. When we set out to do this, it
was to make sure that we have a simultaneous release on both the PC and
Mac; too often our Mac versions ship months behind the PC. Just
recently we were able to show the Creature Creator at MacWorld. We
really feel that the creative nature of Spore will appeal to the Mac
audience so we are excited to bring the game to both platforms.
Will Mac and PC users be able to share content with one another?
And,
yes, the content that players create on the Mac version can be shared
with PC players as well as other Mac players. All of the building
blocks that are available in Spore's Creature, Building, Vehicle and
Spaceship Creators are the same for both the PC and Mac versions, so we
can now populate the galaxies of both Mac and PC players with the
content that other players create, which makes exploring your own
personal galaxy always unique and surprising.
How
do the features and gameplay in the Nintendo DS version of Spore differ
from those of the PC and Mac versions? Will the DS version have any
unique content?
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N'Gai Croal
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Feb 12, 2008 01:00 PM

The Cell stage from Spore, developed by Maxis and published by Electronic Arts
In Part I
of our world exclusive Q&A with Maxis chief designer Will Wright,
we discussed what caused Spore to overshoot his original projected release date by nearly two years; how Facebook, YouTube and Flickr
became metaphors to navigate user generated content withing the game;
and why hardcore gamers shouldn't worry that Spore isn't "game-y"
enough for their highly advanced palates. In the second and final part
of our interview, Wright shares some tidbits on the Wii version of
Spore; explains the machinima tools; and reflects on the irony of
building a revolutionary title on the back of classics like Pac-Man and
Civilization. Enjoy.
Once someone has
their initial toy box experience, they then decide, "Okay, I'm going to
start at Cell and progress through." How much time did people
collectively or individually want to spend in each of the stages before
moving onto the next? Especially because like you said, there's an arc
of evolution, but at the same time they're separate genres, and as you
already said, different people respond to each of genres differently.
One
of the things that we also decided not that long ago, based upon a lot
of this focus group testing, is that we were actually going to put in
difficulty levels in that the player selects, so when you start playing
you can start at easy, medium or hard. We found that a lot of players
that preferred playing with their toys in the world, where the world
was pushing back at them less hard--those were closer to Sims players.
Whereas the gamers wanted to go in and really play some hardcore
fighting games in Creature or Civ.
We decided that it when you
select the planet at the very start of the game, you select a
difficulty level, so players can surf that as well. That's going to
influence not just difficulty, but also the pacing in some of these
games. Some of them are like a lot of RTS games or empire-building
games, where you start out very lean on resources and you're digging
yourself out of the hole; on the hard setting, it's going to feel a
little bit more like that. On easy, I think the pace will go a little
bit faster through a level. So it's going to depend primarily on the
difficulty level. And once you get to Space, that's the point at which
you can sit there and play the thing for 30 hours if you want, and it
feels little bit more like an MMO at that point.
A Wii version
has already been announced. What can you say about what that's going to
play like in terms of structure, control, etc.?
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N'Gai Croal
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Feb 12, 2008 01:00 PM

In
2005, we first sat down with Maxis chief designer Will Wright--creator
of SimCity and The Sims--to discuss his evolutionary epic Spore. Shortly thereafter, we said of the game in the pages of NEWSWEEK,
"Non-gamers often ask when videogames are finally going to get their
'Citizen Kane.' But when Spore ships sometime next year, this infant
medium might receive its Torah, its 'Origin of Species' and its '2001:
A Space Odyssey' all rolled into one." Ignore the somewhat breathless
prose and reflect for a moment upon the game's original ship date:
sometime in 2006. But when we consider the scope of the gameplay (it's
Pac-Man at the bottom of the evolutionary food chain, and "Star Trek"
at the top); the magnitude of its technical ambition (large slices of
Spore are procedurally generated, from the creatures animations to the
musical score); and the challenge of designing a simple-yet-flexible
interface to control it all (Facebook, Flickr and YouTube are among its
influences), we're loath to begrudge Wright and his team at Maxis the
time they needed to get it just right.
You'll feel the same way
after you read our world exclusive interview with Will Wright. We
caught up with him last week via phone, a couple of days before he and
his corporate overlords at Electronic Arts settled on the date of September 7th, 2008
to release the PC, Mac, DS and mobile phone versions of Spore. Even
though we only spoke for just under 40 minutes, Wright dropped so much
science that we had to break the Q&A into two parts, both of which
will run today. In Part I, Wright explains in greater detail why the
game has taken so much longer than he originally anticipated; how his
team hit on social networking as the metaphor for navigating the vast
amount of user generated content that Spore will almost certainly
inspire; and whether there was any pressure from EA execs to ship the
game before its time. Read on.
When
we first met in your office to talk seriously about this game it was
some time in 2005. It's now 2008, and you guys are finally set to
announce a release date. What happened? What's been taking so long in
making this game?
Oh gosh. It was so many challenges to
overcome. A lot of them initially were technical challenges: procedural
animation; can we do these levels of detail enough to have zoom on the
models; etc. Once we nailed most of those, it became a very large
design challenge. And probably the biggest design challenge was keeping
it very accessible to players so that every bit of the game was
intuitive, easy and approachable. At the same time, we were going to
mix all these genres, so we wanted to have one kind of control scheme,
camera scheme, feedback system, rewards, across these different game
genres. That probably overall was the biggest challenge, I think.
We've
had all the game levels up and running for quite a while now. Initially
it felt like five different games kind of stuck together. We basically
did pass after pass, bringing these things into alignment, kind of like
aligning the Intercontinental railway, digging into the rails with a
sledgehammer, slowly getting closer and closer and closer until pretty
soon it's a seamless fit across the rail.
At the tide pool
level, the gameplay is 2-D, then the game moves into areas where the
gameplay is 3-D. Maybe that's a bit easier transition to make with a
mouse and keyboard than with a console controller, but can you talk
about some of the things that you did to overcome the difficulty of
creating a unified control system that could easily transition the
player from stage to stage?
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N'Gai Croal
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Feb 12, 2008 01:00 PM

The Tribe stage of Spore, developed by Maxis and published by Electronic Arts
The wait is almost over. The end is nearly in sight.
Electronic Arts has just announced a release date for its eagerly
anticipated game Spore, in which players work their way up the
evolutionary ladder from single-celled organisms to space travelling
powerhouses. On September 7th, 2008, the game will ship on Windows PCs,
Macintoshes, DS and various mobile phones. No word yet on a ship date
for the Wii version, or whether Playstation 3 and Xbox 360 will be able
to join on the fun.
We've also conducted a pair of exclusive interviews with Maxis
chief designer Will Wright and Spore executive producer Lucy Bradshaw.
Wright gives us some detailed insight into why Spore has taken so long
to develop; why social networking sites like Facebook and Flickr are
serving as guiding lights for the finished product; an whether he's got
anything left in the tank after pouring his all into the game that some
people have referred to as SimEverything. Bradshaw, for her part,
explains what's been involved in creating the Mac edition of Spore,
along with never-before revealed details about the versions for DS and
mobile phones. You won't want to miss either one.
To read Part I of our two-part interview with Will Wright, click here. For Part II, click here. For our Q&A with Lucy Bradshaw, click here.
For the full press release, click on the link below.
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Feb 12, 2008 04:38 AM
- @&!...Zero Punctuation's profane creator, Ben "Yahtzee" Croshaw, interviewed
- FRO...m the window/to the wall! A look at whether Wii games get low scores
- BOY...The child-man meme makes its way across the pond
- ABS...Nintendo's president, chief design guru discuss the origins of Wii Fit
- MMO...NCSoft's exclusivity deal with Sony suggests PS3 MMO in the works
- NPD...plans to track game subscription fees; incumbent shows no fear
- HOW...does it feel? Toshiba and HD-DVD face another Blu Monday
- ART...and games: the eternal discussion and debate continues
- RND...What's beef? Obama laced the streets with a hot joint; McCain claps back
- RND...Frances Bean Cobain is 15, and suddenly, we feel rather ancient
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N'Gai Croal
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Feb 11, 2008 07:28 PM
Note: This email exchange with MTV News reporter Stephen Totilo originally ran on N'Gai Croal's Level Up and MTV's Multiplayer blog,
in four separate installments, from January 28th-February 1st 2008. We
now present it here in its entirety, under a single permalink, for
easier printing, emailing and archival purposes.
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N'Gai Croal
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Feb 11, 2008 06:43 PM
Note: This email exchange with MTV News reporter Stephen Totilo originally ran on N'Gai Croal's Level Up and MTV's Multiplayer blog,
in four separate installments, from November 12th-November 19th 2007. We
now present it here in its entirety, under a single permalink, for
easier printing, emailing and archival purposes.
More
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N'Gai Croal
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Feb 11, 2008 12:01 AM
- INT...imacy, not action: how developers should think about sexuality in games
- YOU...Higuri and Hideo Kojima team up on mobile storytelling for girls
- KRS...ONE would approve: EA smartypants Neil Young preps new Blueprint
- IAM...woman, hear me score: why one guy loves to street fight like a girl
- LUV...and hate, or, returning to PC games after a prolonged absence
- THE...coming crisis in casual games: more knockoffs than new ideas
- DAM...n you, Rock, Paper, Shotgun. Damn you all to hell!
- RND...The Economist Vs. Newsweek. Round 1--Fight!
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N'Gai Croal
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Feb 8, 2008 07:19 AM

NanaOn-Sha founder Masaya Matsuura
There are a number of ultra-talented game designers, but how many of
them can plausibly claim to have invented an entire genre? With PaRappa
the Rappa (1996), UmJammer Lammy (1999) and Vib-Ribbon (1999) to his
credit, it's not a stretch to declare NanaOn-Sha founder Masaya
Matsuura the father of the rhythm game, to whom the creators of such
varied franchises as Dance Dance Revolution and Guitar Hero owe a
tremendous debt. Matsuura stepped away from music games for a few
years, focusing instead on the Tamagotchi Connection series for Bandai
Namco, before returning to the genre with the iPod game musika. More
recently, the U.S. publisher Majesco announced that Matsuura would be
reuniting with artist Rodney Greenblat, with whom he had collaborated
on Parappa. Their purpose? To create an original rhythm game for the
Wii called Major Minor's Majestic March, where players gesture with the
Wii remote to control the tempo of a marching band.
Later today, Matsuura and Robot Sound president Ryo Watanabe will be
giving a talk at the 2008 D.I.C.E. Summit titled "A Sense of Fun:
Anybody Could Be Your Player 1." We got the jump on some of the things
that Matsuura plans to discuss by speaking with him via phone last week
from his native Japan. In our exclusive interview, he explains the
controls for Major Minor's Majestic March, why Nintendo should ignore
him rather than share any insights gained from the still-in-development
Wii Music, and why he's so happy to see Harmonix succeed. For our part,
we potentially influence the direction of the game with our suggestion
that Matsuura explore the world of historically black college and
university marching bands as a source of inspiration. Read on.
Where did the idea for Major Minor's Majestic March come from?
Let
me try to remember. [Laughs] We had been thinking about the
possibilities to make some new games for Wii. We were focusing on a
music-based game, but he first rhythm-based game on the PlayStation
from us had already been a decade ago. I wanted to make much more
sophisticated and advanced types of things for the new environment. So
maybe controlling the marching band and marching music sounds a little
weird, but I thought that would be an interesting for everyone. This is
where we started.
What was it about marching bands that you thought could work well as a game?
At
the start, I thought that simply controlling the band by defining the
tempo, or the BPM [beats per minute] by shaking your hands--it's like
conducting a band. But after that, I started to think about much more
game functions. Certain instrument players love a faster BPM and other
instrument players may not like that. So the conductor has to
concentrate on all of his band members and figure out what kind of BPM
will be suitable for the current membership of the band. Of course, the
player can control the BPM, so you can play with very slow tempo or a
very fast tempo. But if you play the very slow tempo then maybe some
members will disappear from your band. So these kind of things were the
basic start of our game function ideas.
How would you describe the structure of the game? Where do you start and what's your goal?
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N'Gai Croal
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Feb 8, 2008 01:31 AM
- MAS...s Reject: The case against entertainment media convergence
- KEE...ping it real: Guitar Rising marries videogame heroics with a genuine axe
- MAD...den producer raises up, blogger Metacriticizes his replacement
- DLC...Guitar Hero III, more units sold. Rock Band, more sold per capita
- RND...David Spade drinks your milkshake--drinks it all up!
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N'Gai Croal
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Feb 7, 2008 03:06 PM

Mass Effect, developed by BioWare and published by Microsoft
Ever since we first saw the train wreck that was Fox's coverage of its hyped up "SeXbox" controversy
surrounding a love scene in the RPG Mass Effect--redeemed only by
Gametrailers TV host Geoff Keighley's withering rebuttal--followed by
Electronic Arts vice president Jeff Brown's forceful defense of his
company's studio, we've had a nagging question in the back of our
minds: why didn't BioWare founders Ray Muzyka and Greg Zeschuk or Mass
Effect project director Casey Hudson lead the charge on behalf of their
artistic creation? Yes, Keighley and Brown did a more-than-admirable
job cutting through the ignorance and explaining the facts, much to the joy of videogame enthusiasts
tired of seeing their medium of choice dragged through the mud. But at
the end of the day, Keighley is a journalist, and Brown is a publicist.
Shouldn't the artists be the ones issuing a full-throated, unrelenting
defense of their art?
There are certainly some game developers
who wouldn't be able to make a strong case for their work under the hot
lights in a TV studio; live television can be a white-knuckle exercise
that isn't for everyone. But in our experience, the BioWare founders in
particular are not only whip-smart, but highly prepared. When we
moderated a panel at the 2007 Game Developers Conference on "Early
Lessons In Digital Distribution," not only did Muzyka turn up with a
sheaf of documents that he periodically referred to throughout the
discussion, he also took copious notes as other panelists spoke, then
proceeded to deliver focused, penetrating remarks when it came his turn
to speak. Surely he or one of his colleagues could have faced off
against the self-admittedly uninformed child expert Cooper Lawrence
on Fox News; penned a point-by-point rebuttal in lieu of EA's Brown; or
published a statement and/or video response on the Mass Effect
community site, rather than the single quote from Muzyka that appeared in the New York Times.
We
asked Muzyka about this during last night's D.I.C.E. Summit
cocktail party.
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N'Gai Croal
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Feb 7, 2008 11:31 AM

Director Gore Verbinski and Level Up's N'Gai Croal, backstage at the 2008 D.I.C.E. Summit
The Level Up staff is back in the city
of sin for this year's D.I.C.E. Summit,
described on its fact sheet as
"a high-level interactive entertainment conference that brings together
the top video game designers and developers from around the world and
business leaders from all the major publishers to discuss the state of
the industry, its trends and the future." We've always particularly
liked this conference for its small scale (there's just a single track,
so it's possible to see all of the presentations) and its corresponding
intimacy (hanging out just outside the conference auditorium is a who's
who of videogame luminaries, each generally both personable and
accessible). The sessions can be hit (we still remember Marc Ecko's
2005 talk, which began as bad standup before quickly evolving into a
terrifically inspired presentation) or miss (we're trying to remember
the bad ones, but we must have blocked them from memory), which is more
noticeable in a single-track conference, but we've never failed to get
something valuable out of attending.
This year's keynote speaker, "Pirates of the Caribbean" director Gore Verbinski, gave a prepared talk that was inspiring and occasionally poetic, if somewhat light on game-specific content.
Verbinski made it clear, however, that a non-stop series of movies had
kept him away from games for a number of years, so we'll forgive him as
he slowly works his way through such modern classics as BioShock and
Halo 3. Less forgivable is his critique of another game--thatgamecompany's flOw--telling
us during the post-keynote Q&A (moderated by the Level Up staff)
that while he enjoyed it, he found his attention wandering because
there wasn't enough action. Gore, Gore, Gore. Can''t you see that flOw
is one of the most violent games ever released? Don't let the soothing
soundscapes and hypnotic visuals fool you--it's a kill-or-be-killed
game where you eat eat everything in sight, including, on occasion,
creatures of your own species. If flOw were a movie, it would
undoubtedly be rated NC-17 for "relentless undersea mayhem." Hmm. That
sounds like something we'd like to see. And since Verbinski and
thatgamecompany are both represented by Creative Artists Agency...well,
maybe this pipe dream is an example of the "madness" that Verbinski says
the game industry needs more of.
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Feb 7, 2008 10:36 AM
- EGO...trip: Level Up initiates couple's PixelJunk Monsters addiction, sort of
- BIO...wary: Mass Effect DLC coming. Which porn classic will Fox News compare it to?
- MMO...The genre gets the documentary treatment in "Second Skin"
- RND...Jay-Z and Mary J. Blige set to tour; somewhere, R. Kelly grits his teeth
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N'Gai Croal
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Feb 6, 2008 05:28 AM
- FIN...ally,
sidetalking is back the N-Gage platform launches
- PER...ry
Farrell would be so proud: Team Fortress 2's Pyro, candlestick-style
- YOU..know what they say: when you assume, you make an...
- RND...Diggbrow: a look at what Internet denizens perceive as art
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N'Gai Croal
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Feb 5, 2008 08:23 AM
- RIP...The MMO is dead. Long live the PMOG.
- MID...core or hardcasual? Same concept, different manifesto
- THE...re can be only one: blogger's bake-off among Kotaku, Joystiq, Game|Life
- CIV...il war: British Columbian devs want Quebec-style tax breaks
- TRD...Why a hard drive is necessary for full online play in Burnout Paradise
- BAL...ls don't lie: researchers show why men find games more addictive than women
- WAF...Kotaku editor basks in warm glow of scoring high on the Wife-O-Meter
- HOT...Do want: Rock Band guitar mod uses actual guitar string for ersatz bliss
- MOH...EA's chief visual officer reflects on working with Spielberg on Medal of Honor
- RND...The Bourne Reinvention? Soap operas freshen up for modern viewers
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N'Gai Croal
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Feb 4, 2008 10:28 AM

The board for Hasbro's Risk: Black Ops. Photo by Gamers With Jobs
Last August, Electronic Arts announced that it had entered into a long-term agreement with Hasbro,
allowing its EA Casual division to develop and publish the videogame
versions of such classics as Monopoly, Yahtzee, Nerf, Tonka and
Scrabble, the latter title making headlines recently because of brewing
legal battles over the successful copyright infringing knockoff
Scrabulous. The deal was even a reunion of sorts, with former EA exec
Mark Blecher, now a Hasbro senior vice president, put in charge of that
Hasbro's digital gaming initiatives, opposite EA vet Chip Lange, who
was named vice president and general manager of EA's Hasbro games
operation. And as we wait to see what will emerge from the agreement, a
tantalizing possibility has reared its head in recent days. Gamers With Jobs revealed last week that an updated version of Risk, titled Risk: Black Ops, would be coming to store shelves this year.
The re-envisioned Risk isn't simply cosmetic, though we do like its new artistic direction, as shown in the photo above. Designer Rob Daviau
has added a new resource system based around Capitals and Cities, which
give the player that holds them additional troops. But the core of the
revamp, according to Gamers With Jobs, is its new Objectives system,
which not only adds variety to the gameplay, but also streamlines the
duration of individual gameplay sessions. Here's how Gamers With Jobs
described it:
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N'Gai Croal
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Feb 4, 2008 12:01 AM
- THE...dirty little secret of downloadable console games, examined
- FUN...deconstructed: a dissection of Nintendo's Super Mario Galaxy
- NIX...on to China: Geoff Keighley, videogame ambassador?
- IDO...Inside the long, halting courtship of Vivendi and Activision
- HMM...Brits repudiate terrible slander of American gamers
- DIY...Would it be good if game creation was simple enough for anyone to do it?
- CON...troversy waiting to happen: Rockstar braces itself for GTA IV's April release
- 2ND...What would F. Scott Fitzgerald have made of voice actors in games?
- BUG...Super Bowl outcome exposes flaw in Madden NFL codebase?
- RND...See Jane text: can the mobile phone save the novel?
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N'Gai Croal
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Feb 1, 2008 03:41 PM

In Round 2 of our Vs. Mode exchange with MTV News reporter Stephen Totilo (also featured on his blog Multiplayer) on Burnout Paradise, Totilo bravely challenged Nintendo fan orthodoxy to assert that Burnout Paradise had--apologies to Alex Ward for our terminology--beaten Animal Crossing at its own asynchronous multiplayer game. We took that ball and ran with it, inventing on the fly such acronyms as SOS (Shared Open Spaces), MMSS (Minimally Multiplayer Sandbox Simulators) or SSAOWG (Simultaneously Synchronous and Asynchronous Open World Games) to describe the genius of Paradise. In today's Final Round, Totilo challenges our distortion of one of his pet theories, then partially smacks down our idea that Burnout Paradise could or should lead to a One Game Future; we concede the point on satirical grounds, but issue a full-throated defense of our belief that Criterion's racer represents a design approach best described as the Everlasting Gobstopper of Interactive Entertainment. And if you have no idea what the heck any of this means, just read this post and let us enlighten you. Some excerpts:
Stephen Totilo: You did acknowledge that you were contorting my original theory. I'd like to re-iterate it, so that we can build off it or contort it again. My big idea, which you've never agreed with before, is that the only games to cross over to a mainstream audience and become cultural phenomenon are the ones that were made to be played--or could be played--in satisfying short periods of time. You could knock through a game of Pac-Man or get a thrill causing mayhem in GTA 3 in five minutes flat. You can feel like you've actually experienced the essence of Tetris, Wii Sports and Guitar Hero in just as short a span--which isn't to say you won't get hooked for much longer. But that's why I don't think Final Fantasy, as popular as it is, has ever crossed over to the point where it gets mentioned on CNN when a new one comes out. It's why I think, while Zelda games are beloved, they do not matter to the world the way Mario games do. Almost all of Mario's adventures can be fun and satisfying in short bursts, which gives them a crossover appeal that can attract the attention of people who only play games in that casual way.
N'Gai Croal: The Everlasting Gobstopper of Interactive Entertainment, however, is the logical outgrowth of the dialogue we've been having in this Vs. Mode exchange....You wrote a post earlier today about Halo 3 and its content expanding features like Forge and Arcade scoring. What if Criterion and EA not only released a downloadable file establishing circuit races, but also let you create your own circuit races simply by driving through the city, automatically blocking off the surrounding streets, as if two "Tron" lightcycles were tearing side-by-side through Paradise City? What if Aftertouch and Pursuit were one of many modes that you could turn or off, like the game-modifying skulls in Halo 3? What if Criterion added a car customization mode, letting you swap out not only Boost Types, but also paint jobs and decals--or design them yourself, as in Rock Band? What if they--gasp--brought back classic Crash Mode? That's what I mean by the Everlasting Gobstopper approach to game design.
To read the Final Round of our exchange in its entirety, click on the link below.
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N'Gai Croal
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Feb 1, 2008 12:01 AM
- BEE...n caught stealing: Epic charges consoles with audience theft
- SOY...un perdedor? Suda 51 lays bare the geeky heart of gamer culture
- WAG...gle rock: EA confirms Rock Band in development for Wii
- LIN...k to the past: reflections on scams involving Zelda cartridges
- HMM...Brits claim 90 percent of U.S. DS users are pirates
- JAM...Who will
steal license this idea first: Actiblizzard or MTVEA
- RND...Two girls, one cup and seven reaction videos, from Slate
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