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  • Could the Federal Trade Commission Say No to Electronic Arts' Bid to Acquire Take-Two? A Former FTC Lawyer Takes a Closer Look at the Prospective Deal

    N'Gai Croal | Mar 31, 2008 02:30 AM

     

    Here at Level Up, our inbox is chock full of press releases, PR pitches, notes from my editors, a fan mail or two, and the occasional bit of Viagra spam that slips through our email filters. But every so often, something genuinely compelling comes across the transom--so compelling, in fact, that we have no choice to share it with you. In February, we appeared on the G4TV show X-Play to discuss Electronic Arts' bid to acquire Take-Two. A viewer of the program, Justin Blankenship, is also a regular reader of Level Up, and he wrote us to share his thoughts about the deal. His words were sufficiently compelling that we asked him to shape them into a formal post, which we present to you following our introduction.

    What made Blankenship's opinions particularly intriguing is that from Fall 2001 until early 2004 he was employed as a lawyer at the Federal Trade Commission in Washington, D.C. More specifically, he worked in the Mergers 2 division, which reviewed mergers in the chemical, technology, and entertainment fields for potential violations of Section 7 of the Clayton Act, in search of potential anti-competitive concerns that would hurt consumers. So as part of his division's jurisdiction, Blankenship examined similar mergers while at the FTC, and in his email to us, he expressed his opinion that the FTC would take a hard look at the EA Sports/2K Sports part of this deal for antitrust reasons. " Although you've yet to see antitrust law rear its head in a videogame merger, this is the best case I've seen where it could happen," Blankenship says below. Read on to find out why EA could have more problems on its hands than just Take-Two's wily CEO Strauss Zelnick and the merry band of arbitrageurs holding out for a higher sale price.

    There seems to be a lot of chatter in the videogame industry about the inevitability of Electronic Arts' takeover of Take-Two. Although EA's offer may eventually prove too lucrative for Take-Two to pass up, I wouldn't assume that this deal will get a rubber stamp from government antitrust regulators. I'm specifically referring to comments by Wedbush's Michael Pachter, who stated: "Currently [EA and Take-Two] compete in pro basketball, college basketball and hockey. So by taking out all of that, EA has a monopoly in sports. If these guys have a monopoly, they're not going to cut pricing on sports games as quickly. We've been seeing sports games come down [in price] before Christmas the last couple of years. That'll never happen again."

    Until 2004, I worked in a division of the FTC that spent a lot of time looking at technology-related mergers, and had at least taken a good look at mergers like this one. I also have every reason to suspect that my former colleagues would give this deal a hard look, especially in light of Mr. Pachter's comments, of which I'm sure they're aware.

    Section 7 of the Clayton Act forbids the acquisition of stock or assets when "the effect of such acquisition may be substantially to lessen competition, or to tend to create a monopoly." (15 U.S.C. § 18) This case, like most merger cases in antitrust, would likely be resolved by the definition of the market (anyone interested in the details of this analysis can refer to the Joint DOJ/FTC 1992 Horizontal Merger Guidelines). If a given market is defined narrowly, it means there are fewer competitors, and concentration levels are consequently likely to be much higher. In a broader market, more competitors are included, concentration levels are lower, and competitive issues are far less likely.

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  • James Bond Would Be Proud: Our Cryptic Conversation With GoldenEye Creator Martin Hollis

    N'Gai Croal | Mar 31, 2008 01:15 AM
     Zoonami CEO and founder Martin Hollis at the 2008 Game Developers Conference 2008 

    One of the great things about the Game Developers Conference is that you never know who you'll run into. As we hung around the conference room following Dylan Cuthbert's illuminating talk about the methodology behind his PixelJunk series of games for Playstation Network, we spotted none other than Martin Hollis, director and producer of the classic Nintendo 64 shooter GoldenEye 007. Hollis, who after leaving Rare went on to found a new development studio named Zoonami, was kind enough to chat with us for a few moments. We asked him what he thought of the current state of videogames, and he replied that the last three-quarters of 2007 and early 2008 represented a Golden Age of gaming, led by BioShock and Portal. Prior to that, the pioneer of great console first-person shooters confessed that he'd been suffering from FPS burnout.

    After that bit of small talk, we went in for the kill: what was Hollis himself up to next? Because while the smaller, more casual games that Zoonami has been developing are all well and good--Zendoku, Go! Puzzle and the as-yet-unreleased Funkydilla--what GoldenEye and Perfect Dark fans really want to know is if he'll ever swing for the fences again. Smiling, he said that 2007's bumper crop had reawakened his interest in making games that require big teams. But he added that we should not take that statement to mean that he was in fact working on a big team game. Nor could he tell us what he was working on. Could he, we wondered, tell us when he'd be able to tell us what he was working on? He thought about it for a second, then said that even if he knew when he could tell us what he was working on, he wouldn't be able to tell me that either. Faced with Hollis' unyielding secrecy, we gave up and said, "It seems as though you're going back to your 00 roots." At that, he laughed, and our entertaining but fruitless conversation came to a close.

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  • Level Up's Top Six Gaming Tidbits for Mar 31st, 2008

    N'Gai Croal | Mar 31, 2008 12:01 AM
    1. BON...us Round's panel of talking heads takes on GTA IV
    2. Wii...Live by the mainstream, die by the mainstream
    3. PAR...amount gets interactive, plus a cheat sheet for studios and games
    4. ROB...ots and NPC AI have more in common than you think
    5. ADS...In-game advertising: bane or boon? The debate still burns
    6. RND...Is Yelle the French answer to M.I.A.? Perhaps, perhaps, perhaps
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  • Level Up's Top Seven Gaming Tidbits for Mar 28th, 2008

    N'Gai Croal | Mar 28, 2008 12:01 AM
    1. PRE...fix: what kind of "core" gamer are you? Hard? Soft? Retro?
    2. DON...t hate the scribe, hate the game: The Great Writer War of 2008, cont'd
    3. GGG...G-Unit! MTV hits mean streets of Farmingdale, CT to parlay with Fitty
    4. ARI...stotle's Poetics as applied to Super Mario Bros? It's all Greek to us
    5. RND...Cooper "Mass Effect" Lawrence on dumping guys who game too much
    6. RND...Nerds of steel, or, washboard abs are a dish best served cold
    7. RND...The mixtape is dead. Long live the Muxtape
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  • Level Up's Top Ten Gaming Tidbits for Mar 27th, 2008

    N'Gai Croal | Mar 27, 2008 02:01 AM
    1. EGO...trip: another week, another panel seeks the Level Up staff's participation
    2. EGO...trip: our first Vs. Mode entry on Patapon wins over blogger. Formidable!
    3. BAD...for you? Report may bring "cigarette-style" health warnings to games in U.K.
    4. COU...ld the Wii's success herald the last hurrah for bleeding edge consoles?
    5. PSN...suffers security breach. Unleash the Blu Rays of death on thine enemies, Sony
    6. FAT...Joe: if you're looking for a gig, 50 Cent may need a final boss. Holla at ya boy!
    7. HOW...to rethink piracy and copy protection for today's videogame aficionados
    8. HMM...We like the hero of this PS3 demoscene prototype. Click here to see why
    9. YOU...just keep on trying till you run out of cake: how Valve perfected Portal
    10. RND...Cooper "Mass Effect" Lawrence's nerd foes may like her new message a lot
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  • Behind the Scarlet 'C', Continued: In Which Xbox Live General Manager Marc Whitten Answers Some Follow-Ups About Punishing Gamerscore Cheats

    N'Gai Croal | Mar 26, 2008 02:05 PM
     Marvel Comics' Punisher #1, courtesy of Comic Collector Live 

    After we got our answers back from Xbox Live general manager Marc Whitten regarding its newly announced punishment for people determine to be cheating its Gamerscore and Achievement Point systems (but before we saw your comments on the previous post), we saw a couple of areas that still hadn't been clarified to our satisfaction. So we whipped up a couple of additional questions and shot them over to Whitten via Microsoft's PR agency. Here's what Whitten told us in response to our follow-ups.

    How long is the period of time during which Microsoft will affix the label of "cheater" to offending Xbox Live members?

    We intend to remove the label over time, although the original achievements will remain reset. We don’t have a specific time frame that we are detailing right now. In the end, it is up to the individual player to prove that they won’t do it again.

    Is the rescindment of Achievement Points done on a per-achievement basis or a per-game basis? In other words, if someone cheated their way through half of the campaign of Halo 3, but never finished the game before your punishment was handed down, can he or she complete the rest of the game fairly and still receive the corresponding Achievement Points for the second half of the game? If not, why not?

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  • Behind the Scarlet 'C': Xbox Live General Manager Marc Whitten Further Explains His New Approach to Punishing Achievement Point Cheaters

    N'Gai Croal | Mar 26, 2008 12:15 AM
     Poster for "The Star Chamber," courtesy of Moovies

    There glimmered the embroidered letter, with comfort in its unearthly ray. Elsewhere the token of sin, it was the taper of the sick-chamber. It had even thrown its gleam, in the sufferer's hard extremity, across the verge of time. It had shown him where to set his foot, while the light of earth was fast becoming dim, and ere the light of futurity could reach him.
    --from "The Scarlet Letter," by Nathaniel Hawthorne

    Yesterday, Microsoft announced a new form of rough justice for those who would dare to cheat its system of Achievement Points and Gamerscores. Offenders would have their gamerscore--a mark of their progression through various Xbox 360 games--reset to zero; their specifically forfeited achievement points permanently removed, never to again be regained; and their gamercard emblazoned a tag indicating that "They've been caught cheating." Intrigued by the frontier mentality behind such public shaming of scofflaws, we reached out to Microsoft with some questions that hadn't fully been answered by their FAQ. Here's what Xbox Live general manager Marc Whitten told us via email.

    When did you decide to take the steps that were publicly outlined today to punish people who are determined to be tampering with their game saves?

    We have always invested in upholding the Live Terms of Use through penalizing violations with user and or console bans. The method of having the individual's gamerscore reset is a more measured approach that addresses this particular form of behavior.

    What percentage of Xbox Live users have you determined to have tampered with their game saves?

    More than 1 billion Achievements have been unlocked since Xbox 360 launched in November, 2005 and only a small percentage of Xbox Live members have cheated to gain more gamerscore. While we cannot release the number of gamers who will be affected by this, we can tell you that the number is very small.

    What steps, if any, had you been taking in the past to address this problem? If so, why did you determine them to be insufficient?

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  • Level Up's Top Four Gaming Tidbits for Mar 26th, 2008

    N'Gai Croal | Mar 26, 2008 12:01 AM
    1. CLM...Chicken? Metanet's evisceration of XBLA lineup now a dead link
    2. Wii...got problems: what needs to be fixed to make WiiWare better
    3. TRI...force feedback: reflections on how Zelda must evolve
    4. RND...Let him go!/This center, we will not let him go!
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  • Level Up's Top Seven Gaming Tidbits for Mar 25th, 2008

    N'Gai Croal | Mar 25, 2008 12:41 AM
    1. BLO...wback: a defense of the writer's importance in crafting good games
    2. HOW...to win friends and influence people: more Metanet on Xbox Live Arcade
    3. BOO...Thank heaven for little Miss Bimbo? We don't think so
    4. FAT...her and son: the continuing saga of Eli's Great Adventure
    5. YUP...a Wu-Tang reference in a blog post? Movin' on your left!
    6. HMM...no love for Kill.Switch, or, how Cliffyb made the world safe for cover
    7. RND...Dewey Defeats Lippmann: the newspaper's long day's journey into night
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  • MTV News' Stephen Totilo Vs. Level Up's N'Gai Croal on Patapon. Round 1--Fight!

    N'Gai Croal | Mar 24, 2008 12:15 AM
     Patapon, developed by Pyramid and published by Sony Computer Entertainment

    When you last tuned in to our monthly feature, it was only appropriate that sparks were flying fast and furious as we sparred with MTV News reporter Stephen Totilo over the racing game Burnout Paradise in Vs. Mode (also featured on his blog Multiplayer). Right now, it's too early to tell whether tensions will similarly rise as we discuss the strange, sublime Patapon, a "side-scrolling rhythm-based real-time strategy game for the PSP," as we describe it below. Why? For the simple reason that both sides very much enjoyed the game. But rest assured, we'll look for honest points of contention as this installment of the series goes on.

    In today's, Round one, we raise three points for discussion: the power of indirect control; the importance of feel; and the thrill of iconic design. For Totilo's part, he addresses the topic of gamer guilt and considers the difference between games that you control and games that you orchestrate. Some excerpts:

    N'Gai Croal: There's a mistaken belief that permeates much of the industry, which is that "realistic" graphics will enable videogames to break on through to truly mainstream audiences. But when we consider the success of Bejewelled, Peggle, Guitar Hero, Rock Band and Wii Sports, it's clearly not the case. As graphics technology improves, the exploration of non-photorealistic rendering techniques should go hand in hand with the quest for verisimilitude. Unfortunately, too many developers and publishers would rather focus on the latter, even on the PSP, a platform whose titles could use a complete deign rethink. Thank goodness Sony, at least, is motivated to do so, with games like Loco Roco and the forthcoming Echochrome. Just because it's roughly the power of a PS2 in a handheld doesn't mean that we should be playing PS2 games on the go.

    Stephen Totilo: Let me tell you my favorite memory of playing Patapon. I was on the subway, my troops marching to the right, throwing spears and slashing swords against their enemies of war. I kept them fighting by tapping out a rhythm that I could hear in my headphones. I tapped it consistently and repeatedly enough that they became super-charged with "fever." A complex, lovely mix of drums and whistles swirled as I stamped my fingers. I kept tapping the rhythm. They kept fighting. And my subway screeched into my home station. Without breaking the rhythm of my button taps, I stood up. I took my eyes off the game and I walked onto the subway platform. I looked down on the game again, but for just a few seconds, maybe two loops of the four-note Patapon rhythm, my little troops were fighting without me seeing them. I had given them charge, swept them up with music. They acted away from me.

    To read Round 1 of our exchange in its entirety, click on the link below.

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  • Level Up's Top Five Gaming Tidbits for Mar 24th, 2008

    N'Gai Croal | Mar 24, 2008 12:01 AM
    1. THR...ee in the back, two in the head: more shots at game writing
    2. XNA...Can Microsoft export the "democracy of innovation" to Japan?
    3. HMM...GameTapas, or, using mini-games on Facebook to build awareness
    4. PUN..k is dead: a close reading of the cult fave No More Heroes
    5. RND...Ice Cube or The Anomalies? We know which "Predator" we prefer
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  • Level Up's Top Ten Gaming Tidbits for Mar 21st, 2008

    N'Gai Croal | Mar 21, 2008 12:01 AM
    1. EGO...trip: If you flame us, do we not sear? If you Lolcat us, do we not lol?
    2. HEE...eeere's Johnny! Jack Thompson's courtroom antics, detailed
    3. I'll...take Extremely Provocative Statements for $1000, Alex
    4. FIR...st, let's kill all the scribes: why writers are not essential to games
    5. SEX...if you win, sex if you lose: bishojo games embrace teh win-win
    6. VSM...Apple vs. Activision over digital Beatles? We can't imagine that
    7. UMM...did id Software not get the PC Gaming Alliance's memo?
    8. ARG...a father designs a small alternate reality game for his son
    9. RND....Why some white people don't like Stuff White People Like
    10. RND...Welcome back, Portishead. How we've missed you
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  • Splinter Sell: Some Quick Reactions to Ubisoft's Just-Announced Acquisition of the Tom Clancy Brand

    N'Gai Croal | Mar 20, 2008 03:09 PM
     

    As soon as the news popped up in our inbox, we shot out a couple of queries to industry observers to get their take on the deal. First up was the ubiquitous, loquacious and perspicacious Wedbush Morgan analyst Michael Pachter. Here's what his initial reaction was to the press release, published with his permission:

    It's a great deal, at any price.

    They had the rights to the ancillary books (ghost written and co-created with Clancy), but didn't have rights to Clancy-authored titles or to movie titles. They now have the rights to both, and the term is expanded to perpetuity instead of 15 years (was going to expire at end of 2013). This means that if Clancy comes up with anything that works, they have the rights. Also, they were paying a small royalty (I think it was 1-2 percent of sales) on the games, and that is going away, so they should have incremental profits going forward. The press release says operating profit contribution of 5 million Euros per year, and Clancy sales were likely around 250 million Euros annually [$386 million U.S. dollars], so the 2 percent royalty figure is probably closer to the mark.

    My guess is that they used the overvalued Euro to buy these rights for around $100 million.

    Recalling that Ubisoft had previously announced plans to open a digital animation studio in Montreal, we followed up with Pachter to see if he thought there were any similarities between the Ubisoft-Clancy deal and how comic book companies like Marvel, DC Comics and Dark Horse Comics were approaching Hollywood. He replied:

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  • Tom Clancy's The Hunt For Red Intellectual Property? Ubisoft Buys the Rights to Best-Selling Author's Name, Work, In Multiple Media

    N'Gai Croal | Mar 20, 2008 01:59 PM
     The cover for the first edition of Tom Clancy's "The Hunt for Red October," from FirstEditionPoints.com

    This just came across the transom: Ubisoft has purchased the intellectual property rights to best-selling author Tom Clancy's name and intellectual property, in perpetuity, free of all future royalty payments, for use in videogames, related books, movies and merchandise. Terms of the deal were not disclosed, but Ubisoft did state that it was an all-cash transaction that will reduce its expected net cash position to roughly 130 million Euros ($201 million U.S. dollars) by the end of its fiscal 2007-08, compared to a prior expectation of around 150 million Euros ($232 million U.S.), with additional payments to be made in in fiscal 2008-09 and fiscal 2009-10. Given the anemic state of the U.S. dollar, we wouldn't be surprised if Clancy opted to take his payment in Freedom Fries Euros as well. For the complete release, rclick on the link below.

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  • The Accidental Exclusive, Or, Some Not-So-Subtle Ways In Which the Playstation 3 Remains An Afterthought Among Third Party Developers

    N'Gai Croal | Mar 20, 2008 09:30 AM
     The song list menu for Rock Band PS3 

    Despite the PlayStation 2's utter dominance during the previous console cycle, we began to notice a trend emerging from casual conversations with developers: many of them were doing the bulk of their gaming on the Xbox. When asked, said game makers cited a variety of reasons, including better graphics, a wider selection of first-person shooters, and, of course, the superior online functionality of Xbox Live. This developer gap has only become more pronounced with the Xbox 360's yearlong head start and Sony's shockingly un-integrated Playstation Network feature set. We've spoken with a number of developers who don't even own PS3s; among those who do, several use it as nothing more than a Blu-Ray player. What's more, we've been to countless press events where third-party publishers are demonstrating their multiplatform games with nary a PS3 in the house. And when inquiries are made about its absence, we're greeted with a look that's either sheepish or knowing, as if it's now simply taken for granted that the PS3 version is of course lagging behind its Xbox 360 counterpart. Such is the state of PS3 development among third parties today.

    We bring this up because, in our persistent state of naivete, we made yesterday what we thought was a simple request of Harmonix's PR firm.

    To read the rest of this post, and to see the remainder of the screenshots for the PS3 version of Rock Band's in-game store, click on the link below.

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  • The Perfect Drug? Harmonix Unveils Its Slick New In-Game Store For Rock Band, Announces Six Million Downloadable Tracks Sold To Date

    N'Gai Croal | Mar 20, 2008 09:30 AM
     

    At last month's Game Developers Conference in San Francisco, Harmonix invited a handful of journalists to its suite at the W Hotel to check out its long-awaited in-game store for Rock Band. Until now, players have had to use the Xbox Live Marketplace and the Playstation Store to purchase new tracks and song packs for the hit game. No longer. Harmonix has officially announced an update that will offer you what we were shown: a music store that is fully integrated into the game itself. The Rock Band music store will let you listen to audio previews of each available track, which means no more searching YouTube to figure out if a song you've never heard is worth your hard-earned Microsoft Points dollars. You'll also be able to check out the album artwork that accompanies each track; see a ten-point scale difficulty rating for each part (guitar, drums, vocals, bass and overall); and sort songs by multiple categories, including genre.

    We were suitably impressed by this much-needed improvement. (See below for screenshots of the interface.) With a current catalog of just over 125 songs both on the disc and available for download through the store, Harmonix's interface makes zipping through its song library a snap. That said, we're not convinced that it will suffice when the database hits 1,250 songs, 12,500 songs, or 125,000 songs. On a computer, text searches are an effective way to navigate large databases of content. The same could be said for consoles, but on-screen keyboards quickly become annoying after an extended period of use, and not everyone is going to buy a wireless keyboard or keypad attachment. That's why we've long believed that speaker-independent voice command will be required as the amount of content on consumer electronics devices like consoles and personal video recorders grows. And based on conversations we've had with folks at Harmonix, it wouldn't surprise us at all to discover that they're investigating the possibility of such a solution.

    To see screenshots of the Rock Band music store on the Xbox 360, as well as information about additional announcements that Harmonix made this morning, click on the link below. For exclusive screenshots of the PS3 version of the Rock Band in-game music store, click here.

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  • The Long Goodbye, Part VI: NCsoft Executive Producer Richard Garriott Reflects On Dungeons & Dragons

    N'Gai Croal | Mar 20, 2008 01:25 AM
     NCsoft executive producer Richard Garriott

    When we got the report that Dungeons & Dragons co-creator Gary Gygax had passed away, we first shared our own reminiscences on The Pen-and-Paper Game That Started It All. Then we reached out to some of the top computer and videogame developers--those who either work in the role-playing game genre or whose titles are clearly inspired by RPGs--to find out how D&D influenced them both personally and professionally. Our next respondent is the legendary Richard "Lord British" Garriott, justly celebrated for his pioneering work on the Ultima series of role-playing games and the equally visionary massively multiplayer online game Ultima Online. His most recently released project is NCsoft's MMO Tabula Rasa. Here's what he told us.

    What do you remember about your first experience with Dungeons & Dragons?

    I remember it well. I was spending a summer in high school in 1977 at the University of Oklahoma. Some students who had arrived for the summer classes before me gave me the nickname British, as they thought the accent I picked up growing up next door to NASA was British. (Thus many of my early characters were named British, which became my eventual pen name.) I was simply amazed by this wondrous fantasy game. That same summer I set myself to writing fantasy games on the computers of the day.

    How did your parents feel about you playing D&D?

    My mother was the neighborhood den mother and helped host our Friday and Saturday evening games, which often included games going on in several rooms at once. She would often play with us, or make food for the all-night affairs.

    Were you primarily a dungeon master or a player?

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  • The Long Goodbye, Part V: EA Mythic General Manager Mark Jacobs Reflects On Dungeons & Dragons

    N'Gai Croal | Mar 20, 2008 01:16 AM
     EA Mythic general manager Mark Jacobs

    When we got the report that Dungeons & Dragons co-creator Gary Gygax had passed away, we first shared our own reminiscences on The Pen-and-Paper Game That Started It All. Then we reached out to some of the top computer and videogame developers--those who either work in the role-playing game genre or whose titles are clearly inspired by RPGs--to find out how D&D influenced them both personally and professionally. Our next respondent is EA Mythic general manager Mark Jacobs, best known for his work on massively multiplayer online games like Dark Age of Camelot and Warhammer Online: Age of Reckoning. Here's what he told us.

    What do you remember about your first experience with Dungeons & Dragons?

    In 1977, I was in college at Syracuse University. One evening I was sitting in the basement of my girlfriend’s house, and I saw a magazine article about gifts for Christmas. The article singled out Dungeons & Dragons as a particularly incomprehensible game. Well, that was all I needed to hear, and the next day I went searching for the game. I found it at a local gaming store in Syracuse--I believe it was called Nebulous Books--and from the moment I bought the white-boxed set, I was hooked. 

    How did your parents feel about you playing D&D?

    They both hated it with a passion and thought that, quite frankly, I was wasting my time and losing track of reality by playing the game. Of course, they said the same thing about my desire to make computer games two years later in 1979, so you can see how well I listened to them.

    Were you primarily a dungeon master or a player?

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  • Level Up's Top Eight Gaming Tidbits for Mar 20th, 2008

    N'Gai Croal | Mar 20, 2008 12:01 AM
    1. EGO...trip: Our "Long Goodbye" series of RPG Q&As gets notice, so...
    2. FAM...one good turn deserves another: a heartwarming father-son tale
    3. JAM...ming on the go: Activision unveils Guitar Hero: On Tour for the DS
    4. BOO...The case against the Xbox 360's "useless" D-pad, argued
    5. ARG...Mind Candy vets, at new startup Six to Start, launch We Tell Stories
    6. HOT...damn: GRID and WipEout HD movies are pure racing fire
    7. 2nd...opinion? Gamasutra's take on "Second Skin" documentary is mixed
    8. UMM...No mention of Kenta Cho, but a thoughtful column nonetheless
    9. HMM...is good advice and genuine flow too much to ask for?
    10. RND...The last five years of America's war in Iraq, in words, pictures, video
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  • The Long Goodbye, Part IV: Silicon Knights President Denis Dyack Reflects On Dungeons & Dragons

    N'Gai Croal | Mar 19, 2008 01:42 AM
     Silicon Knights president Denis Dyack

    When we got the report that Dungeons & Dragons co-creator Gary Gygax had passed away, we first shared our own reminiscences on The Pen-and-Paper Game That Started It All . Then we reached out to some of the top computer and videogame developers--those who either work in the role-playing game genre or whose titles are clearly inspired by RPGs--to find out how D&D influenced them both personally and professionally. Our next respondent is Silicon Knights president and Level Up guest contributor Denis Dyack, best known for his work on such titles as Blood Omen: Legacy of Kain, Eternal Darkness, and the upcoming Xbox 360 exclusive Too Human. Here's what he told us.

    What do you remember about your first experience with Dungeons & Dragons?

    I remember breaking open the Monster Compendium and spending time looking at the different types of dragons and marveling at the different complexities of their attacks and variations--everything from acid to poison. I really liked the systematic breakdown of the different creatures from mythologies to other folklore.

    How did your parents feel about you playing D&D?

    My parents were completely fine with it. In fact, they were fine with everything I did when delving into hobbies like D&D. If anything, they encouraged and taught me when I was young not to believe in many of the stereotypes and fear mongering that occurs in society. They also made sure, of course, that I not only played these types of games, but also participated in sports and kept up in school.

    Were you primarily a dungeon master or a player?

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  • The Long Goodbye, Part III: Bethesda Softworks Executive Producer Todd Howard Reflects On Dungeons & Dragons

    N'Gai Croal | Mar 19, 2008 01:41 AM
     Bethesda Softworks executive producer Todd Howard 

    When we got the report that Dungeons & Dragons co-creator Gary Gygax had passed away, we first shared our own reminiscences on The Pen-and-Paper Game That Started It All . Then we reached out to some of the top computer and videogame developers--those who either work in the role-playing game genre or whose titles are clearly inspired by RPGs--to find out how D&D influenced them both personally and professionally. Our next respondent is Bethesda Softworks executive producer Todd Howard, whose projects have included the 2006 hit Elder Scrolls IV: Oblivion and the forthcoming Fallout 3. Here's what he had to say. 

    What do you remember about your first experience with Dungeons & Dragons?

    My earliest memory was going with my brother to a game store called Conflicts and my parents dropping us off on a Tuesday night to play this “D&D” game. The next three hours were a revelation. It was like a new gateway into awesomeness was opened for me. This was the summer of 1978, if I remember right, and I was eight. I can recall counting the days until each Tuesday. It’s one of my favorite memories, of real bonding time with my brother and others.

    How did your parents feel about you playing D&D?

    They encouraged it, maybe to get us out of the house. They didn’t seem scared of the whole “demons and hell” thing, despite that horrible Tom Hanks movie "Mazes and Monsters". They spent more time trying to stop me from listening to Kiss and asking for a “Kiss Army” shirt.

    Were you primarily a dungeon master or a player?

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  • Level Up's Top Eight Gaming Tidbits for Mar 19th, 2008

    N'Gai Croal | Mar 19, 2008 12:01 AM
    1. EGO...trip: Mom Mom would be so proud proud of this writeup
    2. HMM...A very long post that you should nevertheless all read
    3. ALL...hail the Kings:Rockstar revisits the past; teases with glorious future
    4. WOW...Rock Band tracks, accompanied by a real drum kit? Very cool.
    5. PRO...fanity: emphasis, or the effort of a feeble brain to express itself forcibly
    6. POR...tal wars: when you stare into the abyss, the abyss stares into you
    7. RND...Sorry, Henry, but "The Wire" is just plain better than "Lost"
    8. RND...Thus Spoke Thanatos: Arthur C. Clarke has passed away
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