Posts Tagged ‘gamasutra’

On Hunted And The RPG “Detour” Claim

By Jim Rossignol on May 25th, 2011.


This article over on Gamasutra is a little skewed by its title, “How RPGs Were A 30-Year Detour”, because inXile’s president Matt Findley doesn’t actually say that specifically, but it’s interesting and provocative all the same. What he said was this: “Well, you know, we analyzed the long history of video games. I think these games always wanted to be action games at their heart. I think all those old turn-based games, it’s just that’s all the technology would allow.”

Controversy! Some thoughts on that below.
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D2D Hit Back At Stardock Claims

By Jim Rossignol on December 1st, 2009.


It seems the analysis of Stardock’s public report is far from over. Gamasutra report that Direct2Drive do not agree with the assessment that Impulse is second in the digital distribution market behind Steam. D2D’s splendidly-named VP of digital content, Sutton Trout, said the claim was “misinformation at best.” Stardock’s Brad Wardell responded: “The data we used came from the publishers. When you add in the fact that Sins of a Solar Empire, Demigod, Galactic Civilizations, etc. are sold exclusively on Impulse, that is what allows Impulse to edge third parties.”

Hard to know who to believe until we see some sales figures, eh? Transparency could be a good policy, after all.

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Culture Of Clash: Zeno Clash Postmortem

By Kieron Gillen on October 9th, 2009.

The Gamasutra postmortem on previous RPS-fave Zeno Clash caught my eye. They’re almost always a good read, but from a game coming from a very different place than most of the industry (both literally and figuratively), there’s much to learn. Choice details include how it emerged from a previous failed project – the Lithtech-2 based Zenozoik – and how the experience of that made them focus as tightly as they did: “Many years after this failed attempt we gathered around our original concept and re-thought the game in a manner that would focus on few but solid elements, those that we would be able to produce as a small team”. With a team of seven, you have to or risk disaster. Lots more in the full piece.

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Mark Jacobs On Starting A WAR

By John Walker on September 23rd, 2008.

Yes, there's no excuse for an old WAR grab. It's late, I'm tired, I'm sorry.

Gamasutra have a giganto-interview with Mythic boss, Mark Jacobs, about the launch of Warhammer Online. He discusses how a UPS truck nearly destroyed Dark Age of Camelot’s launch, and then how WAR already has 50% more players than Camelot ever had, server queues, and how Roseanne Barr would make a bad romantic lead in a comedy. It’s some great reading, with impressively candid thoughts about Blizzard and Funcom.

Here’s an excerpt:

“We’re not looking to get more subscribers than WoW. We’ve been very clear from the day we announced that WoW is a great game with great numbers. It was an industry-shaping game. Those don’t come around very often. I’m amused when I hear other developers talk about WoW or even games in the standalone space, saying, ‘We can top these guys, that’s easy.’ Yeah, that hasn’t worked out for just about any of them. So I’m not going to sit here and say, ‘Well, with EA behind us, we’re going to beat WoW.’ I don’t say that, never said it, won’t say that today. On the other hand, we’re not afraid of WoW.”

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Recycled Inspirations

By Jim Rossignol on April 25th, 2008.


Gamasutra has posted an excellent piece called The Top 20 Underutilized Licenses, which include both existing game franchises and intellectual properties that are particularly well-suited to gaming.

Our criteria for putting together this article – with input from all Gamasutra staffers – was a mixture of gut feeling and impassioned argument; unscientific, to be sure, but rather than functioning as a guide to the 20 and only 20 licenses that could or should be explored, it’s much more of a thought experiment into avenues many might not have considered.

I particularly enjoyed the suggestion that there should be games based on Groundhog Day, which is, of course, mechanically analogous to how save games work in a videogame anyway… and there aren’t enough instances of Mr Murray in gaming.

What is your top underutilized license, readers?

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Portal Post-mortem posted

By Kieron Gillen on January 10th, 2008.

Well, a tease of it anyway.
Reality is bended in this reality-bending game of reality bending. Really.

Gamasutra have posted a little of a Portal post-mortem, written by RPS-crushes Kim Swift, Erik Wolpaw and Jeep Barnett. It’s taken from the January Issue of Game Developer, which can actually be bought in a PDF format for (er) money. Man, I wish people would give us money. Anyway, the two quoted sections involve the development of the game’s fiction and overcoming the technical stuff. Since I’m feigning ignorance of tech-stuff, let’s quote from the origins of GladOS bit. That sounds like an RPSy thing to do.

“Before the writing started, we met with Erik and discussed our list of narrative constraints. Since at the time we were using some Half-Life art assets, and because we wanted to leave ourselves the option of someday using the portal gun in a Half-Life game, we decided that the story should in some way connect to the Half-Life universe.

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