Posts Tagged ‘GDC 2014’

Change Is Coming: GDC 2014′s Advocacy Track Free To See

By John Walker on April 8th, 2014.

A real highlight of the Game Developers Conference (GDC) in the last couple of years has been the Advocacy Track. This is made up of a series of talks, round tables and presentations regarding issues within gaming about diversity, tolerance and inclusivity. And in a GDC where not a single woman was giving a full length talk at the Independent Games Summit, there are clearly still some massive issues. Rather brilliantly, the sessions within this track are being made free to all, rather than just those who attended the conference. Highlights are below.

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Interview: Dave Gilbert On Adventures, Blackwell & Pixels

By John Walker on March 31st, 2014.

Dave Gilbert is, I like to argue, the unsung hero of the resurgence of the adventure game. When things were quiet, he was industriously creating interesting, professional projects in the then-low-key world of Adventure Game Studio. With the likes of Gemini Rue and Resonance he and Wadjet Eye Games have become more prominent, and soon his long-running Blackwell series comes to an end with Epiphany. At GDC this year I caught up with the developer for an impromptu chat about growing up, pixel art, and saying goodbye to loved characters.

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A Game And A Chat: The End Of GDC Spectacularmathon

By Nathan Grayson on March 22nd, 2014.

IT. IS. OVER. Done. Slain. Dead. Six feet under. Sleeping with the daises. Pushing up fishes. We gathered one last time for a reflection on this year’s whimsical game dev summer camp, its most important moments, and where the gaming industry is headed as a whole. Part one’s guests include Papers Please creator Lucas Pope, Depression Quest creator Zoe Quinn, and Boon Hill dev Matt Ritter. Part two, meanwhile, brings in such luminaries and champion toe fighters as Gone Home writerly brain man Steve Gaynor, Kotaku features editor Kirk Hamilton, resident Vlambeer madman JW Nijman, Action Henk‘s Kitty Calis, and RPS god heroes Cara Ellison and Hayden Dingman. The end result? A loud, exuberant, exhausted goddamn disaster. Beaming agreements, screaming arguments, and confusing argreements. Also lots of people walking into our room randomly.

Among many other things, we talked everyone’s favorite GDC moments, diversity in the gaming industry, the virtual reality fuuuuuuuture’s growing pains, my Lost Levels talk, and what happens after you release a game like Papers Please or Depression Quest. Settle in with some popcorn and a hideous, burbling soda and tune in below.

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GDC Diary Day Something: Something Something Help Me

By John Walker on March 21st, 2014.

I normally make it further before GDC breaks me. It’s normally Friday before I lose track of time, space and consciousness. This time it happened on Wednesday, and it’s now somehow Friday and I’ve not written the diaries for half the week. GDC eats you, until all of time is a blur of sessions, chats, games and walking through the hypnotising grids of San Francisco from diner to convention centre to Starbucks to diner to bed to diner to Starbucks to convention to diner…

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GDC 14: Experimental Gameplay Workshop Liveblog

By John Walker on March 21st, 2014.

It’s that one time a year when we let the awful word “gameplay” onto our website. It’s that time when a bunch of developers show off their strangest, most interesting, most novel ideas. Ideas that may become games, may already be games, or may collapse into their own weirdness. I shall do my best to chronicle what’s happening, while pointing you toward appropriate websites. It’s all happening below.

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A Game And A Chat: GDC BFFCast Day 4/#1ReasonToBe

By Nathan Grayson on March 21st, 2014.

Hello, roving pile of RPS readers. Have you seen GDC day three laying about? I appear to have misplaced it. Or perhaps I am Gabe Newell, and I simply willed the number three out of existence or at least ignored it until it got bored and went away. Regardless, we’ve returned in style for day four, by which I mean we gracelessly crammed as many interesting humans onto John’s hotel bed as possible. This time around guests include Ashly and Anthony Burch of Hey Ash Whatcha Playin/Borderlands/infinity other things fame, Towerfall creator Matt Thorson, ever-handsome journo/Maia writer Paul Dean, Harmonix vet and Fire Hose talky man Sean Baptiste, and more still. They join John, Hayden, and I to discuss GDC’s overwhelmingly powerful #1ReasonToBe panel, the equally impactful Lost Levels “unconference,” the creeping toll constant layoffs are taking on the gaming industry, the new Arrowhead-developed Gauntlet game, the absurdly delightful Night In The Woods, and tons more. This is quite an episode! Tune in below. 

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IGF/GDC Live Blog Excitement

By John Walker on March 20th, 2014.

Tonight is the night – the annual excitement of the Independent Game Festival Awards, followed by the achingly long endurance test of the Game Developers Choice Awards. Maybe it will be different this year? Maybe I won’t lose my mind just over halfway through and start writing insults? Who’s to know? To make it more exciting, rather than clutter your Twitter feed, this year there’s to be an attempt – technology depending – to live blog it all.

Update: And it’s all over. The stunning Papers, Please swept, as we guessed it would, and in the AAA category the very good The Last Of Us yet again scooped most prizes it was offered. It would have been nice to see The Stanley Parable and others score a couple of Last Of Us’s categories, for sure, but such is the way of the GDC awards.

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GDC Diary Day Two: Submergent Narrative

By John Walker on March 19th, 2014.

(This is about Tuesday, but you know, time travel, internet access, etc.) Today is Clandestine Day. Today Nathan and I are meeting with SECRET DEVELOPER to look at SECRET GAME. I’m also going to SECRET MEETING at lunchtime. And playing SECRET LEGO MMO THAT’S NOT ACTUALLY A SECRET this morning. I’m like the world’s greatest spy.

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Epic Announces Dramatic Changes To Unreal Engine 4

By John Walker on March 19th, 2014.

Update: Now with trailer.

Epic has announced today that Unreal Engine 4 is to dramatically change its licensing model. From now on anyone can subscribe to Unreal Engine 4 for $19 a month, and then release those games commercially for a 5% gross revenue share with the developer. This means that indies no longer need to stick with the Unreal Development Kit, but get the entire engine at what appears an affordable price. And on top of that, they’re releasing the source code to Github. All from 9.30 PT today.

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A Game And A Chat: RPS BFF GDC Ultra Force Go, Day Two

By Nathan Grayson on March 19th, 2014.

The GDC War Train of Impossible Enrichment trundles on, and RPS is on the scene with gusto, aplomb, and a stuffed lion. Each day this week, I’ll be gathering impromptu panels of colossal brains inside frail (but very handsome) human bodies to dissect the show piece-by-piece. Yesterday, John, Cara, Hayden, and I did so by crawling into bed and talking about our socks. Also games. But day two was different. John fell to exhaustion, and Cara was carried away by a throng of adoring fans, presumably to be worshipped and then made into soup. Fortunately I was able to drag Gunpoint creator Tom Francis, writer and camera whisperer Nika Harper, and Incredipede creator Colin Northway over forests, woods, hills, and plains to fill their not-shoes.
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Obsidian & Paradox On Eternity Team-Up, South Park Bugs

By Nathan Grayson on March 19th, 2014.

Sound the unexpected announcement alarms and check to make sure over-jerked knees are covered by your insurance plan. Paradox has announced that it’s publishing Obsidian’s notoriously independent old-school RPG Pillars of Eternity, a big, (not, by most definitions) bad publishing type dipping its pinky toe into the brave new world of Kickstarter. “…Er, why?” You might ask. “Also didn’t Obsidian get oodles of cash from backers? What happens to the game they paid for if Paradox decides all bets are off?” Well, good news is, Paradox can’t actually do that. I quizzed Paradox CEO Fred Wester and Obsidian CEO Feargus Urquhart about their new partnership, creative control, what this means for backers, why the two companies struck a deal in the first place, whether Paradox is interested in pursuing other classic RPG revivals like Torment, and how South Park ended up glitchy despite Obsidian’s allegedly renewed QA efforts. It’s all below. 

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Hands On: Miegakure

By Jim Rossignol on March 18th, 2014.

That's a 4D watermark.

Miegakure is a 4-dimensional puzzle game. What this means is that I am going to struggle to convey exactly what playing it entails. That’s not to say that the game’s designer, Marc Ten Bosch, has made something alienating or overly intellectual. It’s a warm, funny, deeply intelligent game, which I was pleased to have the opportunity play on the periphery of this year’s GDC.

I think it could be very important indeed.

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A Game And A Chat: RPS (And Friends!) Talk GDC Day One

By Nathan Grayson on March 18th, 2014.

RPS is at GDC! It’s a match made in heaven because both of our acronyms are three letters long. Each day of the conference is jam-packed with formidable amounts of intrigue – far more than any single person could take in on their own without suffering catastrophic brain combustion. And so, I have elected to gather cadres of knowledgeable humans each day this week to discuss the best, most important goings-on. Expect very special guests shouting over each other and probably using words like “cultural zeitgeist” and “doodieface.” Today, somewhat belated and also very bad at staying on topic: John, Cara, Hayden of PCWorld/my floor infamy, and myself all gathered on John’s hotel bed for an uncomfortably salacious chat about This War Of Mine, The Stanley Parable‘s emotional aftermath, SoundSelf, weeping American eagles, hedonism, and Cara’s refusal to stop posting PORNOGRAPHY on our virgin website that’s exclusively for children.

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