Posts Tagged ‘gdc’

GDC ’08 Brain Dump, Part Two

By Jim Rossignol on February 26th, 2008.


To Part One.

All award ceremonies, apart from those occasional horror sessions that are conducted completely in earnest, have something of a raised eyebrow about them. This was never truer than in the case of the Independent Game Festival Awards and the Game Choice Awards that followed. The IGF awards managed to take the piss out the pretensions of indie gamers, attack the credibility of their sponsors, and still leave room for a dig at the big mainstream publishers. It was exactly right. The Game Choice presentation that followed basically validated what everyone had said about Portal being awesome, and gave Bioshock a pat on the back too, presumably because Erik Wolpaw couldn’t be made to collect all the awards without suffering heart failure.
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Prototype: The GDC Presentation

By Jim Rossignol on February 25th, 2008.


One of the most impressive sessions I was able to attend at GDC was the discussion of Open Worlds in the context of the development of Prototype, as hosted by Tim Bennison and Eric Holmes of Radical Entertainment. Much of the presentation was focused around the nature of developing open world environments and the way in which systems interconnect to provide options for players within those kinds of game worlds. Interesting stuff, if spider-diagrams of game systems and possible player actions are the kind of thing that draw you in.

The showpiece of the session, however, and the reason many of us were there, was to watch Holmes play through a large slice of the game. And, well, I think my interest in this game has now been validated.
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GDC ’08 Brain Dump, Part One

By Jim Rossignol on February 24th, 2008.


Rather than simply delivering tight, hard news, we at RPS like to provide you with rambling, impressionistic wittering found nowhere else on the web. What follows is a record of my GDC 2008 trip, in all its self-indulgent detail. Are you sitting comfortably? Then let’s begin.
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“Let’s Go Behead Someone”

By John Walker on February 23rd, 2008.

At last we have some evidence of the mounts in Age of Conan, and they look pretty good. Using eyes, watch:

Parts 2 and 3 below.

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Dave Jones Discusses APB

By John Walker on February 22nd, 2008.

When you find out Dave Jones is making a game, there are three steps one must take:

1) Sit up.

2) Read everything.

3) Want.

Yo homes.

This is the guy who has brought us Lemmings, Grand Theft Auto and Crackdown. You know, that’s all. And now he’s turning his studio, Realtime Worlds, to the MMO. APB. And why should you be interested?

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Dave Perry’s Luminary Lunch

By Kieron Gillen on February 22nd, 2008.

They probably had more than sandwiches.

One of the more interesting sessions at this year’s GDC was entirely off-campus. Dave Perry invited a load of chums to lunch, with a select press audience. Present were people like Raph Koster, Peter Molyneux, EA’s Neil Young, Chris Taylor, Dave Perry and some bloke from Sony. And then they all had a good chin-wag. Annoyingly, Rossignol was present – as he’s never going to shut up about it – and has written up the session for Videogaming247. In it, he says things like…

This led Phil Harrison to point out that games are taking too long to make. “The speed of iteration has to change,” said the Sony giant. Koster argued that games were shamed by the web, whose speed of iteration of web-sites was lightening fast. “Flickr patches every half hour!” he exclaimed.

I suspect more from the session will emerge over the coming weeks, but in the mean time, Next Gen have some quotes over here.

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Far Cry 2: Death To The Trees

By John Walker on February 22nd, 2008.

[EDIT: Now with Mystbusters-stolen investigative journalism]

I’m so pleased Far Cry 2 looks amazing. There was an obvious fear (pun so intended) that after Crytek made their own sort-of-sequel without Ubisoft, that the publisher’s sequel would be a, “Yeah! Well we’ll make our own game too then!” revenge release, probably consisting of a side-scrolling platformer with bullet time. But instead, they seem to be making the most realistic foliage simulator of all time. Have a look:


Merci beaucoup Gametrailers.

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Keeping Up With Ken Levine

By Alec Meer on February 21st, 2008.

Sometimes, we like to race. Today, John won, throwing up his thoughts on Ken Levine’s recent post-mortem natterings about Bioshock’s narrative before I could lay my oafish mitts to a keyboard.

After literally seconds of consideration, I’ve decided to do so anyway, as a) John’s kindly gotten the hard labour of summary and quotation out of the way for me and b) I’ve got some slightly different feelings about what Levine’s said/is maybe trying to say/perhaps failed to say. This isn’t at all a rebuttal to John’s piece, though there are inescapable elements of point-counterpoint.

Apologies, by the way, if we’ve gone a little September 2007 today: Bioshock’s one of those games that never quite goes away.
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I Can’t Keep Up With Ken Levine

By John Walker on February 21st, 2008.

The man confuses me. It comes down to this.

Mr Levine

When Ken Levine was interviewed by Kotaku’s Brian Crecente earlier this month, he explained to the site’s editor,

“I underestimated, way underestimated, the impact the story was going to have on people. I didn’t realize it would change people’s perspective on what to expect from gameplay. I didn’t think they became that invested in what was going on. You have this great mystery of your own identity and once it is solved the story is over. I think it was a miscalculation on my part.”

So why did Levine announce in his GDC speech,

“The bad news for storytellers is that nobody cares about your stupid story.”

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Instant Action: Hey, Nice Tribes Clone

By Jim Rossignol on February 21st, 2008.

What do you mean, am I colourblind?
2008 is going to be the year when decent 3D action games are integrated directly into the web. That’s the message from GarageGames Instant Action service. (Confirmed by that whole Quake Live thing too, eh?)

In a low key demonstration of their web-based gaming hub on the GDC expo floor, Tim Aste, the lead designer director of Tribes-like jetpack shooter Fallen Empire: Legions, revealed some compelling aspirations for the web service. Aste explained, as two impressively acrobatic jetpack combatants engaged in rocket-battles on screens either side of him, that their fast-paced 3D shooter operates entirely within a web browser, and as such can be updated instantly and dynamically, as well as downloaded and played on any PC with a 3D card and a broadband connection. System specs, said Aste, would be suitably low, and the price for play just a few dollars. Tribes for lunch? I think so.
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Game Developers’ Choice Awards Announced

By Kieron Gillen on February 21st, 2008.

There's a reason why Alec does most of the Photoshop. It's this.

Well, it’s a morning of awards. Walker’s already dealt with the IGF , but the Developers’ Choice Awards are also interesting. It’s the award ceremony where, as the name may suggest, the winners are chosen by their peers. This abstractly leads to a slightly different picture of the industry than most awards. Abstractly, anyway. In terms of nominations, Portal and Bioshock had five a piece, with Call of Duty 4 lagging slight below with four.

So, who won? Opening the red envelope…
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