Posts Tagged ‘interview’

Larian On Near-Closure, Divinity’s Future, Gender Parity

By Nathan Grayson on March 5th, 2014.

Divinity: Original Sin is looking positively divine. Honestly, in the sheer heat of the moment, I might be more excited about it than Pillars of Eternity or Wasteland 2. I already spoke at length with Larian head Swen Vincke during a massive video play session, but that wasn’t enough. Afterward, we chatted about everything from the studio’s rocky, too-close-to-closure-for-comfort history to the possibility of using Divinity’s engine on a non-fantasy RPG to the chances that Larian goes back to Kickstarter. On top of all that, Vincke told me why having gender parity (one male, one female) on his writing team turned out to be the “best decision ever.”

Vincke’s admirably frank answers to roughly a million questions are below. 

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Scott Steinberg Joins Phoenix Online, Talks Business

By John Walker on January 30th, 2014.

Phoenix employees step into Scott's new offices.

Phoenix Online Studios was, until very recently, a group of dedicated hobbyists scattered around the world, working on their fan tribute to the King’s Quest games. The Silver Lining was developed over many years, and faced much turmoil, before eventually seeing four of its chapters released in 2010 and 2011. Now, in just three years, they’re a major player in the resurgence of adventure gaming, developing games with industry hero Jane Jensen. It’s an impressive story, and one that’s looking like it’s still got places to go. Phoenix have just announced the appointment of Techsavvy and Game Theory’s Scott Steinberg as their general manager. We’ve chatted with him to find out why he’s joining, and more about the tale of Phoenix Online.

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Playdek On Unsung Story, PC Ports, And DRM Concerns

By Nathan Grayson on January 28th, 2014.

Unsung Story: Tale of the Guardians is an intriguing prospect despite its name also functioning as a dictionary of cliche fantasy words. It’s the vision of Final Fantasy Tactics and Tactics Ogre creator Yasumi Matsuno, who played a huge role in popularizing turn-based tactics RPGs on consoles. Its Kickstarter has already soared to nearly $500,000 of its $600,000 goal, so things are looking up. However, developer Playdek has provided depressingly little concrete information, and a cursory reading of the Kickstarter gives the impression that Unsung Story will be a mobile game first and foremost. I got in touch with Playdek CEO Joel Goodman to find out whether or not the PC version will be a port, how the Kickstarter plays into that, how much Matsuno will be involved in actual development, and whether or not we need to worry about DRM. His answers could’ve been a bit more detailed, but oh well. Early days and all that. Go below for more. 

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A Game And A Chat Ep 1: Tim Schafer

By Nathan Grayson on January 22nd, 2014.

And now for something completely different. Or, well, actually kinda similar to other stuff you might have seen before, but in video form and on RPS. A Game And A Chat (tentative title, probably) is a weekly live show in which I play a game with a developer and, you know, chat with them. At the same time. I am nothing if not multi-talented. Sometimes the game will be all shiny and new, other times it’ll be aged, haggard, and only tangentially relevant. Who knows? Maybe one day it’ll be a boardgame. Or tag. Or cage-fighting. This first episode, however, is fairly straightforward. Given that Broken Age is about to land in the click-hungry hands of the masses, I thought I’d bring Tim Schafer into the studio. By which I mean my bedroom. Via, er, a webcam. But not like that. Oh jeez just click past the break and watch us discuss Serious Topics while being accused of murder by trees or something. We’re kicking off at 11:00 AM PT/7:00 PM GMT*.

Update: We’re done! The full video is posted below.

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Colonial, Colloquial: EU IV Conquest Of Paradise Interview

By Adam Smith on January 10th, 2014.

Ahead of the release of Conquest of Paradise on January 14th, I spoke to Paradox Development Studio Lead Johann Andersson about the changes that the America-centric expansion will bring to Europa Universalis IV. As well as discussing the randomisation of the Americas, a first for the series, we talked about changes to the mechanics that govern Native American and colonial nations. Beyond the meaty mechanical conversation there are some thoughts on cultural representation in historical strategy. Perfect Friday evening reading, I say.

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Alien: Isolation Devs Talk Xenos, Horror & the Ripley Dynasty

By Brendan Caldwell on January 8th, 2014.

We sent Brendan to Creative Assembly to meet the star xenomorph of their new first-person survival horror, Alien: Isolation. While he was able to file yesterday’s extensive hands-on report from the field, he has not been seen since. But a crack team of RPS androids infiltrated the facility and recovered a sticky voice recorder with his name on it, containing an interview with Al Hope, Creative Lead on the project and Jon McKellan, Lead UI Art & Design. Here is a transcript of that interview, in which they discuss why this is true to Alien, who else players may encounter, how they think they can keep a single foe scary throughout, hiding in lockers for ten minutes and how and why Ripley’s daughter is the protagonist.
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The Very Best Of RPS 2013: Interviews

By RPS on December 30th, 2013.

As 2013 draws to a conclusion, tying up loose ends, saying goodbye to former companions, before dying and regenerating into a whole new year (which will it be? we still don’t know), it seems an apposite time to look back at some of RPS’s highlights over the last 52 weeks. In this first batch of narcissistic nostalgia, we remember some of the best interviews.

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Interview: No Man’s Sky And Procedural Generation

By Graham Smith on December 10th, 2013.

Are those grass blades generated, or just generatively placed?

No Man’s Sky is a space exploration game by Hello Games in which every dot in the night sky is a star you can actually fly to. This is not the game’s most ambitious claim.

The game’s most ambitious claim – described as “Peter Molyneux-esque” by lead developer Sean Murray – is that the procedural generation of those planets is built “from a real atomic standpoint”. The chemical compounds in a planet’s atmosphere dictates everything from how light refracts from the nearest sun, to the colour of the grass, the minerals in the soil, and the behaviour of creatures.

Yesterday I wrote about what you do in No Man’s Sky, but there’s a lot of understandable skepticism about the game’s claim to generate a galaxy from code. In this lengthy interview, I spoke to the Hello Games team about how they hope to building that galaxy, from the rules of its procedural generation, to the challenges of making a pretty procedural galaxy, and where the boundaries are between generated and authored design.
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Of Stealth And Merry Men: Volume Interview

By Adam Smith on December 6th, 2013.

Mike Bithell’s stealth game, Volume, looks like a very different prospect to Thomas Was Alone, even if there might be some similarities in the audio department. A retelling of the Robin Hood story, Volume takes place in a Britain laced with political dissent, rebellion and fancy volumetric display devices. Upon discovering such a device, Robert Locksley sets out to livestream heists and infiltrations, teaching the poor to steal from the rich rather than doing the job himself. I sat down with Mr Bithell at the Bradford Animation Festival to talk about the game, politics, ethics, Mini Coopers and Russell Brand.

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The Flare Path: Must Tri Harder

By Tim Stone on November 29th, 2013.

When a Flare Path Friday falls on November 29, the 333rd day of the year, it’s traditional for all the stories to have a topical tripartite slant. Back in 2002 that meant detailed scrutiny of a just released Fokker Dr.I add-on for MSFS, coverage of Bronze Tide, a WIP Battle of Arginusae wargame, and an interview with Trilobyte Interactive, the makers of Lucy Lyme, a Spelunky precursor inspired by the activities of Victorian fossil hunter Mary Anning. Today it means words on Prepar3D, N3V’s plans, and IL-2: Battle of Stalingrad’s early access LaGG-3. Read the rest of this entry »

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Extra Time: Football Manager Interview Part 2

By Adam Smith on November 26th, 2013.

The next version might be hex-based (not really)

As we enter the second part of a marathon conversation with Sports Interactive’s Miles Jacobson, I begin by checking that the half time oranges have done the trick. Once we’re both warmed up and ready to go, talk turns to Football Manager’s place in the wider world of games and Miles’ background in the world of music. When we’re not discussing Jesus Jones and Blur, we’re pondering whether comparing Football Manager to open world games is instructive. Part one is here.

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