Posts Tagged ‘interview’

The Flare Path: The Man Who Listens To Trains

In the light industrial districts that have sprung up around FSX, X-Plane, and DCS World, genuine craftsmen aren’t all that hard to find. The machine tools that whirr and thump and whine in the workshops of add-on makers like A2A Simulations and PMDG are operated by passionate perfectionists – driven micrometer wielders whose scrap bins brim with components that look, on first, second and third inspection, absolutely flawless. Elsewhere in Simulatia, it’s a different story. Just about the only sim that can boast a third-party add-on as lovingly fashioned as this Texan or this Fishbed, is Train Simulator. I enthused about that add-on – a delightful Class 205 DEMU – a few weeks ago, and in today’s Flare Path I talk to the outfit behind it, Armstrong Powerhouse.

Read the rest of this entry »

We Spoke To Developers About Steam User Reviews

Recent changes to Steam reviews, which filter out reviews from keys that weren’t purchased directly through Valve’s digital store, have caused all sorts of worry and concern. The intent is to remove false positives in the form of reviews exchanged for keys and the like, but legitimate reviews are also affected. Games that were Kickstarted no longer have their backers’ assessment contributing toward the rating Steam displays at the top of the page, and people buying through Humble Bundles or elsewhere are similarly excluded by default.

We contacted a variety of developers and publishers, including Larian, Stardock and Mode 7, to hear if they thought the move might stamp down on unfair practices, or whether it would end up hurting rather than helping.

Read the rest of this entry »

Interview: Endless Space 2’s Devs On Why They Traded Independence For Sega

Amplitude Studios has grown significantly since the Parisian developer, as a small team that you could count on one hand, first conceived Endless Space. Now they work out of two floors in a high-rise near the centre of the metropolis and are busy working on their fourth game, Endless Space 2. Recently, they announced a partnership with publisher Sega.

It’s an evolution and escalation that’s echoed in their games. Endless Space 2, then, is an opportunity to show everyone just how much they’ve grown, combining the ideas that birthed their first game with the lessons they’ve learned through the much lauded Endless Legend. I spoke to the company’s two founders to discuss why they’re making the game now, what the partnership with Sega means for the studio, and more.

Read the rest of this entry »

League Of Legends: Statikk Explains Yorick’s Rework

Yorick, perhaps League of Legends most awkward character, is almost at the end of an in-depth makeover. He’ll emerge from his champion update cocoon after a stint on the Public Beta Environment as the Shepherd of Souls to [hopefully] acclaim and popularity, much as Tai emerged from her fashion makeover at the hands of Cher and Dion in Clueless to become part of the elite high school clique. Lead Game Designer James “Statikk” Bach talked me through the gravedigger’s revamp including how he almost became evil royalty (Yorick, not Statikk)!

Read the rest of this entry »

Interview: Brian Fargo On Torment, Crowdfunding, The Future Of InXile And The Emotional Appeal Of RPGs

At Gamescom, after a whirlwind tour of just a few of Torment: Tides of Numenera’s [official site] many worlds, I sat down with inXile CEO Brian Fargo to talk about the past, present and future of his company, and of RPGs. As well as discussing Torment, I wanted to talk about Fargo’s career as a whole, which spans 34 years, and covers the creation of the original Wasteland and Fallout, along with many other games, as well as three enormously successful crowdfunding campaigns in recent times.

He told me that the crowdfunding of Wasteland 2 had felt like “a referendum on [his] history” and that he’d like to explore original ideas once he has rebuilt trust with new versions of Wasteland, Torment and The Bard’s Tale. Mostly, though, we talked about why making RPGs has retained its appeal over all these years, and how the business has changed since the early days of Interplay.

Read the rest of this entry »

League Of Legends: Meddler On The Timing Of THAT Laneswap Patch

League Of Legends‘ [official site] Lead Gameplay Designer, Andrei Meddler van Roon, was in Birmingham over the weekend as the UK’s huge LAN event, Insomnia, was also playing host to League Fest – a dedicated League Of Legends event. I couldn’t get up there but I managed to get a bit of time with Meddler on the phone and, after recommending the Sea Life Centre, we got to discussing the recent patch kerfuffle, the rhythm of game tweaks, favourite game additions and more:

Read the rest of this entry »

Sega On Amplitude, Strategy And Becoming A PC Giant

Even though Sega have been publishing PC strategy and simulation games for years now, I still can’t see the company logo or hear the word without thinking back to hours spent at schoolfriends’ houses, trying to work out if Sonic was too fast or I was too slow. The acquisition of Amplitude was the point that I decided that I needed to ask Sega a very simple question: “Do you want to marry PC strategy games?”

At Gamescom, I sat down with Jurgen Post, COO of Sega of Europe.

Read the rest of this entry »