Posts Tagged ‘interview’

The Bleeding Edges: The Stone Retrospective

The Bleeding Edges are a series of articles on games that blur reality and fiction.

In 1997, when the world wide web was barely spun, a game came along that was unlike anything else before it, and with few bold enough to follow it since. It was called The Stone [tribute site], and – incredibly for the time – played exclusively through a web browser. Even more peculiarly, your access to the game was made possible by purchasing a real-world black pendant, emblazoned with six symbols – a pattern of symbols only you, and one other person in the world, had. With this code, you could reach a diagram of a three-dimensional cube, each segment containing a white dot, each dot representing a puzzle.

And each puzzle opened your eyes to something you never knew before, sending you off on a journey of research. On returning to the game, I got hold of one of its original creators, Rod Bruinooge, to find out a little more, and once again sunk into its peculiar puzzling.

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Interview: Ice Pick Lodge On Pathologic HD And Preserving Madness

Last night Ice-Pick Lodge revealed a new collection of screenshots for their HD remake of the wonderful, bizarre and previously very broken Pathologic [official site]. Looking at them, I found I was bursting with questions, so I asked them. Ice-Pick’s Alexandra Golubeva replied, in splendid detail. Below you can find out how there came to be two remakes at once – a complete rebuild and reimagining of the game and an updated-but-preserved version of the original – plus what new directions this reimagining will take, and how they’re inventing brand new ways to tell those old stories. (Click on the pics to see the new screens all bigger.)

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The Flare Path: Submarine Dreams

Subsim.com proprietor Neal Stevens and myself stand on opposite sides of the great dreamer-doer divide. When I see a promising in-development sim struggling for funding or heading in a direction I don’t much like, I sigh and pen a few plaintive words for this column. Neal, on the other hand, contacts the devs, and offers to fund development of the game for a year in return for design influence. When the studio accepts his offer, he then up sticks, and moves five thousand miles to be closer to his new business partners.

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Kickstarter’s Head Of Games: “Kickstarter Fatigue Only Lasts Until Someone Sees Their Favourite Game Pop Up”

At this year’s Develop conference in Brighton, I grabbed an hour with keynote speaker Luke Crane, Head of Games at Kickstarter, to talk about the state of play of videogames on the crowdfunding platform in 2016. Discussed: what makes a good project now, the odds of making it, ‘Kickstarter fatigue’ and the question of glory days, Kickstarter’s reaction to funded projects that are not then released, the importance of community, how the press can be unhelpful and whether or not famous names are dominating the ecosystem at the expense of smaller developers.
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Interview: How The Esports Integrity Commission Hopes To Crack Down On Cheating

Organisations aiming to regulate esports seem to be sprouting on an almost daily basis. The latest of the bunch is ESIC, the Esports Integrity Commission, a not-for-profit who want to “take responsibility for disruption, prevention, investigation and prosecution of all forms of cheating,” including both match manipulating and doping. Match manipulation seems a particularly large focus and the organisation is being supported by the UK Gambling Commission among others, with the ESL and Dreamhack counted among its members.

We spoke to Ian Smith, ESIC’s ‘integrity commissioner’, via email about what prompted the move towards regulation, his own leap from cricket to esports, and how enforcement of regulations will work.

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Interview: Fireproof Games On The Room, And The Journey From Mobile To PC

With The Room Two [official site] released on PC today, we grabbed the chance to speak to developers Fireproof about how they succeeded in a tough mobile market, and then succeeded yet again when converting those games to PC.

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The Great Outdoors: Epic Games’ Tim Sweeney And Scans Of Scot-Zealand

In the furnished upper floor of the Epic booth at this year’s GDC I sat down with company founder, Tim Sweeney. We were there – indoors and down a flight of stairs – to discuss the great outdoors. I wanted to know more about the challenges of producing outdoor environments using a game engine, how Epic themselves approach the challenge, and what the big areas of research will be next. But to look at something concrete we started with the Unreal Engine demo whose cinematic follows a boy as he chases his kite through an area modelled on Scottish terrain but populated with flora scanned from New Zealand…

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