Posts Tagged ‘interview’

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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Why Duelyst’s Developers Think Going Free-To-Play Was The Right Move

Despite a growing wealth of awesome free-to-play games, the term itself remains a dirty word for a lot of people. But free-to-play isn’t as black and white as some would like to believe. We’ve all paid top dollar for a game only to feel disappointed, and likewise, free-to-play doesn’t have to mean being drip-fed bits of game in between rigorous bouts of patting you down to find where your wallet is. And that’s exactly what Keith Lee and Emil Anticevic, head honchos over at Counterplay Games, the developer of Duelyst [official site], have been trying to prove.

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Fantastic Contraption: Why A Cat Is 100 Times Better

While at GDC I had the opportunity to sit down with Colin Northway, one of the creators behind the excellent VR remake (and the 2D original) Fantastic Contraption [official site]. We talked about how VR worked differently compared with traditional game design or, to put it less mundanely, why a walking cat dispensing sticks is better than a menu system. While at GDC Adam really loved Fantastic Contraption and, I think Graham was having a similarly good time with it back in the UK. We also made it one of our Games Of The Half Year so it’s high time we put this interview up!

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League Of Legends: Whalen Rozelle On How To Build A Fandom’s Connective Tissue

While in China for the League of Legends [official site] Mid-Season Invitational, I spent some time talking to Whalen Rozelle. He’s Director of Esports over at Riot and a lot of the conversation ended up being about creating connections. That’s a focal point for League of Legends at the moment – finding ways to forge personal connections between the professional scene and the viewers and the non-professional players.

Before I get into the Q&A itself I just wanted to say that I think this is one of those peculiar by-products of the way intellectual property and esports collide. There are multiple MOBAs which involve a lane-pushing element but they’re divided up into separate sports because they have different characters, engines, map elements, balancing and so on. Their complexity and their proprietary nature means you need to buy into a particular company to participate, either investing money or time or both.

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The Great Outdoors: The Flame In The Flood

The Flame in the Flood’s [official site] lead designer, Forrest Dowling seemed like an ideal candidate for my ongoing investigation of outdoor worlds in videogames both because of his name and because of his survival game. The Flame And The Flood sees you play as Scout, a woman trying to stay alive as she navigates her way along a fiercely flowing river. It manages to be a strangely cosy version of the outdoors with a wonderful, evocative colour palette and soundtrack. Here’s how it works:

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