Posts Tagged ‘Developer’

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I’m all out of gum

May 19, 2009

Duke-Nukem-Forever-1536I must confess, I always had hoped that Duke Nukem Forever would be released and proceed to win a Game of the Year award from numerous publications and online magazines. Sure, the development of 3D Realm’s long speculated vaporware title has been gaming’s longest running joke, but I still had faith that the studio could release a good game. Looking at their library from ten years ago, the studio along with id and Epic were one of the heavy weights of great game design and great games. Looking at the leaked animation footage from Duke Nukem Forever, the game looked like a lot of fun. Read the rest of this entry ?

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Commerce, Contracts, & Coders

April 10, 2009

sanfranWhile attending one of my business-entertainment seminars we were on the subject of contracts, more specifically actor contracts negotiation. Basically, the discussion culminated to how actors and their agents bargain for salary ceiling and so forth. It eventually culminated to one student—possibly future industry agent—asking a question that I will now paraphrase:

Student: If say a high salary actor [insert celebrity] can bargain for $25 million in his contract for a movie, why would he decide to risk a lower salary for a less successful film?

Professor: You have to understand, actors are also artists.

Read the rest of this entry ?

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Reiteration, remediation, & recourse (Part 2)

March 14, 2009

madbraidI spoke last time about reiteration without touching upon the importance of remediation. Especially for new media, remediation functions as an access point presenting the new with the familiar. It is no surprise that we see in videogames the necessity to invoke and relate to the cinematic experience as a starting point for new gamers. The advent of music games, Wii titles, and casual games are perfect examples of using these sorts of access points to introduce a new audience. But while remediation functions wonderfully in new media, its use in game design is questionable. Read the rest of this entry ?

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Cracks in the business design

February 19, 2009

themoviesAt the start of the week Slate Magazine’s N. Evan Van Zelfden posted an article called “What is killing the videogame business?” In it, he provides many interesting numbers on the massive growth of videogame sales the past year adverse to the numbers of massive layoffs we have seen within the industry during this recession. He concludes that the fault lies on the major development houses transitioning their financial production models to the Hollywood business model. High production costs and low returns are the culprit. I have posted about this subject previously, but not with the same level of specificity and investigative research that Zelfden has done in his article. But he is missing an aspect of the Hollywood studio business model that is glaringly absent in his article. Read the rest of this entry ?

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Flower: a boutique of concerns

February 16, 2009

flower_headerBefore I begin on my diatribe on That Game Company’s Playstation Network game Flower, I must make it clear that I do believe it is a good game. I encourage everyone that has a Playstation 3 to download it and play through probably one of the most unique experiences you can have on a console this generation. Flower wonderfully utilizes the Sixaxis controls without being intrusive and its implementation takes into account the cumbersome motion controls making them almost feel invisible. But Flower is probably one of the most disappointing, frustrating, and infuriating games I have had the privilege of playing. Read the rest of this entry ?

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Unforeseen Consequences – Mainsteam Modding

January 3, 2009

Source_headerThere is a great podcast at Moddb.com featuring level designers Anthony Stone and Jean Paul Jarreau, writer Ben Truman and voice-actor Mike Hillard from the upcoming Half-Life 2 mod Black Mesa: Source. A particular comment that caught my attention was the mention of support from the parent company Valve through non-intervention, but more importantly, the continued support for the scalability of the Source Engine and its continuously evolving SDK. Which brings me to this post concerning my personal impressions on the Source Engine and Black Mesa: Source as a wonderful example of what I would call Mainstream Modding Read the rest of this entry ?