by Michael Zenke Jul 14th 2008 11:15PM
Filed under: Culture, PC, E3, MMO

Just a few months after
Electronic Arts'
purchase of the Rupture social networking site, it looks like file-sharing legend Shawn Fanning now has his moment in the sun. Fanning appeared during
EA's E3 press conference today, introducing the new and improved Rupture service. It, along with the Nucleus offering, will offer new ways for players to collaborate on and compare their in-game successes. Nucleus sounds like an EA-game-specific Xbox Live-style tag. Gamers will be able to carry around their 'EA tag' around from game to game and across systems. Whether you're playing on the Wii or PC, your information will be safely stored in a central locale.
Rupture, Fanning's project, will carry this collaboration forward with an ability to track and challenge friends across games and platforms. Rupture will be open to any game developer that wants to make use of EA's API. They've already set up
an informational site for developers on the Rupture website. They're also planning to
extend the functionality of their in-development MMOs - a tantalizing possibility for WoW-weary MMO players.
Continue reading E3: EA previews new social networking model in Nucleus/Rupture
by Michael Zenke Jun 7th 2008 1:00AM
Filed under: Features, Interviews, MMO
All week long,
Massively.com has been offering up feature after feature on
EA Mythic's in-development MMO,
Warhammer Online: Age of Reckoning. The
Massively goes to WAR feature series takes you front to back through almost every moment of our time at Mythic's Virginia headquarters. To wrap it all up, we've got a handy-dandy clickable guide to the series. Whether you're into hardcore PvP, dungeon delving, crafting, or are a total MMO newb, we've got you covered. Click on through, and explore the world of
Warhammer.
Continue reading Massively.com's exhaustive coverage of Warhammer Online
by Michael Zenke May 21st 2008 12:27PM
Filed under: Features, PC, Microsoft Xbox 360, Adventure, Interviews
The unique experiment of
Penny Arcade Adventures has already begun in earnest. The long-term question in the making -- "Can game comic-makers make a videogame?" -- is moot.
On the Rain-Slick Precipice of Darkness is now available via Xbox Live and the Greenhouse website (with demos here:
Windows,
Mac and
Linux). The question now becomes: What do the creators think of their spawn? We sat down with Jerry "Tycho" Holkins, Penny Arcade's writer-in-residence, to get some perspective on that very issue.
We had the chance to discuss a number of the game's elements -- from the origins of the Startling Developments Detective Agency to the foul creation of the evil bums. Mr. Holkins also shed a dim light on future episodes in the series as we discussed the music and writing that surround the overarching story. We also clarified that for
Penny Arcade, as a creative team, there is no rest. Mike Krahulik and Jerry Holkins are not celebrating today, they're not patting themselves on the back. Instead, they're returning to what they do best: working.
Read on to find out
why these guys are driven to mine the funny for your benefit.
Continue reading Tycho Brahe weighs in On the Rain-Slick Precipice of Darkness
by Michael Zenke Feb 27th 2008 7:30PM
Filed under: Features, PC, Microsoft Xbox 360, RPGs, Interviews, GDC

Right after
our demo of the PC version of
Mass Effect, we had the chance to sit with
BioWare founders
Ray Muzyka and
Greg Zeschuk for a quick catch-up on recent events. The two men were overjoyed to talk about
Mass Effect's success and critical reception, as well as the uplifting effect the EA buyout has had on the company.
The impression the two give are of guys who have just been given a chance at the brass ring. Their comments, intimating that BioWare itself is now a micro-publisher, praising their new co-worker's common sense, hint at a new era of opportunity for the company. We've already
posted the audio from the interview, but for a full transcript of our discussion just read on below the cut. You can get a better sense of Ray and Greg's cheery outlook, see them again discuss the reason Mass Effect on the 360 had the UI it did, and watch them stonewall on a question about their in-development MMO title.
The bottom line, unsaid in the interview itself, is a clear message: "Fans shouldn't worry. We're not, and neither should you." Here's hoping that they've got the right of it.
Continue reading BioWare founders: 'We're not done yet'
by Michael Zenke Feb 27th 2008 6:29PM
Filed under: Features, Microsoft Xbox, Microsoft Xbox 360, Action, First Person Shooters, GDC

The audio track of
GDC is an under-appreciated gem of the conference. Though many of the sessions are highly technical in nature -- discussing the use of software tools and compositional elements -- enjoying the music and the auditory experience of gaming hardly takes a degree. I sat in on one of these sessions, "
Halo 3: An Audio Postmortem", and was rewarded greatly. Not only did I have the chance to listen to Jay Weinland, C. Paul Johnson, Mike Salvatore and
Marty O'Donnell speak on the process of composing for Bungie's titles, but the audio team brought hilarious outtakes for us to listen to.
Read on below the break for a few words on composing audio for the series,
Adam Baldwin's
Halo-style take on Full Metal Jacket, and comedienne Debra Wilson's take on a angry, ranting, foul-mouthed, lesbian marine. Even better: the Wilson outtakes have apparently never been made available outside of Bungie's studio before.
Continue reading Halo 3 outtakes: Full Metal Jacket & ranting lesbian space marine
by Michael Zenke Feb 22nd 2008 9:00PM
Filed under: Features, PC, RPGs, GDC

Earlier today Derek French, a member of the Live Team at
BioWare, gave a talk on the process of supporting the company's hit roleplaying games. He explained what exactly a Live team is, and marked some of the BioWare success stories that can be tracked back to that group; initiatives like the
Premium modules were developed entirely in this little-known area of the company. He also hinted at some fascinating future plans for the team, like the potential of an interactive website not unlike the
World of Warcraft 'Armory' site.
In the process of talking about the team, French offhandedly mentioned the end of an era. The upcoming patch to the original
Neverwinter Nights game, 1.69, will be the last the company releases. After seven years of tweaks and corrections, official support will be ending for this venerable game title.
Beta patch notes for the 1.69 patch are available on the official forums. Though this is hardly news for the vibrant community still playing this game, it's worth noting the passage of one of BioWare's landmark titles.
Read on for more on the BioWare Live team - including a lesson in why you should never post to forums angry.
Continue reading GDC08: BioWare's last Neverwinter Nights patch, live team explained
by Michael Zenke Feb 22nd 2008 2:00PM
Filed under: Features, Sony PlayStation 3, Microsoft Xbox 360

It's hard not to love
Jonathan Coulton (or JoCo), especially if you're a fan of Valve's
Portal. The recent news that
Still Alive will be coming to Rock Band as downloadable content was accompanied by JoCo's appearance at Valve's party on Wednesday. Mr. Coulton posted to his personal blog about the experience yesterday, noting that
he 'only' got 95% vocals on the song he created. The question we've been asking ourselves is: who is singing the song on the track - Coulton or GLaDOS?
He also noted that
Portal snagged the Game of the Year, Best Game Design, and the Innovation Award nods from the GDCAs. Coulton observed that
BioShock had won the GDCA award for Best Writing, a merit he thinks should have gone to Chet Faliszek and Erik Wolpaw's work on that quirky game about tests, thinking, and cake. Luckily for Wolpaw and Faliszek, they're the first winners of the (soon to be coveted) Jonathan Coulton award; maybe the GDCAs should rename the prize for Best Audio?
by Michael Zenke Feb 22nd 2008 11:30AM
Filed under: Features, PC, GDC

Throughout his
discussion of BioShock's story on Wednesday, Ken Levine referenced the folks at Valve and the top notch work they had done on games like
Half-Life 2. Before the talk started we overheard him talking about
the Steamworks announcement, and when we joined a large discussion of attendees after the event ended we asked the man himself what he thought.
What do you think of the Steamworks announcement?"I think the great thing about Valve is they understand you don't have to make every penny off of everybody every second to make the big dollar. Google has a similar approach. You don't feel like you're being constantly fleeced - Valve has a very sophisticated model, they're very smart guys, and I think it's really exciting. It's great for developers. It's great for Valve, it's great for everybody else, and it's great for people making games.
How much do you think Steam helped BioShock?"I think one of the great things about Valve is that they are developers. I've worked with some big companies, and as developers they're professional, they're on the ball, I can't think of a single mistake that they made. They're taking it very seriously."
by Michael Zenke Feb 22nd 2008 1:30AM
Filed under: Features, PC, GDC, MMO

Earlier today fans of Massively Multiplayer Online Games were given a rare treat: a look into the future of the genre. Five veteran members of the gaming industry debated the finer points of MMO game creation as it exists today, and how the games of tomorrow will be bolted together. Participants included Cryptic Studios'
Jack Emmert, NCsoft's
Matt Miller, BioWare's
Ray Muzyka, Nexon's
Min Kim, and Blizzard's
Rob Pardo. Each designer brought their own unique points of view to the conversation, and their visible conflicts made for a not only entertaining but informational dialogue.
The biggest point of contention during the discussion was the subject of Microtransactions; while Nexon's business model is based entirely on that concept, Cryptic's Emmert was a staunch opponent of the practice in general and as a "magic bullet" in specific. Mr. Emmert also dug several times at Blizzard and Rob Pardo, cracking jokes like "Isn't it true that Blizzard is going to buy the entire continent of Africa?" and essentially stating that the Massive gaming industry is deeply sick as a result of WoW's success.
The
entire liveblog of the discussion is available over at
Massively, and is well worth a look.
by Michael Zenke Feb 21st 2008 11:30AM
Filed under: Culture, Features, GDC

Tuesday afternoon four well-known games industry writers and designers got together to discuss the best storytelling gaming has to offer in a panel entitled "Stories Best Played: Deconstructing the Best Interactive Storytelling." Each of the authors brought a pair of games that they viewed as some of the narratively strongest yet made. Prior to the panel all four men played the ten titles, and came prepared to talk about the strengths and merits of each. Panelists
Richard Rouse (Paranoid Productions),
Steve Meretzky (Blue Fang),
Marc Laidlaw (Valve Software), and
Ken Rolston (Big Huge Games) offered up, in essence, a 'top eight' list for gamers looking to get more from exposition than explosions.
Read on for views from a panel of expert opinions on the likes of
Loom,
BioShock,
Phoenix Wright and the legendary
Planescape: Torment.
Continue reading GDC08: The eight best stories in gaming
by Michael Zenke Feb 21st 2008 9:15AM
Filed under: Features, PC, Microsoft Xbox 360, First Person Shooters, RPGs, GDC, Video

Yesterday morning we had the chance to
listen to Ken Levine speak on the storytelling process behind his hit title,
BioShock.
The quick Zero Punctuation video got big laughs, but there was another video during the presentation that more accurately represented what Ken was talking about. Above is a picture of a stage in the development of the
Little Sisters, a hint at other (stranger?) versions of Rapture and its denizens. You can catch other stages in the Sisters development in our
gallery of photos from the talk.
Like the Little Sisters concept, the video itself shows an early version of Rapture. The beautiful art-deco world we know and love is an ugly, boxy, warehouse of a place. Check it out below the cut for raging Big Daddies, worm-like Little sSsters, and one of the quickest "time to crate" experiences in gaming.
Continue reading GDC08: Early, pre-Little Sisters BioShock footage
by Michael Zenke Feb 20th 2008 11:00PM
Filed under: Features, PC, Microsoft Xbox 360, RPGs, Interviews, GDC, MMO

Just after lunch
we had the chance to sit in on a demo of the
PC version of
Mass Effect. It was a great opportunity to check out the changes and tweaks to the Xbox 360 title we all know and love. Add-ons like the improved equipment UI (pictured above), more deliberate squad commands, and a great-looking new 'hacking' mini-game spoke volumes about BioWare's commitment to keeping PC gamers happy.
Afterwards we spoke briefly with
Ray Muzyka and
Greg Zeschuk, the driving minds behind
BioWare, about
Mass on the PC. They expounded on their background with the WASD crowd, hopes for the future of the
Mass Effect franchise, and offered a few words on what it's like to work for EA. We even asked them about
their upcoming Massively Multiplayer Online Game ... and got shot down. You have to ask, right?
We're going to have full writeup of the interview on the site soon, but in the meantime you can listen to the full audio of our conversation
with The Doctors below the cut.
Continue reading GDC08: Audio of BioWare founders talking EA, Mass Effect PC
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