[Oct 26, 2004, 05:22 am ET] - Share - Viewing Comments
a S.T.A.L.K.E.R.: Shadow of Chernobyl Q&A on Gamesfire (thanks
Oblivion-lost.com) with the
English edition of the Swedish site's conversation with Oleg Yavorsky of GSC
Game World about their upcoming shooter: "Itís not only of the time
constraints, but rather due to some technical problems that we donít
implement the co-op mode. The main problem appears with the life simulation
system and the free-playing game world divided into some sub zones."
- Gearbox COGs
Fed's Gearbox COGS Q&A is a discussion with Randy Pitchford about the
recently announced initiative to hire contract developers following a new
method: "I think this industry is in trouble if it cannot provide clear and
opportunistic career paths for new talent. The COGS program helps new talent
get their foot in the door and prove themselves. I imagine COGS will become
a model for other studios."
- Children of the Nile
Children of the Nile Q&A on
FileFront chats with Jeff Fiske, design director at Tilted Mill, about
their city construction game: "One of our early goals was to revitalize the
City Building genre, the way Half-Life revitalized the FPS market. We hope
that people see CotN as the way City Building games should have been to
begin with. This is not an adrenaline rush game like an RTS but more of an
immersive, play at your own pace game."
- Celia Pearce
Artist, Author, Teacher, Researcher Ė Celia Pearce has done it all on
GameZone talks with the Research and External Relations Manager for the
Arts Layer of Cal-(IT)≤ (California Institute for Telecommunication and
Information Technology), Associate Director of Game Research at the
University of California Irvine, author of The Interactive Book: A Guide
to the Interactive Revolution (and more!) about gaming.
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||Those crazy kids at GSC...
||Oct 26, 2004, 06:44
|TBH, I can't remember seeing so many Q&As about a single game, ever. Oleg must have a Q&A session fetish, as you'd think he'd get tired of them after the first hundred or so. It is nice, however, to see devs that actually bother to communicate with their fans, rather than sending out press releases every few months.
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