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Morning Q&As

  • S.T.A.L.K.E.R.
    There's 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
    HomeLAN 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
    The 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
    Designer, 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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1. Those crazy kids at GSC... Oct 26, 2004, 06:44 Evil Timmy
 
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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