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Morning Q&As

  • Tim Sweeney
    The Game Engine Tech Q&A on FiringSquad talks with Epic's Tim Sweeney about engine technology: "We first showed the Unreal Engine running on 64-bit at AMD's Athlon 64 launch several years ago. Since 64-bit Windows XP wasn't widely adopted, that delayed the industry-wide move to 64-bit. But it's clear that Windows Vista will mark the transition point where all buyers of new PCs have a stable 64-bit OS "out of the box", finally making the technology mainstream. We'll certainly be supporting it, though the more immediate benefit comes on the tools side -- to game developers and mod teams authoring content -- where your development machine has 2-4X the memory as your expected user configurations. Keep in mind that 64-bit only brings significant benefit when your PC has 4GB or more memory."
  • C&C3: Tiberium Wars
    The Q&A Part 2 with Mike Verdu on PlayDevil continues their discussion of Command and Conquer 3: Tiberium Wars: "Meanwhile, the Brotherhood champions the common people - the 80% of the world's population that struggles to get by in Yellow Zones torn by war, wracked by poverty, and abandoned by GDI. Using Tiberium to fuel and fund our efforts, Nod works tirelessly to bring order from the chaos. We make the streets safe, distribute food to the hungry, provide emergency medical care, minister to those who feel a spiritual vacuum, and inspire hope in people who would otherwise have none."
  • CoH/CoV
    The Future of Freedom and Infamy on Ten Ton Hammer talks with Matt "Positron" Miller about the next chapter in City of Heroes/city of Villains, learning that retail expansion plans are on hold: "Well, first of all the retail expansion is on hold so that we can continue to add free updates. We have the plans for the next three years of the “City Of” franchise. Planning this far ahead is something that allows for us to tell a more detailed story, and with that I am pretty excited."
  • Gods and Heroes
    Gods and Heroes: Myths and Reality on Ten Ton Hammer is a Q&A with Perpetual Entertainment's John Danza, leader of the quest design team on the MMORPG: "The game map is basically of the Italian peninsula. At ship we will not have the ability to travel to Africa. This is something we are planning for the expansion. There are four ways to travel across the lands of Gods and Heroes. They are; by foot, by cart, by flying mythological creatures and by Divine intervention."
  • Aggression: Europe 1914
    The Aggression: Europe 1914 Q&A on Tacticular Cancer discusses the upcoming strategy game: "Each city has a set amount of population which can change due to takeovers. If the entire city is left as civilians, then they are very happy, but they don't contribute to the war effort. In order to make a city useful, you can set a certain percentage of the population to do research for you or to produce tanks, cannons, etc. The more people are forced to work or are converted to be researchers, the more unhappiness accumulates. Different types of government also have an influence, such as whether you have a monarchy, anarchy or a democracy."
  • BioWare/Pandemic
    BioWare/Pandemic on the 'Broken' Game Industry (thanks Slashdot) reacts to an editorial by GameDaily's Mark Friedler (not Mark Rein as stated on /.) suggesting the game industry is broken: "The way I took [Mark's] article in a way was a commentary on the companies that weren't evolving. I think there may be some companies out there that want to really hold onto that classic, retail boxed goods model. And the examples [in the article] are great. MySpace, and iPods and digital downloads is really pointing to the fact that you have to think about products differently. It's not just, 'Ok, what happens at retail?' The before and after [is also important]. I know our group of studios now thinks a lot about the whole picture, and what's going on after the release... and now in the console space there are really viable places to sell things after the game [ships] to keep that experience going."
  • Introversion versus the Pirates
    Cause mayhem to disrupt illegal downloads, says Introversion offers quotes from Introversion on how they disrupt attempts to pirate their games on P2P networks: "Our version looks like the real game, but is in fact a demo. After the third time of downloading the demo, the P2P user will be very, very frustrated, and will do one of two things - give up or buy the game from us. We subverted the Bit Torrent network for Darwinia very successfully this way."
  • Relic
    Buggo's Video Interview #1 and #2 on the Relic Forums are a pair of movies introducing and profiling the Relic Balance Team. The first clip gets everybody acquainted, while the second features answers to community-submitted questions about the art of game-balancing, learning that nerfing a Space Marine can actually earn you death threats. Thanks Retro.
  • Fallout
    Fallout Revisited, Day Two on GameBanshee offers a Q&A with Chris Avellone on the game: "Less in-jokes, it's a pretty immature way to design a game (it's a design directive here at Obsidian that we don't do in-jokes or cultural references). We ran out of time at the end to do everything we planned (it always happens), so some locations had to be downscaled or cut. I did want to have the EPA location in the game (I put up a rough area doc of that way back when for a Fallout Bible entry), but it was better for the game getting done that we didn't put it in. I also wish there'd been more time for the Raider Camp, which was pretty empty."

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2. introversion Aug 25, 2006, 12:21  cliffski 
 
Good for them, it serves the thieveing dolts who download games from p2p right. Its not like introversion dont let you play a demo. All power to them.  
http://www.positech.co.uk
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