[Aug 25, 2006, 10:45 am ET] - Share - Viewing Comments
- Tim Sweeney
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
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."
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
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
- Aggression: Europe 1914
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."
on the 'Broken' Game Industry (thanks
Slashdot) reacts to
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
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
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.
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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||Aug 25, 2006, 12:21
|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.