Jagged Alliance 3D CRPG.RU's
Jagged Alliance 3D Q&A talks with Yaroslav Astakhov about the upcoming
sequel, while GameShark's
Jagged Alliance 3D Q&A is another chat with MIST land about their
upcoming continuation of the Jagged Alliance series. The latter touches on
the hot-button issue of real-time versus turn-based strategy: "Oh, we used
the best technologies created by the company in Ja3D. We have considered all
our experience we have gained while developing tactical games. Besides we
performed market research before we set to develop the game. At the present
moment we are working on a real-time Ja3D with ‘a smart pause’. We guess the
innovation may sound a bit shocking to the fans of the JA series. But
there’s nothing to worry about. Ja3D branches somehow from the main idea of
the sequel. It’s a kind of experiment. The Ja3 we are going to create after
Ja3D is to be a classic turn-based game."
The Godfather The
Godfather Q&A on Boomtown is a sit-down with David De Martini of EA to
discuss their upcoming game about this thing of ours: "Like the fans, we
have tremendous respect for the film and the book. That said we have to make
sure that we don’t fear it. We need to embrace it and make a great game that
would stand on its own. There certainly is pressure to deliver a great game
but there is always pressure to deliver a great game. I would rather deal
with this pressure and have rights to this material, then to have less
pressure and less opportunity for greatness."
Game Advertising The
Massive Incorporated
Q&A on Computer Games Magazine talks with Nicholas Longano about his
company's placement of advertising within computer and video games: "Prior
to the Massive Network, advertisements were hard-coded into the game during
the game’s development, nine to twelve months before the ship date, and they
never changed. It’s this window of time, and the fact that there is no
measurement against these static ads that limited their appeal amongst
advertisers. With the Massive Network, developers identify and tag the
advertising elements in the game – billboards, posters, clothing logos,
mobile elements, cups etc. There’s no need for expensive development time
invested in creating static art. The ads are dynamically served into the
pre-selected locations, so you could be playing a game on Wednesday and see
a cell phone ad; on Friday it will be for a box office event."
No one on the team will be working on the new game, so, they might as well call the game something else, it will have nothing to do with the original classics.