Morning Q&As

  • 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."
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Re: JA3D
Apr 20, 2005, 15:48
7.
Re: JA3D Apr 20, 2005, 15:48
Apr 20, 2005, 15:48
 
But Ian Currie was the man behind the entire series. Its all a moot point though, i bet Chris's design wasnt even passed to the new developers since the new design is pure real time which will alienate all the fans of the series. And i am sure Chris would not have designed that.

Funny that Sf would break soo much from the original idea to try to gain extra market... but the fans of the original series most likely wont want to have anything to do with this one.

Thats suits for ya..

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