BioShock BioShock
- Ken Levine Talks First-Person Shooters on IGN is a Q&A with the
Irrational Games creative director about the upcoming shooter: "Well, with
System Shock and Deus Ex, people didn't think of them as first-person
shooters. The primary reason is because they didn't compete visually. And I
know, for instance, with System Shock 2, we didn't even try to compete in
the FPS space because it didn't have, well, we didn't have any more, so we
didn't have an engine to compete. We didn't have the Unreal engine. We
basically said, 'Let's not even fight the shooter battle. Let's make this
game that feels like an RPG.' I think Deus Ex was in a very similar place.
The bar of entrée with a great shooter is that it has to look gorgeous.
That's the basic bar of entrée. If it doesn't look gorgeous, people aren't
really going to play your shooter. It's not the case in turn-based strategy
games, in platformers…"
American McGee Designer
American McGee On Creative Outsourcing on Gamasutra discusses the global
gaming marketplace as well as Bad Day L.A. and what lies beyond its imminent
release: "I can say we're going back into the fairy tale world, but this
isn't going to be another "dark," Alice-like game. We're going to bring a
lot of humor to this new world. I can say that it's based on the world of
Grimm's fairy tales and that the game will be developed and released as
episodic content. We've been having a lot of fun in the pre-production on
this title. It has a lot of unique ideas in it."
Maelstrom The
Maelstrom
Q&A on The Armchair Empire discusses K-D Labs' upcoming science fiction
real-time strategy game: "Overall the meshing of so many different Sci-Fi
facets really came together and made a unique story. For people reading now,
it may seem like a very simple premise, two factions fighting for the
planet, aliens come down and join in the mix, hurray for apocalypse!
However, the way the story begins and the somewhat realism to the way things
occur really builds up to the story you see in the game. I think the history
that people can experience through the game is what makes it unique. When we
went to James to write the story, everyone had a specific idea of an aspect
they wanted in the game and it was James’ job to pick up on that and create
a good mix, which he certainly did. This really makes the game an awesome
mix of both compelling story as well as original gameplay."
Brian Moriarty The
Brian Moriarty Q&A on Adventure Classic Gaming talks with the creator of
Loom, Trinity, Wishbringer, and Beyond Zork: The Coconut of Quendor: "Some
years after I left LucasArts, I had a conversation with the then-current
president of the division about the possibility of a remake and/or sequel to
Loom. But he left soon afterward in a corporate upheaval, a Lucasfilm
specialty. At this point, the franchise seems unlikely to be revived."
In-Game Ads Talking
In-Game Ads With Threewave Software on Gamasutra.com discusses in game
advertising with a purveyor thereof: "Where we fit into that picture is not
so much creating the content and then placing an ad in it, but by creating
the content around a brand. For example, one of the projects that we
completed recently (though it’s not announced yet) features terrorists
taking over the Alienware computer factory."