Saturday Q&As

  • 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."