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San Diego, CA 08/21

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Evening Q&As

  • id Software
    The Steven Nix interview on GamesIndustry.biz is an article-format summary of a D.I.C.E. Summit conversation with id Software's director of business development, who has previously served as Ritual CEO, lead singer of Fleetwood Mac, and Superman's pal Jimmy Olsen (okay, one out of three ain't bad). Steve drops an intriguing reference to "interesting new things that we’re going to be pursuing that we’re not even close to ready to talk about," and also offers his take on the current issues with episodic gaming: "The problem with episodic is how do you make something really compelling gameplay-wise or technology-wise in that short of a window? I don’t know how you do it - it’s just really challenging. I think at the end of the day, gamers care more about those things than story."
  • Crysis
    Crysis-Online's Q&A with the Crysis Art Team is online (thanks Shacknews) talking with the art team on the coming shooter: "We use both dynamically breakable objects and pre-broken objects. You can, for example, destroy the North Korean watchtowers piece by piece if you like. It's possible to take it's legs off and make it fall. Glass windows and wooden fences also break dynamically. Other props can be broken and the resulting pieces are physicalized [sic] realistically, but you can't break them piece by piece. Things generally have real world buoyancy, so wooden objects, plastic bottles and such float while metallic objects sink."
  • Inhabited Island: Battlefield
    RPG Vault's Inhabited Island: Battlefield Q&A - Part 2 breaks from their RPG leanings in continuing to discuss Wargaming.Net's upcoming strategy game with Nick Katselapov: "The enemy AI is able to use all the same strategies available to human players. An AI unit doesn't operate independently; it acts as part of a specific group - so it's clear, a group can consist of a single unit. The unit's goal is defined by the goal of the whole group, while the targets of the unit are determined by its abilities - transportation, entrenching, recon, retreat for repairing and reinforcing damaged units, psycho-assault and so on."
  • Auto Assault
    The Auto Assault Q&A on WarCry talks with Chris Sherland and Andrew Wagner about NetDevil's automotive MMORPG, starting off by asking if the game's relatively low number of participants has them considering a change in business model: "NetDevil and NCSoft are committed to Auto Assault. Both teams take a lot of pride in keeping Auto Assault both fun to play, and relevant to the current market. As with any product we are continually assessing the game itself as well as its success in the market. There are currently no plans to change the existing model on Auto Assault."
  • Auran
    The Auran Q&A on GameSpot chats with Tony Hilliam about their deal with Gamecock, and more: "We were introduced to the guys from Gamecock late last year. We really liked what they were about, their whole concept of allowing developers to maintain ownership of their IP, and just their whole attitude toward promoting games. They're gamers themselves, they're a small organisation, and so they had a lot of appeal to us because we were dealing with the principals rather than someone down the food chain."
  • The Divine
    There's a The Divine Q&A on Killer Betties talking with David Rodriguez about this upcoming space combat game: "We've stripped the controls to a bare minimum to make The Divine as easy to play as possible. Move the mouse to rotate the ship, left click for primary weapon, right click for secondary weapon, click another button to move the ship, and click yet another button for turbo boost. Is that so hard? We're still refining the physics of the game so hopefully gamers will like the final product."
  • Lord of the Rings Online
    The Lord of the Rings Online Q&A on MMORPG.COM is an article-format chat with Jeff Anderson about the monsters in Turbine's upcoming MMORPG.
  • Sam & Max Episode 4
    The Sam & Max Episode 4: Abe Lincoln Must Die Q&A on 1Up talks with Dave Grossman about the next installment in Telltale's episodic series: "We've wound up doing more work than we initially planned for, but the overall level of madness is about what I expected. It was clear going in that this was a slightly insane thing to do, but so long as the insanity remains slight we're fine. I'm happy to report that we remain on track for monthly releases for the rest of the season, and we intend to keep making games this way for the foreseeable future."

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