Adam Orth Will Speak About "Toxic Online Communities" At GDC 2014
Added: 13.01.2014 21:34 | 12 views | 0 comments
Can you believe this guy? (Maybe...)
Adam Orth, the Microsoft game director who became the focus of internet hate after he dismissively defended on Twitter the company's decision to have an always-on connection for the Xbox One (which Microsoft overturned), will have his own session at Game Developers Conference 2014.
Tags: Online, Gain, With, Xbox, Speed, Microsoft, Developers, Game Developers, Conference, Developers Conference, Adds, Orcs, Twitter, About, Xbox One
From:
www.gamerevolution.com
| GDC 2014 adds talks on Kerbal Space Program, 10,000,000, and game narrative
Added: 11.01.2014 21:16 | 9 views | 0 comments
The organizers of the 2014 Game Developers Conference today announced the addition of three more summit talks to its line-up
From:
n4g.com
| Game Developers Choice Awards Nominations, The Full List
Added: 09.01.2014 17:16 | 16 views | 0 comments
Award shows are in full swing this season, and just as developers and publishers finish counting up their VGX awards, the GDC Awards are just around the corner. This year The Last of Us, Tearaway and Gone Home lead the 2014 Game Developers Choice Awards Nominations pool. This will be the 14th annual Game Developers Choice Awards, with the winners in all categories to be honored at the Game Developers Choice Awards ceremony, taking place on Wednesday, March 19, 2014 at 6:30pm at the San Francisco Moscone Center during the 2014 Game Developers Conference alongside the Independent Games Festival Awards.
Tags: Gods, Mario, Games, Gain, Fuse, Last, Awards, Hold, The Last, Developers, Game Developers, Conference, Developers Conference, San Francisco, Francisco
From:
n4g.com
| Super Motherload - GR Review
Added: 28.11.2013 1:34 | 21 views | 0 comments
Let's head back.
The red soil crumbles gently as the drill burrows deeper, one level at a time, one mineral at a time. First a unit of bronze, then a unit of silver, or whatever the silver mineral equivalent is on the Martian planet. It's cold, and dark, and wet, and dead transmissions interrupt the comfort of silence with audible warnings that I'm not alone beneath the surface of Mars. My rover beeps, signaling the final drops of fuel burned up tunneling for smelted bronze, silver, and gold to make the more valuable White Gold.
The flight back to base keeps me on my toes and the finely dug-out path leads me snaking left and right until I see red soil and the surface once more. In the same sunlight that bathes Earth millions of miles away, I refuel, repair, and sell my haul. Before returning underground to the thick vein of valuable minerals I discovered last, I stop by the shop for an upgrade. This is Super Motherload, an awesome blend of challenge, obsessive-compulsive profiteering, and addictive, satisfying gameplay. This is challenging 2D sci-fi Minecraft, multiplayer Dig Dug, and an amazing next-gen indie rolled into one package.
XGen Studios first to Super Motherload at the Game Developers Conference earlier this year. At the time, four PS3 controllers let attendees group up and dig for cash in the shallow crust of Mars. This setup introduced me to one of the first mechanics that sustains the satisfying rhythm of digging, smelting, and cashing in: fuel. As you dig and fly about on Mars, a fuel gauge will tick down to empty at which point you can no longer drill, whether you've stuffed your rig full of valuable minerals or not. You and any co-op buddies have to collectively watch shared fuel and carrying capacity, though playing solo alleviates this by simplifying the group-think required by co-op.
Playing by myself at home, I didnÄ‚Ë€â„Ët have the same satisfaction in guiding a group of newbie excavators. I couldnÄ‚Ë€â„Ët bark orders, but I could dig deeper into the smelting mechanics by which intelligent mining reaps even greater cash rewards. That bronze, silver, gold combo to make White Gold I mentioned earlier? That barely breaks the surface as that simple combination unlocks at smelting level one and there are several more levels to buy.
In the upgrade shop, you can increase your health, your carrying capacity, your drill and rotor speed, and your on-board smelter. The more money you pour into smelting, the more money you can make carefully carving a path between lesser-valued minerals to perfect combo chains and create valuable hybrids. These elements will be totally lost on cooperative dig teams who focus more on racing to the gold deposit or blowing up a chasm to open up the crowded flight path.
In single-player, Super Motherload drills into gamer psyche in two distinct ways. The first is the obsessive maximizing of profits, especially when it comes to extensive mineral chains offering cash bonuses. Every single mineral offers up a delightful ka-ching with combinations gradually increasing in value and audible joy. The second is the soul-crushing difficulty and despair you might get from playing the game in Hardcore mode.
Hardcore places even greater focus on managing resources by killing you if you donÄ‚Ë€â„Ët make it back to base before your fuel runs dry. On Normal difficulty, you fly slowly at zero fuel, but on Hardcore youÄ‚Ë€â„Ëll be one unit of red sand away from a valuable combination before you blow up on the spot for running out of juice. The characters you choose might not say much beyond the pilot select screen at the beginning of the game, but youÄ‚Ë€â„Ëll remember how Karl Redden died every time you pass by the skull and crossbones marking his corpse on the map.
Hardcore mode turns a fluffy, semi-shallow indie game into a resource-intense white-knuckled 2D adventure. Enemies wonÄ‚Ë€â„Ët come bursting out of the silver deposits around your rover, but you might just drop a few hundred yards and bust your rig on a rock outcrop. Once you understand the systems in place, it can be impossible to watch your fuel closely enough to stay safe. YouÄ‚Ë€â„Ëll want to reach a bit deeper to find the next base of operations or drill just a bit further to finish your combo, but you can kill several characters with eager or greedy behavior like that.
Tags: Gods, Studios, Onto, Gain, First, Every, There, While, Developers, Game Developers, Conference, Developers Conference, Norman, Playing, Karl, Earth
From:
www.gamerevolution.com
| Super Motherload - GR Review
Added: 27.11.2013 23:11 | 16 views | 0 comments
Let's head back.
The red soil crumbles gently as the drill burrows deeper, one level at a time, one mineral at a time. First a unit of bronze, then a unit of silver, or whatever the silver mineral equivalent is on the Martian planet. It's cold, and dark, and wet, and dead transmissions keep interrupting the comfort of silence with audible warnings that I'm not alone beneath the surface of Mars. My rover beeps, signaling the final drops of fuel burned up tunneling for bronze, silver, and gold to make the more valuable White Gold.
The flight back to base keeps me on my toes and the finely dug out path leads me snaking left and right until I see red soil and the surface once more. In the same sunlight that bathes Earth millions of miles away, I refuel, repair, and sell my haul. Before returning underground to the thick vein of valuable minerals I discovered last, I stop by the shop for an upgrade. This is Super Motherload, an awesome blend of obsessive compulsive profiteering and addictive, satisfying gameplay. This is challenging 2D sci-fi Minecraft, multiplayer Dig Dug, and an amazing next-gen indie rolled into one package.
XGen Studios first to Super Motherload at the Game Developers Conference earlier this year. At the time, four PS3 controllers let attendees group up and dig for cash in the shallow crust of Mars. This set up introduced me to one of the first mechanics that layer into a satisfying rhythm of digging, smelting, and cashing in: fuel. As you dig and fly about on Mars, a fuel gauge will tick down to empty at which point you can no longer drill, whether you've stuffed your rig full of valuable minerals or not. You and any co-op buddies have to collectively watch shared fuel and carrying capacity, though playing solo alleviates this by simplifying the group-think required by coop.
Playing by myself at home, I didnÄ‚Ë€â„Ët have the same satisfaction in guiding a group of newbie excavators. I couldnÄ‚Ë€â„Ët bark orders, but I could dig deeper into the smelting mechanics by which intelligent mining reaps even greater cash rewards. That bronze, silver, gold combo to make White Gold I mentioned earlier? That barely breaks the surface as greater smelting variety unlocks at with each new upgrade.
In the shop, you can increase your health, your carrying capacity, your drill and rotor speed, and your on-board smelter. The more money you pour into smelting, the more money you can make carefully carving a path between lesser-valued minerals to perfect combo chains and create valuable hybrids. These elements will be totally lost on cooperative dig teams who focus more on racing to the gold deposit or blowing up a chasm to open up the crowded flight path.
In single-player, Super Motherload drills into gamer psyche in two distinct ways. The first is in the obsessive maximizing of profits, especially when it comes to extensive mineral chains offering cash bonuses. Every single mineral offers up a delightful ca-ching with combinations gradually increasing in value and audible joy. The second is the soul-crushing difficulty and despair you might get from playing the game in Hardcore mode.
Hardcore places even greater focus on managing resources by killing you if you donÄ‚Ë€â„Ët make it back to base before your fuel runs dry. On Normal difficulty, you fly slowly at zero fuel, but on Hardcore youÄ‚Ë€â„Ëll be one unit of red sand away from a valuable combination when you blow up on the spot for running out of juice. The characters you choose might not say much beyond the pilot select screen at the beginning of the game, but youÄ‚Ë€â„Ëll remember how Karl Redden died every time you pass by the skull and crossbones marking his corpse on the map.
Hardcore mode turns a fluffy, semi-shallow indie game into a resource-intense 2D adventure. Enemies wonÄ‚Ë€â„Ët come bursting out of the silver deposits around your rover, but you might just drop a few hundred yards and bust your rig on a rock outcropping. Once you understand the systems in place, it can be impossible to watch your fuel closely enough to stay safe. YouÄ‚Ë€â„Ëll want to reach a bit deeper to find the next base of operations or drill just a bit further to finish your combo, but you can kill several characters with eager or greedy behavior like that.
Tags: Gods, Studios, Onto, Gain, First, Every, There, While, Developers, Game Developers, Conference, Developers Conference, Norman, Playing, Karl, Earth
From:
www.gamerevolution.com
| "We would love to make an Indian IP" says Square Enix boss in an exclusive interview with iLLGaming
Added: 19.11.2013 14:17 | 12 views | 0 comments
Square Enix has transformed considerably over the past years. Originally a very Japanese focused company (as SquareSoft), Square Enix has revamped its image to an internationally relevant developer/publisher. Much of the company's current status has to do with the efforts of Yoichi Wada, the Chairman of Square Enix.
Wada is in India to inaugurate the fifth Nasscom Game Developers Conference in Pune, and iLLGaming gets a chance to interview him exclusively. Our Editor Ansh Patel takes up the responsibility.
Tags: Gain, Wake, Japanese, Gaming, Patch, Developers, Game Developers, Conference, Developers Conference, Square, Indie, Enix, Square Enix
From:
n4g.com
| My Most Anticipated Indie Game Of 2013 Is Headed To PS4 At Launch
Added: 30.10.2013 4:16 | 13 views | 0 comments
Earlier this year, I wandered the Game Developers Conference floor looking for something, anything to capture my attention in the fields of indie games ripening for release and Super Motherload did the trick. Now, I have even more reason to anticipate Sony's PlayStation 4 launch.
From:
www.gamerevolution.com
| SimCity's Year of Hell
Added: 16.10.2013 4:17 | 16 views | 0 comments
It has been a little over a year since EA revealed the brand new SimCity title to the world at the Game Developers Conference 2012. And, yes, its been a long year. SimCity has been the subject of EAs PR nightmares for over a year, suffering from negative fan reception to a media that couldnt even review the game because there was no online service. Scrambling and saving face has been a part of the game since late last year; despite frank and near-unified resistance to many features of the game, EA did not budge. Whats even more unfortunate is that EA took captive one of the most accomplished development studiosa development studio that just so happened to have created the critically-acclaimed predecessors to SimCity 2013and forced them endure the prospect of ruining their game in the name of profit or of anti-piracy. That is absolutely unacceptable...
From:
n4g.com
| GaymerX2 Announced, Double Rainbows For All
Added: 03.10.2013 19:00 | 14 views | 0 comments
This calls for two scoops of Double Rainbow ice cream.
GaymerX2, the second annual convention for GaymerX held on August 2013 in Japantown, is now slated for next year and will be taking over the Intercontinental Hotel in Downtown San Francisco on July 11-13. Only a block away from the Moscone Center, where the Game Developers Conference is held every year, the Intercontinental Hotel will allow for more guest accommodations, a larger convention space, and an extra day of scheduled events.
Tags: Onto, Gain, August, Jump, Developers, Game Developers, Conference, Developers Conference, San Francisco, Francisco, Double
From:
www.gamerevolution.com
| New survey shows that piracy and discoverability are still pressing issues for game developers today (iPad)
Added: 23.09.2013 20:00 | 21 views | 0 comments
It's no secret that developing a successful mobile game isn't easy in today's increasingly digital age, but I don't think that any of us gamers truly realized just how hard some of those challenges may be until now. The new App Developers Conference (ADC) has conducted an extensive survey that serves to show just how difficult it is to turn a profit with your latest mobile game, let alone to get mobile gamers to actually play it legitimately. The ADC surveyed over 250 solo- and small team-developers who primarily make games and other apps for iOS and Android platforms (other operating systems like Windows and Mac, in addition to web-based games also had a strong showing in the survey, although iOS and Android were in the majority by a clear margin, representing over 80% and over 60%, respectively).
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From:
www.gamezebo.com
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