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mandag den 5. marts 2012

Game Developers Raise Almost $500,000 for Charity

Markus Persson, owner of an independent game development studio, dedicated the resources of his entire company towards a charity drive. 


By Julian Møller

Markus Persson, known as Notch, is the creator of the wildly popular game called Minecraft. 
This weekend he set up a 60- hour drive for charity. Being inspired by competitions, in which contestants produce a computer game in a just a weekend, his company Mojang set up their own so called "jam" over the weekend. 

The theme of the game the company should create was chosen by people on the internet via polls on Mojang's website. The most and least popular options were combined, which resulted in a game that should be an obscure mix between the Real Time Strategy and Shoot 'Em Up genres. The game should be set in a Steampunky Ancient Egypt.

The game jam got set up with help from the people behind the numerous so-called Humble Bundles. The Humble Bundles are collections of different games, that can be bought for whatever amount people feel like. The buyers can even decide, who their money should go to: the game developers, charity organizations, the people organizing the bundle or a combination of the three. These bundles have in the past been very popular, raising many million dollars both for a lot of indie game developers and charities.
This weekend, there were only one option, though: Charity. The money raised during the jam all went to the american Red Cross, Child's Play, the Electronic Frontier Foundation and charity:water.
During friday night, two more game studios joined the action and also vowed to create games for charity: Wolfire Games (the game developers behind the Humble Bundles) and Oxeye Game Studio. When Sunday had passed, the three companies had manage to raise $458,214.95 by selling 81,573 game bundles. 

So in the end, Markus Persson got to keep his beard, which he had promised to shave, had the bundle raised $500,000.


Read More About...
Humble Bundle www.humblebundle.com
Wolfire Games www.wolfire.com
Oxeye Game Studio www.oxeyegames.com 
Electronic Frontier Foundation www.eff.org 
American Red Cross www.redcross.org
charity: water www.charitywater.org

fredag den 2. marts 2012

The tale of Kev and Alice

Kev peacefully sleeps on the bench while Alice looks for comfort in her teddy bear.
A heartbreaking story of a homeless man and his daughter carried out in the Sims 3.


By Joanna Duda

Meet Kev and Alice, a homeless family trying to get through life in their own ways. 


Kev is short-tempered, mean and generally unpleasant. He hates children and is a terrible father. His daughter, Alice, is kind-hearted but has low self-esteem and is rather clumsy. Being homeless and having a hating father makes her life harder than anyone in the neighbourhood.


Their face expressions are very believable and realistic.


Every day is a struggle to get by without money and a home. Kev spends his time on annoying other people and invading their privacy. Alice goes to school and longs for warmth and a sense of belonging. She often asks her neigh- bours for help, hoping they will show her some compas- sion.


It is hard to see Alice smile. Or to see Kev act politely.


The story of Kev and Alice is no fairy-tale. 


It feels very real and it gets to you. You get attached, you feel their struggle, you want to help. Once you start reading, you will keep go- ing until the end.


It is fascinating all this is carried out in Sims 3, a video game made for people’s entertainment. A game in which the players create characters or whole families and try to gives them interesting lives.


Kev and Alice’s story proves that a game like Sims 3 (which some can even call vain) can be used to carry out some- thing significant and meaningful. It is not about acquiring skills, friends and throwing parties. It is about trying to survive while being homeless, alone and unloved.


The author of the story is Robin Burkinshaw who studies Game Design in the United Kingdom.


You can read the tale of Kev and Alice HERE. It might bring a tear to your eye. 

THE STORYDRIVEN MMO - FAIL OR TREND?



The main game effect of the story-driven concept introduced in Star Wars: The Old Republic, is mostly about acquiring dark or light side Force points (read: evil/good points). The game is nice enough to inform the player of what effect his choice will have... Before the choice is made. 
The newest take on the MMO genre, BioWare’s highly anticipated Star Wars: The Old Republic, is marketed as something brand-new and exciting, by introducing story-driven gameplay to the MMO genre. But is it really all that new, shining and fantastic, and what does it bring to the table?


By Jakob Fischer


On the official website, BioWare slam the label “story-driven massively multiplayer online game” on their newest MMO endeavor, Star Wars: The Old Republic. Furthermore, the game FAQ elaborates that we will be making decisions that will “define our personal story and determine our path down the light or dark side of the Force”. All in all, ambitious goals, and shipping a clone of WoW or Rift (with light sabers on top), without some kind of refreshment to the genre, would probably have been both silly and surprising.


However, when we take a closer look at what SW:TOR brings to the table, it is perhaps not as story-driven as one could have hoped. While leveling up your character in SW:TOR, every single quest and instance has attached NPC conversations, with attached choices; usually two to four to pick from. 


During these conversations you sometimes get to choose whether people live or die all of them NPCs though. Furthermore, some conversation choices will give you points towards either the light or dark side of the Force. Unfortunately, that’s about it. No matter what you chose, you will end up with the same spaceship, the same NPC companions, and ultimately the exact same character as all the other players running around in SW:TOR. Thus, you have just about zero impact on the world around you, and this does not feel very story-driven at all.


Further issues with the story-driven aspect of SW:TOR arrives when you hit the maximum level, and start doing the high- level instances, which are called Flashpoints in SW:TOR. In these 4-man instances players team up, in order to gain all the standard MMO end-game rewards (gear, cash, rare crafting materials and so on).


However, in these Flashpoints, you are forced to watch the same conversations over and over each time you do them. Worse, most of the Flashpoints in the end-game are just beefed-up versions of the Flashpoints you did while leveling. Although you can pick different conversation options each time, it quickly gets very boring to watch the same cut scenes over and over.
In reality, the story-driven part of SW:TOR quickly becomes more of an annoyance, and one that you have to spam spacebar to skip through for the tenth time. And that’s the real problem. Current MMOs, SW:TOR included, are repetitive by nature. 


And being forced through the same conversations over and over is not fun. Thus, the story-driven “innovation” in SW:TOR ends up being, unfortunately, nothing but a voice- acted, million-dollar-waste-of-money, which appears fine at first glance, but ultimately ends up being an annoyance that seems much more suited for the non-MMO market. 

The Golden Nostalgia


By René Korsgaard
If you are a fairly seasoned gamer like me, you probably remember the good old days, where games could not just simply rely on flashy graphics, and where every other game was not the same First Person Shooter with a different skin. 

Back then games relied on compelling stories that made you laugh or cry, and/or interesting and innovative game mechanics that revolutionized the field. This great era gave us veterans and classics like Super Mario, Pac Man, and trademark games of the now seemingly dead “point and click”-adventure genre such as Monkey Island, Full Throttle, and Day of The Tentacle. I remember fondly spending hours and hours on end in front of my old man's 486 PC with Bernard, Hoagie, and Laverne trying to stop the evil purple tentacle from taking over the world.

But let us be honest, compared to today's beautiful graphics and advanced fast paced game mechanics the old “point and click”-adventure games were rather linear and limited. There is no way that a new production of said genre would fly today. Or is there?

Nostalgic fans donate 2 million dollars to the Double Fine Adventure
Double Fine Productions with Tim Schafer at the head, who has titles like Day of The Tentacle and Full Throttle under his belt, certainly believe that the market hungers for a new title playing on the nostalgia of “point and click”-adventure genre. 

However, the publishers do not, and with no publishers there are no development funds, and with no funds there is no game. With enough publishers laughing at Tim Schafer after hearing about his idea of making an adventure game, he finally got the brilliant idea of asking the nostalgic fans of the genre to buy the game before development had even started, and that is how the Double Fine Adventure Kick Starter pledge was born.

In this pledge Double Fine Productions ask fans to contribute 300.000$ for developing the game and 100.000$ to continually video document the process such that the backers of the project can follow the development of their “investment”. Furthermore by donating to the project the backers entitle themselves to anything from a free copy of the game to one of Tim Schafer's last four unopened Day of The Tentacle triangle boxes all depending on the amount donated.

What happened next was rather unexpected. 

In a matter of a mere 8 hours the asking amount was already donated and the funds kept pouring in, and at the time of writing this article the pledge had generated a whopping 2 million dollars. That is a record braking amount for a crow funded game [1]. Is this just a phenomena related to the nostalgia of the genre or is it much larger than that? Can this be the future of game development? Only time will tell, but we can at least speculate as to why Double Fine Adventure became such a success story, and what is needed for others to follow in their footsteps.

First and foremost Double Fine Productions are lead by veterans within the field of game development with largely popular titles of the chosen genre under their belt. Consequently a large fan base have emerged over the years. 

Thus, they have earned the trust of the backers to a point that they are willing to buy the game upfront with the confidence that the game not only will be finished and eventually published, but also that it will be a game worth playing. This means that unknown indie developers cannot hope to generate nearly as much support even though that their game concept might be more innovative and interesting than that of Double Fine Adventure. 

One of the successful crowd funded indie developments are the title No Time To Explain that received 26.000$ via their Kick Starter pledge [2]. That is significantly less, than 2 million dollars, and as a result the game is a lot smaller and less polished. However, other companies fitting into Double Fine's category might be able generate support for their games in the million dollar range.

The second key to their success is the scope of their game. The concept and genre lends it self to a relatively small development compared to the blockbuster titles that are being produced. Even though 2 million dollars seems like a lot, it in fact is just a fraction of the budget of blockbuster titles published by industry veterans such as THQ, EA, Valve, and Blizzard. In comparison Call Of Duty titles development costs are estimated to be around 50 million dollars [3]. 

So seeing big blockbusters produced via crowd funds is far fetched. However, if you look at the titles produced by said companies they all fall into the “secure” games category. Meaning that they do not offer particularly innovative game mechanics, but instead iterate on the tested and proven popular genres such as Real Time Strategy and First Person Shooter. 

So what can we hope to see of changes in developed games as a result of of the Double Fine Adventure?

Hopefully we will see more companies reminiscent of Double Fine follow in their footsteps and get crowd funding for projects that publishers are too scared to touch, because they do not lie within the main stream. If this will be the case, then one should note that making an interesting game with a budget of “just” 2 million dollars cannot rely on big productions of flashy assets, but instead have to go back to game development's roots of relying on compelling stories and innovative gameplay. 

Hopefully this will lead to new interesting genres that publishers are willing to put larger funds into.  Formerly modders have fallen into this category with modifications such as Half-Life's Counter-Strike and Warcraft 3's Defence Of the Ancients (Dota). The difference between the two scenarios is that modders often have no budget for developing and often little to no experience with game development. 

This new type of funding will let industry veterans unleash their full potential into creating innovation for the industry, which in this humble writers opinion means a much brighter future for games and gamers alike.


References:
[2] http://www.newgrounds.com/portal/view/558562

Target audience: Seasoned gamers and people with interests in the gaming industry.

The competitive weekend of League of Legends





This weekend saw some exciting matches in the league of legends season 2 circuit as well as outside the circuit for the curse invitational!

By Andreas Wallin


First was the circuit matches that took place in the IGN Pro League 4 qualifiers where 16 teams battled it out to determine who moves on to a chance to win a spot in the Las Vegas finals.


Tune in next Saturday and Sunday for the quarter finals, semi finals and the grand final of the qualifiers. The final date for the IPL4 Las Vegas live event has not been announced as of yet, however, the top 4 teams earn a spot at the IPL4 and the winning team takes away an all expenses paid trip the the event.
For more information on the League of Legends circuit and upcoming tournaments check out http:// competitive.euw.leagueoflegends.com/competitive/circuit.


Afterwards, was The Curse Invitational where the top North American teams journeyed to the fields of justice for a chance to challenge Team Curse at their headquarters in San Francisco and a $20000 cash prize. The games were casted by community contributor ColbyCheeze and former CLG now Curse team member Elementz.


The semi finals saw CLG vs. TSM and Dignitas vs. Epik Gamer where both CLG and Dignitas went 2 for 0. The final between these two was streamed shortly after where 1st game went to CLG. Dignitas fought back and was able to make a 2-1 comeback for the win, $5000 and the invitation to San Francisco on the 25th of February. 


Be sure to check out the live stream of the match on http://www.twitch.tv

Freddie Prinze Jr. as James Vega and other voice actors revealed

Bioware has finally revealed who who will be reprising their roles and who will voice the new characters in Mass Effect 3. 
By Nanna Florang Pedersen 


Mass Effect 3 is one of the most anticipated games of the year and such a great game has great voice actors. 


One of the newcomers to the franchise is 35 year old actor Freddie Prince Jr. He will voice new crewmate James Vega. James Vega is a hotheaded straight forward marine with a lot of muscle! If you don’t know who Freddie is you might know his wife Sarah Michelle Gellar also known as Buffy The Vampire Slayer! Gellar has also voiced a game character in the DLC “Call Of The Dead” from “Call of Duty”.


Freddie says that he is very exiting about the role and that he is big fan of both Mass Effect 1 and 2, Freddie also stated that “hopefully you (Bioware) will give me some good power so people will choose me”.
Whether or not James Vega will be a romanceable character is still a mystery, but Lead Director Casey Hudson has promised that in this third installment, players will be able to engage in same sex romance with both female and male Shepard.


Bioware has also revealed some other big names that will return such as our favorite pilot Seth Green. If you want to keep track of all the big voice actors in the game and what role they play you should take a look at this table.






Name
Character
Known for
Seth Green
Joker
He played Oz in Buffy the Vampire slayer and he is the creator of Robot Chicken
Yvonne Strahovski
Miranda Lawson
She plays the cute Sarah Walker in tv series Chuck
Martin Sheen
Illusive Man
Father of Charlie Sheen and stars
as Ben Parker in the new Spiderman movie
Tricia Helfer
EDI
Tricia is best known for her iconic role as the blond Cylon from Battlestar Galatica
Carrie Anne Moss
Aria T’Loak
The Matrix, Trinity do I need to say more
Adam Baldwin
Kal’Reegar
Played tough guy Jayne in Firefly
Jessica Chobot
Diana Allers
The on-camera host and staff writer for IGN.


Nordic Game Jam 2012: Largest in the World

Participants at Nordic Game Jam 2012 relax and start celebrating after the end of the 48-hour game jam main event.


Nordic Game Jam 2012 was the biggest game jam in the world during this year's Global Game Jam.  

By Thomas Rousse

Over 48 hours, jammers made games for a wide range of platforms, from digital entries for desktop and mobile to analog party and installation games.  The participants themselves ranged from high school students who had never made a game to seasoned industry veterans.  During the event, 290 jammers created 61 games, according to the Global Game Jam website.  
Many game makers left Copenhagen with more than just a new game under their belt—participants had the opportunity to share skills, make new friends and have fun with the Nordic game development community.

Nordic Game Jam kicked off the weekend early with a pre-party on Thursday.  Registration began on Friday, along with a series of talks from developers on topics such as indie gaming and Unity.  Some jammers took inspiration from the talks for the game jam ahead. 

"Listening to personal experiences from people like Jon Hare and Manveer Heir was what really stood out for me," said Mikkel Faurholm, a first-time participant in the jam.  Heir, Senior Designer at BioWare, delivered the NGJ keynote after an opening speech by Denmark's Minister of Culture, Uffe Elbæk.  

After a presentation of the pre-recorded Global Game Jam keynote, participants formed groups and started making games.  The hand-in deadline was 14:00 Sunday.  Just before the deadline, jammers that had been as sluggish as zombies or sound asleep on a couch a few hours before were full of energy as they rushed to put the final touches on their entries.

Because of NGJ's size, games were presented on four separate tracks; each group had about five minutes to pitch their game.  Voters and the jury selected the twelve finals for a second round of judging; the audience selected their top three favorite games, and each jury member recognized one game for outstanding achievement.  

Redgrim's Simon Gustafsson Two And A Fjers Men [Haha], a slightly surreal game featuring an alienated humanoid going about his everyday life and occasionally chuckling about jokes from "Two and a Half Men," won first place and a Jury's Choice Award from Manveer Heir.  

Sugarush's Mussades, a board game where players take on the roles of thieves trying to outrun the guards and each other after a treasure heist, won the board game track and a Jury's Choice Award from David McCarthy.  

Anders Lystad Brevik, a member of Sugarush, credited the game jam's atmosphere for helping bring his team together on short notice: 

"I'm fairly certain that the game would not be nearly what it is now if anyone on our team was not there."

All results, from finalists to audience and jury choice awards, are available here.  After the awards ceremony, jammers fought through their tiredness to celebrate the completion of their games.

After four days of jamming and partying on little sleep, most participants were exhausted by the end of the weekend.  Jonatan van Hove, who submitted three games during the jam, reported back on his post-jam experience: "I had to sleep for 17 hours."


Oh Sweet Devil, when will you come to me!?





There is one devil that all gamers crave to see, patiently waiting for the release announcement, anxiously queuing up to buy it and almost nervously waiting to meet him. Diablo 3.

By Katarina

The first announcement for a Diablo 3 in the Diablo series was in 2008 and that was when all its fans have been sleeping and waking up with one thing in their mind: when will they play the new game.
The game was initially supposed to be out on early 2012, just in time for the holidays season but was then postponed till the second quarter of 2012. This happened because the Diablo team announced that they were making changes in the game that could further extend its first release date and Mike Morhaime, Blizzard’s president, confirmed it.

There will be several changes in comparison to Diablo 2: the followers will give the players the opportunity to customize them in matters of how they fight and what passive benefits they will bring, the runestones will give the player new control over skills and powers and even altering the nature and appearance of the abilities and even craftsmen and artisans will benefit a lot, if money and time are spent on them and if the right materials are brought to them, they will be able to deliver some nice “gifts”.

Moreover, there will be new and improved character and inventory management system, the battles are promised to be richer and deeper with more tactical possibilities which will only get better with the new controls that will be introduced.

An auction house has been added to make sure that the exchanges run smoothly and without problems of trusting strangers. There will be five classes in Diablo 3, four of which will be brand new and the remaining one with whom the players are already familiar with, will have more “tricks up his sleeve”. The monsters will be different as well and each and every one of them will own special abilities for destruction. The random items are maintained the same but with bigger variety in combinations and uniqueness.

The PvP arenas will be exclusively for such combats and will have different level lay outs and rates of health spawning and the matchmaking will be more balanced.
Apart from the great experience that the game seems to offer so far, the difficulty level will be different, as two modes will be advanced (Nightmare, Hell) and one new will be introduced (Inferno), which will be available after the player has finished the Hell mode.


After fighting hard in the battles and winning, every player will want to “show off” what they have accomplished, and this is something that Blizzard has given thought to. For that reason, the players will be able to show off their achievements with a battle standard which will be seen in Battle.net and will be a visual representation of the accomplishments in Diablo 3.

After all these, it looks like Blizzard is determined to sweep off their feet the entire gaming community and make them dream of Diablo 3 until its release date. Taking under consideration Blizzard’s moto “it will be done when it’s done”, we are hoping that it will not take too long and that they will not announce another postponing of their sweet devil. 

Looking forward to Hell!

USE Kickstarter WITH Backers Of Adventure PICK UP Money – MAKE Classic Adventure Game


 Game design legend Tim Schafer of Double Fine Productions asks for your money.
    

By Benjamin Schäfer 

Tim Schafer’s plan to found his new project skyrockets. He turns away from publishers and gives Kickstarter, a crowd-funding platform, a try.

400.000 dollar is the goal for Tim Schafer, founder of Double Fine Productions and designer legend behind Day of the Tentacle or Grim Fandango, set to cover the cost for the production of a new classic point-and-click adventure. To his and many others surprise, it took only 8 hours for the project to be funded. Now, with 15 days to go, Schafer’s daredevil attempt raised over USD 2 million from about 65.000 people and counting.

Addressing the lovers of the genre, or “Backers of Adventure” as Schafer calls them, seems to be a huge success and gives Double Fine the opportunity to enlarge the scope of the project. The game will now be delivered DRM-free to the pledgers and will be ported to Windows, Mac, Linux, iOs and Android operating systems, as well as translated to German, French, Italian and Spanish with a complete dubbing in English.

Will the new point-and-click adventure look like Day of the Tentacle, one of its ancestors?  (Source: scummvm.com)


Breaking with the traditional way of getting a game production funded could have quiet an impact on the gaming business. Publishers could become obsolete if projects like this or the not lesser successful MineCraft become a standard procedure.

The initial budget covered not only the production of the game but also a documentation of the whole development process. This documentation is made by 2 Play Productions and will be released with the game.

Kickstarter itself is a crowd-funding website for creative projects of many kinds. Started in 2008, it gives artists or developers the opportunity to propose their project and ask interested people to invest their money. To make this more interesting the project starter uses rewards, such as obtaining a copy of the finished product, to attract pledgers. If the goal of a project is not reached within the set time, it doesn’t get funded. Luckily, Tim Schafer’s Double Fine Adventure, which is the working title, reached its goal over five times now.

It is still possible to be part of this project, although most of the rewards are gone already. Aside from the rewards of practically buying the game and documentation before the release, there are only high-pledge rewards, such as dinner and bowling with Tim Schafer and Ron Gilbert, left. 

If you want that, gather your money and hurry up!