Monthly Archive for October, 2011

FIFA 12 Sells 3.2 Million in One Week

Publisher football simulation estimate is sell-through as “the most successful launch in EA Sports history,” calls it the biggest launch of 2011 so far.

To start the world’s most popular sport, EA Sports’ biggest game to date made??. Electronic Arts today announced that FIFA 12 after 27 by an estimated 3.2 million copies in its first week September North American debut sold enough to be dubbed “the most successful launch in EA Sports history.”

EA said that whole – on the basis of its own preliminary estimates – FIFA qualified to run for 12 years as the greatest of all sports game ever, and the greatest of all games released in 2011 until today. The publisher also revealed a few other statistics from the game to start, says sell-through, an increase of 23 percent over the previous year, combined with the iPhone and iPad versions to sell 879 000 copies. Furthermore pushed EA Sports’ online servers to their best day ever, with players logging 10 million sessions in the Label Games, nearly 8 million which is within the 12th FIFA

Under the headline features in FIFA 12, the new engine and new player influence dribbling mechanics in an effort to have a more realistic feel for the ball to deliver. Defense has also been optimized to play with a greater emphasis on position and placed the ball intercepted. The publisher is the introduction of the EA Sports Football Club feature, a free service, news and updates on the Real-World Sports offers.

Augmenting the Deus Ex

Who was there: Eidos Montreal lead writer and game designer Mary Demarle narrative delivered a Tuesday morning presentation titled “Building the Story-Driven Experience of Deus Ex:. Human Revolution”

What they talked about: Demarle opens with a disclaimer, saying that they do not like to spoil all the stories, but that there are some in her presentation. That out of the way, she recapped what Deus Ex: was human revolution all about: set a story-heavy, but open-action role-playing game in the near future, where mankind how to use technology is to improve its own numbered biology. In addition, Demarle said there was a focus on development opportunities for players, not only in how they play the game, but how they develop protagonist Adam Jensen, and how they evolve humanity.

Decisions to the players was the hardest part, said Demarle. The studio was to reveal meaningful decisions, the players side quests on their decisions, the things about Jensen or the world of Deus Ex, with branching plot lines and an abundance of dialogue would be totally dependent on a player the previous decisions.

“It is an enormous amount of branching, which is going on, which leads to a really important question,” said Demarle. “How do you know in a story-driven game, branching paths that merge into a coherent narrative?”

The response was available from the beginning a narrative designer, said Demarle. Their task was to know the game and understand the director to fulfill the goal of the game and a story about this, please write to work. As conflicts arise in the course of development, it is the narrative designer’s task to work with all other departments in the team to communicate the vision of history. If all goes this vision, they can own their creativity and their specific specialty to advance the vision in the best way.

However, Demarle said only with the position does not guarantee that history will coalesce into a coherent final product. To achieve this, the team developed a “blueprint” process that starts with the definition of the game concept. The game is a director, producer, lead designer and art director met early on the foundations on which the rest of the game would be built basket. The four developers moved into an office they called hammered “the fish tank” and the game design.

Demarle showed the initial pitch glides Human Revolution developers are used to obtain the green light from Eidos. The film focuses on selection, the setting, the properties and Adam Jensen’s role as a mechanically enhanced agent embroiled in a corporate war that will determine the fate of the world. Character interactions that included the multipath level design philosophy, and the four pillars of gameplay (combat, stealth, hacking, and social approaches) were all from the beginning, there was a high-level summary of the story.

Originally, the game’s story, the hero works as a security specialist at a company when commandos abduct the scientists protect it actually is. He adds, to retrieve the scientist and finally learns of a plot to kill people and Augmented recognizes that its mechanical advantages also its Achilles heel. While some details changed along the way, said the blueprint Demarle the high-level story summary in place had before they came on board.

The game is the theme of transhumanism was originally, by the offer included “Nature is what we are put in this world to rise up.” However, Demarle said one of the first problems they noticed with the game, as they came on board, was that the gameplay theme (choice and consequence), take on history. Their solution was to change the story topic to dwell on the question “Why we do what we do?” Each main character has a different desire for control – whether it is in control of the market, the Company or its own decisions – which was used to determine the question of why the people who make decisions they investigate.

That made for a great story, but said the story Demarle still needed to more deeply connected with the gameplay. During the pre-production technology, art direction, sound design and gameplay were all developed independently. An essential part of the blueprint was then force the pieces to work together.

Demarle pointed to the level of the Detroit game, a story element with Jensen removing anti-augmentation extremists held hostage has a production facility. Have on a gameplay level, players would be to infiltrate the system, a prototype secure, and take the extremist leaders, each of these objectives with its own set of tasks.

By breaking down each of these tasks, said Demarle made it clear how each part of the sequence should be treated by the possibilities that are offered (and the consequences of those decisions) to the scripting events, cutscenes and gameplay focus of each segment . Demarle showed the Excel document, as the final blueprint, which was essentially created the entire game, and pass on what story points, though the specific criteria and conditions in the gameplay served game at any time during the game.

The entire team would then go through the blueprint, which work together to ensure that each department have been complied with. It was difficult, said Demarle, and it meant no group ever would on their way. However, if their authors and do not get Demarle to exactly the story of how she wanted to say, because the gameplay designer was to serve an action sequence at a certain point the stimulation needs, at least everyone would understand why. Cross-department communication, how to promote this throughout the entire development to ensure that all aspects of the game worked, and Demarle stressed that allows everybody to their own know-how and creativity to bring the game.

She gave a few examples of how the anti-terrorist augmentation, which had originally attracted to the art department in the medieval-style armor. While the group looked cool, the animators said the design would not move properly in practice, while the authors questioned how the group could afford impoverished criminals capable of the complicated equipment. The artists then came back with another approach that met the concerns of the writers and animators, but still the medieval theme, albeit with a monk-like robes and hairstyles.

In the audience Q & A session was part of the Demarle about why human revolution is often criticized boss battles do not give the players the same breadth of choices that they asked at another point in the game. She pointed out that the outsourcing studio to do a great job, they were told had to do, but recognizes the ambition of the project, the developer simply no time to achieve all their goals, and the boss fights fell short as a result.

Marv Wolfman Tapped for Planetside 2

Sony Online Entertainment is under another crack at the first-person shooter multiplayer online genre with Planetside second History will obviously play a bigger role this time the MMO specialist business, today announced that award-winning comic book writer Marv Wolfman will be crafting the game fiction.

Wolfman is faced with the daunting task of shaping a story for not only a shooter, but an MMO shooter.

A longtime writer for Marvel and DC comics, Wolfman is the creator of such popular characters such as blade, and the New Teen Titans have been credited. He also contributed to various iconic comic book franchises, including Batman and Spider-Man. Wolfman is also credited as “instrumental partner” in the text after the last of SOE MMO DC Universe Online.

Planetside 2 takes place on the planet of Auraxis take a story focuses on three war parties. SOE said that this was the first Planetside the story will be detailed, and it is a “series of episodic storyline fiction,” which set PlanetSide2.com is taken to be supplemented. Wolfman also shared that he is helping to create dozens of individual characters, the story to life.

Writing Valve’s silent protagonists

The valve for 2011 Game Developers Conference Online writers roundtable meeting today, writer Erik Wolpaw spent studio, Marc Laidlaw, Ted Kosmatka an hour answering questions from the audience ranging from Half-Life on the upcoming DotA second One of the themes touched on repeatedly was the idea of ??Valve experts as the silent protagonist, thanks to their work with Gordon Freeman in Half-Life and Portal Chell in the franchise.

ATLAS and P-body were not the greatest talkers themselves.

Despite that perception, said Wolpaw, the authors do not always know exactly what they are doing when you write for her dumb mascot. In particular, he pointed to a segment in Portal 2, where the players explore an abandoned Aperture Science facility will help with the antagonistic artificial intelligence GLaDOS.

“Had we imagined than this buddy-cop thing where you want to be together and you would squabble and it would be great. There are honest to God not to us that the buddy-cop, what does not work if one is quiet from you . … It’s funny now, everyone laughs, but it was a real moment of panic incredible for us, when we realized we would be maneuvered into a corner. And then we decided we need to get her some thing external to do have. She has a relationship with Cave … she noted, was another person. And then there are the birds and other things. We are in that many go with the silent protagonist, even at this point. ”

When he later about things that were left on the cutting room asked, seized the opportunity Wolpaw, a rumor that some snippets were unused in the current “JK Simmons will do anything if you pay him.” Repeal – Erik Wolpaw.
Dialogue “will do everything JK Simmons, if you pay him.” Left in the game -. Erik Wolpaw.

“There is a piece of dialogue in there, where Carolyn say” No, no, no, I do not want that. I do not want that, ‘”said Wolpaw.” And there is a kind of history on the Internet that obviously people think, it was confirmed that there is a scene that was in the Cave rape Carolyn Johnson, JK Simmons, and that would not read dialogue, so that’s why we do not have it [the game]. Apparently, these people who are never seen [prison drama] Oz. JK Simmons will do anything if you pay him .. But that is absolutely not true, it was like they played the rest of the game and thought that we wrote a rape scene there and had that there for a while and thought: ‘. Well, maybe we’ll ship’ It’s crazy. “

Microsoft entangles Twisted Pixel

Today Microsoft announced the acquisition of Texas-based developer Twisted Pixel Games, 360 exclusively with the Xbox The move will see the developers, Microsoft Studios, the development of their games for the Microsoft platform.

‘Splosion Man Twisted Pixel placed on the virtual map.

Twisted Pixel, founded in 2006, is for the collection usually well received “Splosion Man known on Xbox Live Arcade, follow up with the continuation of Ms. ‘Splosion Man. The company last game, Kinect-enabled title The wrestler’s favor, was also with positive ratings hit.

The company also brought The Maw and Comic Jumper on Xbox Live Marketplace. Before the acquisition was Twisted Pixel also a registered developer for the PlayStation 3, Wii and Nintendo DS, but had really only ever released on PC and XBLA games.

Earlier this year, Twisted Pixel was in a public spat with Capcom about plagiarism ‘Splosion Man and Capcom titles MaXplosion involved. MaXplosion was released by Capcom on IOS devices, with many – including Twisted Pixel CEO – noting a number of similarities between her and Twisted Pixel title. In addition, created by an interview that the idea of ??Twisted Pixel, ‘Splosion Man to Capcom had pitched only be rejected. Capcom defends his position, stating that the mobile division a completely separate department and had no knowledge of Twisted Pixel pitch or play.

BioShock: Infinite – The Making of the E3 Demo

Irrational Games creative director Ken Levine and his team provide an insight into the origins of the BioShock: Infinite debut demo.

While we wait patiently for the next round of the new BioShock: Infinite information, we asked Irrational Games creative director Ken Levine, to answer a few questions about the Electronic Entertainment Expo demo and some director’s commentary on the demo itself with art director Nate Wells and lead artist Shawn Robertson.

Ken Levine: You could say, BioShock games have an idea, novelistic in the sense that if you look at the plot of the original BioShock and the number of characters and the number of [story] threads look, it’s very romantic. They have the nature and extent of the stories you tell or the number of stories you tell, and the shape of the letters is much more like what you find in a novel than a movie, because movies do not have the time. That does not mean we make a novel. It does not mean when we film, we are in no way to make a film to say. What we as cinematic design of the game so that it matched to create moments that are visually striking, the. If you look at the skylines, for example, they are extremely cinematic, but it is not a single thing about skylines that are scripted. When you do the jumps, you’ll see the tiny dots on the skyline. They are telling you it to make leaps.

To those jumps feel good, feel cinematic feel and visually appealing, you need to do a lot of work in order that feels right. You make this leap, and we begin to calculate the arc of the jump, you do once you make to it, decided. Then, as we do, that arc and how we vocalize Booker … to catch at this point, his hands a kind of wave to the other skyline. These are the elements that really improve the audio-visual experiences.The opposite of the spectrum is scripted cutscenes and that is [not], which we focus. In the original BioShock, there were a few short scripted cutscenes, but I do not think that is our focus. And we try, as a franchise, away from [them] as much as we can. The challenge is, you want to keep a narrative representation, and BioShock is very narrative. But you do not want you as much as you can to move the visual space and the game room. Continue reading ‘BioShock: Infinite – The Making of the E3 Demo’