GDC: EA DICE on building a bite-sized Battlefield

EA DICE has been a fairly prolific developer during the current console generation, churning out both a high-profile title based on original IP (Mirror's Edge), as well as ones based on established franchises like Battlefield. EA was searching for a way to capitalize on the downtime between these blockbuster releases -- a game which would be relatively quick and painless to create, while still standing up to the quality standards set by their previous releases. Thus, the idea for Battlefield 1943 was born.

Battlefield 1943 producer Patrick Liu explained the studio's unique design philosophy while making the game, which boiled down to "make the game as long as resources last." They maximized the amount of content they produced under this strategy by settling on the somewhat smaller scope of the game early, and focusing on recreating the Battlefield experience to adhere to that scope.

Some decisions made under this philosophy include making ammunition and health auto-regenerate, cutting down on tiresome resource runs back to your home base. This decision led to others, including the removal of the medic and engineer classes. It also let them focus on perfecting a handful of maps and gametypes, which, while iterated from previous installments in the franchise, also saw major adjustments in 1943.

The result was a project developed by 15 series veterans at once, at one-tenth of the cost of a full DICE game, which broke day one, week one and month one downloadable sales records. It's no surprise that Liu expressed interest in developing more "games of this size and scope" -- when handled correctly, it sounds like a miniature entry in a major franchise can be quite the profitable cash cow.

Ex-Infinity Ward heads now represented by Creative Artists Agency

In the video game industry, the talent (read: game developers) are often "hired guns," if you will -- part of a developer that is either wholly owned by a publisher (i.e. Infinity Ward's relationship with Activision) or a developer that's being contracted for development by a publisher (i.e. Ruffian Games' relationship with Microsoft). Rarely, if ever, is an individual (or individuals, as is the case here) represented by a talent agency, nonetheless a fancy, bigtime Hollywood one like Creative Artists Agency. That is, however, the case for the recently let go ex-Infinity Ward heads Vince Zampella and Jason West, who recently inked a deal with the agency.

Though a CAA representative wouldn't divulge any info on what the duo's next move is (nor the CAA's next move on their behalf), we have to imagine the pair's pedigree will help out just a bit in finding work. According to the LA Times Company Town blog report, hollywood talent agencies aren't exactly known for scooping up game developers, so this could very well mark a new option for (at very least) big name devs in search of greener pastures.

BioWare's Christina Norman defines goals for Mass Effect 3

In a panel titled "Where Did My Inventory Go? Refining Gameplay in Mass Effect 2," BioWare's Christina Norman talked about the radical changes made to the second chapter in the Mass Effect trilogy. A key goal for Mass Effect 2 was to introduce "more satisfying combat," with an "intense feel" missing from the first game. One of the admitted failures of the first Mass Effect game was the incongruity between its look and feel: it looked like a shooter, but it didn't exactly play like one. With that in mind, Norman decided that the team needed to focus on rebuilding the combat in its entirety for Mass Effect 2. "BioWare is strong on RPG and story," but "not so strong on shooter combat." BioWare needed to rebuild its gameplay core, because the game's "other features depend on shooter combat."

The streamlined gameplay and GUI of Mass Effect 2 made it a huge critical success, but Norman pointed out some major criticisms from vocal members of the official BioWare forums. Threads titled "Mass Effect 2 is not an RPG" and "Gears of War with interactive dialogue" were highlighted as examples of fans disappointed by the strong shooting focus of the second game.

As with the transition from the first Mass Effect to the second, BioWare is taking these criticisms to heart for the third game, with Norman hoping the third will offer "richer RPG features" and "more combat options." What we can probably expect less of, however, is the mining minigame, which Norman described as the part that "nobody liked."

Interview: Naughty Dog co-president Evan Wells

Evan Wells doesn't look like he's old enough to be co-president of Naughty Dog, does he? Even after shepherding Uncharted 2 through development, which has picked up just about every award on the planet, he still maintains his youthful vim and vigor. While we don't know what his eternal youth secret is, he did give us the inside scoop on the workings at Naughty Dog when we spoke with him at GDC.

Besides letting us know about their new studio and the hectic days just before shipping Uncharted 2, he also talks PlayStation Move development, Jak and Daxter plans (he wants to see one on the PS3), and expanding Uncharted to the PSP. Pause your game and head on through the break for the full interview.

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PlayStation Home population at 12 million

PlayStation Home director Jack Buser kicked off Sony's final day of GDC 2010 panels, announcing that the virtual community's worldwide userbase now stands at 12 million. The population has grown by two million users since December 2009, and is double of what it was in June of last year.

Buser expanded on the stats, pointing out that these numbers aren't based on one-off visits; according to Sony's data, 85 percent of users who create a Home avatar return more than once. The average citizen, he said, spends an hour in Home each visit.

While Buser's talk was primarily aimed at developers interested in developing in-Home games, he spoke on what to expect in terms of Sony's strategy for the service in 2010, saying, "You're going to see us really embrace this idea of total game integration" to "really extend out the experience of your games." He used the Home presence of Sucker Punch's inFamous as an example, saying that we can expect to see more spaces, minigames and tie-in content timed alongside game launches this year, and that "It's an Incredibly important part of [Sony's] strategy."

XBLM listing reveals 5 maps, 2 CoD4 remakes in MW2 'Stimulus Package' DLC

We may still be waiting for a the "spring" release of Modern Warfare 2's first DLC ("Stimulus Package"), but thanks to an early Xbox Live Marketplace listing for the map pack, we aren't in the dark anymore as to its contents. The blurb reveals the pack will contain "5 additional action-packed maps," including three all new ones ("Bailout, Storm, and Salvage") as well as two remakes from Call of Duty 4: Modern Warfare ("Crash" and "Overgrown").

"Bailout" is said to be "a multi-layered apartment complex," while "Storm" is described as "an open industrial park littered with heavy machinery," and "Salvage" is "a snowy junkyard fortified by stacked debris and crushed cars." Presumably, if you're reading about the details of unreleased a MW2 map pack, you already knew that "Crash" is a "war-torn urban environment" and "Overgrown" is set in a large dry creek. No pricing or date is set, unfortunately, though you can ogle the XBLM listing for now if it makes you feel any better (though we wouldn't suggest it).

[Thanks CL4P-TP!]

Fable 2 episodic experiment deemed 'massively successful' by Molyneux

Fable 2
At the tail end of our GDC interview with Lionhead's Peter Molyneux, we remembered one more question we simply had to know: How well did Fable 2's episodic experiment go? We'll refresh your memory: Last August, Molyneux announced plans to release Fable 2 as a series of five downloadable "episodes," with the first one given away and the subsequent four priced at $10 each.

Molyneux's response: "That was hugely successful. There were something like over half a million. I think it was 600,000 downloads of the first episode, which was very, very cool." Of course, the first episode was free so how was the conversion rate? "It was a much higher than a normal conversion rate," Molyneux smiled. "Massively, massively successful, and I really love this relationship, which is much more sliced into episodes with consumers."

Of course, knowing where we were going with this particular line of questioning, Molyneux preemptively offered an answer."But we're not announcing whether that's coming out in this release," he said, tossing a smile towards the attentive PR people behind me.

Square Enix job listing reveals preparation for 'next generation platforms'

Sony may have a 10 year plan for PS3, and Microsoft may be extending the life of the 360 with Project Natal -- heck, even Nintendo has repeatedly stated it's sticking with the Wii -- but Square Enix is reading between the lines and gearing up for the next generation of gaming regardless. IGN spotted a listing over at the official Square Enix website that seeks a variety of technical positions "in anticipation of the appearance of next generation platforms."

From 3D graphics core programmers to technical artists (and pretty much everything in between), the new hires will be charged with development of a "new generation game engine development project" -- presumably the next iteration of the company's Crystal Tools game engine. Square notes the intention of this early development as "for competing beyond the level of the world's powerful developers," though we should note that you kinda sorta have to move to Tokyo if you're interested in applying for such a lofty position. Oh, yeah, and you should probably be able to speak Japanese.

[Via IGN]

GDC 2010 Microtalks: Big ideas, tiny speeches

The GDC 2010 Microtalks session was a frazzling experience in many ways. The format of the event essentially assures it. Ten lecturers -- all from different sectors of the game industry -- each spoke for five minutes and each were allowed to use 20 different slides. Naughty Dog's Richard Lemarchand set the stage for the speakers, announcing the theme of the talks as "come play with us." The goal of the microtalks, said Lemarchand, was to help game creators capture the "radicalizing exuberance" of games and give them the energy to "transform the world" through the power of play.

The resulting cavalcade of images and ideas -- ranging from methods of play to behavioral economics -- is a bit difficult to distill. Thankfully, we were taking notes. There was too much at the event to condense here, but it was definitely a thought-provoking event. We've highlighted a few of the more interesting speeches after the break.

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Overheard@GDC: The Cliff Bleszinski Pie Analogy

[Flickr: Ephemeron]
"Save your fork, there'll be pie. The game is the fork and the pie is the DLC." –Cliff Bleszinski

After confessing to having a big appetite for Borderlands, the Gears of War developer used the pie analogy to explain to Joystiq how games without any sort of DLC "hooks" are becoming increasingly rare.

White House courts devs to make healthy eating games

In a video presentation at the Game Developers Choice Awards, White House chief technology officer Aneesh Chopra discussed the Apps for Healthy Kids project, a plan to encourage game developers to collaborate with government to work against childhood obesity.

The latest component, an Apps for Healthy Kids contest tasks game developers with creating games that help encourage good exercise and diet habits among kids and give parents information about what their children eat -- with $40,000 in prizes for the winning games. The apps, to be submitted in either "tool" or "game" categories, will integrate the data from MyFoodapedia.gov, a database of the caloric content of common food.

In a letter, First Lady Michelle Obama told game devs, "You know better than most the power of games to deeply engage our nation's youth. Today I'm asking you to dedicate your creative energy skills to address one of America's biggest challenges and help make healthy living fun, exciting and relevant for kids."

[Via Gamasutra]

ESA says Rhode Island game bill is unconstitutional, Jack Thompson ... agrees?


Rhode Island bill S.2156 (PDF) is silly ... (How silly is it?) ... It's so silly that even Jack Thompson recognizes it as unconstitutional. As GamePolitics reports, it's one thing when the Entertainment Software Associate (ESA) calls a bill "the same as all the other legislative proposals found unconstitutional by numerous federal courts." It's a whole other ballgame when Jack Thompson chimes in with, "The Bill won't survive a court challenge, nor should it ... Think I'm not going to help the legislature get it right?"

Of course he is! Yes, Thompson did tell GP that he will attempt to advise Rhode Island legislators on how to amend the bill to pass legal muster. Hopefully the disbarred attorney won't cause the representative he assists to write an apology letter to his fellow House members when it's all over.

Metareview: Yakuza 3

Plenty of attention has been lavished on one nontraditional Japanese RPG this week -- but Sega sneaked out another one alongside Final Fantasy XIII. Luckily, enough reviewers remembered that Yakuza 3 exists to provide a decent swath of reviews.

While it's certain to be the best game this week about playing fictional arcade shooters, singing karaoke with dates from hostess clubs and hitting gangsters with street signs, how did Kazuma Kiryu's latest saga fare under more common rubrics?
  • IGN (8.5/10): "You're getting this intense story about Japan's seedy underbelly that's set in an open world where you can take all sorts of side quests, but as you do so, random battles are popping up, you're earning experience points so you can level up your moves, and you can take stuff from your extensive inventory list and craft new weapons and armor. There are no cars or chocobos, but you see where I'm going with this -- one minute you're slamming a crowbar into a guy's face or tearing off a fingernail with pliers, and the next minute, you're taking photos to blog about or on a fetch quest to find a certain fish."
  • GameSpot (8/10): "While the pace and events of the story are enough to propel you towards its conclusion, the non-story peripheral content gives Yakuza 3 a welcome sense of diversity. There are more than a hundred side and hitman quests that allow you to do everything from carrying ice cream for a father who has overpurchased, to playing UFO Catcher claw machines in the arcade, to chasing down a bag snatcher, to offering financial advice to a man deep in debt and precariously perched on the edge of a bridge."
  • Eurogamer (8/10): "From the publisher that brought us Streets of Rage, Virtua Fighter and Shenmue, Yakuza is essentially a mashup of all three, which is hardly surprising but does mean it's the stuff of Segaphile fantasies. Liberally sprinkled with their genius, it's the grateful beneficiary of some of their most satisfying elements, in a context which delivers a uniquely Japanese -- and uniquely Sega -- flavour."

WRUP: Gee-Dee-See you at PAX East edition

March is packed! Great game releases, with plenty of industry announcements and kerfuffles going on. With that said, if you missed any of our Game Developers Conference 2010 coverage this week, be sure to check it out -- a lot happened. We'll also be adding some more GDC coverage over the weekend. Once that's put to bed, we have about two weeks and then it's on to PAX East, the inaugural edition of the consumer conference.

We have plenty planned for PAX East, including the Blueberry Muffin Top breakfast and live Joystiq podcast recording. With half our staff just "hanging out" for once, we'll be looking for cool stuff to do just like everyone else. Be sure to follow our Twitters (noted after the break), we'll be sure to note if cool stuff is going on.

What's everyone playing?

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More FIFA World Cup 2010 media than you can shake a red card at

We know, we know -- we've been desperately waiting for more new media on April's South Africa-themed FIFA release as well, and today we've finally got some more. Arriving care of GDC 2010, EA Sports released the trailer you see above and the smattering of new screens seen below (for Xbox 360/PlayStation 3 as well as the Wii).

The trailer urges players to take their own country's team to the World Cup, though we should issue a word of warning to those of you in the contiguous United States who choose to bring our fine nation to the top: it's just a game. Okay, okay, sorry -- we were just joshin' ya! We suppose it's possible. Maybe after the robots take over. Maybe.

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