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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Turbine: Easier to develop MMOs on the Xbox 360 than the PS3]]></title><link>http://www.joystiq.com/2009/09/19/turbine-easier-to-develop-mmos-on-the-xbox-360-than-the-ps3/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/19/turbine-easier-to-develop-mmos-on-the-xbox-360-than-the-ps3/</guid><comments>http://www.joystiq.com/2009/09/19/turbine-easier-to-develop-mmos-on-the-xbox-360-than-the-ps3/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" vspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/turbinemmo.jpg" alt="" /><br /></div>
Craig Alexander, Turbine's vp of product development, spoke at Austin GDC today in a panel called "MMOs to Consoles", which is no surprise since Turbine is <a href="http://www.joystiq.com/2008/06/11/turbine-working-on-console-mmo/">working on a console MMO</a>. It's investing heavily in the MMO console arena, and their current title, which remains unannounced, is in "active development."However, he did spend a lot of time pointing out how difficult it is to develop games on the PS3 vs. the Xbox 360. Duck your head as the fanboys go to it.<br /><br />Here's the logic:<br />
<ul>
    <li>The Blu-ray drive on the PS3 is actually slower in seek and access time than the DVD drive on the Xbox 360. Once the Blu-ray gets up to speed, it can handle large amount of data. Just not in seeking and accessing, which is a pain for streaming when you're playing something like an MMO.</li>
    <li>The memory architecture is different. When you're dealing with main memory, you work with "256ish MB" on the PS3 vs "512ish MB" on the 360.<br /></li>
    <li>The tools aren't as friendly on the PS3. That includes the performance monitor tools, the debugger tools ... everything.</li>
    <li>Migrating a project from the Xbox 360 to the PS3 is much harder than moving from the PS3 to the 360. <br /></li>
</ul>
Alexander recommends starting on the PS3 to get all of the heavy lifting done first, but using his same logic it sounds like developers will have a frustrating time during that process. Don't happy tools make happy workers? Gamers already feel like some titles suffer because they have to be developed for both platforms. Is this going to affect MMOs coming to both platforms?<br /><br />There's more. Read on, Macduff.<br /><p><a href="http://www.joystiq.com/2009/09/19/turbine-easier-to-develop-mmos-on-the-xbox-360-than-the-ps3/" rel="bookmark">Continue reading <em>Turbine: Easier to develop MMOs on the Xbox 360 than the PS3</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/09/19/turbine-easier-to-develop-mmos-on-the-xbox-360-than-the-ps3/">Turbine: Easier to develop MMOs on the Xbox 360 than the PS3</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 19 Sep 2009 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/09/19/turbine-easier-to-develop-mmos-on-the-xbox-360-than-the-ps3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19166775/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/09/19/turbine-easier-to-develop-mmos-on-the-xbox-360-than-the-ps3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AGDC</category><category>Austin-GDC</category><category>Craig-Alexander</category><category>development</category><category>Microsoft</category><category>MMO</category><category>Turbine</category><category>Xbox-360</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Sat, 19 Sep 2009 14:30:00 EST</pubDate></item><item><title><![CDATA[Listen to Blizzard's "Universe Behind World of Warcraft" keynote from Austin GDC]]></title><link>http://www.joystiq.com/2009/09/17/listen-to-blizzards-universe-behind-world-of-warcraft-keynote/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/17/listen-to-blizzards-universe-behind-world-of-warcraft-keynote/</guid><comments>http://www.joystiq.com/2009/09/17/listen-to-blizzards-universe-behind-world-of-warcraft-keynote/#comments</comments><description><![CDATA[<div align="center"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/blizzardkeynote1-copy.jpg" /><br /></div>
If you're wondering what the internal goings-on at <a href="http://www.joystiq.com/tag/Blizzard/">Blizzard</a> consist of, grab yourself something to eat and kick back. We've got the entire hour-long keynote speech at the <a href="http://joystiq.com/tag/austin-gdc-2009">Austin Game Developer's Conference</a> down below. Blizzard's J. Allen Brack and Frank Pearce were on-hand to walk a slightly hungover crowd through the way they make things work and how their teams are organized.<br /><br />Click below for the full audio, or for those of you on the go, download it <a href="http://podcasts.aolcdn.com/joystiq/audio/AGDBlizzardKey.mp3">here</a>.<br /> <object width="290" height="24" type=""application/x-shockwave-flash" data="http://www.weblogsinc.com/media/audio_player.swf"> <param value="http://www.weblogsinc.com/media/audio_player.swf" name="movie" /> <param value="soundFile=http://podcasts.aolcdn.com/joystiq/audio/AGDBlizzardKey.mp3" name="FlashVars" /> <param value="high" name="quality" /> <param value="false" name="menu" /> <param value="transparent" name="wmode" /></object> <p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/09/17/listen-to-blizzards-universe-behind-world-of-warcraft-keynote/">Listen to Blizzard's "Universe Behind World of Warcraft" keynote from Austin GDC</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 17 Sep 2009 17:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/09/17/listen-to-blizzards-universe-behind-world-of-warcraft-keynote/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19165066/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/09/17/listen-to-blizzards-universe-behind-world-of-warcraft-keynote/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AGDC</category><category>Austin-GDC</category><category>austin-gdc-2009</category><category>Blizzard</category><category>Frank-Pearce</category><category>J-Allen-Brack</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Thu, 17 Sep 2009 17:20:00 EST</pubDate></item><item><title><![CDATA[A look at Blizzard's canceled squad-based sci-fi RPG: Nomad]]></title><link>http://www.joystiq.com/2009/09/17/a-look-at-blizzards-canceled-squad-based-sci-fi-rpg-nomad/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/17/a-look-at-blizzards-canceled-squad-based-sci-fi-rpg-nomad/</guid><comments>http://www.joystiq.com/2009/09/17/a-look-at-blizzards-canceled-squad-based-sci-fi-rpg-nomad/#comments</comments><description><![CDATA[<div align="center"><img hspace="4" border="0" vspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/nomadmain.jpg" alt="" /><br /></div>
At this morning's <a href="http://joystiq.com/tag/austin-gdc-2009">Austin Game Developer's Conference</a> keynote, J. Allen Brack and Frank Pearce of Blizzard took the stage to talk about the inner workings of Blizzard. Most of what they covered was stats and trvia. Did you know the Blizzard bug team is currently tracking over 179,484 bugs? Now you do. There are 7,650 quests in <a href="http://joystiq.com/tag/world-of-warcraft"><em>WoW</em></a> since <em>Wrath of the Lich King</em>! Consider yourself informed. <br /><br />Some of the trivia was actually pretty interesting, like the fact that when Blizzard releases a patch, almost half of that data is audio. Pearce also mentioned that BlizzCon is operated "at a substantial loss for Blizzard," but the value is that it's a huge marketing/PR opportunity for them. Considering how many tickets they sell (<a href="http://www.joystiq.com/2009/08/06/blizzcon-2009-sold-out-in-just-eight-minutes?icid=sphere_blogsmith_inpage_wowinsider">in only eight minutes</a>), that's around $3.5 million that's written off. Plus whatever Blizzard spends above and beyond that. No wonder Blizzard employees have to buy their own tickets.<br /><br />However, the most interesting part of the keynote was when they briefly spoke about <em>Nomad</em>, the canceled squad-based sci-fi game. Ten years ago, Blizzard put a lot of work in on the game, but eventually looked at it and said "Is this really the game we want to be working on right now? The answer ended up being "no," and the team went on to start work on<em> World of Warcraft</em>. Here we are ten years later with <em>WoW</em> going strong, and no <em>Nomad</em> in sight.<br /><br />They'd mentioned this canceled game, <a href="http://www.wired.com/gamelife/2008/02/dice-blizzards/">along with a slew of others</a>, at last year's DICE summit, but without any other information. Sadly, the only thing they had to show were pieces of concept art, including some by "The Bourbon Cowboy," Chris Metzen. The art itself isn't that exciting (the best one is above and there's a couple more in the gallery below), but the words "squad-based sci-fi RPG" are exciting. Could this be Blizzard's next game? Possibly mutated into MMO form? Who knows when we'll find out, since one of the stats they flashed onscreen this morning was "Number of Unannounced MMOs: 1." <br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/nomad/">Nomad</a></strong></p><a href="http://www.joystiq.com/photos/nomad/#2296101"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/img_6166_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/nomad/#2296100"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/img_6165_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/nomad/#2296099"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/img_6164_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/09/17/a-look-at-blizzards-canceled-squad-based-sci-fi-rpg-nomad/">A look at Blizzard's canceled squad-based sci-fi RPG: Nomad</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 17 Sep 2009 16:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/09/17/a-look-at-blizzards-canceled-squad-based-sci-fi-rpg-nomad/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19164894/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/09/17/a-look-at-blizzards-canceled-squad-based-sci-fi-rpg-nomad/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AGDC</category><category>Austin-GDC</category><category>austin-gdc-2009</category><category>Blizzard</category><category>BlizzCon</category><category>Frank-Pearce</category><category>J-Allen-Brack</category><category>Nomad</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Thu, 17 Sep 2009 16:20:00 EST</pubDate></item><item><title><![CDATA[PSP minis lack network features for fast approval time]]></title><link>http://www.joystiq.com/2009/09/17/psp-minis-lack-network-features-for-fast-approval-time/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/17/psp-minis-lack-network-features-for-fast-approval-time/</guid><comments>http://www.joystiq.com/2009/09/17/psp-minis-lack-network-features-for-fast-approval-time/#comments</comments><description><![CDATA[<div align="center"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/pspminisagdc1.jpg" alt="" /><br /></div>
Speaking at Austin GDC, Justin Cooney from Sony Computer Entertainment spoke about the upcoming <a href="http://www.joystiq.com/tag/psp-minis/">PSP minis</a> program to a crowd of developers eager to start creating games and applications for the system. They promise an extremely fast process to get onto the PlayStation Network: no stage one or two approvals, and very light Q&amp;A. They're hoping to average three to five days for approvals, which contrasts with up to two weeks for normal-sized PSP games.<br /><br />The minis program is also fairly limited. You can't develop network or online features for it (goodbye multiplayer), it doesn't support DLC, and you can't use it to work with peripherals. Developers will also have to have their game approved by the ESRB, which costs money. You can also release your titles in all three territories, but you need to sign agreements with each territory (North America, Japan, Europe) in order to do so.<br /><br />Sony is definitely taking an iPhone App Store approach to this process, and Cooney himself dropped the iPhone name a few times. We're wondering if they've considered that there are over 20k games now on the App Store, and if they've prepared themselves for the onslaught and how they'll be devoting a lot of time to minis approvals. So, look for <em>PSPFart</em> to be available for download sometime soon.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/psp-and-ps3-at-austin-gdc-1/">PSP and PS3 at Austin GDC</a></strong></p><a href="http://www.joystiq.com/photos/psp-and-ps3-at-austin-gdc-1/#2296548"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/psp3agdc0911_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/psp-and-ps3-at-austin-gdc-1/#2296547"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/psp3agdc0904_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/psp-and-ps3-at-austin-gdc-1/#2296546"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/psp3agdc0919_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/psp-and-ps3-at-austin-gdc-1/#2296545"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/psp3agdc0914_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/psp-and-ps3-at-austin-gdc-1/#2296544"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/psp3agdc0913_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/09/17/psp-minis-lack-network-features-for-fast-approval-time/">PSP minis lack network features for fast approval time</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 17 Sep 2009 14:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/09/17/psp-minis-lack-network-features-for-fast-approval-time/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19165187/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/09/17/psp-minis-lack-network-features-for-fast-approval-time/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AGDC</category><category>Austin-GDC</category><category>austin-gdc-2009</category><category>Justin-Cooney</category><category>minis</category><category>PlayStation-Store</category><category>PSN</category><category>PSP</category><category>psp-minis</category><category>Sony</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Thu, 17 Sep 2009 14:20:00 EST</pubDate></item><item><title><![CDATA[AGDC: Interview with game writer Susan O'Connor]]></title><link>http://www.joystiq.com/2008/09/23/agdc-interview-with-game-writer-susan-oconnor/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/23/agdc-interview-with-game-writer-susan-oconnor/</guid><comments>http://www.joystiq.com/2008/09/23/agdc-interview-with-game-writer-susan-oconnor/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.mobygames.com/developer/sheet/view/developerId,95081/"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/susanoconnor2.jpg" /></a><br /></div>
One thing that regular readers of Joystiq know is that we don't tend to delve too deeply into the mechanics behind the games, mostly because we're far too busy getting the news out. However, we got to sit down with games writer Susan O'Connor at Austin GDC and she provided an excellent insight into games from the writer's point of view.<br /><br />Click through for the full interview with Susan to find out why she thinks short games are better than epic ones, why the cinematic model isn't the best for games, and what she did on <span style="font-style: italic;">BioShock</span>.<p><a href="http://www.joystiq.com/2008/09/23/agdc-interview-with-game-writer-susan-oconnor/" rel="bookmark">Continue reading <em>AGDC: Interview with game writer Susan O'Connor</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/23/agdc-interview-with-game-writer-susan-oconnor/">AGDC: Interview with game writer Susan O'Connor</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 23 Sep 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.mobygames.com/developer/sheet/view/developerId,95081/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/23/agdc-interview-with-game-writer-susan-oconnor/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1321072/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/23/agdc-interview-with-game-writer-susan-oconnor/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-08</category><category>agdc-2008</category><category>agdc08</category><category>agdc2008</category><category>Bioshock</category><category>development</category><category>GDC</category><category>Gears-Of-War</category><category>Susan-OConnor</category><category>Writer</category><category>writing</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Tue, 23 Sep 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[AGDC: The Bruce Sterling keynote - The Future of Entertainment]]></title><link>http://www.joystiq.com/2008/09/17/agdc-the-bruce-sterling-keynote-the-future-of-entertainment/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/17/agdc-the-bruce-sterling-keynote-the-future-of-entertainment/</guid><comments>http://www.joystiq.com/2008/09/17/agdc-the-bruce-sterling-keynote-the-future-of-entertainment/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div style="text-align: center;"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/brucesterling.jpg" /><br /></div>
Bruce Sterling is a science fiction author, a futurist, and one of the founders of cyberpunk. He provided the <a href="http://www.joystiq.com/2008/07/23/sci-fi-author-bruce-sterling-to-keynote-predict-future-at-austi/">tent-pole keynote</a> for the <a href="http://www.joystiq.com/tag/AGDC-08/">Austin Game Developers Conference</a>, although in all honesty it seemed more like a run through of a new short story draft. Several developers were walking out, scratching their heads and going "Wha... huh?" afterward. <br /><br />The topic was "<span class="subHeadDarkBlue"></span><span class="subHeadOrange">Computer Entertainment 35 Years from Today</span>," and Sterling came out not as Sterling, but as a time traveler from 35 years in the future and a graduate student of Dr. Sterling's. He provided visual demonstrations of nanotech networks and fiber-based computers, much to the amusement of the audience, and told us how the future might seem surprising to us at first, but it's old hat to someone like him. He bastardized a quote from Sir Arthur Clarke and said, "Any sufficiently advanced technology is indistinguishable from garbage." Words to live by.<br /><br />Read the full text of the keynote after the break. It'll be interesting if web surfers in the future look back on this post and laugh.<p><a href="http://www.joystiq.com/2008/09/17/agdc-the-bruce-sterling-keynote-the-future-of-entertainment/" rel="bookmark">Continue reading <em>AGDC: The Bruce Sterling keynote - The Future of Entertainment</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/17/agdc-the-bruce-sterling-keynote-the-future-of-entertainment/">AGDC: The Bruce Sterling keynote - The Future of Entertainment</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Sep 2008 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/17/agdc-the-bruce-sterling-keynote-the-future-of-entertainment/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1316744/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/17/agdc-the-bruce-sterling-keynote-the-future-of-entertainment/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AGDC</category><category>agdc-08</category><category>agdc-2008</category><category>agdc08</category><category>agdc2008</category><category>Austin</category><category>Austin-GDC</category><category>Bruce-Sterling</category><category>Cyberpunk</category><category>future</category><category>GDC</category><category>keynote</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Wed, 17 Sep 2008 20:00:00 EST</pubDate></item><item><title><![CDATA[AGDC08: The Screen Actors Guild wants you to hear its game voice(s)]]></title><link>http://www.joystiq.com/2008/09/17/agdc08-the-screen-actors-guild-wants-you-to-hear-their-game-voi/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/17/agdc08-the-screen-actors-guild-wants-you-to-hear-their-game-voi/</guid><comments>http://www.joystiq.com/2008/09/17/agdc08-the-screen-actors-guild-wants-you-to-hear-their-game-voi/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.sag.org/content/new-media"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/sag-vg-vo.jpg" /></a><br /></div>
We've seen the Screen Actor's Guild booth at a lot of gaming and interactive events recently, from SXSW to GDC in San Francisco, so we finally decided to stop by and see what they're doing there. Normally, when you think about video game development, SAG isn't the first thing that springs to mind. It turns out that they have contracts that will allow developers with every type of budget to work with their stable of professional actors. <br /><br />So, rather than having Bob from Accounting (sorry, Bob) record the lines of Beelzebub the Destroyer for your new MMO, you can hire someone who can really sound like something from the depths of hell. We sat down with actors <a href="http://sobolov.com/">David Sobolov</a> and <a href="http://www.imdb.com/name/nm0686257/">David Anthony Pizzuto</a> and director of new media for SAG, <a href="http://www.sag.org/content/new-media">Mark Friedlander</a>, to find out what why SAG has been appearing at gaming events. Plus, the guys do some of their many voices. Check out the highlights, see a video of a typical day in the booth, and listen to the audio of the interview after the break.<p><a href="http://www.joystiq.com/2008/09/17/agdc08-the-screen-actors-guild-wants-you-to-hear-their-game-voi/" rel="bookmark">Continue reading <em>AGDC08: The Screen Actors Guild wants you to hear its game voice(s)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/17/agdc08-the-screen-actors-guild-wants-you-to-hear-their-game-voi/">AGDC08: The Screen Actors Guild wants you to hear its game voice(s)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Sep 2008 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.sag.org/content/new-media>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/17/agdc08-the-screen-actors-guild-wants-you-to-hear-their-game-voi/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1316463/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/17/agdc08-the-screen-actors-guild-wants-you-to-hear-their-game-voi/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-08</category><category>agdc-2008</category><category>agdc08</category><category>agdc2008</category><category>audio</category><category>Austin</category><category>GDC</category><category>SAG</category><category>Screen-Actors-Guild</category><category>voice</category><category>voiceover</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Wed, 17 Sep 2008 18:30:00 EST</pubDate></item><item><title><![CDATA[AGDC: The DC Universe Online team spills some beans]]></title><link>http://www.joystiq.com/2008/09/17/agdc-the-dc-universe-online-team-spills-some-beans/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/17/agdc-the-dc-universe-online-team-spills-some-beans/</guid><comments>http://www.joystiq.com/2008/09/17/agdc-the-dc-universe-online-team-spills-some-beans/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><div style="text-align: center;"><img hspace="0" vspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/dcuo1.jpg" alt="" /><br /></div>
The Art of the <a href="http://www.joystiq.com/2008/06/28/first-super-details-on-sonys-dc-universe-online/">DC Universe Online</a> panel was overshadowed by the presence of artist Jim Lee, who fielded most of the questions about the design elements that are going into this game (as it's based on his visual style). We managed to learn some new elements about the game, including the special "inspired by" mode they've added to character creation.<br /><br />The panel consisted of art director Jared Carr, Jim Lee, lead character artist Jason Smith, and creative director Jens Anderson. Check out all the <em>zap!</em>, <em>pow!</em>, and <em>bam!</em> highlights after the break.<p><a href="http://www.joystiq.com/2008/09/17/agdc-the-dc-universe-online-team-spills-some-beans/" rel="bookmark">Continue reading <em>AGDC: The DC Universe Online team spills some beans</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/17/agdc-the-dc-universe-online-team-spills-some-beans/">AGDC: The DC Universe Online team spills some beans</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Sep 2008 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/17/agdc-the-dc-universe-online-team-spills-some-beans/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1316651/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/17/agdc-the-dc-universe-online-team-spills-some-beans/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-08</category><category>agdc-2008</category><category>agdc08</category><category>agdc2008</category><category>Batman</category><category>DC-Comics</category><category>DC-Universe-Online</category><category>DCUO</category><category>GDC</category><category>PC</category><category>PS3</category><category>SOE</category><category>Sony-Online-Entertainment</category><category>Superman</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Wed, 17 Sep 2008 16:00:00 EST</pubDate></item><item><title><![CDATA[AGDC: Blazing The Trail For Hot Game Dialogue]]></title><link>http://www.joystiq.com/2008/09/17/agdc-blazing-the-trail-for-hot-game-dialogue/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/17/agdc-blazing-the-trail-for-hot-game-dialogue/</guid><comments>http://www.joystiq.com/2008/09/17/agdc-blazing-the-trail-for-hot-game-dialogue/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div style="text-align: center;"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/blazing.jpg" /><br /></div>
The Austin GDC is focusing on audio and writing in games this year. While technology has made audio more and more important in making an immersive game experience, good writing has always been key to making a great game. Just travel back in time and ask the guys at <a href="http://www.joystiq.com/tag/Infocom/">Infocom</a>, who had entire games consisting of nothing but writing.<br /><br />The "Blazing the Trail" panel was meant to provide game writers with the tools that they would need to construct good game dialogue, although it quickly turned into a one-woman show. <a href="http://www.db-cooper.com/">DB Cooper</a> (not the famous hijacker) is a voice-over artist, actor and producer, and she's also quite a personality. You know the kind of person who could fill an airplane hangar with their voice? That's her. She was joined onstage by Maryanne Krawczyk who has written for television and video games, including <em>God of War, God of War 2</em>, and <em>Area 51</em>. She's also working on the upcoming <em>God of War 3</em>, but she vanished into the ether after the panel so we couldn't quiz her about it.<br /><br />After the break you'll find out how the panel went, and get plenty of tips and tricks for aspiring game writers. Read on, Macduff!<p><a href="http://www.joystiq.com/2008/09/17/agdc-blazing-the-trail-for-hot-game-dialogue/" rel="bookmark">Continue reading <em>AGDC: Blazing The Trail For Hot Game Dialogue</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/17/agdc-blazing-the-trail-for-hot-game-dialogue/">AGDC: Blazing The Trail For Hot Game Dialogue</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Sep 2008 06:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/17/agdc-blazing-the-trail-for-hot-game-dialogue/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1315938/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/17/agdc-blazing-the-trail-for-hot-game-dialogue/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AGDC</category><category>agdc-08</category><category>Austin</category><category>Austin-Game-Developers-Conference</category><category>Austin-GDC</category><category>D.B.-Cooper</category><category>Game-Dialogue</category><category>GDC</category><category>God-Of-War</category><category>Marianne-Krawczyk</category><category>Pat-Fraley</category><category>Writing</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Wed, 17 Sep 2008 06:00:00 EST</pubDate></item><item><title><![CDATA[AGDC: Reset/Play, more gaming inspired artwork]]></title><link>http://www.joystiq.com/2008/09/17/agdc-reset-play-more-gaming-inspired-artwork/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/17/agdc-reset-play-more-gaming-inspired-artwork/</guid><comments>http://www.joystiq.com/2008/09/17/agdc-reset-play-more-gaming-inspired-artwork/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/arcade/" rel="tag">Arcade</a>, <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a></p><div align="center"><a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/1040897/"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/resetplay.jpg" /></a><font size="1"><br /><em>Click for more pictures from the exhibit</em></font></div>
<br />One of the opening night parties at Austin GDC was held at the <a href="http://www.arthousetexas.org/">Arthouse</a>, which is currently housing an exhibit of gaming related art that ranges from 8-bit inspired to some truly abstract pieces. <a href="http://www.arthousetexas.org/index.php?_page=load_page&amp;_action=load&amp;_id=324">Reset/Play</a> is showing in Austin through November 2nd, and is well worth a visit. Eddo Stern's <em>Best...Flame War...Ever... (King of Bards vs. Squire Rex, June 2004)</em> is worth the trip alone. It recreates an <a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/1040896/full/">online flame war</a> between two <em>EverQuest</em> gamers with sound and animation, and runs for about 14 minutes. Truly amazing.<br /><br />Another impressive piece in the exhibit is Andrew Galloway's <em>How to Play World of Warcraft, </em>which features two huge video images showing <a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/1040870/full/">closeups of the mouse and keyboard</a> of a gamer, and those are flanked by huge blowup images of <a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/1040865/full/">ASCII text guides</a> for the game.<em> </em>You can see both of these pieces in the gallery below, or read more about it at the <a href="http://www.arthousetexas.org/index.php?_page=load_page&amp;_id=RESET">Arthouse main page</a>.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/">Reset/Play - a Party for Texas Games</a></strong></p><a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/#1040897"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/dsc_0661_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/#1040896"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/dsc_0636_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/#1040895"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/dsc_0632_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/#1040894"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/dsc_0644_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/#1040893"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/dsc_0651_thumbnail.jpg" alt="" title="" /></a></div><br /><em>[Much thanks to Amaze Entertainment's Rodney Gibbs and SXSW's Linday Muse for the invitation]</em><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/17/agdc-reset-play-more-gaming-inspired-artwork/">AGDC: Reset/Play, more gaming inspired artwork</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Sep 2008 05:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.joystiq.com/photos/play-reset-a-party-for-texas-games/1040897/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/17/agdc-reset-play-more-gaming-inspired-artwork/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1316491/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/17/agdc-reset-play-more-gaming-inspired-artwork/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>8-bit</category><category>AGDC</category><category>agdc-08</category><category>agdc-2008</category><category>agdc08</category><category>agdc2008</category><category>art</category><category>Arthouse</category><category>Artwork</category><category>Austin</category><category>GDC</category><category>ResetPlay</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Wed, 17 Sep 2008 05:15:00 EST</pubDate></item><item><title><![CDATA[AGDC08: The Psychology of the MMO Gamer]]></title><link>http://www.joystiq.com/2008/09/16/agdc-the-psychology-of-the-mmo-gamer/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/16/agdc-the-psychology-of-the-mmo-gamer/</guid><comments>http://www.joystiq.com/2008/09/16/agdc-the-psychology-of-the-mmo-gamer/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><div align="center"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/griefing.jpg" /><br /></div>
The first panel we attended at <a href="http://www.joystiq.com/2008/09/15/joystiq-the-austin-game-developers-conference/">Austin GDC</a> was entitled "The Psychology of the MMO Gamer," which seemed to hold a mythical amount of promise. Sure enough, once the panel began it was clear that these people had gathered a couple of days before and said, "So hey... what can we talk about?" It was a bit disorganized, but some good stuff came out of it, particularly finding out how a six-year old can grief you with pudding. Read on to find out how you too can learn this devious and delicious skill.<p><a href="http://www.joystiq.com/2008/09/16/agdc-the-psychology-of-the-mmo-gamer/" rel="bookmark">Continue reading <em>AGDC08: The Psychology of the MMO Gamer</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/16/agdc-the-psychology-of-the-mmo-gamer/">AGDC08: The Psychology of the MMO Gamer</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Sep 2008 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/16/agdc-the-psychology-of-the-mmo-gamer/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1315164/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/16/agdc-the-psychology-of-the-mmo-gamer/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AGDC</category><category>AGDC-08</category><category>Austin-GDC</category><category>Griefing</category><category>MMO</category><category>WoW</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Tue, 16 Sep 2008 16:00:00 EST</pubDate></item><item><title><![CDATA[Joystiq @ the Austin Game Developers Conference]]></title><link>http://www.joystiq.com/2008/09/16/joystiq-the-austin-game-developers-conference/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/16/joystiq-the-austin-game-developers-conference/</guid><comments>http://www.joystiq.com/2008/09/16/joystiq-the-austin-game-developers-conference/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.austingdc.net/"><img vspace="4" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/joyagdc.jpg" /></a><br /> </div>
What, you thought <a href="http://www.joystiq.com/tag/gdc-08">GDC</a> only happened in San Francisco? Well, so did we. But we've invaded the land of BBQ, music, and Shiner Bock to bring you the latest from the development-heavy <a href="http://www.austingdc.net/">Austin Game Developers Conference</a>. This year the focus is on writing and game audio, so we'll bring you the best of the fest as we sit in on panels and talk to people in the game industry.<br /> <br /> Austin is fast establishing itself as a <a href="http://www.gamedevmap.com/index.php?tool=location&amp;query=Austin">mini-mecca of gaming companies</a>; already places like Activision Blizzard, NCSoft, Vigil, and Sony Online have offices here, with more opening all the time. Texas Governor Rick Perry <a href="http://www.joystiq.com/2008/07/16/texas-gov-rick-perry-for-developers-everythings-better-in-te/">announced this summer at E3</a> that Austin would be heavily pursuing game companies and offering them tax incentives to set up shop here, so if you're wanting to work in the industry, you might consider a move.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/16/joystiq-the-austin-game-developers-conference/">Joystiq @ the Austin Game Developers Conference</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Sep 2008 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.austingdc.net/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/16/joystiq-the-austin-game-developers-conference/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1314927/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/16/joystiq-the-austin-game-developers-conference/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AGDC</category><category>AGDC-08</category><category>Austin</category><category>Austin-GDC</category><category>Game-Developers</category><category>GDC</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Tue, 16 Sep 2008 11:30:00 EST</pubDate></item><item><title><![CDATA[No touch-screen strumming for Guitar Hero DS; peripheral promised]]></title><link>http://www.joystiq.com/2007/09/10/no-touch-screen-strumming-for-guitar-hero-ds-peripheral-promise/</link><guid isPermaLink="true">http://www.joystiq.com/2007/09/10/no-touch-screen-strumming-for-guitar-hero-ds-peripheral-promise/</guid><comments>http://www.joystiq.com/2007/09/10/no-touch-screen-strumming-for-guitar-hero-ds-peripheral-promise/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds/" rel="tag">Nintendo DS</a>, <a href="http://www.joystiq.com/category/rhythm/" rel="tag">Rhythm</a></p><div align="center"><a href="http://gamesarefun.com/news.php?newsid=8317"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2007/09/guitarherodsstud.jpg"  alt="" /></a><br /></div>
We <a href="http://www.joystiq.com/2007/08/15/new-peripheral-may-be-part-of-ds-guitar-hero-iii-package/">kinda knew about it already</a>, but it now seems official that developer Vicarious Visions is working on an external peripheral for their adaptation of <a href="http://www.joystiq.com/tag/guitarhero"><em>Guitar Hero</em></a> on the Nintendo DS, rather than relying on touch screen controls.<br /><br />Games Are Fun was in attendance at this year's <a href="http://www.joystiq.com/tag/agdc07">Austin Game Developers Conference</a>, and caught up with Vicarious design manager Adrian Earle, who <a href="http://gamesarefun.com/news.php?newsid=8317">spilled the beans</a> on Vicarious's port of the acclaimed music franchise. In addition to the horrible decision to build a peripheral for a portable device, Vicarious plans on leaving much of the game's visuals as-is, making them two-for-two in a "if it ain't broke, don't fix it" mentality that may prove problematic when moving an established console title to an entirely new platform.<br /><br />We'll give <a href="http://www.joystiq.com/tag/vicariousvisions">Vicarious Visions</a> the benefit of the doubt, and assume the decision to ignore the touch screen was to avoid comparisons to <a href="http://www.joystiq.com/tag/jamsessions"><em>Jam Sessions</em></a>. Still, here's hoping Vicarious will let us rock out and still fit the darn thing in our pocket.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/09/10/no-touch-screen-strumming-for-guitar-hero-ds-peripheral-promise/">No touch-screen strumming for Guitar Hero DS; peripheral promised</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 10 Sep 2007 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://gamesarefun.com/news.php?newsid=8317>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/10/no-touch-screen-strumming-for-guitar-hero-ds-peripheral-promise/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/985465/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/10/no-touch-screen-strumming-for-guitar-hero-ds-peripheral-promise/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc07</category><category>austingdc</category><category>DS</category><category>guitarhero</category><category>guitarherods</category><category>peripherals</category><category>vicariousvisions</category><dc:creator><![CDATA[Scott Jon Siegel]]></dc:creator><pubDate>Mon, 10 Sep 2007 11:30:00 EST</pubDate></item><item><title><![CDATA[Austin GDC: Live at the Minho Kim keynote]]></title><link>http://www.joystiq.com/2007/09/07/austin-gdc-live-at-the-minho-kim-keynote/</link><guid isPermaLink="true">http://www.joystiq.com/2007/09/07/austin-gdc-live-at-the-minho-kim-keynote/</guid><comments>http://www.joystiq.com/2007/09/07/austin-gdc-live-at-the-minho-kim-keynote/#comments</comments><description><![CDATA[<div align="center"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2007/09/agdc_nexon.jpg" alt="" /><br /></div>
If you haven't heard of Minho Kim, I'll forgive you -- I hadn't heard of him either until the name showed up in the list of keynote presentations at the <a href="http://www.joystiq.com/tag/agdc/">Austin Game Developers Conference</a>. Kim is <a href="http://www.nexon.net/NX.aspx?PART=/Main">Nexon America</a>'s director of game operations, and while Nexon hasn't made a big impact in North American markets, their free-to-play, micro-transaction driven online games (the best known of which is probably <em><a href="http://maplestory.nexon.net/">MapleStory</a></em>) are a hit in Asia and Europe. Kim's keynote launches the final day of the conference with a discussion of micro-transactions. Joystiq is on-site waiting for festivities to begin, so keep reading for a play-by-play.<p><a href="http://www.joystiq.com/2007/09/07/austin-gdc-live-at-the-minho-kim-keynote/" rel="bookmark">Continue reading <em>Austin GDC: Live at the Minho Kim keynote</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/09/07/austin-gdc-live-at-the-minho-kim-keynote/">Austin GDC: Live at the Minho Kim keynote</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 07 Sep 2007 10:35:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/09/07/austin-gdc-live-at-the-minho-kim-keynote/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/983711/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/07/austin-gdc-live-at-the-minho-kim-keynote/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>austin game developers conference</category><category>AustinGameDevelopersConference</category><category>liveblog</category><category>liveblogging</category><category>maplestory</category><category>microtransaction</category><category>microtransactions</category><category>minho kim</category><category>MinhoKim</category><category>nexon</category><category>nexon america</category><category>NexonAmerica</category><dc:creator><![CDATA[Elizabeth Harper]]></dc:creator><pubDate>Fri, 07 Sep 2007 10:35:00 EST</pubDate></item><item><title><![CDATA[Austin GDC: Live at the Hiromichi Tanaka keynote]]></title><link>http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-hiromichi-tanaka-keynote/</link><guid isPermaLink="true">http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-hiromichi-tanaka-keynote/</guid><comments>http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-hiromichi-tanaka-keynote/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps2/" rel="tag">Sony PlayStation 2</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/09/agdc_con01.jpg" /><br />Hiromichi Tanaka is the executive officer of Square Enix and the producer of company's entry into the MMO market, Final Fantasy XI. This morning at the Austin Game Developer's Conference he's going to be talking to us about the challenges of cross-platform design with a design post-mortum of Final Fantasy XI.<br /><br />11:06 AM CST: We were supposed to get started at 11AM CST, but the event seems to be running fashionably late.<br /><br />11:08 AM CST: Introducing Hiromichi Tanaka speaking on Launching Final Fantasy XI on Multiple Platforms.<p><a href="http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-hiromichi-tanaka-keynote/" rel="bookmark">Continue reading <em>Austin GDC: Live at the Hiromichi Tanaka keynote</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-hiromichi-tanaka-keynote/">Austin GDC: Live at the Hiromichi Tanaka keynote</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 06 Sep 2007 12:19:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-hiromichi-tanaka-keynote/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/982648/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-hiromichi-tanaka-keynote/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>austin game developers conference</category><category>AustinGameDevelopersConference</category><category>final fantasy</category><category>final fantasy xi</category><category>FinalFantasy</category><category>FinalFantasyXi</category><category>hiromichi tanaka</category><category>HiromichiTanaka</category><category>PC</category><category>PS2</category><category>square enix</category><category>SquareEnix</category><dc:creator><![CDATA[Elizabeth Harper]]></dc:creator><pubDate>Thu, 06 Sep 2007 12:19:00 EST</pubDate></item><item><title><![CDATA[Austin GDC: Live at the Sulka Haro keynote]]></title><link>http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-sulka-haro-keynote/</link><guid isPermaLink="true">http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-sulka-haro-keynote/</guid><comments>http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-sulka-haro-keynote/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="left"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/09/agdc_keynotes.jpg" /><br /></div>
Never heard of Sulka Haro? Then you must not have tried Sulake Corporation's casual online game, <a href="http://www.habbo.com/">Habbo</a>. Sulka Haro is Sulake's lead designer and he's going to be kicking off day two at the Austin Game Developer's Conference by talking to us about designing games to support open-ended play and end-user creativity.<br /><br />9:29 AM CST: The keynote is scheduled for 9:30, and people are slowly filtering into the conference room.<br /><br />9:34 AM CST: Introducing Haro to applause.<p><a href="http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-sulka-haro-keynote/" rel="bookmark">Continue reading <em>Austin GDC: Live at the Sulka Haro keynote</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-sulka-haro-keynote/">Austin GDC: Live at the Sulka Haro keynote</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 06 Sep 2007 10:28:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-sulka-haro-keynote/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/982623/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/06/austin-gdc-live-at-the-sulka-haro-keynote/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>austin game developers conference</category><category>AustinGameDevelopersConference</category><category>habbo</category><category>sulka haro</category><category>SulkaHaro</category><dc:creator><![CDATA[Elizabeth Harper]]></dc:creator><pubDate>Thu, 06 Sep 2007 10:28:00 EST</pubDate></item></channel></rss>
