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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Deus Ex, System Shock designer Doug Church joins Valve]]></title><link>http://www.joystiq.com/2011/03/16/deus-ex-system-shock-designer-doug-church-joins-valve/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/16/deus-ex-system-shock-designer-doug-church-joins-valve/</guid><comments>http://www.joystiq.com/2011/03/16/deus-ex-system-shock-designer-doug-church-joins-valve/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<em><a href="http://www.joystiq.com/2011/03/16/deus-ex-system-shock-designer-doug-church-joins-valve/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/valve.logo.031611-530px.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></em></div>
<em><a href="http://www.joystiq.com/game/portal-2">Portal 2</a></em> developer Valve has landed some major new design talent in Doug Church, whose credits include <em>Deus Ex</em>, <em>Thief</em>, <em>System Shock</em>, <em>Tomb Raider: Legend.</em> Gamasutra confirmed the hire but Valve didn't comment on Church's new position or what projects he may be involved with.<br />
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Church most recently worked on the cancelled Stephen Spielberg / EA production <a href="http://www.joystiq.com/tag/project-lmno"><em>Project LMNO</em></a>.<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/2011/03/16/deus-ex-system-shock-designer-doug-church-joins-valve/">Deus Ex, System Shock designer Doug Church joins Valve</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 16 Mar 2011 19:30:00 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/2011/03/16/deus-ex-system-shock-designer-doug-church-joins-valve/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19882106/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/16/deus-ex-system-shock-designer-doug-church-joins-valve/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Doug-Church</category><category>valve</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Wed, 16 Mar 2011 19:30:00 EST</pubDate></item><item><title><![CDATA['The Incompetent Perfectionist': Inside SpyParty dev Chris Hecker's process]]></title><link>http://www.joystiq.com/2011/02/25/chris-hecker-interview/</link><guid isPermaLink="true">http://www.joystiq.com/2011/02/25/chris-hecker-interview/</guid><comments>http://www.joystiq.com/2011/02/25/chris-hecker-interview/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/02/25/chris-hecker-interview/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/checkerheaderimg530pxarrowpointing.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></div>
"When you're trying to do that perfect jewel, there's a kind of bar you have to hit. People argue that Jon [Blow, developer of <a href="http://www.joystiq.com/game/braid"><em>Braid</em></a>] could've shipped with the programmer art -- I mean, it won the IGF design competition. And I don't think so. I think the game design was the most important part, but the whole package came together so well -- the way David [Hellman's] art looked with the thing, and the .... I think that there's a certain quality bar that is the expression of what you're trying to do, and you kind of have to hit that."<br />
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<em>SpyParty</em> developer Chris Hecker doesn't plan on releasing his ambitious one-on-one spy game until he feels that it's hit the "perfect jewel" point -- an indescribable essence, or rather, a point in development when the concept and execution gel. "I'm not that interested in shipping the earlier version of it," he told me at an NYU coffeeshop late last year. Hecker's bringing the game with him to next week's Game Developer's Conference where he'll also be <a href="http://schedule.gdconf.com/speaker/Chris-Hecker">giving a few short lectures</a>. And yes, he'll be making the trek across the country in a few weeks <a href="http://www.joystiq.com/2011/02/23/spyparty-playable-at-pax-east-two-new-levels-viewable-right-now/">to PAX East</a> so that everyone can check it out.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/spyparty-2-23-11/">SpyParty (2/23/11)</a></strong></p><a href="http://www.joystiq.com/photos/spyparty-2-23-11/#3913815"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/spyparty-2011-01-18-16-51-20-77_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/spyparty-2-23-11/#3913816"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/spyparty-2011-02-23-1_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/spyparty-2-23-11/#3913819"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/spyparty-2011-02-23-2_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/spyparty-2-23-11/#3913820"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/spyparty-2011-02-23-13-29-33-40_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/spyparty-2-23-11/#3913821"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/spyparty-2011-02-23-13-29-42-39_thumbnail.png" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2011/02/25/chris-hecker-interview/" rel="bookmark">Continue reading <em>'The Incompetent Perfectionist': Inside SpyParty dev Chris Hecker's process</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/2011/02/25/chris-hecker-interview/">'The Incompetent Perfectionist': Inside SpyParty dev Chris Hecker's process</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 25 Feb 2011 10:25:00 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/2011/02/25/chris-hecker-interview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19857825/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/02/25/chris-hecker-interview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>chris-hecker</category><category>definition-6</category><category>doug-church</category><category>edmund-mcmillen</category><category>jonathan-blow</category><category>microsoft</category><category>nintendo</category><category>nyu</category><category>pc</category><category>playstation</category><category>ps3</category><category>rod-humble</category><category>spyparty</category><category>team-meat</category><category>wii</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 25 Feb 2011 10:25:00 EST</pubDate></item><item><title><![CDATA[1UP examines Spielberg's LMNO, the game that 'tried to do too much']]></title><link>http://www.joystiq.com/2010/11/02/1up-examines-spielbergs-lmno/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/02/1up-examines-spielbergs-lmno/</guid><comments>http://www.joystiq.com/2010/11/02/1up-examines-spielbergs-lmno/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/11/02/1up-examines-spielbergs-lmno/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/lmno-eve-1up-110210.jpg" alt="" /></a></div>
If EA and <em>the</em> Steven Spielberg couldn't pull of a first-person hybrid built on "escape gameplay" and driven by an emotional co-op dynamic, featuring an AI-controlled partner -- spoiler alert --<em> from the future,</em> whose character evolution was to be determined by non-verbal interaction with the player, then who <em>could</em> pull it off? Probably no one. "LMNO," as this project was code-named, was officially <a href="http://www.joystiq.com/2010/10/11/report-rez-2-prototype-was-in-the-works-project-lmno-canned/">canned</a> by EA last month -- and it's been dead for at least a year, according to 1UP's new in-depth investigation into the game.<br />
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The report -- and definitely <a href="http://www.1up.com/do/feature?cId=3182177">read the whole thing</a> -- is a compelling tale in and of itself: the inside scoop on a big-budget experiment (a "hyper-replayable" 2- to 3-hour game with no multiplayer) that would later morph into an <a href="http://www.joystiq.com/game/uncharted-drakes-fortune"><em>Uncharted</em></a> clone (complete with "an alien version of Megan Fox"), dubbed <em>The Escape Artist, </em> before being canceled altogether. But the LMNO story is also a striking reminder of just how inflexible AAA game development has become.<br />
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EA tried admirably to invest in new IP several years ago, but its actually released games didn't provide <a href="http://www.joystiq.com/2008/12/16/maddening-npd-data-shows-weak-dead-space-mirrors-edge-sales/">the returns</a> the publisher had expected from consumers. Had it come together as original designers Doug Church and Randy Smith once envisioned, LMNO could have been EA's most ambitious original IP to date. Instead, it fell apart as the industry fell back on iteration (you know, "sequelitis") and made <a href="http://www.joystiq.com/2009/11/09/ea-acquires-social-network-game-dev-playfish-for-300-million/">jaw-dropping investments</a> in socially-networked casual gaming as the path to future profitability.<br />
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LMNO once carried the heavy burden of being the video game that would finally "make you cry." Assuming that the industry has yet to recognize this milestone as having been achieved, the mission now seems better suited for an indie developer with nothing to lose; one free from the concerns of the corporate goliath: namely, staying in business.<br />
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[Pictured: Pre-Megan Fox "Eve" character concept; source: <a href="http://www.1up.com/flat/Features/Cover_Stories/Alternative_History/eve1_lg.jpg">1UP</a>]<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/2010/11/02/1up-examines-spielbergs-lmno/">1UP examines Spielberg's LMNO, the game that 'tried to do too much'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 02 Nov 2010 21:00:00 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/2010/11/02/1up-examines-spielbergs-lmno/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19699547/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/02/1up-examines-spielbergs-lmno/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Arkane-Studios</category><category>canceled</category><category>Doug-Church</category><category>EA</category><category>EA-Blueprint</category><category>EA-Los-Angeles</category><category>EALA</category><category>Frostbite-Engine</category><category>LMNO</category><category>Matt-Sentell</category><category>microsoft</category><category>Mike-Verdu</category><category>Neil-Young</category><category>pc</category><category>playstation</category><category>Project-LMNO</category><category>ps3</category><category>Randy-Smith</category><category>Speilberg</category><category>Steven-Speilberg</category><category>The-Escape-Artist</category><category>Unreal-Engine</category><category>Unreal-Engine-3</category><category>xbox</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Tue, 02 Nov 2010 21:00:00 EST</pubDate></item></channel></rss>