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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Warren Spector (note: not 'War Inspector') GDC Lifetime Achievement award video loosed]]></title><link>http://www.joystiq.com/2012/03/19/warren-spector-note-not-war-inspector-gdc-lifetime-achievem/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/19/warren-spector-note-not-war-inspector-gdc-lifetime-achievem/</guid><comments>http://www.joystiq.com/2012/03/19/warren-spector-note-not-war-inspector-gdc-lifetime-achievem/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img  src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/warinspector599pxheaderimg1351.jpg" style="width: 599px; height: 335px; display:none" /><iframe allowfullscreen="" frameborder="0" height="334" src="http://www.youtube.com/embed/d9q8oxkhnvI" width="599"></iframe></div><br />During GDC this year, <a href="http://www.joystiq.com/tag/warren-spector">Warren Spector</a> was honored with the Lifetime Achievement award for ... uh ... his life, and Mega64 was there with an amazing video to celebrate as much. Starring Epic Games' Cliff Bleszinski, you'll find out that Spector's name <em>isn't</em> just a guise for his secret job as a "War Inspector." Finally! The truth!<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/2012/03/19/warren-spector-note-not-war-inspector-gdc-lifetime-achievem/">Warren Spector (note: not 'War Inspector') GDC Lifetime Achievement award video loosed</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 19 Mar 2012 14:00:00 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/2012/03/19/warren-spector-note-not-war-inspector-gdc-lifetime-achievem/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20196266/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/19/warren-spector-note-not-war-inspector-gdc-lifetime-achievem/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-2012</category><category>junction-point-studios</category><category>lifetime-achievement-award</category><category>warren-spector</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 19 Mar 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[James Silva ready to make a third Dishwasher game for Microsoft]]></title><link>http://www.joystiq.com/2012/03/16/james-silva-ready-to-make-a-third-dishwasher-game-for-microsoft/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/16/james-silva-ready-to-make-a-third-dishwasher-game-for-microsoft/</guid><comments>http://www.joystiq.com/2012/03/16/james-silva-ready-to-make-a-third-dishwasher-game-for-microsoft/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2012/03/12/james-silva-says-hes-ready-to-make-a-third-dishwasher-game-for/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/thefuturedishw3.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></div><div> <em>The Dishwasher</em> creator and <a href="http://www.ska-studios.com/about/">Ska Studios head</a> James Silva spoke at GDC last week, and concluded his talk with the slide seen above. Fans want a third <em>Dishwasher </em>game, Microsoft wouldn't mind publishing one, and he wants to do one, said Silva, so <a href="http://www.xblafans.com/james-silva-of-ska-studios-hints-at-dishwasher-3-41849.html">why shouldn't there be a trilogy of <em>Dishwasher</em> titles</a> out there?<br /> <br /> Don't look at us, bud -- you're the game designer. Silva is, of course, currently working on the side-scrolling, <a href="http://www.joystiq.com/2010/05/05/charlie-murder-sells-out-to-xbox-live-arcade-in-2012/">punk-flavored beat-em-up <em>Charlie Murder</em></a> for Xbox Live <strike>Indie Games</strike> Arcade. After that adventure is all wrapped up, it may be time to wash those dishes yet again.</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/2012/03/16/james-silva-ready-to-make-a-third-dishwasher-game-for-microsoft/">James Silva ready to make a third Dishwasher game for Microsoft</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 16 Mar 2012 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.joystiq.com/2012/03/16/james-silva-ready-to-make-a-third-dishwasher-game-for-microsoft/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20194635/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/16/james-silva-ready-to-make-a-third-dishwasher-game-for-microsoft/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>james-silva</category><category>microsoft</category><category>ska-studios</category><category>slides</category><category>talk</category><category>the-dishwasher</category><category>the-dishwasher-vampire-smile</category><category>trilogy</category><category>xbox</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Fri, 16 Mar 2012 18:30:00 EST</pubDate></item><item><title><![CDATA[My first dance with Runner2: Future Legend of Rhythm Alien]]></title><link>http://www.joystiq.com/2012/03/14/my-first-dance-with-runner2-future-legend-of-rhythm-alien/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/14/my-first-dance-with-runner2-future-legend-of-rhythm-alien/</guid><comments>http://www.joystiq.com/2012/03/14/my-first-dance-with-runner2-future-legend-of-rhythm-alien/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/03/14/my-first-dance-with-runner2-future-legend-of-rhythm-alien/"><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/runner2head314.jpg" vspace="4" /></a></center><a href="http://joystiq.com/game/runner-2"><em>Runner2: Future Legend of Rhythm Alien</em></a> is easier than <em><a href="http://joystiq.com/game/bit-trip-runner">Bit.Trip Runner</a>.</em><br /><br />I'm saying this up front because I'm guessing the difficulty in <em>Runner</em> turned some would-be fans away, and I want those people to keep reading. If you liked the simple rhythm-platforming gameplay of <em>Runner</em> but hit a metaphorical wall after hitting so many literal walls, this will be more your speed. I think I got through about 8 stages in a row of fast-moving, autoscrolling, jumping, sliding, kicking gameplay without dying.<br /><br />In fact, a lot of the game is designed to welcome lapsed or new players. The retro look has been replaced by a polygonal style that co-director Alex Neuse describes as "whimsical," with a rounded, cartoony CommanderVideo and cute creatures bouncing happily to the music. Cutscenes in a Saul Bass art style act as both exemplars of a popular style and, as co-director Mike Roush explained, a "stepping stone between the old style and the new style." bridges between the 2D<em> Bit.Trip</em> look and <em>Runner2's</em> in-game presentation. As an XBLA/PSN title, it's also available to people who couldn't play the WiiWare-based <em>Runner</em>. "So this is like, hey everyone, this is our fun little gameplay thing, rhythm music platformer, and we can all play it," Neuse said.<br /><br />Even if you're a bad enough dude to enjoy the insane difficulty of <em>Runner 1</em>, there's plenty in the sequel to capture your interest. Like <em>choices</em>.<p><a href="http://www.joystiq.com/2012/03/14/my-first-dance-with-runner2-future-legend-of-rhythm-alien/" rel="bookmark">Continue reading <em>My first dance with Runner2: Future Legend of Rhythm Alien</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/2012/03/14/my-first-dance-with-runner2-future-legend-of-rhythm-alien/">My first dance with Runner2: Future Legend of Rhythm Alien</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 14 Mar 2012 12:30:00 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/2012/03/14/my-first-dance-with-runner2-future-legend-of-rhythm-alien/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20190882/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/14/my-first-dance-with-runner2-future-legend-of-rhythm-alien/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aksys-games</category><category>gaijin-games</category><category>gdc</category><category>gdc-2012</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>psn</category><category>runner-2</category><category>runner-2-future-legend-of-rhythm-alien</category><category>xbla</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 14 Mar 2012 12:30:00 EST</pubDate></item><item><title><![CDATA[The Witness cares about you more than you know]]></title><link>http://www.joystiq.com/2012/03/14/the-witness-cares-about-you-more-than-you-know/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/14/the-witness-cares-about-you-more-than-you-know/</guid><comments>http://www.joystiq.com/2012/03/14/the-witness-cares-about-you-more-than-you-know/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/13/the-witness-cares-about-you-more-than-you-know/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/thewitness530pxheaderimg512351.jpg" /></a></div>Soon after launching his debut hit, <a href="http://www.joystiq.com/game/braid"><em>Braid</em></a>, on Xbox Live Arcade in 2008, creator Jonathan Blow issued a <a href="http://www.joystiq.com/2008/08/07/the-official-braid-walkthrough-says-please-do-not-use-a-walkth/">cheeky walkthrough tip</a> on his personal site. In so many words, it said "suck it up and don't use a walkthrough" - a statement which many saw as reflective of a perceived "my way" attitude to game design.<br /><br />Others saw it more expectantly, knowing Blow to be a perfectionist and not one to offer hints on his games. He hates games that hold your hand. "Treating the player like a baby all the time, I don't like that," he told me during an interview last week at GDC.<br /><br />That's why he's designed his latest game, <a href="http://www.joystiq.com/game/the-wtiness"><em>The Witness</em></a>, to hold your hand just long enough to find the path. "What I do is I work really hard to not condescend the player and to not treat the player like they're stupid, but at the same time to follow good game design practices. This game has to be learnable, and there has to be tutorialization in it, but it's not patronizing tutorialization."<br /><br />Unlike <em>Braid</em>'s more linear pacing, <em>The Witness</em> is designed as an open world - albeit a very small open world - so that difficult puzzles can either be skipped (not all must be solved to reach the end) or passed by for later on. Blow said this was intentionally designed to respect the time of players. "It's more about crafting a small, heavily interconnected jewel that gives people the highest density experience, respecting their time that way. There's not gonna be a lot of walking around through empty lands in this game."<br /><br />Though the game is looking more complete than ever, <em>The Witness</em> has no set platforms or launch window beyond PC and iOS, and "some time in 2012." <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/2012/03/14/the-witness-cares-about-you-more-than-you-know/">The Witness cares about you more than you know</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 14 Mar 2012 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/2012/03/14/the-witness-cares-about-you-more-than-you-know/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20192374/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/14/the-witness-cares-about-you-more-than-you-know/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>braid</category><category>gdc</category><category>gdc-2012</category><category>ios</category><category>ipad</category><category>iphone</category><category>jonathan-blow</category><category>mac</category><category>mobile</category><category>pc</category><category>the-witness</category><category>thekla</category><category>thekla-inc</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 14 Mar 2012 06:00:00 EST</pubDate></item><item><title><![CDATA[DICE's future plans go beyond the Battlefield franchise]]></title><link>http://www.joystiq.com/2012/03/13/dices-future-plans-go-beyond-the-battlefield-franchise/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/13/dices-future-plans-go-beyond-the-battlefield-franchise/</guid><comments>http://www.joystiq.com/2012/03/13/dices-future-plans-go-beyond-the-battlefield-franchise/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/13/dices-future-plans-go-beyond-the-battlefield-franchise/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/mirrosedgeheaderimg530px111.jpg" /></a></div>It's been awhile since the last non-Battlefield game from DICE. Sure, the Swedish dev studio assisted with <a href="http://www.joystiq.com/game/medal-of-honor-2010"><em>Medal of Honor</em>'s 2010 reboot</a> (multiplayer) and provided some tech backup for <a href="http://www.joystiq.com/game/need-for-speed-the-run"><em>Need for Speed: The Run</em></a> (DICE's Frostbite 2.0 game engine powered the title), but otherwise it hasn't made a separate, original property of its own since 2008's critically acclaimed <a href="http://www.joystiq.com/game/mirrors-edge"><em>Mirror's Edge</em></a>. That may be about to change.<br /><br />"We also have an ongoing plan that those products should not only be Battlefield," DICE general manager Karl-Magnus Troedsson told us in an interview last week during GDC 2012, referring to the future of his studio. He punctuated his sentence with a quick, "though I cannot say more than that," unfortunately, but it's good to hear that DICE is moving back to development outside of the Battlefield franchise. It'd be nicer to hear that the studio was steadfast in making a sequel to <em>Mirror's Edge</em>, of course, but we'll take what we can for now.<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/2012/03/13/dices-future-plans-go-beyond-the-battlefield-franchise/">DICE's future plans go beyond the Battlefield franchise</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 13 Mar 2012 10:01:00 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/2012/03/13/dices-future-plans-go-beyond-the-battlefield-franchise/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20192037/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/13/dices-future-plans-go-beyond-the-battlefield-franchise/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>dice</category><category>ea</category><category>ea-dice</category><category>electronic-arts</category><category>gdc</category><category>gdc-2012</category><category>karl-magnus-troedsson</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 13 Mar 2012 10:01:00 EST</pubDate></item><item><title><![CDATA[Battlefield 3's lack of DLC: DICE general manager explains]]></title><link>http://www.joystiq.com/2012/03/13/battlefield-3s-lack-of-dlc-dice-general-manager-explains/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/13/battlefield-3s-lack-of-dlc-dice-general-manager-explains/</guid><comments>http://www.joystiq.com/2012/03/13/battlefield-3s-lack-of-dlc-dice-general-manager-explains/#comments</comments><description><![CDATA[<div style="text-align: center;"> <img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/closequarters530pxheaderimg1351.jpg" style="width: 530px; height: 298px;" /></div><a href="http://www.joystiq.com/game/battlefield-3"><em>Battlefield 3</em></a> launched on the Xbox 360, PlayStation 3, and PC in late October of 2011. Approximately a month and a half later, the game's <a href="http://www.joystiq.com/2011/12/01/battlefield-3s-back-to-karkand-expansion-arrives-on-ps3-dec/">first expansion arrived</a>: "Back to Karkand." Aside from a handful of tweaks since, EA's DICE studio has kept relative radio silence. So much so, in fact, that one prominent Battlefield fan site publicly declared its own silence until DICE spoke up (the developer released a missive <a href="http://www.joystiq.com/2012/02/23/dice-details-next-big-battlefield-3-fix-list/">the following day</a>).<br /><br />It is with this recent history -- now four months since <em>Battlefield 3</em>'s last content drop, and another <a href="http://www.joystiq.com/2012/03/07/battlefield-3-close-quarters-announced-for-june-two-more-packs/">three months before "Close Quarters"</a> is set to launch -- that we approached a recent interview with DICE general manager Karl-Magnus Troedsson. In short, <em>what in the world is taking so damn long</em>?<br /><br />"The reason that we haven't followed up with even more content more quickly, there's a couple of practical reasons," Troedsson told us. "Part of that is that we just need to spend a lot of focus getting the game out. The ambition was to get more packs out earlier, but sometimes you have to prioritize between the base product and what you're doing afterwards." Troedsson also argued that DICE's approach was thematic, not "piecemeal" (Call of Duty's approach), which was a deliberate choice on his studio's part.<br /><br />"If you prefer to have smaller piecemeal packs every now and then, you can go with that. We prefer to do something bigger that has a specific theme, that has maps, weapons, assignments, persistent upgrades, all this kinda stuff," Troedsson said. Could his studio have gotten out this content earlier? "Probably," he said, but DICE ran into its own limitations. "Sometimes we have limitations to what we can and can't do."<br /><br />But without any other announced projects, and EA's Danger Close taking responsibility for its own multiplayer section in the <a href="http://www.joystiq.com/game/medal-of-honor-warfighter">coming Medal of Honor game</a> (DICE handled the previous game's multi), it's unclear what other responsibilities are keeping DICE from pushing out <em>Battlefield 3</em> support content more quickly. We'll just have to assume the majority of the studio is head down on a super secret sequel to <a href="http://www.joystiq.com/game/mirrors-edge"><em>Mirror's Edge</em></a>.<br /><br />Beyond "Close Quarters," DICE has two more content packs announced for <em>Battlefield 3</em>, including "Armored Kill" in fall and "End Game" in winter. And yes, Call of Duty's Elite DLC drops continue <em>monthly</em>.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/battlefield-3-close-quarters-ziba-tower/">Battlefield 3 (Close Quarters - Ziba Tower)</a></strong></p><a href="http://www.joystiq.com/photos/battlefield-3-close-quarters-ziba-tower/#4891507"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/battlefield-3---close-quarters---ziba-tower--2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/battlefield-3-close-quarters-ziba-tower/#4891508"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/battlefield-3---close-quarters---ziba-tower---before-and-after_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/battlefield-3-close-quarters-ziba-tower/#4891509"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/battlefield-3---close-quarters---ziba-tower-1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/battlefield-3-close-quarters-ziba-tower/#4891510"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/battlefield-3---close-quarters---ziba-tower-3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/battlefield-3-close-quarters-ziba-tower/#4891511"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/battlefield-3---close-quarters---ziba-tower-5_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/2012/03/13/battlefield-3s-lack-of-dlc-dice-general-manager-explains/">Battlefield 3's lack of DLC: DICE general manager explains</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 13 Mar 2012 09:01:00 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/2012/03/13/battlefield-3s-lack-of-dlc-dice-general-manager-explains/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20191960/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/13/battlefield-3s-lack-of-dlc-dice-general-manager-explains/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>battlefield-3</category><category>close-quarters</category><category>dice</category><category>dlc</category><category>downloadable-content</category><category>ea</category><category>ea-dice</category><category>electronic-arts</category><category>expansion</category><category>gdc</category><category>gdc-2012</category><category>karl-magnus-troedsson</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 13 Mar 2012 09:01:00 EST</pubDate></item><item><title><![CDATA[The Witness is Jon Blow's second shot at all or nothing]]></title><link>http://www.joystiq.com/2012/03/12/the-witness-is-jon-blows-second-shot-at-all-or-nothing/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/12/the-witness-is-jon-blows-second-shot-at-all-or-nothing/</guid><comments>http://www.joystiq.com/2012/03/12/the-witness-is-jon-blows-second-shot-at-all-or-nothing/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/12/the-witness-is-jon-blows-second-shot-at-all-or-nothing/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/witnessheaderimg530pxq351.jpg" /></a></div>When is <a href="http://www.joystiq.com/game/braid"><em>Braid</em></a> creator Jonathan Blow's second game, <a href="http://www.joystiq.com/game/the-witness"><em>The Witness</em></a>, going to launch? <em>None of your damn business</em> is when. "When it's good," Blow told Joystiq during a GDC 2012 preview meetup. He's not even sure where <em>The Witness</em> will end up -- beyond PC and iOS, that is. "PSN a year from now? XBLA a year from now?," Blow said. It's possible, but more of a question of if it's worth the expense. <em>The Witness</em> is Blow's second ambitious attempt at crafting a story built around brilliant yet obvious puzzles, but this time it's a fully 3D world. A beautiful and complex one at that. And expenses are adding up.<br /><br />He <a href="http://www.joystiq.com/2011/12/03/the-witness-may-come-to-consoles-after-all/">hired two new programmers</a> not so long ago. Blow can't continue development forever, of course. "In the case of this game, the answer is also when I run out of money. Which may happen," he said. But wait a minute -- didn't <em>Braid</em> rake in boatloads of money and cost around <a href="http://www.eurogamer.net/articles/gdc-braid-cost-200k-to-make-says-blow">quarter of a million bucks</a> to make?<br /><br />"Like I said, I just hired two more programmers and that's expensive. I'm spending all the <em>Braid</em> money on this game," Blow said. That's right: <em>all the Braid money</em>. Right on time, Chris Hecker -- <a href="http://www.joystiq.com/game/spyparty"><em>SpyParty</em></a> dev, hotel room roommate, and good buddy of Jon's -- shouted, "Crazy person!" To temper the jest at his friend's expense, Hecker admonished, "You attain orbit, and then you stay in orbit!"<p><a href="http://www.joystiq.com/2012/03/12/the-witness-is-jon-blows-second-shot-at-all-or-nothing/" rel="bookmark">Continue reading <em>The Witness is Jon Blow's second shot at all or nothing</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/2012/03/12/the-witness-is-jon-blows-second-shot-at-all-or-nothing/">The Witness is Jon Blow's second shot at all or nothing</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 12 Mar 2012 18:00:00 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/2012/03/12/the-witness-is-jon-blows-second-shot-at-all-or-nothing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20191456/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/12/the-witness-is-jon-blows-second-shot-at-all-or-nothing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>chris-hecker</category><category>gdc</category><category>gdc-2012</category><category>ios</category><category>ipad</category><category>iphone</category><category>jonathan-blow</category><category>mac</category><category>microsoft</category><category>mobile</category><category>pc</category><category>playstation</category><category>ps3</category><category>the-witness</category><category>thekla</category><category>thekla-inc</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 12 Mar 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[Harvest Moon creator Wada forms Toybox Inc.]]></title><link>http://www.joystiq.com/2012/03/12/harvest-moon-creator-wada-forms-toybox-inc/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/12/harvest-moon-creator-wada-forms-toybox-inc/</guid><comments>http://www.joystiq.com/2012/03/12/harvest-moon-creator-wada-forms-toybox-inc/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/03/12/harvest-moon-creator-wada-forms-toybox-inc/"><img border="0" hspace="4"  src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/toybox312.jpg" vspace="4" /></a></center>Yasuhiro Wada has had a long career. He's best known for creating the <em>Harvest Moon</em> series at Victor Interactive Software, which later became known as Marvelous Entertainment. Later, he became CEO of Marvelous, a position he left in 2010 to become <a href="http://www.joystiq.com/2010/10/13/marvelouss-wada-and-kimura-join-grasshopper-manufacture/">COO of Grasshopper Manufacture</a>. <br /><br />Now, Wada is returning to creative work, and has formed his own company, called Toybox Inc., a two-man operation with former Marvelous producer Tomio Kanazawa (who worked on <em>Deadly Premonition</em> when Marvelous published it in Japan). They have three projects in the works -- the <a href="http://www.joystiq.com/2012/03/08/deadly-premonition-being-remastered-for-ps3-with-move-support/">PS3 update</a> of <em>Deadly Premonition</em>, and two others they may announce at E3.<br /><br />Like Mistwalker, the two creators plan to work with development partners on each game. "Toybox is only two," Wada told me. "We are the control hub." The new company will support "all" console and handheld platforms, and Wada plans to make "not so big, but not download" games.<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/2012/03/12/harvest-moon-creator-wada-forms-toybox-inc/">Harvest Moon creator Wada forms Toybox Inc.</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 12 Mar 2012 10:30:00 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/2012/03/12/harvest-moon-creator-wada-forms-toybox-inc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20191082/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/12/harvest-moon-creator-wada-forms-toybox-inc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-2012</category><category>tomio-kanazawa</category><category>toybox-inc</category><category>yasuhiro-wada</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 12 Mar 2012 10:30:00 EST</pubDate></item><item><title><![CDATA[Ibb and Obb: the ten-second preview]]></title><link>http://www.joystiq.com/2012/03/11/ibb-and-obb-the-ten-second-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/11/ibb-and-obb-the-ten-second-preview/</guid><comments>http://www.joystiq.com/2012/03/11/ibb-and-obb-the-ten-second-preview/#comments</comments><description><![CDATA[<center><!--[if IE]><object width="530" height="318" id="viddlerOuter-de8b4a00" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/de8b4a00/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&amp;openURL=54083963&amp;autoplay=f&amp;loop=0&amp;nologo=0&amp;hd=0"><object id="viddlerInner-de8b4a00"><video id="viddlerVideo-de8b4a00" src="//www.viddler.com/file/de8b4a00/html5mobile?openURL=54083963" type="video/mp4" width="530" height="298" poster="//www.viddler.com/thumbnail/de8b4a00/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--><!--[if !IE]> <!--> <object data="//www.viddler.com/simple/de8b4a00/" height="318" id="viddlerOuter-de8b4a00" type="application/x-shockwave-flash" width="530"><param name="movie" value="//www.viddler.com/simple/de8b4a00/" /><param name="allowScriptAccess" value="always" /><param name="allowNetworking" value="all" /><param name="allowFullScreen" value="true" /><param name="flashVars" value="f=1&amp;openURL=54083963&amp;autoplay=f&amp;loop=0&amp;nologo=0&amp;hd=0" /><object id="viddlerInner-de8b4a00"><video controls="controls" height="298" id="viddlerVideo-de8b4a00" poster="//www.viddler.com/thumbnail/de8b4a00/" src="//www.viddler.com/file/de8b4a00/html5mobile?openURL=54083963" type="video/mp4" width="530" x-webkit-airplay="allow"></video></object></object><!--<![endif]--><img border="1" hspace="4"  src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/screen-shot-2012-03-11-at-10.13.08-am.png" style="display: none" vspace="4" /></center><em><a href="http://www.joystiq.com/2012/01/24/co-op-platformer-ibb-and-obb-takes-both-high-and-low-roads-to-ps/"><br />Ibb and Obb</a></em> is a PSN (for PS3) platformer built around the idea of who characters who can occupy either side of the screen, divided by a line. In essence, they can walk above or below the ground, turning upside down when they pass through certain portals. <br /><br />Players have to cooperate, sometimes on opposite sides of the screen, sometimes on the same side, in order to pass obstacles -- and when one dies, the other does too.<br /><br />In the sequence captured above, players each have to run past the three enemies, then jump over the sawblade guy. The first player to get across has to wait, avoiding another enemy, for the second player to arrive, at which point they have to cooperate to boost one up through the portal. Then the enemies can be killed from below.<br /><br />I watched a pair of GDC attendees work on this sequence for a good five minutes. When they finally got through it, they got up and left, leaving me alone to check out the game for myself. Which would have been great, except I was <em>alone</em>, without a co-op partner. This brief video probably captures the experience better than my own playthrough and writeup would have, anyway.<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/2012/03/11/ibb-and-obb-the-ten-second-preview/">Ibb and Obb: the ten-second preview</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 11 Mar 2012 12:00:00 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/2012/03/11/ibb-and-obb-the-ten-second-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20190741/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/11/ibb-and-obb-the-ten-second-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-2012</category><category>ibb-and-obb</category><category>playstation</category><category>ps3</category><category>sparpweed</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Sun, 11 Mar 2012 12:00:00 EST</pubDate></item><item><title><![CDATA[Cave's Watanabe on the benefits of premium app pricing]]></title><link>http://www.joystiq.com/2012/03/10/caves-watanabe-on-the-benefits-of-premium-app-pricing/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/10/caves-watanabe-on-the-benefits-of-premium-app-pricing/</guid><comments>http://www.joystiq.com/2012/03/10/caves-watanabe-on-the-benefits-of-premium-app-pricing/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/03/10/caves-watanabe-on-the-benefits-of-premium-app-pricing/"><img border="0" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/dodonpachi39.jpg" vspace="4" /></a></center>Conventional wisdom says that expensive iOS and Android games don't sell, but in a speech at GDC, Mikio Watanabe, COO of shmup developer Cave, frankly stated the exact opposite. In a presentation entitled "Japanese Retro and Social Games on Smartphones," Watanabe gave advice to developers looking to port their companies' legacy IPs to the rapidly blossoming smartphone and tablet markets.<br /><br />His advice? For starters, keep the games running at a good clip instead of focusing too much on graphical clarity. "When games are running quickly, the human eye misses tiny imperfections in the visuals," he noted, encouraging developers to try to shoot for an average of 50 FPS or better. To increase the profitability, he encouraged developers to include unique and interesting DLC to spur in-app purchases.<p><a href="http://www.joystiq.com/2012/03/10/caves-watanabe-on-the-benefits-of-premium-app-pricing/" rel="bookmark">Continue reading <em>Cave's Watanabe on the benefits of premium app pricing</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/2012/03/10/caves-watanabe-on-the-benefits-of-premium-app-pricing/">Cave's Watanabe on the benefits of premium app pricing</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 10 Mar 2012 20:30:00 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/2012/03/10/caves-watanabe-on-the-benefits-of-premium-app-pricing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20190421/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/10/caves-watanabe-on-the-benefits-of-premium-app-pricing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>app-store</category><category>cave</category><category>gdc</category><category>gdc-2012</category><category>ios</category><category>iphone</category><category>mikio-watanabe</category><category>mobile</category><dc:creator><![CDATA[Heidi Kemps]]></dc:creator><pubDate>Sat, 10 Mar 2012 20:30:00 EST</pubDate></item><item><title><![CDATA[Trine 2 DLC brings six new stages this summer; Frozenbyte's next project a new IP]]></title><link>http://www.joystiq.com/2012/03/10/trine-2-dlc-brings-six-new-stages-this-summer-frozenbytes-next/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/10/trine-2-dlc-brings-six-new-stages-this-summer-frozenbytes-next/</guid><comments>http://www.joystiq.com/2012/03/10/trine-2-dlc-brings-six-new-stages-this-summer-frozenbytes-next/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/10/trine-2-dlc-brings-six-new-stages-this-summer-frozenbytes-next/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/trine2screen05.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; 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></div>A fresh batch of <a href="http://www.joystiq.com/game/trine-2"><em>Trine 2</em></a> DLC is dropping this summer, and it will include six new stages, a shiny new story and new skills. XBLA Fans picked up the news from Frozenbyte marketing director Mikael Haveri during a GDC 2012 panel this week. Haveri also said there would be a lot of puzzles based on light, water, low gravity and magnetic elements.<br /><br />Frozenbyte's next project is an original IP set to launch at $15 for unannounced platforms, Haveri teased to XBLA Fans. At that price, we feel confident expecting a downloadable release.<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/2012/03/10/trine-2-dlc-brings-six-new-stages-this-summer-frozenbytes-next/">Trine 2 DLC brings six new stages this summer; Frozenbyte's next project a new IP</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 10 Mar 2012 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.joystiq.com/2012/03/10/trine-2-dlc-brings-six-new-stages-this-summer-frozenbytes-next/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20190106/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/10/trine-2-dlc-brings-six-new-stages-this-summer-frozenbytes-next/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>DLC</category><category>Frozenbyte</category><category>gdc</category><category>gdc-2012</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>summer</category><category>trine-2</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Sat, 10 Mar 2012 11:00:00 EST</pubDate></item><item><title><![CDATA[Yasuhiro Wada waxes nostalgic about Harvest Moon]]></title><link>http://www.joystiq.com/2012/03/10/yasuhiro-wada-waxes-nostalgic-about-harvest-moon/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/10/yasuhiro-wada-waxes-nostalgic-about-harvest-moon/</guid><comments>http://www.joystiq.com/2012/03/10/yasuhiro-wada-waxes-nostalgic-about-harvest-moon/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/03/10/yasuhiro-wada-waxes-nostalgic-about-harvest-moon/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/harvestmoon39.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; 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; width: 530px; height: 350px; " /></a></center>Yasuhiro Wada has been engaged in the games industry for over 20 years, but lately he's been more into management than actual game production. With the formation of Toybox Inc, however, he joins the ranks of Japanese developers like Yuji Naka and Keiji Inafune - developers who left top management positions at major companies to pursue more active creative roles at smaller startups. While his name might not be the biggest in the biz, he's responsible for one of the most quietly influential games in the industry: <em>Bokujou Monogatari</em>, known outside of Japan as <em>Harvest Moon</em>.<br /><br />Wada grew up in the countryside, where he dreamed of eventually making his way to the big city. When he finally did get to Tokyo, however, he learned that there are some elements to good ol' country living that deserve appreciation. It was this experience that served as the inspiration for a game idea: A non-combative game that conveyed the simple pleasures of country life. It wasn't an easy pitch, and Wada had to build rapport at his company first with a portfolio of small successes. It took about 2 years to build both the record and the budget necessary to propose <em>Harvest Moon</em> to his higher-ups, but his patience paid off in both development and marketing experience.<br /><br />[Image: <a href="http://www.gamefaqs.com/snes/562623-harvest-moon">GameFAQS</a>]<p><a href="http://www.joystiq.com/2012/03/10/yasuhiro-wada-waxes-nostalgic-about-harvest-moon/" rel="bookmark">Continue reading <em>Yasuhiro Wada waxes nostalgic about Harvest Moon</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/2012/03/10/yasuhiro-wada-waxes-nostalgic-about-harvest-moon/">Yasuhiro Wada waxes nostalgic about Harvest Moon</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 10 Mar 2012 09:00:00 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/2012/03/10/yasuhiro-wada-waxes-nostalgic-about-harvest-moon/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189563/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/10/yasuhiro-wada-waxes-nostalgic-about-harvest-moon/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>classic-game-postmortem</category><category>gdc</category><category>gdc-2012</category><category>harvest-moon</category><category>yasuhiro-wada</category><dc:creator><![CDATA[Heidi Kemps]]></dc:creator><pubDate>Sat, 10 Mar 2012 09:00:00 EST</pubDate></item><item><title><![CDATA[GDC returns to San Francisco March 25-29, 2013]]></title><link>http://www.joystiq.com/2012/03/09/gdc-returns-to-san-francisco-march-25-29-2013/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/09/gdc-returns-to-san-francisco-march-25-29-2013/</guid><comments>http://www.joystiq.com/2012/03/09/gdc-returns-to-san-francisco-march-25-29-2013/#comments</comments><description><![CDATA[<div style="text-align: center;"> <img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/gdc2013530.jpg" vspace="4" /></div>The early bird catches the worm ... and the more conveniently located hotels before they're all booked up. Those looking to get a super head-start on their reservations for next year's Game Developers Conference should plan their return to San Francisco around March 25-29, 2013.<br /><br />Other things to plan for next year: <em>Fez</em> <a href="http://www.joystiq.com/2012/03/07/fez-wins-2012-igf-seumas-mcnally-grand-prize/">winning another IGF award</a> (although it really <a href="http://www.joystiq.com/2012/02/26/fez-hits-xbla-on-may-2/">should <em>finally</em> be available this year</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/2012/03/09/gdc-returns-to-san-francisco-march-25-29-2013/">GDC returns to San Francisco March 25-29, 2013</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2012 23:59:00 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/2012/03/09/gdc-returns-to-san-francisco-march-25-29-2013/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20187334/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/09/gdc-returns-to-san-francisco-march-25-29-2013/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>GDC</category><category>GDC-2013</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Fri, 09 Mar 2012 23:59:00 EST</pubDate></item><item><title><![CDATA[Taito's Ishida: 'Expect to see more Groove Coaster']]></title><link>http://www.joystiq.com/2012/03/09/taitos-ishida-expect-to-see-more-groove-coaster/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/09/taitos-ishida-expect-to-see-more-groove-coaster/</guid><comments>http://www.joystiq.com/2012/03/09/taitos-ishida-expect-to-see-more-groove-coaster/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/03/09/ishida-expect-to-see-more-groove-coaster/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/07/groovecoaster728.jpg" /></a></center>If you've played Taito's beautifully abstract iOS music game, <a href="http://joystiq.com/game/groove-coaster"><em>Groove Coaster</em></a>, you probably want more of Taito's beautifully abstract iOS music game, <em>Groove Coaster</em>. And you'll have it. During an interview today, producer <a href="http://www.joystiq.com/2012/03/09/reisuke-ishida-on-why-perfect-games-cant-be-perfect/">Reisuke Ishida</a> told Joystiq: "People can expect to see more <em>Groove Coaster</em> in the future." As for the details, like when, or whether it's in the form of game updates or a full sequel, we got "No comment."<br /><br />One (vector-based, icon-covered) avenue he'd like to explore is a console port, much like the XBLA/PSN port of his iOS shooter<em> Space Invaders Infinity Gene</em>. "There's no plan for a console release of <em>Groove Coaster</em> yet, but if it's possible it's something that I'd like to do," Ishida said. "I don't think the controls would be much of an issue; it's pretty simple controls." Ishida said he kept consoles in mind while designing <em>Groove Coaster</em>. "I didn't want to add something that wouldn't be able to be communicated for consoles in the future."<br /><br />In terms of non-<em>Groove Coaster</em> games, Ishida teased a third game in what he called the "Infinity Gene series (which currently includes <em>Infinity Gene</em> and <em>Groove Coaster)</em>. "It'll probably have a similar aesthetic to the previous two games, but people shouldn't expect another shooting game. It'll be something different."<br /><br />Ishida quickly clarified: "I'm not saying I'm never going to make shooting games again, just not for the next project."<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/2012/03/09/taitos-ishida-expect-to-see-more-groove-coaster/">Taito's Ishida: 'Expect to see more Groove Coaster'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2012 20:30:00 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/2012/03/09/taitos-ishida-expect-to-see-more-groove-coaster/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20190394/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/09/taitos-ishida-expect-to-see-more-groove-coaster/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-2012</category><category>groove-coaster</category><category>ios</category><category>iphone</category><category>mobile</category><category>reisuke-ishida</category><category>space-invaders-infinity-gene</category><category>taito</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 09 Mar 2012 20:30:00 EST</pubDate></item><item><title><![CDATA[These games inspired Cliff Bleszinski, John Romero, Will Wright, and Sid Meier]]></title><link>http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/</guid><comments>http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/"><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/pacman38.jpg" vspace="4" /></a></div>Everyone in the industry has a story about their formative experiences with video games, but Jon-Paul Dyson, the director of the International Center for the History of Electronic Games, was a bit more blunt than most.<br /><br />"Great artists don't borrow. They steal," Dyson said, borrowing a quote from Pablo Picasso as he introduced Wil Wright, Sid Meier, John Romero, and Cliff Bleszinski. Speaking in front of a packed house at GDC, the four industry luminaries shared the games that inspired them as creators, and continue to influence them today.<p><a href="http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/" rel="bookmark">Continue reading <em>These games inspired Cliff Bleszinski, John Romero, Will Wright, and Sid Meier</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/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/">These games inspired Cliff Bleszinski, John Romero, Will Wright, and Sid Meier</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2012 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/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189507/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cliff-bleszinski</category><category>gdc</category><category>gdc-2012</category><category>john-romero</category><category>pac-man</category><category>pinball-construction-set</category><category>seven-cities-of-gold</category><category>sid-meier</category><category>the-legend-of-zelda</category><category>will-wright</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Fri, 09 Mar 2012 16:00:00 EST</pubDate></item><item><title><![CDATA[Diablo 3's biggest, baddest demon from sketch to final]]></title><link>http://www.joystiq.com/2012/03/09/diablo-3s-biggest-baddest-demon-from-sketch-to-final/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/09/diablo-3s-biggest-baddest-demon-from-sketch-to-final/</guid><comments>http://www.joystiq.com/2012/03/09/diablo-3s-biggest-baddest-demon-from-sketch-to-final/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/diablo3headerimg599pxwmed.jpg" vspace="4" /></div>Like the previous Diablo titles from Blizzard, there's <em>totally</em> a giant main boss named "Diablo" in <a href="http://www.joystiq.com/game/diablo-iii"><em>Diablo 3</em></a>. Surprise! And during <em>Diablo 3</em> art director Christian Lichtner's GDC 2012 track keynote, attendees were offered a look at the main baddie across his entire evolution. Second surprise: he looks terrifying!<p><a href="http://www.joystiq.com/2012/03/09/diablo-3s-biggest-baddest-demon-from-sketch-to-final/" rel="bookmark">Continue reading <em>Diablo 3's biggest, baddest demon from sketch to final</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/2012/03/09/diablo-3s-biggest-baddest-demon-from-sketch-to-final/">Diablo 3's biggest, baddest demon from sketch to final</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2012 14:00:00 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/2012/03/09/diablo-3s-biggest-baddest-demon-from-sketch-to-final/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189493/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/09/diablo-3s-biggest-baddest-demon-from-sketch-to-final/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>blizzard-entertainment</category><category>demon</category><category>demons</category><category>Diablo-3</category><category>gdc</category><category>gdc-2012</category><category>mac</category><category>pc</category><category>the-devil</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 09 Mar 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[Reisuke Ishida on why perfect games can't be perfect]]></title><link>http://www.joystiq.com/2012/03/09/reisuke-ishida-on-why-perfect-games-cant-be-perfect/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/09/reisuke-ishida-on-why-perfect-games-cant-be-perfect/</guid><comments>http://www.joystiq.com/2012/03/09/reisuke-ishida-on-why-perfect-games-cant-be-perfect/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/09/reisuke-ishida-on-why-perfect-games-cant-be-perfect/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/isukegdc2012.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: 0px; margin-right: 0px; margin-top: 0px; margin-bottom: 0px; " /></a></div>Taito designer Reisuke Ishida devoted a GDC panel to "five techniques for making an unforgettable game," and his most interesting tip for accomplishing that was perhaps counterintuitive: <em>don't make it perfect</em>.<br /><br />Perfect games, argued Ishida, are boring. In <em><a href="http://joystiq.com/game/space-invaders-infinity-gene">Space Invaders Infinity Gene</a></em>, for example, he originally experimented with making the invaders more colorful (which you can see on the right in the shot above). But that look made the game "look too 'normal,'" Ishida said. "It didn't really stand out enough for us." He decided to go back to the white coloring of the original invaders, and that helped give the game a unique look.<br /><br />Those graphics may not be the most aesthetically pleasing to the eye, but Ishida said that helps more than it hurts. "You need a little bit of that quirkiness," he told the crowd, "so it captures your eye and your attention, and it leaves that impression."<br /><br />And that attention leads to curiosity, which Ishida said will really make a game shine. "People will find that curiosity and they'll want to find out where that curiosity is going to take them," he said. Developers obviously don't want to turn off an audience with disharmony, but Ishida said a great game should have "just a little touch -- something that will trigger someone to think that maybe there's a little more that I need to seek out."<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/2012/03/09/reisuke-ishida-on-why-perfect-games-cant-be-perfect/">Reisuke Ishida on why perfect games can't be perfect</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2012 08:00:00 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/2012/03/09/reisuke-ishida-on-why-perfect-games-cant-be-perfect/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188664/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/09/reisuke-ishida-on-why-perfect-games-cant-be-perfect/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>design</category><category>disharmony</category><category>game</category><category>game-design</category><category>gdc</category><category>gdc-2012</category><category>groove-coaster</category><category>mobile</category><category>pc</category><category>resiuke-ishida</category><category>space-invaders-infinity-gene</category><category>taito</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Fri, 09 Mar 2012 08:00:00 EST</pubDate></item><item><title><![CDATA[Five legendary indie developers walk into a room...]]></title><link>http://www.joystiq.com/2012/03/09/five-legendary-indie-developers-walk-into-a-room/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/09/five-legendary-indie-developers-walk-into-a-room/</guid><comments>http://www.joystiq.com/2012/03/09/five-legendary-indie-developers-walk-into-a-room/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/09/five-legendary-indie-developers-walk-into-a-room/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/minecraftsocksheader.png" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; 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></div>Over the past few years, the definition of "indie" has expanded exponentially. It now includes the five men invited to speak to an audience of developers in a cavernous room at GDC's North hall: Jordan Mechner (<em>Prince of Persia</em>), Tim Sweeney (Epic Games), John Romero (<em>Doom</em>), Adam Saltsman (<em>Canabalt</em>) and Markus "Notch" Persson (<em>Minecraft</em>).<br /><br />"Indie" now includes "rockstar."<br /><br />These five spoke at "Back to the Garage: The Return of Indie Development (From Those Who Were There and Some Who've Just Arrived)," and without specifically addressing the concrete idea behind what makes indie "indie," they helped define the term in its modern trappings. "Indie" involves listening to feedback from outside sources. "Indies" create AAA titles. "Indie" means talking to press, managing staff and marketing a game while respecting other people's time. "Indie" is about making money.<br /><br />Being indie doesn't sound so different than standard publisher-style game creation, mostly because it's not -- indie is now a sub-genre of game development, rather than a separate enterprise. It's in the tone with which these developers speak about the business, their independent passion and the amount of risk they're willing to take that offers a clear distinction from the sterile PR BS often found in the campaigns from large publishers.<p><a href="http://www.joystiq.com/2012/03/09/five-legendary-indie-developers-walk-into-a-room/" rel="bookmark">Continue reading <em>Five legendary indie developers walk into a room...</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/2012/03/09/five-legendary-indie-developers-walk-into-a-room/">Five legendary indie developers walk into a room...</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2012 07:00:00 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/2012/03/09/five-legendary-indie-developers-walk-into-a-room/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189210/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/09/five-legendary-indie-developers-walk-into-a-room/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adam-saltsman</category><category>gdc</category><category>gdc-2012</category><category>Indie</category><category>Jason-Mechner</category><category>john-romero</category><category>mac</category><category>microsoft</category><category>mobile</category><category>notch</category><category>pc</category><category>playstation</category><category>ps3</category><category>tim-sweeney</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Fri, 09 Mar 2012 07:00:00 EST</pubDate></item><item><title><![CDATA[Enjoy Keiji Inafune's adorable GDC 2012 slide cartoons right here]]></title><link>http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/</guid><comments>http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/headerimginafking530pxwmed.jpg" /></a></div>Keiji Inafune often adds a sketch of his creations (like Mega Man) when giving autographs to fans. Inafune took to his GDC 2012 presentation slides with the same flair, offering illustrations to accompany his various points throughout a speech that focused on Japanese game development.<p><a href="http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/" rel="bookmark">Continue reading <em>Enjoy Keiji Inafune's adorable GDC 2012 slide cartoons right here</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/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/">Enjoy Keiji Inafune's adorable GDC 2012 slide cartoons right here</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2012 21:45:00 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/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188709/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>comcept</category><category>gdc</category><category>gdc-2012</category><category>intercept</category><category>japan</category><category>keiji-inafune</category><category>mega-man</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 08 Mar 2012 21:45:00 EST</pubDate></item><item><title><![CDATA[The new SimCity in video form, flaming houses and all]]></title><link>http://www.joystiq.com/2012/03/08/the-new-simcity-in-video-form-flaming-houses-and-all/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/08/the-new-simcity-in-video-form-flaming-houses-and-all/</guid><comments>http://www.joystiq.com/2012/03/08/the-new-simcity-in-video-form-flaming-houses-and-all/#comments</comments><description><![CDATA[<div style="text-align: center;"> <img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/screen-shot-2012-03-07-at-2.11.42-pm.jpg" style="width: 530px; height: 378px; display:none" /> <!--[if IE]><object width="599" height="357" id="viddlerOuter-200a9efc" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/200a9efc/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&amp;openURL=17668512&amp;autoplay=f&amp;loop=0&amp;nologo=0&amp;hd=0"><object id="viddlerInner-200a9efc"><video id="viddlerVideo-200a9efc" src="//www.viddler.com/file/200a9efc/html5mobile?openURL=17668512" type="video/mp4" width="599" height="337" poster="//www.viddler.com/thumbnail/200a9efc/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--><!--[if !IE]> <!--><object data="//www.viddler.com/simple/200a9efc/" height="357" id="viddlerOuter-200a9efc" type="application/x-shockwave-flash" width="599"><param name="movie" value="//www.viddler.com/simple/200a9efc/" /><param name="allowScriptAccess" value="always" /><param name="allowNetworking" value="all" /><param name="allowFullScreen" value="true" /><param name="flashVars" value="f=1&amp;openURL=17668512&amp;autoplay=f&amp;loop=0&amp;nologo=0&amp;hd=0" /><object id="viddlerInner-200a9efc"><video controls="controls" height="337" id="viddlerVideo-200a9efc" poster="//www.viddler.com/thumbnail/200a9efc/" src="//www.viddler.com/file/200a9efc/html5mobile?openURL=17668512" type="video/mp4" width="599" x-webkit-airplay="allow"></video></object></object><!--<![endif]--></div><br />Would you like to get a look at <a href="http://www.joystiq.com/game/simcity-2013"><em>SimCity</em></a> before anyone else? So would we! But all we've got is these prototype videos shown off during a Maxis panel at GDC 2012 yesterday, which partially feature debug artwork (read: not final!). Also, hey, houses on fire!<p><a href="http://www.joystiq.com/2012/03/08/the-new-simcity-in-video-form-flaming-houses-and-all/" rel="bookmark">Continue reading <em>The new SimCity in video form, flaming houses and all</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/2012/03/08/the-new-simcity-in-video-form-flaming-houses-and-all/">The new SimCity in video form, flaming houses and all</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2012 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/2012/03/08/the-new-simcity-in-video-form-flaming-houses-and-all/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189451/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/08/the-new-simcity-in-video-form-flaming-houses-and-all/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea</category><category>ea-maxis</category><category>electronic-arts</category><category>gameplay</category><category>gdc</category><category>gdc-2012</category><category>maxis</category><category>pc</category><category>simcity-2013</category><category>simcity-5</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 08 Mar 2012 19:30:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune on why you shouldn't tease unannounced projects]]></title><link>http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/</guid><comments>http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/inafkingheaderimg530pxwmed.jpg" /></a></div>"I don't think I mentioned anything about PlayStation Vita," Keiji Inafune told me in an interview this morning. His answer -- an outright lie -- elicited laughs from myself and his translator, both of us having attended his <a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/">state of the Japanese game industry panel</a> yesterday at GDC 2012 -- where he <a href="http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/">teased a PlayStation Vita project</a>.<br /><br />"I can say that I got in trouble from Sony," he said. Uh oh! Unsurprisingly, Inafune wouldn't budge on any more details, only adding that, "You should be able to hear something more in detail soon." That's right, folks -- even important devs like Keiji Inafune can't just walk around saying whatever they want about unannounced projects all willy nilly.<br /><br />But don't fret, fans, as Inafune plans on launching his already announced Nintendo 3DS project, <a href="http://www.joystiq.com/game/king-of-pirates"><em>King of Pirates</em></a>, worldwide. "For all my titles, I'm looking to do worldwide publishing. I can't say who is publishing because it could be Marvelous directly or maybe they're going to find another publisher in the US," he said. "But the plan is to do it worldwide."<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/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/">Keiji Inafune on why you shouldn't tease unannounced projects</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2012 18:00:00 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/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189341/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>comcept</category><category>gdc</category><category>gdc-2012</category><category>intercept</category><category>keiji-inafune</category><category>king-of-pirates</category><category>marvelous</category><category>marvelous-interactive</category><category>nintendo</category><category>playstation</category><category>playstation-vita</category><category>sony</category><category>vita</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 08 Mar 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[How Resident Evil 2 helped Keiji Inafune become the indie dev he is today]]></title><link>http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/</guid><comments>http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/inafkingheaderimg530px1351-1331186210.jpg" vspace="4" /></div>Back in the mid-90s, now acclaimed Japanese developer Shinji Mikami was passionately toiling away on the first game in a soon-to-be hit franchise: <em>Resident Evil</em>. It was to be published by Capcom, but the company had reservations about the new intellectual property -- so much so that it nearly canned the project outright. Ex-Capcom global head of production Keiji Inafune recalled his side of the story during an impassioned GDC 2012 speech yesterday.<br /><br />Inafune claims he watched from the outside as Capcom's support for <em>Resident Evil</em> faded, and while he worked on other titles within the same company. Mikami fought for the fledgling game, eventually getting it published for Sony's PlayStation. The rest, of course, is zombie-ridden history.<br /><br />When Capcom began work on a sequel, Inafune says he got himself involved in a production role. "While Mikami focused on the game, as the producer, it was my mission to sell this title to as many people around the world," he said to a room full of attendees. But with the massive success of the first <em>RE</em> title, Inafune's role as salesman was relegated to a cake walk. "With my previous title <em>Mega Man Legends</em>, it was pretty challenging to even book a round of press appointments. No one was interested in hearing about a new Mega Man title," Inafune said. "However, the scenario was completely different with <em>RE2</em>. Once we announced the project, the requests poured in."<p><a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/" rel="bookmark">Continue reading <em>How Resident Evil 2 helped Keiji Inafune become the indie dev he is today</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/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/">How Resident Evil 2 helped Keiji Inafune become the indie dev he is today</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2012 09:00:00 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/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188631/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>comcept</category><category>gdc</category><category>gdc-2012</category><category>intercept</category><category>keiji-inafune</category><category>mega-man</category><category>mega-man-legends</category><category>resident-evil</category><category>shinji-mikami</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 08 Mar 2012 09:00:00 EST</pubDate></item><item><title><![CDATA[IGF nomination doesn't guarantee success, says Solipskier dev]]></title><link>http://www.joystiq.com/2012/03/07/igf-nomination-doesnt-guarantee-success-says-solipskier-dev/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/07/igf-nomination-doesnt-guarantee-success-says-solipskier-dev/</guid><comments>http://www.joystiq.com/2012/03/07/igf-nomination-doesnt-guarantee-success-says-solipskier-dev/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/07/solipskier-dev-igf-nomination-doesnt-guarantee-success/"><img alt="" src="http://www.blogcdn.com/www.engadget.com/media/2010/09/solipskier-argh-1-1_530x350.jpg" /></a></div>Michael Boxleiter may not be a familiar name, but you've most likely played <a href="http://mikengreg.com/solipskier/"><em>Solipskier</em></a> -- at least we hope you have. Boxleiter was one of ten indie developers talking during The Indie Soapbox Session at <a href="http://www.joystiq.com/tag/gdc-2012">GDC 2012</a>, a freeform, large-group therapy session for indies to talk about what's on their mind.<br /><br />Boxleiter vented on the <a href="http://www.joystiq.com/tag/igf-2012/">Independent Games Festival</a> -- getting into the IGF isn't indicative of becoming a successful developer, he warned. "I believed this myth of IGF makes you, IGF creates the future and makes you into a superstar," he said of the time he first got into game development, years ago. "It's not important -- at least, not very. It's a media junket for you." He says that hard work, putting in the hours every day and making sacrifices is what makes the best game possible.<br /><br />"Nobody gives a shit about the IGF," he told a packed house of developers, enthusiasts and reporters alike. It wasn't a statement meant to hurt anyone's feelings, but rather curb expectations that getting into the IGF "makes you." Boxleiter would know, having been <a href="http://mikengreg.com/blog/2011/01/solipskier-just-got-nominated-in-the-igf-for-best-mobile-game/">chosen</a> for the IGF last year.<br /><br />Microsoft, Sony and Nintendo aren't going to suddenly take interest in your project if you get into the IGF, he said.<br /><br />One particular anecdote about Nintendo icon and legendary game designer Shigeru Miyamoto delighted the audience. Apparently, after Boxleiter's own game was nominated, he saw Miyamoto wandering the halls of GDC and approached the Nintendo legend with a pitch document. Miyamoto then promptly signed his John Hancock and walked away.<br /><br />"The IGF should not be as big a deal as it is." While it gets you some press and it's "cool" to see the announcement, he said, in the end it's just an awards show. "It's just hard, hard work. And if you do it, you can all show that amazing thing you have inside you that you want to show to people. You're just going to have to work your ass off."<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/2012/03/07/igf-nomination-doesnt-guarantee-success-says-solipskier-dev/">IGF nomination doesn't guarantee success, says Solipskier dev</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 07 Mar 2012 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/2012/03/07/igf-nomination-doesnt-guarantee-success-says-solipskier-dev/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188413/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/07/igf-nomination-doesnt-guarantee-success-says-solipskier-dev/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-2012</category><category>igf</category><category>igf-2012</category><category>michael-boxleiter</category><category>mike-boxleiter</category><category>mikengreg</category><category>mikengreg-games-co</category><category>Solipskier</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 07 Mar 2012 19:30:00 EST</pubDate></item><item><title><![CDATA[SimCity saves heading to the clouds, bringing the game beyond the PC]]></title><link>http://www.joystiq.com/2012/03/07/simcity-saves-heading-to-the-clouds-bringing-the-game-beyond-th/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/07/simcity-saves-heading-to-the-clouds-bringing-the-game-beyond-th/</guid><comments>http://www.joystiq.com/2012/03/07/simcity-saves-heading-to-the-clouds-bringing-the-game-beyond-th/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/07/simcity-saves-heading-to-the-clouds-bringing-the-game-beyond-th/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/screen-shot-2012-03-07-at-2.11.42-pm.jpg" /></a></div>During the highly technical <a href="http://www.joystiq.com/game/simcity-2013"><em>SimCity</em></a> engine talk today at GDC 2012, a trio of Maxis creative leads went into more depth on next year's simulation. Specifically with regards to online play, the game will feature cloud saving which will work continuously in the background as you play online.<br /><br /><em>SimCity</em> was described as "built from the ground up to support online," which goes beyond the asychronus online play we heard about <a href="http://www.joystiq.com/2012/03/06/the-buck-stops-at-the-simulation-with-new-simcity/">at last night's event</a>. "Play anywhere" was mentioned, with the idea being that you could play the game across a variety of devices. We're thinking mobile as well as PC and (perhaps) console offerings, but the example given was accessing your games via web browser.<br /><br />Several videos were also shown off of the game in action, though heavily laced with debug graphics (read: placeholder, and not so attractive). Each of the four demonstrated different aspects of the game's building blocks and we'll hopefully have them up for you shortly. The internet here is ... not so fast.<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/2012/03/07/simcity-saves-heading-to-the-clouds-bringing-the-game-beyond-th/">SimCity saves heading to the clouds, bringing the game beyond the PC</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 07 Mar 2012 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.joystiq.com/2012/03/07/simcity-saves-heading-to-the-clouds-bringing-the-game-beyond-th/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188460/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/07/simcity-saves-heading-to-the-clouds-bringing-the-game-beyond-th/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea</category><category>ea-maxis</category><category>electronic-arts</category><category>gdc</category><category>gdc-2012</category><category>maxis</category><category>pc</category><category>simcity-2013</category><category>simcity-5</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 07 Mar 2012 18:30:00 EST</pubDate></item><item><title><![CDATA[Epic Games China isn't quite part of Epic Games [update: even more info!]]]></title><link>http://www.joystiq.com/2012/03/07/epic-games-china-isnt-quite-part-of-epic-games-but-kinda-sorta/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/07/epic-games-china-isnt-quite-part-of-epic-games-but-kinda-sorta/</guid><comments>http://www.joystiq.com/2012/03/07/epic-games-china-isnt-quite-part-of-epic-games-but-kinda-sorta/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/07/epic-games-china-isnt-quite-part-of-epic-games-but-kinda-sorta/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/mercops530pxheader21525.jpg" /></a></div>Yesterday, we went to a GDC appointment with "Epic Games China" to see a game called <a href="http://www.joystiq.com/game/mercenary-ops"><em>Mercenary Ops</em></a>. Built in Unreal Engine 3 and filled with <em>Gears of War</em>-esque gameplay, it was revealed as the first project from "Epic Games China." As it turns out, that's not quite true. "<em>Mercenary Ops</em> is being developed by Ying Pei Games, which was formerly Epic Games China. However, as with our many development and publishing partners, they are utilizing Unreal Engine technology," Epic Games' US reps told <a href="http://www.theverge.com/gaming/2012/3/7/2852141/epic-games-china-now-ying-pei-games-no-longer-part-of-epic-games">The Verge</a>.<br /><br />More bizarre? "Ying Pei" in Mandarin means "Epic," making "Ying Pei Games" the equivalent of ... "Epic Games." According to Epic Games (the American one), "We do own a minority stake in Ying Pei Games and we do work with them as with our other Unreal Engine developers, but Epic Games is not developing <em>Mercenary Ops</em>."<br /><br />Additionally, <a href="http://epicgameschina.com/">EpicGamesChina.com</a> directs to the Ying Pei website, and we were told by reps yesterday that the studio is a "subsidiary" of Epic Games US. The game's publisher, "Delkans," is brand new to North American publishing and has two mystery owners from the tech sector, making this whole story all the stranger.<br /><br /><strong>Update:</strong> Epic Games' US reps tell us, "When they first launched the studio we clearly gave them Epic's blessing to call themselves Epic Games China. We were ready to have a more on-the-ground presence in China to reach those developers with our technology more effectively, not to mention we wanted to learn more about that market's needs and its growing talent base.<br /><br />"They changed their name in 2010, can't recall which month. We didn't make a big fuss over it because our working relationship hasn't changed. They use our tech, they sell it, they make their own games, nothing new to report." So there's <em>that</em>!<br /><br /><strong>Update 2:</strong> Ying Pei Games' publisher, Delkans Publishing, issued the following statement to Joystiq this afternoon: "Delkans Publishing, a new North American game publisher, wants to clarify that <em>Mercenary Ops</em> is being developed by Yingpei Games, Ltd., which is formerly known as Epic Games China. Yingpei Games, Ltd. is going through a transitionary phase and will continue to garner support from Epic Games and utilize their Unreal Engine 3 technology. Delkans Publishing will provide further background information on the developer, Yingpei Games, Ltd. in the coming weeks. Delkans Publishing apologizes for any confusion."<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/2012/03/07/epic-games-china-isnt-quite-part-of-epic-games-but-kinda-sorta/">Epic Games China isn't quite part of Epic Games [update: even more info!]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 07 Mar 2012 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/2012/03/07/epic-games-china-isnt-quite-part-of-epic-games-but-kinda-sorta/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188241/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/07/epic-games-china-isnt-quite-part-of-epic-games-but-kinda-sorta/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>delkans</category><category>epic-games</category><category>epic-games-china</category><category>gdc</category><category>gdc-2012</category><category>mercenary-ops</category><category>pc</category><category>ying-pei-games</category><category>yingpei-games</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 07 Mar 2012 16:00:00 EST</pubDate></item><item><title><![CDATA[Play Guacamelee at PAX East]]></title><link>http://www.joystiq.com/2012/03/07/play-guacamelee-at-pax-east/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/07/play-guacamelee-at-pax-east/</guid><comments>http://www.joystiq.com/2012/03/07/play-guacamelee-at-pax-east/#comments</comments><description><![CDATA[<center> <iframe allowfullscreen="" frameborder="0" height="299" src="http://www.youtube.com/embed/emtBP3DEFHw" width="530"></iframe><img border="1" hspace="4"  src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/screen-shot-2012-03-06-at-3.22.07-pm.png" style="display: none" vspace="4" /></center><br />It seems unlikely that you'd forget a game called "<a href="http://www.joystiq.com/2011/10/18/about-a-blob-dev-announces-guacamelee/">Guacamelee</a>," but feel free to watch the trailer and refresh your memory. During an appointment with developer Drinkbox Studios, we had the opportunity to watch that lovely trailer again -- and to learn that Drinkbox plans to bring a playable version of the world-shifting luchador platform action game to PAX East 2012. <br /><br />So not only will we get an update on the game, which is a strong contender for best title ever (reminder: "Octodad: Dadliest Catch" exists) -- we'll get to play it soon.<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/2012/03/07/play-guacamelee-at-pax-east/">Play Guacamelee at PAX East</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 07 Mar 2012 10:30:00 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/2012/03/07/play-guacamelee-at-pax-east/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20187424/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/07/play-guacamelee-at-pax-east/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>drinkbox-studios</category><category>gdc</category><category>gdc-2012</category><category>guacamelee</category><category>pax-east-2012</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 07 Mar 2012 10:30:00 EST</pubDate></item><item><title><![CDATA[Medal of Honor Warfighter powered by Frostbite 2.0]]></title><link>http://www.joystiq.com/2012/03/07/medal-of-honor-warfighter-powered-by-frostbite-2-0/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/07/medal-of-honor-warfighter-powered-by-frostbite-2-0/</guid><comments>http://www.joystiq.com/2012/03/07/medal-of-honor-warfighter-powered-by-frostbite-2-0/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/07/medal-of-honor-warfighter-powered-by-frostbite-2-0/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/medalofhonorwarfighteronlinescreen51351.jpg" /></a></div><a href="http://www.joystiq.com/game/medal-of-honor-warfighter"><em>Medal of Honor Warfighter</em></a> executive producer Greg Goodrich told Joystiq this evening that October's Danger Close game is being built using EA DICE's in-house Battlefield engine, Frostbite 2.0. This marks the second use of Frostbite 2.0 outside of its origin studio, following last year's <a href="http://www.joystiq.com/game/need-for-speed-the-run"><em>Need for Speed: The Run</em></a>.<br /><br />After a brief on-stage presentation of the game in action, Goodrich spoke to us about how Danger Close is attempting to distinguish the game visually, despite it being built in the same engine that powers EA's <em>other</em> big shooter. To us, the game didn't look dramatically different from what we've seen in DICE's work with Frostbite 2.0, via <em>BF3</em>.<br /><br />"I don't think the engine dictates on what it's gonna look like," Goodrich said. "We have a wonderful art director who has a very clear vision of the type of lens he wants to tell our story through. The tech is just a canvas, and that canvas is much larger than it's ever been before."<br /><br /><em>MoH Warfighter</em> is being developed entirely in-house at Danger Close this time around, with DICE offering little more than engine support (and perhaps the occasional hearty back pat). Goodrich confirmed to us that he and his team aren't growing the same impressive beards during <em>Warfighter</em>'s dev cycle.<br /><br />"My wife won't let me this time," Goodrich said with a smile. "Same guys, less beard."<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/medal-of-honor-warfighter-gdc-03-06-12/">Medal of Honor: Warfighter (GDC 03/06/12)</a></strong></p><a href="http://www.joystiq.com/photos/medal-of-honor-warfighter-gdc-03-06-12/#4876049"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/medalofhonorwarfighteronlinescreen1_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/medal-of-honor-warfighter-gdc-03-06-12/#4876050"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/medalofhonorwarfighteronlinescreen2_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/medal-of-honor-warfighter-gdc-03-06-12/#4876051"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/medalofhonorwarfighteronlinescreen3_thumbnail.png" 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/2012/03/07/medal-of-honor-warfighter-powered-by-frostbite-2-0/">Medal of Honor Warfighter powered by Frostbite 2.0</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 07 Mar 2012 07:00:00 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/2012/03/07/medal-of-honor-warfighter-powered-by-frostbite-2-0/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20187615/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/07/medal-of-honor-warfighter-powered-by-frostbite-2-0/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>battlefield</category><category>battlefield-3</category><category>danger-close</category><category>ea</category><category>ea-danger-close</category><category>electronic-arts</category><category>frostbite-2</category><category>gdc</category><category>gdc-2012</category><category>greg-goodrich</category><category>medal-of-honor-warfighter</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 07 Mar 2012 07:00:00 EST</pubDate></item><item><title><![CDATA[Epic Games China bringing Mercenary Ops exclusively to NA/EU computers this summer]]></title><link>http://www.joystiq.com/2012/03/06/epic-games-china-bringing-mercenary-ops-exclusively-to-na-eu-com/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/06/epic-games-china-bringing-mercenary-ops-exclusively-to-na-eu-com/</guid><comments>http://www.joystiq.com/2012/03/06/epic-games-china-bringing-mercenary-ops-exclusively-to-na-eu-com/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/mercops530pxheaderimg1351.jpg" vspace="4" /></div>There's a whole group of folks at Epic Games China and they're working hard on the first big title from Epic Games' eastern subsidiary. The game, <em>Mercenary Ops</em>, is a ... somewhat derivative third-person shooter built in Unreal Engine 3, which uses cover, blind fire, and active reloading mechanics (from the Gears of War franchise) as main gameplay concepts. Given the "mercenary dudes" setting, the combination of Gears gameplay and bro'd out characters gives it a Gears of War meets Call of Duty feeling, as we discovered during a brief hands-on session today at GDC 2012. So ... yeah, perfectly competent, but not the most original.<br /><br />Perhaps more interesting, the game isn't being published by EGC's American parent company, but instead a brand new North American publisher named Delkans. And what in the world <em>is</em> Delkans? That's a good question -- one that company reps weren't willing to supply an answer for when repeatedly asked during our meeting today. Apparently the publisher is made up of folks from the tech industry, though that's all we could pull out of reps.<br /><br /><em>Mercenary Ops</em> is planned for a summer 2012 launch in North America and Europe, with Asian markets potentially following (Delkans isn't talking solid plans just yet).<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/mercenary-ops/">Mercenary Ops</a></strong></p><a href="http://www.joystiq.com/photos/mercenary-ops/#4875431"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/breaking-glass_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mercenary-ops/#4875432"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/car_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mercenary-ops/#4875434"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/clothes-hanger_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mercenary-ops/#4875435"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/heavybutcherblue_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mercenary-ops/#4875436"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/media-screen-2_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/2012/03/06/epic-games-china-bringing-mercenary-ops-exclusively-to-na-eu-com/">Epic Games China bringing Mercenary Ops exclusively to NA/EU computers this summer</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 06 Mar 2012 19:25:00 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/2012/03/06/epic-games-china-bringing-mercenary-ops-exclusively-to-na-eu-com/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20187406/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/06/epic-games-china-bringing-mercenary-ops-exclusively-to-na-eu-com/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>delkans</category><category>epic-games</category><category>epic-games-china</category><category>gdc</category><category>gdc-2012</category><category>mercenary-ops</category><category>pc</category><category>q2-2012</category><category>q3-2012</category><category>release-date</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 06 Mar 2012 19:25:00 EST</pubDate></item><item><title><![CDATA[Klei Entertainment chowing down on new Eets title]]></title><link>http://www.joystiq.com/2012/03/06/klei-entertainment-chowing-down-on-new-eets-title/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/06/klei-entertainment-chowing-down-on-new-eets-title/</guid><comments>http://www.joystiq.com/2012/03/06/klei-entertainment-chowing-down-on-new-eets-title/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/06/klei-entertainment-chowing-down-on-new-eets-title/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/eets.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; 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></div>Klei Entertainment, creator of the Shank series, is working on a second installment of its other original franchise, Eets, studio co-founder Jamie Cheng said at GDC today. Cheng presented at the Failure Workshop, showing off the many iterations and doomed decisions of <em>Eets: Sugar Rush</em>, a title Klei worked on for four years before it was canceled for good.<br /><br />Cheng said Klei was burnt out on <em>Sugar Rush</em> (later renamed <em>Scrappers</em>), so the new Eets title will probably have more to do with healthful eating habits and complete objects than anything else. We'll have more details on the failures of Klei, Supergiant Games, Enemy Airship and Northway Games in a separate story later today.<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/2012/03/06/klei-entertainment-chowing-down-on-new-eets-title/">Klei Entertainment chowing down on new Eets title</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 06 Mar 2012 15:30:00 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/2012/03/06/klei-entertainment-chowing-down-on-new-eets-title/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20187181/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/06/klei-entertainment-chowing-down-on-new-eets-title/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>eets</category><category>gdc</category><category>gdc-2012</category><category>jamie-cheng</category><category>klei</category><category>klei-entertainment</category><category>mac</category><category>microsoft</category><category>pc</category><category>shank</category><category>shank-2</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 06 Mar 2012 15:30:00 EST</pubDate></item><item><title><![CDATA[EA opens 'EA Gothenburg' studio focused on Frostbite 2 projects]]></title><link>http://www.joystiq.com/2012/03/05/ea-opens-ea-gothenburg-studio-focused-on-frostbite-2-projects/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/05/ea-opens-ea-gothenburg-studio-focused-on-frostbite-2-projects/</guid><comments>http://www.joystiq.com/2012/03/05/ea-opens-ea-gothenburg-studio-focused-on-frostbite-2-projects/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/05/ea-opens-ea-gothenburg-studio-focused-on-frostbite-2-projects/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/eagoth.png" 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; width: 530px; height: 209px; " /></a></div>A brand new EA studio has been opened, according to a very brief announcement from Electronic Arts. Known as EA Gothenburg, the studio is "focused on making a new generation of games using the Frostbite 2 engine," the same engine that powers the recent <a href="http://joystiq.com/game/battlefield-3"><em>Battlefield 3</em></a>, as well as last year's <a href="http://www.joystiq.com/game/need-for-speed-the-run"><em>Need for Speed: The Run</em></a>. The studio itself is located in Gothenburg, Sweden, only five hours away from Stockholm, home of Frostbite 2 creator and Battlefield developer, DICE.<br /><br />The studio is currently <a href="https://jobs.ea.com/search/advanced.do?q=&amp;globalRegionID=a1W500000004CCcEAM&amp;locationID=a1W500000004MBOEA2&amp;jobCategoryID=">hiring</a>, apparently from the ground up. There are numerous positions available, ranging from creative director to UI artist, gameplay designer, audio designer and more. No other details are given. The franchise and genre of the current project will only be revealed to job candidates after they agree to a non-disclosure agreement. Hopefully we'll learn more during GDC this week.<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/2012/03/05/ea-opens-ea-gothenburg-studio-focused-on-frostbite-2-projects/">EA opens 'EA Gothenburg' studio focused on Frostbite 2 projects</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 05 Mar 2012 16:15:00 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/2012/03/05/ea-opens-ea-gothenburg-studio-focused-on-frostbite-2-projects/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20186241/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/05/ea-opens-ea-gothenburg-studio-focused-on-frostbite-2-projects/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dice</category><category>ea</category><category>ea-gothenburg</category><category>gdc</category><category>gdc-2011</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Mon, 05 Mar 2012 16:15:00 EST</pubDate></item><item><title><![CDATA[JS Joust creator's Dog the Wag puts Moves on butts]]></title><link>http://www.joystiq.com/2012/03/05/js-joust-creators-dog-the-wag-puts-moves-on-butts/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/05/js-joust-creators-dog-the-wag-puts-moves-on-butts/</guid><comments>http://www.joystiq.com/2012/03/05/js-joust-creators-dog-the-wag-puts-moves-on-butts/#comments</comments><description><![CDATA[<center><!--[if IE]><object width="530" height="318" id="viddlerOuter-2f414422" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/2f414422/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&amp;openURL=63969764&amp;autoplay=f&amp;loop=0&amp;nologo=0&amp;hd=0"><object id="viddlerInner-2f414422"><video id="viddlerVideo-2f414422" src="//www.viddler.com/file/2f414422/html5mobile?openURL=63969764" type="video/mp4" width="530" height="298" poster="//www.viddler.com/thumbnail/2f414422/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--><!--[if !IE]> <!--> <object data="//www.viddler.com/simple/2f414422/" height="318" id="viddlerOuter-2f414422" type="application/x-shockwave-flash" width="530"><param name="movie" value="//www.viddler.com/simple/2f414422/" /><param name="allowScriptAccess" value="always" /><param name="allowNetworking" value="all" /><param name="allowFullScreen" value="true" /><param name="flashVars" value="f=1&amp;openURL=63969764&amp;autoplay=f&amp;loop=0&amp;nologo=0&amp;hd=0" /><object id="viddlerInner-2f414422"><video controls="controls" height="298" id="viddlerVideo-2f414422" poster="//www.viddler.com/thumbnail/2f414422/" src="//www.viddler.com/file/2f414422/html5mobile?openURL=63969764" type="video/mp4" width="530" x-webkit-airplay="allow"></video></object></object><!--<![endif]--><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/screen-shot-2012-03-05-at-11.54.09-am.png" style="display: none" vspace="4" /></center><br />During his Independent Games Summit presentation on "folk games," Die Gute Fabrik's Douglas Wilson presented an example of a "deliberately stupid" game that uses technology to encourage uninhibited fun among groups. You know, like the group's best-known game, <a href="http://www.joystiq.com/tag/johann-sebastian-joust"><em>Johann Sebastian Joust</em></a>.<br /><br /><em>Dog the Wag</em>, demonstrated by people acting a damn fool next to the stage, is a game played using PlayStation Move controllers, tethered to player's butts. Players get on all fours, then attempt to wag their digital tails as furiously as possible to accumulate points. Occasionally, the Moves' orbs will flash, signaling that a player is vulnerable to attack. If another player manages to wrestle said vulnerable party to the ground and press a button on their Move, points are deducted.<br /><br />We're going to remember this the next time we're about to tell someone GDC is a more "professional" conference.<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/2012/03/05/js-joust-creators-dog-the-wag-puts-moves-on-butts/">JS Joust creator's Dog the Wag puts Moves on butts</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 05 Mar 2012 15:30:00 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/2012/03/05/js-joust-creators-dog-the-wag-puts-moves-on-butts/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20186176/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/05/js-joust-creators-dog-the-wag-puts-moves-on-butts/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Die-Gute-Fabrik</category><category>dog-the-wag</category><category>douglas-wilson</category><category>gdc</category><category>gdc-2012</category><category>independent-games-summit</category><category>move</category><category>playstation</category><category>ps3</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 05 Mar 2012 15:30:00 EST</pubDate></item><item><title><![CDATA[Foddy building 'Qwoperative' portal for indie flash games]]></title><link>http://www.joystiq.com/2012/03/05/foddy-building-qwoperative-portal-for-indie-flash-games/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/05/foddy-building-qwoperative-portal-for-indie-flash-games/</guid><comments>http://www.joystiq.com/2012/03/05/foddy-building-qwoperative-portal-for-indie-flash-games/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/03/05/foddy-building-qwoperative-portal-for-indie-flash-games/"><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/qwopgdc1.jpg" vspace="4" /></a></center>During the inaugural speech at this year's Independent Games Summit, <em><a href="http://joystiq.com/tag/qwop">QWOP</a>/<a href="http://joystiq.com/tag/girp">GIRP</a></em> creator Bennett Foddy explained his reasons for self-publishing his games on his own website, rather than going with a portal like Adult Swim -- reasons including better compensation, ability to freely change and update your games, and creator identification.<br /><br />Then, to conclude the talk, he invited other indie Flash developers to contact him if <em>they're</em> interested in self-publishing on a portal, and he showed a logo for "Qwoperate."<br /><br />Elsewhere in the talk, Foddy offered a bit of explanation for his style of game. He half-jokingly (?) said that players love being confused, humiliated, and frustrated -- essentially, they enjoy difficulty that surprises them. On the other hand, Foddy promised he would never "inflict" a tutorial, intro movie, or explanation of any kind on the players of his games. That's just too cruel for the guy who made the game about controlling individual leg muscles.<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/2012/03/05/foddy-building-qwoperative-portal-for-indie-flash-games/">Foddy building 'Qwoperative' portal for indie flash games</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 05 Mar 2012 15:00:00 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/2012/03/05/foddy-building-qwoperative-portal-for-indie-flash-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20186117/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/05/foddy-building-qwoperative-portal-for-indie-flash-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bennett-foddy</category><category>gdc</category><category>gdc-2012</category><category>girp</category><category>independent-games-summit</category><category>qwoperative</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 05 Mar 2012 15:00:00 EST</pubDate></item><item><title><![CDATA[GANG announces nominations for 10th annual awards in game audio]]></title><link>http://www.joystiq.com/2012/02/09/gang-announces-nominations-for-10th-annual-awards-in-game-audio/</link><guid isPermaLink="true">http://www.joystiq.com/2012/02/09/gang-announces-nominations-for-10th-annual-awards-in-game-audio/</guid><comments>http://www.joystiq.com/2012/02/09/gang-announces-nominations-for-10th-annual-awards-in-game-audio/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2012/02/08/gang-announces-nominations-for-10th-annual-awards-in-game-audio/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/uncharted3audio.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></div><a href="http://www.audiogang.org/">The Game Audio Network Guild</a> (which translates to the convenient acronym of GANG) has announced its nominees for the 10th annual GANG Awards to be held at GDC, honoring the best music and audio in interactive entertainment over the last year. You can see all of the nominees in the press release after the break. As you might imagine, <a href="http://joystiq.com/game/battlefield-3"><em>Battlefield 3</em></a>, <a href="http://joystiq.com/game/skyrim"><em>The Elder Scrolls V: Skyrim</em></a>, and <a href="http://joystiq.com/game/portal-2"><em>Portal 2</em></a> are all nominated, all of which boasted very excellent and memorable aural experiences.<br /><br /><a href="http://joystiq.com/game/uncharted-3"><em>Uncharted 3: Drake's Deception</em></a>, however, leads the pack in nominations, with nine total, including Audio, Music, and Sound Design of the Year. <a href="http://joystiq.com/halo-combat-evolved-anniversary"><em>Halo: Combat Evolved Anniversary</em></a> also got a nod for Best Soundtrack Album, despite the fact that most of the music is as old as the awards ceremony itself. And while most of the choices are obviously worthy, there's one more worth mentioning: <a href="http://joystiq.com/game/bastion"><em>Bastion</em></a> was only nominated for one category, for Best Audio in a Casual/Indie/Social Game. Shame that it's relegated to just that category -- &lt;a aiotitle="Build that Wall" "="" data-cke-saved-href="http://www.youtube.com/watch?v=t8cELTdtw6U" href="http://www.youtube.com/watch?v=t8cELTdtw6U"&gt;"Build that Wall"&lt;/a&gt; is one of the best listens our ears have had all year, video game-related or otherwise.<p><a href="http://www.joystiq.com/2012/02/09/gang-announces-nominations-for-10th-annual-awards-in-game-audio/" rel="bookmark">Continue reading <em>GANG announces nominations for 10th annual awards in game audio</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/2012/02/09/gang-announces-nominations-for-10th-annual-awards-in-game-audio/">GANG announces nominations for 10th annual awards in game audio</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 09 Feb 2012 06:15:00 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/2012/02/09/gang-announces-nominations-for-10th-annual-awards-in-game-audio/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20167675/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/02/09/gang-announces-nominations-for-10th-annual-awards-in-game-audio/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>awards</category><category>battlefield-3</category><category>game-audio-network-guild</category><category>gang</category><category>gang-awards</category><category>gdc</category><category>gdc-2012</category><category>halo</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>uncharted-3</category><category>xbox</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Thu, 09 Feb 2012 06:15:00 EST</pubDate></item><item><title><![CDATA[IGF 2012 Audience Award voting now open]]></title><link>http://www.joystiq.com/2012/02/06/igf-2012-audience-award-voting-now-open/</link><guid isPermaLink="true">http://www.joystiq.com/2012/02/06/igf-2012-audience-award-voting-now-open/</guid><comments>http://www.joystiq.com/2012/02/06/igf-2012-audience-award-voting-now-open/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/02/06/igf-2012-audience-award-voting-now-open/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/12/igfheaderimg530pxhe.jpg" style="width: 530px; height: 181px; " /></a></div>Despite being into awards shows before they were cool, we're hoping you're not above voting for this year's Independent Game Festival "Audience Award." Voting has just kicked off for 2012's entrants, which comprise all finalist games across all IGF 2012 categories (yes, the list once again includes <a href="http://www.joystiq.com/game/fez"><em>Fez</em></a>).<br /><br />Should you choose to cast your favor towards any particular game, you'll want to head to <a href="http://www.igf.com/audience.php">this particularly yellow form</a> and fill things out before February 19. Once you've done as much, we're told a verification email will come through to make sure you're not an evil robot. If you are, in fact, not an evil robot, things should go <em>swimmingly</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/2012/02/06/igf-2012-audience-award-voting-now-open/">IGF 2012 Audience Award voting now open</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 06 Feb 2012 14:00:00 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/2012/02/06/igf-2012-audience-award-voting-now-open/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20165414/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/02/06/igf-2012-audience-award-voting-now-open/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>audience-award</category><category>Fez</category><category>gdc</category><category>gdc-2012</category><category>igf</category><category>igf-2012</category><category>independent-games-festival</category><category>independent-games-festival-2012</category><category>ios</category><category>ipad</category><category>iphone</category><category>mac</category><category>microsoft</category><category>mobile</category><category>move</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 06 Feb 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[Cliff Bleszinski to host GDC Awards, Schatz returns for IGF Awards]]></title><link>http://www.joystiq.com/2012/01/17/cliff-bleszinski-to-host-gdc-awards-schatz-returns-for-igf-awar/</link><guid isPermaLink="true">http://www.joystiq.com/2012/01/17/cliff-bleszinski-to-host-gdc-awards-schatz-returns-for-igf-awar/</guid><comments>http://www.joystiq.com/2012/01/17/cliff-bleszinski-to-host-gdc-awards-schatz-returns-for-igf-awar/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2012/01/17/cliff-bleszinski-to-host-gdc-awards-schatz-returns-for-igf-awar/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/01/gdc.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; 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></div>
Planning to attend GDC? If you are, you'll get to see everyone's favorite design director of Epic Games, Cliff Bleszinski, host the 12th annual Game Developers Choice Awards, replacing Double Fine's Tim Schafer as host. The Independent Games Festival Awards is kicking it old-school with 2007-2009's host, Andy Schatz of <a href="http://www.joystiq.com/game/monaco"><em>Monaco</em></a>, winner of the Seumas McNally Grand Prize and Excellence in Design awards in 2010's IGF.<br />
<br />
Peruse the list of finalists for both award shows <a href="http://www.joystiq.com/2012/01/05/the-gdca-2011-nominations-look-strangely-familiar/">right here</a>, and look for winners to be announced March 7 from GDC.<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/2012/01/17/cliff-bleszinski-to-host-gdc-awards-schatz-returns-for-igf-awar/">Cliff Bleszinski to host GDC Awards, Schatz returns for IGF Awards</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 17 Jan 2012 15:30:00 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/2012/01/17/cliff-bleszinski-to-host-gdc-awards-schatz-returns-for-igf-awar/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20150308/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/01/17/cliff-bleszinski-to-host-gdc-awards-schatz-returns-for-igf-awar/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>andy-schatz</category><category>awards</category><category>cliff-bleszinski</category><category>CliffyB</category><category>game-developers-choice-awards</category><category>GDC</category><category>gdc-2012</category><category>igf</category><category>mac</category><category>microsoft</category><category>mobile</category><category>monaco</category><category>pc</category><category>playstation</category><category>Pocketwatch-Games</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 17 Jan 2012 15:30:00 EST</pubDate></item><item><title><![CDATA[The IGF 2012 Student Showcase finalists are ...]]></title><link>http://www.joystiq.com/2012/01/13/the-igf-2012-student-showcase-finalists-are/</link><guid isPermaLink="true">http://www.joystiq.com/2012/01/13/the-igf-2012-student-showcase-finalists-are/</guid><comments>http://www.joystiq.com/2012/01/13/the-igf-2012-student-showcase-finalists-are/#comments</comments><description><![CDATA[<center>
	<img src="http://www.blogcdn.com/www.joystiq.com/media/2012/01/igflogo530px.jpg" style="margin: 4px; display: none;" /><iframe allowfullscreen="" frameborder="0" height="389" src="http://www.youtube.com/embed/NNaZedAWmlE" width="530"></iframe></center>
<br />
We've got the final list of <a href="http://www.joystiq.com/tag/igf">IGF</a> Student Showcase finalists:<br />
<ul>
	<li>
		<em><a href="http://www.igf.com/php-bin/entry2012.php?id=798">The Bridge</a></em> (Case Western Reserve University)</li>
	<li>
		<em><a href="http://www.igf.com/php-bin/entry2012.php?id=743">Dust</a></em> (Art Institute of Phoenix)</li>
	<li>
		<em><a href="http://www.igf.com/php-bin/entry2012.php?id=258">The Floor Is Jelly</a></em> (Kansas City Art Institute)</li>
	<li>
		<em><a href="http://www.igf.com/php-bin/entry2012.php?id=702">Nous</a></em> (DigiPen Institute of Technology)</li>
	<li>
		<em><a href="http://www.igf.com/php-bin/entry2012.php?id=93">One and One Story</a></em> (Liceo Scientifico G.B. Morgagni)</li>
	<li>
		<em><a href="http://www.igf.com/php-bin/entry2012.php?id=787">Pixi</a></em> (DigiPen Institute of Technology - Singapore)</li>
	<li>
		<em><a href="http://www.igf.com/php-bin/entry2012.php?id=653">The Snowfield</a></em> (Singapore-MIT GAMBIT Game Lab)</li>
	<li>
		<em><a href="http://www.igf.com/php-bin/entry2012.php?id=786">Way</a></em> (Carnegie Mellon University, Entertainment Technology Center)</li>
</ul>
Of the nearly 300 entrants, these eight were selected to move on to the final stage of the Independent Games Festival. Each receive a cash prize of $500, simply for being selected as finalists. They'll be playable on the show floor at this year's <a href="http://www.joystiq.com/tag/gdc-2012">Game Developer's Conference</a> in San Francisco, where one will win the top prize of $3,000.<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/2012/01/13/the-igf-2012-student-showcase-finalists-are/">The IGF 2012 Student Showcase finalists are ...</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 13 Jan 2012 22:30:00 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/2012/01/13/the-igf-2012-student-showcase-finalists-are/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20148377/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/01/13/the-igf-2012-student-showcase-finalists-are/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>game-developers-conference</category><category>gdc</category><category>gdc-2012</category><category>igf-2012</category><category>igf-student-showcase</category><category>igf-student-showcase-2012</category><category>pc</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Fri, 13 Jan 2012 22:30:00 EST</pubDate></item><item><title><![CDATA[IGF 2012 entrants have a crack at winning the first ever 'XBLA Prize']]></title><link>http://www.joystiq.com/2011/12/05/igf-2012-entrants-have-a-crack-at-winning-the-first-ever-xbla-p/</link><guid isPermaLink="true">http://www.joystiq.com/2011/12/05/igf-2012-entrants-have-a-crack-at-winning-the-first-ever-xbla-p/</guid><comments>http://www.joystiq.com/2011/12/05/igf-2012-entrants-have-a-crack-at-winning-the-first-ever-xbla-p/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/12/05/igf-2012-entrants-have-a-crack-at-winning-the-first-ever-xbla-p/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/12/igfheaderimg530pxhe.jpg" style="width: 530px; height: 181px; " /></a></div>
Independent Games Festival entrants aren't just charming, attractive, and creative -- they're also potential XBLA developers. At least they are now, after <a href="http://igf.com/2011/12/igf_announces_multi-year_partn.html">today's announcement</a> of the first "XBLA Prize" by Microsoft and Game Developers Conference administrators UBM, which gives IGF entrants a crack at being fast-tracked on Xbox Live Arcade for publishing by Microsoft.<br />
<br />
According to the prize sponsors, a "standalone jury of independent game creators" will apparently collaborate with Microsoft to "identify a shortlist" -- a list which will then be considered for the XBLA prize. If the winner so chooses, his/her project will then be offered funding for development across Xbox 360, Windows Phone 7, and Windows, as well as given the opportunity to employ Microsoft's bevy of testing, marketing, and usability support.<br />
<br />
Alongside today's prize announcement, Microsoft head of first-party publishing Ted Woolsey also revealed that Microsoft invests upward of $20 million annually on XBLA titles, and offered support for the multi-year partnership with the IGF. "The independent development scene wouldn't be nearly as robust as it is today without the exposure provided by the IGF. We look forward to working with the IGF and having a window into to the huge array of independent games that are submitted every year so that we can continue to find the best games to share with our customers."<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/2011/12/05/igf-2012-entrants-have-a-crack-at-winning-the-first-ever-xbla-p/">IGF 2012 entrants have a crack at winning the first ever 'XBLA Prize'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 05 Dec 2011 13:30:00 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/2011/12/05/igf-2012-entrants-have-a-crack-at-winning-the-first-ever-xbla-p/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20121036/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/12/05/igf-2012-entrants-have-a-crack-at-winning-the-first-ever-xbla-p/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>game-developers-conference</category><category>game-developers-conference-2012</category><category>gdc</category><category>gdc-2012</category><category>igf</category><category>igf-2012</category><category>independent-games-festival</category><category>independent-games-festival-2012</category><category>indie-games</category><category>microsoft</category><category>ted-woolsey</category><category>xbla</category><category>xbla-prize</category><category>xbox</category><category>xbox-live</category><category>xbox-live-arcade</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 05 Dec 2011 13:30:00 EST</pubDate></item><item><title><![CDATA[What's in a Name: Gaikai]]></title><link>http://www.joystiq.com/2011/10/16/whats-in-a-name-gaikai/</link><guid isPermaLink="true">http://www.joystiq.com/2011/10/16/whats-in-a-name-gaikai/</guid><comments>http://www.joystiq.com/2011/10/16/whats-in-a-name-gaikai/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<em><font color="gray"><a href="http://www.joystiq.com/2011/10/16/whats-in-a-name-gaikai/" target="_self"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/whatsinanamegaikai530.png" 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></font></em></div>
<em><font color="gray">David Perry, Co-Founder and CEO of <a href="http://www.joystiq.com/tag/gaikai">Gaikai</a>, sat down with us during last week's Game Developers Conference: Online in Austin, TX. Over the howl of the expo floor's contemporary rock soundtrack, David let us in on Gaikai's mysterious branding:</font></em><br />
<br />
"Basically one of our founders, his name is Rui Pereira, he came up with this name 'Gaikai,' and I said, 'Oh my God, no one will ever be able to pronounce that, no one will ever be able to spell that, this is a bad idea.' And of course, there's all the following conversations, what about all the other strange words that are out there: The Googles, and the Kodaks, and the, you know, the Xeroxes?<br />
<br />
"There's all these strange things that are out there, so what's wrong with having a strange name? I then took a marketing class in Texas, and they explained the idea of 'mystique marketing;' it's actually cool to have a hard-to-say name, because it means if you know how to pronounce it, then you're in the club.<br />
<br />
"So any time you hear Gaikai pronounced wrong, you can go 'Hrm, this guy doesn't know what it means, or how to say it even.' That's mystique marketing, so I thought, 'Huh, maybe we give this a try.'<br />
<br />
"It turns that the actual word is a Japanese word, and it means 'a large open space,' like out on the open ocean, and if you look around on the open ocean, you can go in any direction. And that's what we believe cloud gaming enables."<br />
<br />
<hr size="2" style="margin: 0pt;" width="100%" />
<em><font color="gray">Gaikai is a technology company that provides streaming game middleware to third-party corporations such as Walmart.<br />
<br />
Like this feature? Be sure to check out the <a href="http://www.joystiq.com/tag/whats-in-a-name">What's In A Name Archives</a>. </font></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/2011/10/16/whats-in-a-name-gaikai/">What's in a Name: Gaikai</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 16 Oct 2011 16:30:00 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/2011/10/16/whats-in-a-name-gaikai/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20082744/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/10/16/whats-in-a-name-gaikai/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dave-perry</category><category>david-perry</category><category>gaikai</category><category>game-developers-conference-online</category><category>GDC</category><category>GDC-Online-2011</category><category>GDCO</category><category>Rui-Pereira</category><category>whats-in-a-name</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Sun, 16 Oct 2011 16:30:00 EST</pubDate></item><item><title><![CDATA[Seen@GDC Europe: Epic Games president Mike Capps' adorable laptop wallpaper]]></title><link>http://www.joystiq.com/2011/08/17/seen-gdc-europe-epic-games-president-mike-capps-adorable-lapto/</link><guid isPermaLink="true">http://www.joystiq.com/2011/08/17/seen-gdc-europe-epic-games-president-mike-capps-adorable-lapto/</guid><comments>http://www.joystiq.com/2011/08/17/seen-gdc-europe-epic-games-president-mike-capps-adorable-lapto/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<img src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/img095521.jpg" style="width: 530px; height: 353px; " /></div>
Hello <em>Gears of War</em>! As seen above, Epic Games prez Mike Capps has a taste for the ironic in his desktop wallpapers. So, what do we call this adorable little symbol ... COGKitty? Perhaps Hello Kitty of War? She'll chainsaw right through you <a href="http://www.joystiq.com/2011/08/15/lollipop-chainsaw-gets-a-debut-trailer-at-gamescom/">with a lollipop</a>!<p><a href="http://www.joystiq.com/2011/08/17/seen-gdc-europe-epic-games-president-mike-capps-adorable-lapto/" rel="bookmark">Continue reading <em>Seen@GDC Europe: Epic Games president Mike Capps' adorable laptop wallpaper</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/2011/08/17/seen-gdc-europe-epic-games-president-mike-capps-adorable-lapto/">Seen@GDC Europe: Epic Games president Mike Capps' adorable laptop wallpaper</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Aug 2011 03:50:00 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/2011/08/17/seen-gdc-europe-epic-games-president-mike-capps-adorable-lapto/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20019456/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/08/17/seen-gdc-europe-epic-games-president-mike-capps-adorable-lapto/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-europe-2011</category><category>gdce-2011</category><category>Gears-of-War-3</category><category>hello-kitty</category><category>microsoft</category><category>mike-capps</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 17 Aug 2011 03:50:00 EST</pubDate></item><item><title><![CDATA[Why Epic Games hasn't made Shadow Complex 2 (but 'never say never')]]></title><link>http://www.joystiq.com/2011/08/16/why-epic-games-hasnt-made-shadow-complex-2-but-never-say-neve/</link><guid isPermaLink="true">http://www.joystiq.com/2011/08/16/why-epic-games-hasnt-made-shadow-complex-2-but-never-say-neve/</guid><comments>http://www.joystiq.com/2011/08/16/why-epic-games-hasnt-made-shadow-complex-2-but-never-say-neve/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/08/16/why-epic-games-hasnt-made-shadow-complex-2-but-never-say-neve/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/jobscapps530px.jpg" style="width: 530px; height: 341px; " /></a></div>
When <em>Shadow Complex</em> was released in 2009, it received <a href="http://www.joystiq.com/2010/01/01/joystiqs-top-10-of-2009-shadow-complex/">critical praise</a> and became a <a href="http://www.joystiq.com/2009/08/31/shadow-complex-sets-week-one-sales-record/">commercial hit</a>. After Epic Games announced that Chair's next game would instead be an iOS title named <a href="http://www.joystiq.com/game/infinity-blade"><em>Infinity Blade</em></a>, many were curious as to what had happened to the obligatory, post-success sequel. "The reviews were great, it was a record seller for a single-player game on the platform, but at the same time we've got this mobile gaming push that's coming in strong," Epic Games president Mike Capps explained this morning during his GDC Europe keynote.<br />
<br />
"And the big thing for me was that we were looking what the iPhone could do, and the games that were on iPhone, and we thought there was a huge gap, so we put our engine team on the problem, and that's where we came up with <em>Infinity Blade</em>," Capps said. "We were thinking about the sequel [to Shadow Complex], we were ready and 'Maybe we should start working on this,' and instead stopped everything and went and made <em>Infinity Blade</em>."<br />
<br />
Capps expanded on the possibility of a <em>Shadow Complex</em> sequel when I followed up with him after his presentation. "Never say never," he offered. Of course, when Chair head Donald Mustard <a href="http://www.joystiq.com/2011/05/22/chair-more-shadow-complex-is-a-question-of-when/">answered the same question</a> earlier this year, he said that such a sequel is "a question of when, not if."<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/2011/08/16/why-epic-games-hasnt-made-shadow-complex-2-but-never-say-neve/">Why Epic Games hasn't made Shadow Complex 2 (but 'never say never')</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Aug 2011 08:30:00 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/2011/08/16/why-epic-games-hasnt-made-shadow-complex-2-but-never-say-neve/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20018706/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/08/16/why-epic-games-hasnt-made-shadow-complex-2-but-never-say-neve/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>chair</category><category>chair-entertainment</category><category>donald-mustard</category><category>epic</category><category>epic-games</category><category>gdc</category><category>gdc-europe</category><category>gdc-europe-2011</category><category>gdce-2011</category><category>infinity-blade</category><category>ios</category><category>microsoft</category><category>mike-capps</category><category>mobile</category><category>Shadow-Complex</category><category>shadow-complex-2</category><category>xbla</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 16 Aug 2011 08:30:00 EST</pubDate></item></channel></rss>
