Get the latest Age of Conan news and views at Massively!
subscribe to this tag\Posts with tag develop

Heavenly Sword packed with 10 GB of sound data

Ninja Theory's Heavenly Sword has some beautiful music -- anyone with the demo can testify to that. An interview with lead audio Tom Colvin has quantified the developer's focus on aural satisfaction: 10 GB of sound data is included in the game, according to Develop.

That sizable number includes approximately three and a half hours of music, sound effects and 4,500 lines of dialog. "There's an hour and a half's worth of cut scenes in eleven languages," said SCEE's Garry Taylor.

A dual layer DVD disc has an 8.5 GB capacity; will Sony be touting that its competition couldn't even fit the audio onto their discs? We'd be surprised if they showed restraint.

[Via PS3 Fanboy]

Loco Roco sequels planned for PSP as well as PS3


Last December, Sony's Phil Harrison said they'd "bring LocoRoco back in a couple of new ways with some new friends in the future." Then, at the PlayStation Premier event in Tokyo this month, they showed off Buu Buu Cocoreccho! by LocoRoco, a sequel that is "LocoRoco, but it's not ... a peculiar extra chapter." So that takes care of PS3, and we have our suspicions about a mobile version, but what about the most obvious platform of all, the PSP? We had a chance to speak with Loco Roco's director Tsutomu Kouno at the Develop conference and, when asked if there will be a Loco Roco 2 for the PSP, he responded, "Yes, there will. I'm thinking about a sequel for the PSP right now. I got a lot of feedback from players that they bought a PSP just to play Loco Roco so I feel like I have to make a sequel for them.

Though we don't have any fancy video footage of the PSP-bound sequel, there is some footage of the PS3 release from Develop, tucked away after the break. And check back later in the week for our full interview with Kouno-san.

Continue reading Loco Roco sequels planned for PSP as well as PS3

Sony leads Develop Industry Excellence Awards in UK

Sony Europe won the Grand Prix award at the UK-focused Develop Industry Excellence Awards held in Brighton, England for "capping 12 months which have seen the firm deliver a new hardware format that has inspired developers around the world to make cutting-edge next generation games." Sega won for being the industry's "Publishing Hero" and Motorstorm won "New Console IP accolades." And apparently, although we can't quite confirm this, the event was neither a roast, nor was the Hasty Pudding theatre company anywhere to be found.

A little less confusing is that Traveler's Tales won "Independent Developer" for their work with Lego Star Wars and Realtime Worlds won the "Innovation Award" for the "thrillingly original" Crackdown. (While we love us some Crackdown, nobody who isn't on their third glass of Cabernet is going to call it "thrillingly original.") But we shouldn't be so mean, the Develop Awards – judged by 100 "industry experts" – are focused on UK and Euro companies so the pool is intentionally narrowed. Check out the full list of those winners by following that Read link.

Richard Garriott calls for MMO devs to innovate

Speaking at the Develop Conference, game designer Richard "Lord British" Garriott (Ultima series) called for innovation in the field of MMO games.

"Game design has not changed over 10 years. Fundamentally the gameplay is unchanged," he said, referring to his 1997 Ultima Online title that arguably laid the framework for modern-day MMOs. He later added, "We owe it to consumers to provide new kinds of gameplay."

Garriott lamented on the prevalence of level grinding in current titles and emphasized the importance of artificial intelligence as the genre moves forward. We can think of at least nine million people who enjoy the current state of MMOs. Garriott has laid down the gauntlet; time will tell if his latest project, the oft-delayed Tabula Rasa, will advance the genre.

Crackdown earns 7 nominations for Develop Awards

Crackdown developer Realtime Worlds have been nominated for seven Develop Industry Excellence Awards, part of the Europe-centric Develop Conference. The studio was a finalist for best new console/PC IP, best use of online and innovation, among others.

Rare (Viva Pinata), Evolution (MotorStorm) and SCEE Studio Liverpool (Formula One Championship Edition) all earned three nominations apiece, as well as indie darlings Introversion (Defcon).

The awards ceremony takes place July 25 at the Hilton Metropole in Brighton. Registration for the Develop Conference is currently open.

Develop 2007 dated, detailed: July 24 to 26 in Brighton

Develop Conference organizers Tandem Events have announced new information regarding the 2007 edition, which is taking place July 24 to 26 in Brighton, England. The conference, which is the British equivalent to US-based Game Developers Conference, will purportedly include 45 sessions and over 70 speakers. Currently known speakers include Lionhead's Peter Molyneux, movie special effects expert Peter Chiang and LittleBigPlanet developer Media Molecule, according to Gamasutra.

The sessions are spread over seven tracks: design, production, coding, business, art, audio, and newcomer world vision. The latter category is intended to provide European developers an international perspective and give them the chance to learn from their global peers.

Running alongside the conference is the Develop Expo, which will serve as a venue for hands-on demoing of the latest developer tools, technology and very likely a few games.

The first day of Develop is being set aside for Develop Mobile, focusing on mobile development, and GAMES:EDU, focusing on serious and educational games.

Registration is now open. Develop Mobile and GAMES:EDU is will take place Tuesday, July 24, and the Develop Conference and Expo will be July 25 and 26. Currently, there is no schedule of events set and the keynotes have not been announced.

[Via Gamasutra]

Sony unveils new tools to live on the Edge

Empowering the development community, Sony has unveiled the PlayStation Edge: advanced graphics tools and technologies for PlayStation 3 development. A meeting on the tools is taking place later today. From the lecture announcement:

"Three first party technology teams within Sony -- the WWS Europe Advanced Technology Group, WWS America ICE team, and WWS America Tools and Technology group -- have combined to create PlayStation Edge, a set of cutting edge technologies for imminent release to all PlayStation 3 developers. Rather than overarching engine, these teams have chosen to create specialized systems that demonstrate best practices of SPU and RSX utilization. A unique tool for RSX performance analysis, extensively used in the turning of first party titles, will also be presented."

Those without technological backgrounds should find Wikipedia helpful. A video of Killzone 2 was shown last night to showcase the Edge technology. We'll be at the Edge presentation, hosted by Vince Diesi, Jon Olick and Mark Cerny, later today.

Hype begins and ends with the gaming press

Wanna see a hype fest? Do you? You do?! Well just head over to Eurogamer, where the site decided to give Peter Molyneux a free license to hype up his unannounced projects.

In an "interview" that in fifty years will be regarded by scholars as the definitive example of hype creation, Eurogamer asked Molyneux "what's your next game, and when are we going to find out about that?" The rest of the interview consists of Molyneux spouting hyped, fluffy nonsense about how he can't tell us what the game is about, but that it'll definitely be awesome+1 to the max!

I just can't blame Molyneux for this mess -- if you give one of the game industry's most savvy game developers/marketers an open microphone, it's practically a law that he will use it to hype his product. Since Molyneux didn't actually say anything about his next game that might not be included in the game (like what happened with Fable) Molyneux is totally covered. The real blame lies with Eurogamer. This goes way beyond them failing to rein him in; they've gone out of their way to construct hype out of the interview. The accompanying article is dedicated to encouraging readers to guess the word that defines Molyneux's next project. Do they think that the average Eurogamer reader is five years old?!

As Winston Smith says in 1984, "if there is hope, it lies in the proles gamers", so it's encouraging to see commentators calling Eurogamer out on this trash. Stoatboy says "Oh ffs - that was a terrible interview. Love him or loathe him - that interview said NOTHING above any beyond "it'll be GREAT", which is the very least anyone would say about any game they happened to be working on."

See also: Joystiq's interview with Peter Molyneux

Gamer's Room 101: the argument AGAINST balance

The concept: During the 'Game Design Room 101' session at Develop, several developers brought out props to represent their pet peeves from games. If you've read the novel 1984 by George Orwell, you'll know where the concept comes from. In the UK, Room 101 is a weekly game/talk show presented by Paul Merton, who invites a guest to come on the show who then attempt to convince him that a certain annoyance in their lives should go in the bin, and never be seen again. This seminar (and series of posts) takes a look at certain elements of games that were nominated by the panel to go in the games designer's bin. Conrad and I are going to take opposite positions in the debate.

The point: Jonathan Smith of TT Games brought out a pair of scales to represent his nomination -- balance. Balance, according to Smith, is where a developer expressly sets out to tell the player "you can have this much fun", rationing the pleasure out piece by piece.

My stance:
Balance should go.

Conrad's stance:
Balance should stay.

You decide.

Continue reading Gamer's Room 101: the argument AGAINST balance

PS3 dev kit BSOD... sorta

For the Develop Conference in Brighton, Sony (who was the primary sponsor of the conference) set up a booth equipped with multiple PSP "pods" and a couple of large widescreen LCDs showing PS3 tech demos. One of the demonstrations was a large shoal of different types of fish swimming around a large space, and the other was a 3D water simulation with semi-realistic waves.

I spent a few seconds playing with the surprisingly light Dual Shake controller -- my first time, I didn't attend E3 -- and pressed select. For whatever reason, and this is why development kits are generally never shown to the public, the demo slowed to a halt, with the nice blue picture jerking away at 3fps continuously in the frame. In a technical sense this isn't a blue screen of death, but it did die displaying a blue screen, so therefore I proudly claim the title of "world's first non-developer to cause a PlayStation 3 to display a blue screen of death". It's certainly the most pretty pseudo-BSOD that I've ever seen.

Joystiq interviews Rob Kay of Harmonix

In our second interview from the Develop Conference in Brighton this week, Jen and I sat down with Rob Kay of Harmonix. Rob was project lead on the cult classic Guitar Hero, a game which is part of a new wave of hyper accessible games that is all about catching the mindset of the mainstream, as well as addicting millions of hardcore gamers. We talked with Rob about song licensing, Konami's recent "Guitar Revolution" trademark and the possibility of a Trombone Hero.

You talked about clones of Guitar Hero in your seminar. Specifically you talked about how other companies are being inspired by the premise of games like Guitar Hero. I don't know if you heard about Konami trademarking a Guitar Revolution game?

Yeah, I read that on the internet. To give Konami props, they started this whole instrument simulation in games thing when they did games like GuitarFreaks which they released in Japan. We worked with Konami on Karaoke Revolution and Karaoke Stage as well. So, I think it's great actually. I'm kind of the opinion that whoever is making these games with us then we're exploring this new ground together. I've got friends who have played Karaoke Revolution, and they wanted more songs so they've gone out and bought SingStar. So I think great, more people are out there playing these types of games.

Continue reading Joystiq interviews Rob Kay of Harmonix

Joystiq interviews Peter Molyneux of Lionhead Studios

Yesterday at the Develop Conference in Brighton, Jennie and I had the opportunity to sit down and talk with the founder of Lionhead Studios, Peter Molyneux. We chatted about the issue of hype, frustrations surrounding PC gaming and Peter's early days in the industry, amongst other topics.

Fable was pretty much portrayed as one of the most open games of all time, but in terms of hype, it failed to meet the high expectations that you gave the game. There was even a forum post where you apologized about this: why did it get to that level?

Well, it started with this fatal line that I made and that was that I wanted to make Fable the greatest role playing game of all time. I kinda still defend that because I honestly don't see the point in making a game that you don't honestly believe has a chance of being the greatest game of all time. I meet the press quite a lot, every 6-8 weeks there's some sort of press interview. The way I work then is to get a system in, play around with it, polish it, make it better. Sometimes I leave it as it is and sometimes I throw it away.

Continue reading Joystiq interviews Peter Molyneux of Lionhead Studios

Develop: Everything you know about MMOs is wrong - apparently

Thomas Bidaux of NCsoft Europe didn't pull any punches with his presentation at the UK's Develop conference. Instead, the MMO giant's director of product development outlined four major ways in which the MMO world will be turned on its head. Or, rather, the 'online' world -- rather than limit himself to MMOs, Thomas talked about online games as a whole.

Continue reading Develop: Everything you know about MMOs is wrong - apparently

Develop: Game design ideas worth stealing

Game development gets accused of stagnation on a near-daily basis, and yet recent games have all featured innovative steps that can appeal to a variety of players. From minor design choices which somehow redeemed a title, to major decisions shaping the entire nature of a game, it's easier than you might think to make a difference. Margaret Robertson of EDGE gave her top picks from the last year or so's crop of games at the Develop Conference; read on for the lowdown.

Continue reading Develop: Game design ideas worth stealing

Sony's Phil Harrison: "I don't think we're arrogant"

At the end of the final keynote of the Develop Conference in Brighton, Jennie and I walked up to Sony Computer Entertainment big boss Phil Harrison, with the intention of a) thrusting a Joystiq t-shirt into his hands and b), asking him two questions on the topic of the company's perceived arrogance. What he said is below, but the most interesting part for me was what he said off-tape.

What would you say to the suggestion that Sony is being arrogant?


There's always going to be a risk when you are market leader for ten years that we start to lose perspective; and we have to make sure that we don't lose perspective. But I don't think we're arrogant, I think we have to recognize that we're in a highly competitive industry and that anything that we say will be eternally editorialized by professionals and consumers alike. So we're always in the spotlight.

Continue reading Sony's Phil Harrison: "I don't think we're arrogant"

Next Page >

    Other Weblogs Inc. Network blogs you might be interested in: