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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Uncharted 3's discarded level ideas]]></title><link>http://www.joystiq.com/2012/04/11/uncharted-3s-discarded-level-ideas/</link><guid isPermaLink="true">http://www.joystiq.com/2012/04/11/uncharted-3s-discarded-level-ideas/</guid><comments>http://www.joystiq.com/2012/04/11/uncharted-3s-discarded-level-ideas/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/04/11/uncharted-3s-discarded-level-ideas/"><img alt="Image" src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/foggy-forest.png" style="margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 530px; height: 284px; " /></a></div><em><a href="http://www.joystiq.com/game/uncharted-3-drakes-deception">Uncharted 3</a> </em>didn't just pop out of Naughty Dog's studio, polished and fully formed, without any work from the developers themselves. Part of that "work" process involves pitching and sometimes discarding a level idea or two <font color="#000000" face="sans-serif"><span style="line-height: 19px;">--</span></font> or 12. Naughty Dog has released a dozen images of the <em>Uncharted 3 </em>that could have been, along with a brief description of each, to <a href="http://ps3.ign.com/articles/122/1222748p1.html">IGN</a>.<br /><br />One canceled level is the "Foggy Forest," pictured above, which transformed into the French Chateau setting in the final game, with less mist and early-morning light. "The Sand Pit" had Sandlantis hidden in a desert sinkhole and the "Floating Reservoir" would have seen Drake fight his way up the inside of an oil reservoir in the shipyard.<br /><br />Check out all of the would-have-been, could-have-been ideas <a href="http://ps3.ign.com/articles/122/1222748p1.html">here</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/2012/04/11/uncharted-3s-discarded-level-ideas/">Uncharted 3's discarded level ideas</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 11 Apr 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/2012/04/11/uncharted-3s-discarded-level-ideas/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20213503/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/04/11/uncharted-3s-discarded-level-ideas/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>canceled</category><category>development</category><category>discarded-features</category><category>Levels</category><category>playstation</category><category>ps3</category><category>uncharted-3</category><category>uncharted-3-drakes-deception</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Wed, 11 Apr 2012 18:00:00 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[Ron Gilbert shares more art from his Double Fine game]]></title><link>http://www.joystiq.com/2012/02/24/ron-gilbert-shares-more-art-from-his-double-fine-game/</link><guid isPermaLink="true">http://www.joystiq.com/2012/02/24/ron-gilbert-shares-more-art-from-his-double-fine-game/</guid><comments>http://www.joystiq.com/2012/02/24/ron-gilbert-shares-more-art-from-his-double-fine-game/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2012/02/23/ron-gilbert-shares-more-art-from-double-fine-game-but-not-the-k/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/gilbertconcepts.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></div>Ron Gilbert has <a href="http://grumpygamer.com/7310262">posted two new pieces of art</a> from the game he's working on with Tim Schafer's Double Fine Studios. Don't get too excited -- as far as we know, it's not <em>that</em>, extremely <a href="http://www.joystiq.com/2012/02/20/double-fine-adventure-surpasses-2-million-on-kickstarter/">well-funded<em> </em>game</a>. Nope, it's <a href="http://www.joystiq.com/2011/11/29/ron-gilberts-double-fine-game-is-based-on-unused-pre-maniac-man/">the pre-<em>Maniac Mansion</em> idea</a> he's working up, and apparently it carnival booths and laser turrets.<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/2012/02/24/ron-gilbert-shares-more-art-from-his-double-fine-game/">Ron Gilbert shares more art from his Double Fine game</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 24 Feb 2012 01:45:00 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/2012/02/24/ron-gilbert-shares-more-art-from-his-double-fine-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20178622/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/02/24/ron-gilbert-shares-more-art-from-his-double-fine-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>carnival</category><category>development</category><category>double-fine</category><category>game</category><category>lasers</category><category>pc</category><category>ron-gilbert</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Fri, 24 Feb 2012 01:45:00 EST</pubDate></item><item><title><![CDATA[CD Projekt working on new IP, multiple multiplatform releases]]></title><link>http://www.joystiq.com/2011/11/17/cd-projekt-working-on-new-ip-multiple-multiplatform-releases/</link><guid isPermaLink="true">http://www.joystiq.com/2011/11/17/cd-projekt-working-on-new-ip-multiple-multiplatform-releases/</guid><comments>http://www.joystiq.com/2011/11/17/cd-projekt-working-on-new-ip-multiple-multiplatform-releases/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/11/17/cd-projekt-working-on-new-ip-multiple-multiplatform-releases/"><img  src="http://www.blogcdn.com/www.joystiq.com/media/2011/11/thewitcher2aok.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></div>
According to <a href="http://www.neogaf.com/forum/showthread.php?t=452381">a translation of the livestream of CD Projekt's recent Investor's Day</a>, the Polish developer behind <a href="http://joystiq.com/game/the-witcher"><em>The Witcher</em></a> is working on a brand new IP, along with a whole bunch of other releases over the next few years. <em>The Witcher 2</em> is still due out on Xbox next year, and then CD Projekt says it's also working on two more "AAA+" titles for 2014 and 2015. Between then and now, the company also hopes to put out three smaller budget titles -- two with a budget/staff grade of "A", and 1 "AA"-sized game.<br />
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All of the titles are set up for "multiplatform" release, though which platforms isn't yet clear. But the company says it's still working on developing the RED engine, and since that engine is already designed for PC and Xbox development, we'll guess those two. CD Projekt promises more news on all of these titles soon, and since both "AAA+" titles expect to take 3-5 years to develop, it's a good guess at least one of those is already under development. We'll keep an eye open for more.<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/2011/11/17/cd-projekt-working-on-new-ip-multiple-multiplatform-releases/">CD Projekt working on new IP, multiple multiplatform releases</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 17 Nov 2011 19:45:00 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/2011/11/17/cd-projekt-working-on-new-ip-multiple-multiplatform-releases/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20109413/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/11/17/cd-projekt-working-on-new-ip-multiple-multiplatform-releases/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cd-projekt</category><category>cd-projekt-red</category><category>development</category><category>microsoft</category><category>pc</category><category>red-engine</category><category>release</category><category>the-witcher</category><category>the-witcher-2</category><category>xbox</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Thu, 17 Nov 2011 19:45:00 EST</pubDate></item><item><title><![CDATA[Dragon Quest 10 has been in development for over six years now]]></title><link>http://www.joystiq.com/2011/09/11/dragon-quest-10-has-been-in-development-for-over-six-years-now/</link><guid isPermaLink="true">http://www.joystiq.com/2011/09/11/dragon-quest-10-has-been-in-development-for-over-six-years-now/</guid><comments>http://www.joystiq.com/2011/09/11/dragon-quest-10-has-been-in-development-for-over-six-years-now/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/09/07/dragon-quest-10-has-been-in-development-for-over-six-years-now/"><img alt="Dragon Quest x screenshot" src="http://www.blogcdn.com/www.joystiq.com/media/2011/09/dqx952.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>
Back in April, Square Enix announced that <a href="http://joystiq.com/game/dragon-quest-10"><em>Dragon Quest 10</em></a> <a href="http://www.joystiq.com/2011/04/06/dragon-quest-x-almost-done-announcement-by-the-end-of-this-yea/">was "almost done,"</a> and then last week, we finally heard about the game itself, due out next year in Japan, via <a href="http://www.joystiq.com/2011/09/05/dragon-quest-x-is-an-online-rpg-still-for-wii/">a reveal announcement</a>. But if you thought that was fast, not so -- apparently the title's been <a href="http://www.gameinformer.com/b/news/archive/2011/09/07/dragon-quest-x-has-been-in-development-a-long-time.aspx">worked on for over six years</a> already. <br />
<br />
That makes the whole venture a little more interesting. Today, console MMOs and <a href="http://www.joystiq.com/2011/07/30/ubisoft-says-always-on-drm-is-a-success-fans-are-confused/2">persistent Internet connections</a> are fairly prevalent, but six years ago, that obviously wasn't the case. And this also means that <em>DQ10</em> ran alongside development of <em>Dragon Quest 9</em>, with Level 5 and Square Enix presumably working on the portable title and the online game at the same time.<br />
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We'll have to see how the final game turns out -- fans are skeptical, to say the least, of turning the series into an MMO. But at least we know the game wasn't thrown together overnight.<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/2011/09/11/dragon-quest-10-has-been-in-development-for-over-six-years-now/">Dragon Quest 10 has been in development for over six years now</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 11 Sep 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/2011/09/11/dragon-quest-10-has-been-in-development-for-over-six-years-now/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20039886/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/09/11/dragon-quest-10-has-been-in-development-for-over-six-years-now/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>dragon-quest-x</category><category>japan</category><category>level-5</category><category>nintendo</category><category>square-enix</category><category>wii</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Sun, 11 Sep 2011 16:30:00 EST</pubDate></item><item><title><![CDATA[Trion picks up David Luehmann to head third-party dev program]]></title><link>http://www.joystiq.com/2011/08/09/trion-picks-up-david-luehmann-to-head-third-party-dev-program/</link><guid isPermaLink="true">http://www.joystiq.com/2011/08/09/trion-picks-up-david-luehmann-to-head-third-party-dev-program/</guid><comments>http://www.joystiq.com/2011/08/09/trion-picks-up-david-luehmann-to-head-third-party-dev-program/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/08/04/trion-picks-up-david-luehmann-to-head-third-party-dev-program/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/daveluehmann.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></div>
Trion Worlds has hired on games developer David Luehmann to take care of its third-party development arm, and Luehmann says he'll be working on "two, three or four more" titles for the company to develop and publish in conjunction with third parties. Luehmann formerly worked with <a href="http://en.wikipedia.org/wiki/Microsoft_Studios_%28game_studio%29">Microsoft Game Studios</a>, a division that knows quite a bit about dealing with cross-company development, having acquired Rare and Lionhead, as well as dealing with other developers like Epic Games, Double Fine, and lots of other solid game houses.<br />
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Trion Worlds of course made and released the popular MMO <a href="http://joystiq.com/game/rift"><em>Rift</em></a>, and is currently working on <a href="http://www.joystiq.com/2011/05/26/end-of-nations-preview-real-time-synergy/">an MMORTS title in conjuction</a> with Petroglyph called <a href="http://joystiq.com/game/end-of-nations"><em>End of Nations</em></a>. Luehmann says that Trion isn't looking for any specific number of third party games to publish, but that the company is looking for "something that will turn into a fantastic experience" from a studio that's working on "connected" titles.<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/2011/08/09/trion-picks-up-david-luehmann-to-head-third-party-dev-program/">Trion picks up David Luehmann to head third-party dev program</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 Aug 2011 03:30:00 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/2011/08/09/trion-picks-up-david-luehmann-to-head-third-party-dev-program/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20012646/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/08/09/trion-picks-up-david-luehmann-to-head-third-party-dev-program/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dave-luehmann</category><category>developers</category><category>development</category><category>pc</category><category>third-party-development</category><category>trion</category><category>trion-worlds</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 09 Aug 2011 03:30:00 EST</pubDate></item><item><title><![CDATA[New Prague-based dev studio, Warhorse, is ready to rock your RPG world]]></title><link>http://www.joystiq.com/2011/07/23/new-prague-based-dev-studio-warhorse-is-ready-to-rock-your-rpg/</link><guid isPermaLink="true">http://www.joystiq.com/2011/07/23/new-prague-based-dev-studio-warhorse-is-ready-to-rock-your-rpg/</guid><comments>http://www.joystiq.com/2011/07/23/new-prague-based-dev-studio-warhorse-is-ready-to-rock-your-rpg/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2011/07/23/new-prague-based-dev-studio-warhorse-is-ready-to-rock-your-rpg/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/07/warhorse_530x298.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 531px; height: 301px; " /></a></div>Four eminent 2K Czech and Bohemia Interactive employees have split to form Warhorse, a new development studio in Prague, and are now working on a previously unannounced RPG. <em>Mafia </em>and <a href="http://www.joystiq.com/game/mafia-ii"><em>Mafia II</em></a> creator Dan V&aacute;vra is heading the team at Warhorse, co-founded with Martin Kl&iacute;ma, author of <em>Dragon's Lair</em><em>.</em> Viktor Bocan, designer of <a href="http://www.joystiq.com/game/operation-flashpoint-dragon-rising"><em>Operation Flashpoint</em></a>, and <em>Mafia </em>animator Zbynek Tr&aacute;vnivk&yacute; complete the fearsome foursome.<br /><br />Combined, the Warhorse crew's games have sold more than 11 million copies. They are <a href="http://www.warhorsestudios.cz/index.php?page=jobs&amp;lang=en">hiring</a> now for work on this mysterious RPG, requesting people who are willing to move to Prague to work with talented, successful, laid-back developers, which we're <em>sure </em>will be nearly impossible to find.<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/2011/07/23/new-prague-based-dev-studio-warhorse-is-ready-to-rock-your-rpg/">New Prague-based dev studio, Warhorse, is ready to rock your RPG world</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 23 Jul 2011 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/2011/07/23/new-prague-based-dev-studio-warhorse-is-ready-to-rock-your-rpg/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19998525/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/07/23/new-prague-based-dev-studio-warhorse-is-ready-to-rock-your-rpg/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2K-Czech</category><category>bohemia-interactive</category><category>development</category><category>Mafia</category><category>Mafia-2</category><category>operation-flashpoint-dragon-rising</category><category>pc</category><category>warhorse</category><category>warhorse-studios</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Sat, 23 Jul 2011 10:30:00 EST</pubDate></item><item><title><![CDATA[Mad Catz launches ThunderHawk Studios, gets into flight sim development]]></title><link>http://www.joystiq.com/2011/05/31/mad-catz-launches-thunderhawk-studios-gets-into-flight-sim-deve/</link><guid isPermaLink="true">http://www.joystiq.com/2011/05/31/mad-catz-launches-thunderhawk-studios-gets-into-flight-sim-deve/</guid><comments>http://www.joystiq.com/2011/05/31/mad-catz-launches-thunderhawk-studios-gets-into-flight-sim-deve/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/05/31/mad-catz-launches-thunderhawk-studios-gets-into-flight-sim-deve/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/madcatz114.jpg" style="width: 530px; height: 267px; " /></a></div>
Peripheral maker <a href="http://www.joystiq.com/tag/mad-catz">Mad Catz</a> has announced that it's moving beyond just making flight sticks -- it's actually going to make the flight simulations to use them with. Forming an internal development group called ThunderHawk Studios, the company has set its sights on creating massively multiplayer air combat games that CEO Darren Richardson says will "leverage the market share leadership and global distribution enjoyed by our flight simulation hardware products."<br />
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"The formation of ThunderHawk Studios is an important milestone as we pursue our longer term goal of expanding our participation in developing, publishing and distributing games," Richardson added. The first title from ThunderHawk is slated to go wheels-up in 2012, and we'd be surprised if we didn't see it in some form at next week's E3 expo.<p><a href="http://www.joystiq.com/2011/05/31/mad-catz-launches-thunderhawk-studios-gets-into-flight-sim-deve/" rel="bookmark">Continue reading <em>Mad Catz launches ThunderHawk Studios, gets into flight sim development</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/2011/05/31/mad-catz-launches-thunderhawk-studios-gets-into-flight-sim-deve/">Mad Catz launches ThunderHawk Studios, gets into flight sim development</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 31 May 2011 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/05/31/mad-catz-launches-thunderhawk-studios-gets-into-flight-sim-deve/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19954831/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/05/31/mad-catz-launches-thunderhawk-studios-gets-into-flight-sim-deve/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>mad-catz</category><category>mmo</category><category>simulation</category><category>thunderhawk-studios</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Tue, 31 May 2011 21:00:00 EST</pubDate></item><item><title><![CDATA[Rumor: new Microsoft console dev kits at EA [update: EA disagrees]]]></title><link>http://www.joystiq.com/2011/05/06/rumor-new-microsoft-console-dev-kits-at-ea/</link><guid isPermaLink="true">http://www.joystiq.com/2011/05/06/rumor-new-microsoft-console-dev-kits-at-ea/</guid><comments>http://www.joystiq.com/2011/05/06/rumor-new-microsoft-console-dev-kits-at-ea/#comments</comments><description><![CDATA[<center>
	<a href="http://www.joystiq.com/2011/05/06/rumor-new-microsoft-console-dev-kits-at-ea/"><img border="1" hspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2011/05/xboxlogo56.jpg" vspace="0" /></a></center>
According to an unnamed source speaking to <a href="http://www.develop-online.net/news/37618/Develop-source-New-Xbox-console-on-desks-at-EA">Develop</a>, development kits for a new Microsoft console are in the offices of one of EA's studios. The source, which does not work for either EA or Microsoft, had no specific information about the hardware except that it came in a PC shell and was shipped to EA last month.<br />
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That little information is actually enough to rule out the <a href="http://www.joystiq.com/2011/04/05/new-xbox-development-kit-is-cheaper-way-cuter/">updated Xbox 360 dev kits</a> revealed last month, since those come in Xbox-shaped cases. The source believes ("but did not have certain information," Develop disclaims) the new console will launch at the end of 2012, which would put it in direct competition with the <a href="http://www.joystiq.com/2011/04/25/wii-successor-2012/">Wii successor</a>, and, if true, would make an E3 reveal seem likely (again, to compete with the new Nintendo console).<br />
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However, a <a href="http://www.eurogamer.net/articles/2011-05-06-new-xbox-reveal-at-e3-unlikely-source">Eurogamer source</a> responded to this Develop article to note that a new Microsoft console probably <em>won't</em> be revealed at E3.<br />
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<strong>Update:</strong> EA's director of corporate communications, Jeff Brown, told <a href="http://xbox360.ign.com/articles/116/1166424p1.html">IGN</a> that the story was "a total fabrication -- 100 percent not true."<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/2011/05/06/rumor-new-microsoft-console-dev-kits-at-ea/">Rumor: new Microsoft console dev kits at EA [update: EA disagrees]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 06 May 2011 13:35:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/05/06/rumor-new-microsoft-console-dev-kits-at-ea/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19933901/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/05/06/rumor-new-microsoft-console-dev-kits-at-ea/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>development-kit</category><category>ea</category><category>electronic-arts</category><category>microsoft</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 06 May 2011 13:35:00 EST</pubDate></item><item><title><![CDATA[Mass. bill proposes stepping up state's game dev incentives]]></title><link>http://www.joystiq.com/2011/05/05/mass-bill-proposes-stepping-up-states-game-dev-incentives/</link><guid isPermaLink="true">http://www.joystiq.com/2011/05/05/mass-bill-proposes-stepping-up-states-game-dev-incentives/</guid><comments>http://www.joystiq.com/2011/05/05/mass-bill-proposes-stepping-up-states-game-dev-incentives/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/05/05/mass-bill-proposes-stepping-up-states-game-dev-incentives/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/05/made-in-mass-530w.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
With EA <a href="http://www.joystiq.com/2011/04/15/new-ea-facility-in-the-works-at-louisiana-state-university/">set to break ground</a> for a new facility at LSU, and Gameloft <a href="http://www.joystiq.com/2011/05/02/gameloft-looking-to-open-new-orleans-studio/">considering</a> similar "endeavors" in New Orleans, Louisiana legislatures have got to be feeling good about the allure of the state's Digital Interactive Media Credit. 1500 miles to the northeast, Massachusetts is considering enacting similar tax incentives for game developers through a bill filed earlier this year by Rep. Vincent Pedone.<br />
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As the bill, affectionately known as "<a href="http://www.malegislature.gov/Bills/187/House/H03301">H03301</a>," continues to kick around the Mass. Legislature, representatives of specialty tax services provider Alliantgroup take a look at its proposed "rewards" on <a href="http://www.develop-online.net/features/1179/Massachusetts-tax-breaks-What-you-need-to-know">Develop</a>. While subject to alteration, the current draft of the bill proposes significant tax credits for both labor- and production-based costs incurred by large and small game-related companies alike, including a potential credit for a "promotional logo of the commonwealth of Massachusetts" placed on a game. In other words, stamp a game with a "Made in Massachusetts" logo (as Alliantgroup dubs it) and a company could earn up to a $75,000 annual credit under the bill's current stipulations.<br />
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Of course, the bill has yet to be put to a vote by state lawmakers, who can ill afford to sleep on it for long if they want to keep pace in the "quest" to win over the game industry. In addition to Louisiana, Alliantgroup identifies 16 other "game-friendly" states, including neighboring Rhode Island, which last year <a href="http://www.joystiq.com/2010/09/23/38-studios-move-to-providence-ri-is-official/">lured away</a> Curt Shilling's 38 Studios from Mass.<br />
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<small>["Made in Massachusetts" logo source: <a href="http://www.massbaytrading.com/images/home/MadeInMassachusetts.jpg">Massachusetts Bay Trading Co, Inc.</a>]</small><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/2011/05/05/mass-bill-proposes-stepping-up-states-game-dev-incentives/">Mass. bill proposes stepping up state's game dev incentives</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 05 May 2011 01:00:00 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/2011/05/05/mass-bill-proposes-stepping-up-states-game-dev-incentives/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19931663/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/05/05/mass-bill-proposes-stepping-up-states-game-dev-incentives/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bill</category><category>bill-H03301</category><category>design</category><category>development</category><category>massachusetts</category><category>tax-breaks</category><category>tax-credits</category><category>taxes</category><category>vincent-pedone</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Thu, 05 May 2011 01:00:00 EST</pubDate></item><item><title><![CDATA[Joe Danger devs working on new game, hiring]]></title><link>http://www.joystiq.com/2011/02/23/joe-danger-devs-working-on-new-game-hiring/</link><guid isPermaLink="true">http://www.joystiq.com/2011/02/23/joe-danger-devs-working-on-new-game-hiring/</guid><comments>http://www.joystiq.com/2011/02/23/joe-danger-devs-working-on-new-game-hiring/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/02/23/joe-danger-devs-working-on-new-game-hiring/"><img alt="joe danger" src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/hellogamesheaderimg530px23421.png" /></a></div>
Live in the UK and looking to work somewhere with an adorable logo? Nope, we're not talking about Cadbury -- <a href="http://www.joystiq.com/game/joe-danger"><em>Joe Danger</em></a> dev house Hello Games is looking for a new tester, and this new tester will spend all of his or her time making sure the studio's next, unannounced title is up to snuff.<br />
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The <a href="http://www.hellogames.org/2011/02/call-to-arms/">Hello Games blog</a> asks that said tester "loves gaming, is hard working, ambitious and enjoys learning," though it doesn't necessarily require all applicants to be super experienced. "You'll be testing our latest games day-to-day, but you'll also be exposed to things that will astound you ... think of it as a gateway drug for the games industry," it reads. We have to imagine, if Hello Games is the "gateway drug," presumably AAA, 3D, and motion titles are soon to follow -- a dark path indeed!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/02/23/joe-danger-devs-working-on-new-game-hiring/">Joe Danger devs working on new game, hiring</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 23 Feb 2011 16:44:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/02/23/joe-danger-devs-working-on-new-game-hiring/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19856319/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/02/23/joe-danger-devs-working-on-new-game-hiring/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>hello-games</category><category>hiring</category><category>Joe-Danger</category><category>playstation</category><category>ps3</category><category>uk</category><category>united-kingdom</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 23 Feb 2011 16:44:00 EST</pubDate></item><item><title><![CDATA[Xbox Engineering blog explains how Kinect works]]></title><link>http://www.joystiq.com/2011/01/05/xbox-engineering-blog-explains-how-kinect-works/</link><guid isPermaLink="true">http://www.joystiq.com/2011/01/05/xbox-engineering-blog-explains-how-kinect-works/</guid><comments>http://www.joystiq.com/2011/01/05/xbox-engineering-blog-explains-how-kinect-works/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2011/01/05/xbox-engineering-blog-explains-how-kinect-works/"><img hspace="0" border="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/01/gamkinectsillouhettes530.jpg" /></a></div>
So, remember all those times that you asked us how the <a href="http://www.joystiq.com/tag/kinect">Kinect</a> manages to identify your human form and adapt it into an in-game Avatar? Remember how we told you that it did so with "robot magic?" We may have been <em>a little</em> off-base with that one -- the Xbox Engineering blog recently posted <a href="http://www.xbox.com/en-US/Live/EngineeringBlog/122910-HowYouBecometheController">a full explanation</a> of the all-seeing eye's <em>actual</em> inner workings in a manner simplistic enough for even technophobic cavemen such as ourselves to understand.<br />
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The post also gives a little insight into the trial-and-error development of Kinect. It sounds like it was a pretty fascinating process -- though apparently the dev team didn't even <em>think</em> to incorporate robot magic, which, in our opinion, seems like a pretty major oversight.<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/2011/01/05/xbox-engineering-blog-explains-how-kinect-works/">Xbox Engineering blog explains how Kinect works</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 05 Jan 2011 18:40:00 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/2011/01/05/xbox-engineering-blog-explains-how-kinect-works/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19788114/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/01/05/xbox-engineering-blog-explains-how-kinect-works/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>kinect</category><category>microsoft</category><category>motion-control</category><category>peripherals</category><category>xbox</category><category>xbox-engineering</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Wed, 05 Jan 2011 18:40:00 EST</pubDate></item><item><title><![CDATA[Christopher Nolan confirms Inception video game in development]]></title><link>http://www.joystiq.com/2010/11/30/christopher-nolan-confirms-inception-video-game-in-development/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/30/christopher-nolan-confirms-inception-video-game-in-development/</guid><comments>http://www.joystiq.com/2010/11/30/christopher-nolan-confirms-inception-video-game-in-development/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/11/30/christopher-nolan-confirms-inception-video-game-in-development/"><img hspace="0" vspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/inceptioncurvycity.jpg" /></a></div>
<em>Inception</em> director Christopher Nolan has been <a href="http://www.joystiq.com/2010/09/22/inception-game-considered-by-Nolan/">considering putting together a video game</a> based on his mind-bending film for a while, but it looks like those plans have gone <em>one leve</em>l <em>deeper</em>: He now tells Entertainment Weekly that <a href="http://insidemovies.ew.com/2010/11/30/christopher-nolan-batman-inception/">the project is a go</a>. Nolan says he's working with a full team on the game as "a longer-term proposition" and that he's excited to "explore" the medium of gaming by creating a new story set in the world of the movie.<br />
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EW suggests an MMO, but we have a better idea (that we wouldn't mind planting in the back of Nolan's brain, if someone out there has the means to do it, wink wink): a spinning top simulator. Call us, Nolan -- we've got <em>Dark Knight</em> ideas, too!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/30/christopher-nolan-confirms-inception-video-game-in-development/">Christopher Nolan confirms Inception video game in development</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 30 Nov 2010 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/30/christopher-nolan-confirms-inception-video-game-in-development/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19739200/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/30/christopher-nolan-confirms-inception-video-game-in-development/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>christopher-nolan</category><category>development</category><category>dreams</category><category>entertainment-weekly</category><category>game</category><category>inception</category><category>movie</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 30 Nov 2010 20:00:00 EST</pubDate></item><item><title><![CDATA[Sakaguchi provides glimpse into Final Fantasy IX development]]></title><link>http://www.joystiq.com/2010/11/30/sakaguchi-provides-glimpse-into-final-fantasy-ix-development/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/30/sakaguchi-provides-glimpse-into-final-fantasy-ix-development/</guid><comments>http://www.joystiq.com/2010/11/30/sakaguchi-provides-glimpse-into-final-fantasy-ix-development/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/11/30/sakaguchi-provides-glimpse-into-final-fantasy-ix-development/"><img hspace="0" vspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/ff9charactersnotes.jpg" /></a></div>
Legendary <em>Final Fantasy</em> game designer Hironobu Sakaguchi has <a href="http://www.mistwalkercorp.com/en/column/index.html">dug up some old notes</a> from the making of <a href="http://joystiq.com/game/final-fantasy-9"><em>Final Fantasy IX</em></a>, and they're an interesting read for anyone who's a fan of the adventures of Zidane, Vivi and Steiner. There's a lot of interesting stuff in there, especially if you love the old game (lots of fight sequences were planned differently than they went in the final code). If nothing else, it's fascinating to see the game designer's mind working to plan on paper what eventually became a classic PlayStation RPG.<br />
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Sakanguchi is both cinematic with his descriptions ("like steady cam," he says at one point to describe the game's opening shot) and very interested in characters (describing Vivi as "introversive [sic], quiet, obedient, indecisive, pure in heart and kind"). He glosses over spell and game specifics, leaving things like gearing up only described as "able to collect weapons and protective gears here."<br />
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That all makes sense, of course -- he and the team wouldn't need to figure out the numbers until later. But the little script is a fascinating look at the very early stages of a classic <em>Final Fantasy</em> title, and just how centered on character and storytelling Square was back in those days. Sakaguchi's notes are a must-read for fans of the JRPG genre.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/30/sakaguchi-provides-glimpse-into-final-fantasy-ix-development/">Sakaguchi provides glimpse into Final Fantasy IX development</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 30 Nov 2010 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/2010/11/30/sakaguchi-provides-glimpse-into-final-fantasy-ix-development/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19737416/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/30/sakaguchi-provides-glimpse-into-final-fantasy-ix-development/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>final-fantasy</category><category>Final-Fantasy-IX</category><category>hironobu-sakaguchi</category><category>playstation</category><category>ps3</category><category>psp</category><category>sony</category><category>Square-Enix</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 30 Nov 2010 09:00:00 EST</pubDate></item><item><title><![CDATA[Marvelous caps 3DS game development at $1.8M per title]]></title><link>http://www.joystiq.com/2010/11/19/marvelous-caps-3ds-game-development-at-1-8m-per-title/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/19/marvelous-caps-3ds-game-development-at-1-8m-per-title/</guid><comments>http://www.joystiq.com/2010/11/19/marvelous-caps-3ds-game-development-at-1-8m-per-title/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/11/19/marvelous-caps-3ds-game-development-at-1-8m-per-title/"><img vspace="4" hspace="4" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/nintendo-3ds-350h-111910.jpg" /></a></div>
During a recent investor call, Marvelous Entertainment, the publisher best known for its <em>Harvest Moon</em> games, revealed its budget range for 3DS game development. According to the transcription of the call's Q&amp;A session (as translated by <a href="http://www.1up.com/news/3ds-games-cost-millions-develop">1UP</a>), a Marvelous representative said that, "while costs vary based on game content," the company would spend an estimated &yen;50 million to &yen;150 million ($600K to $1.8M) on the development of a single 3DS game. Currently, Marvelous has two 3DS projects in the works, <a href="http://www.joystiq.com/2010/06/28/marvelous-plans-new-ip-3ds-harvest-moon-for-next-fiscal-year/">a <em>Harvest Moon </em>game</a> and a zoo sim called <em>Animal Resort</em>.<br />
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Not surprisingly, Marvelous' 3DS spending money is significantly higher than the &yen;4.4 million to &yen;43.9 million per title (roughly $50K-525K) Japanese companies spent on developing (regular) DS games last year, according to data gathered by TGS sponsor and promotional organization CESA. More interestingly, Marvelous' &yen;150-million cap for a 3DS game represents a figure more than double the cost of the last year's most expensive Japanese PSP title, which, while unnamed, cost &yen;59.2 million to develop by CESA's account. (The cheapest PSP game cost its maker just &yen;3 million.)<br />
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If Marvelous' budget is indicative of other companies' 3DS game costs -- and, certainly, some of <a href="http://www.joystiq.com/2010/06/15/heres-the-list-of-every-3ds-game-in-development/">these guys</a> are likely to <em>splurge</em> -- then developing for the platform could prove more expensive than for Wii, where last year's most expensive Japanese project topped out at &yen;116 million. In an era when <a href="http://www.joystiq.com/mobile/">budget gaming</a> is dominating the handheld market, and following the disastrous combination of costly PSP game development and rampant piracy, the 3DS could be as ill-fated as the 3D technology that requires you to wear glasses.<br />
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Well, <em>that</em>, or it'll just "print money" ...<em> </em><a href="http://img210.imageshack.us/img210/1513/2im5kjn.gif"><em>in 3D</em></a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/19/marvelous-caps-3ds-game-development-at-1-8m-per-title/">Marvelous caps 3DS game development at $1.8M per title</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 19 Nov 2010 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/19/marvelous-caps-3ds-game-development-at-1-8m-per-title/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19726720/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/19/marvelous-caps-3ds-game-development-at-1-8m-per-title/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>animal-resort</category><category>budget</category><category>cesa</category><category>costs</category><category>development</category><category>ds</category><category>harvest-moon</category><category>harvest-moon-3ds</category><category>marvelous</category><category>marvelous-entertainment</category><category>nintendo</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Fri, 19 Nov 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[Harmonix details design process behind Dance Central's Kinect UI]]></title><link>http://www.joystiq.com/2010/11/08/harmonix-details-design-process-behind-dance-centrals-kinect-ui/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/08/harmonix-details-design-process-behind-dance-centrals-kinect-ui/</guid><comments>http://www.joystiq.com/2010/11/08/harmonix-details-design-process-behind-dance-centrals-kinect-ui/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/11/08/harmonix-details-design-process-behind-dance-centrals-kinect-ui/"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/dancecentralscreenmenu.jpg" alt="" /></a></div>
Creating a functional user interface through Kinect can't be an easy task -- how do you make waving your arms around <em>mean</em> something, after all? Harmonix was confronted with exactly this problem in developing <em>Dance Central</em>, and <a href="http://www.joystiq.com/2010/11/04/dance-central-review/">judging</a> by reviews, the developer figured it out just fine.<br />
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So what's the secret? The team had to actually teach players how to gesture, using visual and even aural feedback in the game when players got it right. Developer Ryan Challinor told the Montreal International Games Summit this week that in testing, player swipes varied widely across both speed and position, and so the final solution was to make the players react to the game, rather than programming the game to react to the players.<br />
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A few different solutions were prototyped, however, including the utilization of a cursor, which was dragged around the screen and planted in "notches" to choose the game's songs or options. The team also tried to get players to interact in 3D space, either "pushing" on virtual buttons or "grabbing" and pulling a scroll wheel around. In the end, Challinor said, simply iterating these ideas was the key to solving the Kinect conundrum: The team implemented idea after idea, and then polished the one that worked best.<br />
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Of course, not every development team responsible for the <a href="http://www.joystiq.com/tag/Kinect,@reviews">first batch</a> of Kinect games took this approach. At least one studio <a href="http://www.joystiq.com/2010/11/04/fighters-uncaged-review/">seemingly</a> went with its first idea, and then made it as <em>raw</em> as possible.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/08/harmonix-details-design-process-behind-dance-centrals-kinect-ui/">Harmonix details design process behind Dance Central's Kinect UI</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 08 Nov 2010 23:30:00 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/2010/11/08/harmonix-details-design-process-behind-dance-centrals-kinect-ui/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19708233/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/08/harmonix-details-design-process-behind-dance-centrals-kinect-ui/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dance-central</category><category>design</category><category>development</category><category>gesture</category><category>harmonix</category><category>kinect</category><category>microsoft</category><category>montreal-international-games-summit</category><category>motion-control</category><category>ryan-challinor</category><category>ui</category><category>xbox</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Mon, 08 Nov 2010 23:30:00 EST</pubDate></item><item><title><![CDATA[Rare's new boss sees Kinect as 'centerpiece' in studio strategy]]></title><link>http://www.joystiq.com/2010/10/28/rares-new-boss-sees-kinect-as-centerpiece-in-studio-strategy/</link><guid isPermaLink="true">http://www.joystiq.com/2010/10/28/rares-new-boss-sees-kinect-as-centerpiece-in-studio-strategy/</guid><comments>http://www.joystiq.com/2010/10/28/rares-new-boss-sees-kinect-as-centerpiece-in-studio-strategy/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.joystiq.com/2010/10/28/rares-new-boss-sees-kinect-as-centerpiece-in-studio-strategy/"><img border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/10/rareheaderimgwkinect223.jpg" /></a></div>
Following this week's <a href="http://www.joystiq.com/2010/10/27/xbox-manager-scott-henson-to-head-up-rare/">announcement</a> that Xbox manager Scott Henson is taking over as the head of Rare, the newly appointed exec is defending his studio's mission to the media. Speaking with <a href="http://www.eurogamer.net/articles/2010-10-28-rares-new-boss-reveals-his-vision-interview">Eurogamer</a>, Henson re-established Kinect as "a key part of the studio's future," adding that it won't exclusively be working on 360 motion games, "but it will be the centerpiece of our strategy for sure." <br />
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He also teased further support for Rare's back catalog. When asked about revisiting the titles -- and even the possibility of adding Kinect functionality -- Henson explains, "You can look at what we're doing with Xbox Live Arcade and you can see how we've taken those classics and refreshed them and brought them to the service. We'll continue to look at those kinds of opportunities. Don't just think about packaged goods in terms of opportunities and Rare and how we bring those things to life." Unfortunately, Henson was less talkative on the subject of <em>Killer Instinct</em>, only offering "I know <em>Killer Instinct</em> is very high in the fan list and one we need to continue to keep our eye on."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/10/28/rares-new-boss-sees-kinect-as-centerpiece-in-studio-strategy/">Rare's new boss sees Kinect as 'centerpiece' in studio strategy</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 28 Oct 2010 18:10:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/10/28/rares-new-boss-sees-kinect-as-centerpiece-in-studio-strategy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19693337/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/10/28/rares-new-boss-sees-kinect-as-centerpiece-in-studio-strategy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>kinect</category><category>microsoft</category><category>microsoft-game-studios</category><category>rare</category><category>scott-henson</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 28 Oct 2010 18:10:00 EST</pubDate></item><item><title><![CDATA[EA boss says Need for Speed series was hurt by 'death march' dev cycle]]></title><link>http://www.joystiq.com/2010/09/21/ea-boss-says-need-for-speed-series-was-hurt-by-death-march-dev/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/21/ea-boss-says-need-for-speed-series-was-hurt-by-death-march-dev/</guid><comments>http://www.joystiq.com/2010/09/21/ea-boss-says-need-for-speed-series-was-hurt-by-death-march-dev/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center; "><a href="http://www.joystiq.com/2010/09/21/ea-boss-says-need-for-speed-series-was-hurt-by-death-march-dev/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/nfs-e304.jpg" /></a></div>
EA CEO John Riccitiello told attendees of a recent Bank of America conference (via <a href="http://www.computerandvideogames.com/article.php?id=265540">CVG</a>) that <em>Need for Speed</em> developer Black Box Studios was "on a death march, building for five years in a row," citing a decline in sales between 2004 and 2007 as the end result. "[They were] annual iterations, they had to put it out; no rest for the weary," Riccitiello said.<br />
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He then explained that "It was definitely our fault," adding, "Those days are gone. We're back in two studios and we've got them on bi-annual cycles." In his opinion, the forthcoming <em><a href="http://www.joystiq.com/game/need-for-speed-hot-pursuit">Hot Pursuit</a></em><a href="http://www.joystiq.com/game/need-for-speed-hot-pursuit"> reboot</a> is the fruit of that changed-up development cycle. "This year is right back in the core action driving ... it's had a two-year dev cycle ... I feel great about it," he posited. Oddly, no mention was made of the now annual Black Box franchise <em><a href="http://www.joystiq.com/game/skate">Skate</a></em>, but we're hoping for an announcement of <em>Skate: Hot Pursuit</em> by year's end.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/21/ea-boss-says-need-for-speed-series-was-hurt-by-death-march-dev/">EA boss says Need for Speed series was hurt by 'death march' dev cycle</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 21 Sep 2010 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/21/ea-boss-says-need-for-speed-series-was-hurt-by-death-march-dev/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19643033/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/21/ea-boss-says-need-for-speed-series-was-hurt-by-death-march-dev/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>black-box</category><category>business</category><category>development</category><category>ea</category><category>ea-black-box</category><category>electronic-arts</category><category>john-riccitiello</category><category>need-for-speed-hot-pursuit</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 21 Sep 2010 22:00:00 EST</pubDate></item><item><title><![CDATA[Nintendo support was crucial to uDraw's creation]]></title><link>http://www.joystiq.com/2010/08/21/nintendo-support-was-crucial-to-udraws-creation/</link><guid isPermaLink="true">http://www.joystiq.com/2010/08/21/nintendo-support-was-crucial-to-udraws-creation/</guid><comments>http://www.joystiq.com/2010/08/21/nintendo-support-was-crucial-to-udraws-creation/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center;"><a href="http://www.joystiq.com/2010/08/21/nintendo-support-was-crucial-to-udraws-creation/"><img hspace="0" height="297" width="530" vspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/08/udraw530.jpg" alt="" /></a></div>
THQ may be the company publicly pushing <a href="http://www.joystiq.com/2010/08/17/thq-announces-udraw-game-tablet-for-wii/">the recently announced uDraw tablet controller for the Wii</a>, but a presentation of the new technology at Gamescom this week emphasized just how important Nintendo's support was to the device's creation.<br />
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"When we came to [Nintendo] in the beginning with the idea for <a href="http://www.joystiq.com/game/udraw-studio">uDraw</a>, they said 'that's brilliant, let's figure out how to do this,'" THQ director Luis Gigliotti said during a presentation. "It's been an incredible partnership. ... I've been <a href="http://www.mobygames.com/developer/sheet/view/developerId,27618/">working in game development for 17-plus years</a> and I can honestly say this is one of the smoothest collaborations with a first party I've ever had, just because everybody got it on day one."
<div><br />
Gigliotti specifically pointed out that Nintendo's hardware design expertise was key to transforming the monstrous uDraw prototype (nicknamed "Frankenstein" by the THQ team), into the light, sleek unit shown off at the show. "[The prototype] was a like bunch of lasers and mirrors and loose parts, it was wood and it had brass on it," he recalled. "I said, 'There's no way we can get this to something like this [the current hardware] without it costing a fortune.' Nintendo said, 'Don't worry about it. You guys are software developers, we are the kings of hardware. We will figure this out.' And they did, for one reason -- the idea was solid. Everybody knew it was a good idea, so we figured out the rest."</div><p><a href="http://www.joystiq.com/2010/08/21/nintendo-support-was-crucial-to-udraws-creation/" rel="bookmark">Continue reading <em>Nintendo support was crucial to uDraw's creation</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/2010/08/21/nintendo-support-was-crucial-to-udraws-creation/">Nintendo support was crucial to uDraw's creation</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 21 Aug 2010 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/08/21/nintendo-support-was-crucial-to-udraws-creation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19602984/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/08/21/nintendo-support-was-crucial-to-udraws-creation/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>gamescom</category><category>gamescom-2010</category><category>hardware</category><category>Luis-Gigliotti</category><category>nintendo</category><category>SD-card</category><category>support</category><category>THQ</category><category>uDraw</category><category>uDraw-studio</category><category>wii</category><dc:creator><![CDATA[Kyle Orland]]></dc:creator><pubDate>Sat, 21 Aug 2010 20:00:00 EST</pubDate></item><item><title><![CDATA[Interview: Might&amp;Delight's Jakob Tuchten]]></title><link>http://www.joystiq.com/2010/05/07/interview-mightanddelights-jakob-tuchten/</link><guid isPermaLink="true">http://www.joystiq.com/2010/05/07/interview-mightanddelights-jakob-tuchten/</guid><comments>http://www.joystiq.com/2010/05/07/interview-mightanddelights-jakob-tuchten/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/mightndelite580.jpg" /></div>
With little more than a <a href="http://www.joystiq.com/2010/04/16/mightanddelight-reassembles-grins-bionic-commando-rearmed-team/">cursory announcement</a> a few weeks back of Might&amp;Delight's existence, the ex-<a href="http://www.joystiq.com/tag/grin">GRIN</a> staffers making up M&amp;D's numbers haven't been vocal about what they're working on next. And according to art director Jakob Tuchten, that's (at least partially) because the future is still somewhat unknown for the fledgling studio. "We have had some really nervous and positive meetings with publishers, and we&acute;re sketching up some promising ideas."<br />
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M&amp;D has said, however, that it aims to "continue doing what we started with <a href="http://joystiq.com/tag/bionic-commando-rearmed">[</a><em><a href="http://joystiq.com/tag/bionic-commando-rearmed">Bionic Commando</a></em><a href="http://joystiq.com/tag/bionic-commando-rearmed">] </a><em><a href="http://joystiq.com/tag/bionic-commando-rearmed">Rearmed</a></em> ... small, fresh games with strong old school flavor." So when we asked about working on more licensed properties, it wasn't surprising that Tuchten teased, "We have a tasty list with publishers and their old titles that we would love to remake." That said, he added that M&amp;D probably won't head in that direction. Hit the break to find out more about the studio's plans for the future, as well as everything else that Tuchten had to tell us.<p><a href="http://www.joystiq.com/2010/05/07/interview-mightanddelights-jakob-tuchten/" rel="bookmark">Continue reading <em>Interview: Might&amp;Delight's Jakob Tuchten</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/2010/05/07/interview-mightanddelights-jakob-tuchten/">Interview: Might&amp;Delight's Jakob Tuchten</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 07 May 2010 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/05/07/interview-mightanddelights-jakob-tuchten/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19468875/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/05/07/interview-mightanddelights-jakob-tuchten/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bionic-commando</category><category>bionic-commando-rearmed</category><category>bionic-commando-rearmed-2</category><category>capcom</category><category>development</category><category>grin</category><category>interview</category><category>jakob-tuchten</category><category>might-and-delight</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 07 May 2010 14:30:00 EST</pubDate></item><item><title><![CDATA[Marvel vs. Capcom 3 nearing development 'climax']]></title><link>http://www.joystiq.com/2010/05/06/marvel-vs-capcom-3-nearing-development-climax/</link><guid isPermaLink="true">http://www.joystiq.com/2010/05/06/marvel-vs-capcom-3-nearing-development-climax/</guid><comments>http://www.joystiq.com/2010/05/06/marvel-vs-capcom-3-nearing-development-climax/#comments</comments><description><![CDATA[<center><a href="http://www.capcom.co.jp/blog/mvsc3/"><img hspace="0" vspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/05/mvc35610.jpg" alt="" /></a></center>In a recent update on the <em>Marvel vs. Capcom 3</em> <a href="http://www.capcom.co.jp/blog/mvsc3/">developer blog</a>, assistant producer Akihito Kadowaki wrote, "Development is approaching a climax" (as translated by <a href="http://www.andriasang.com/e/blog/2010/05/03/marvel_vs_capcom_3_blog/">Andriasang</a>). While Kadowaki didn't elaborate on the <em>exact</em> meaning of that statement, it could suggest that the game's groundwork is almost complete, leaving plenty of time for the team to focus on character balancing before the game's expected release in <a href="http://www.joystiq.com/2010/04/20/marvel-vs-capcom-3-fate-of-two-worlds-ps3-xbox-360-spring-2011/">spring 2011</a>. Other, <em>completely unlikely </em>scenarios include: (1) Development is about to be handed off to British indie studio Climax Group for the finishing touches; or (2) an agreement has been reached with Sega to <a href="http://www.joystiq.com/2009/10/29/bayonettas-nonstop-climax-action-starts-january-5/">add Bayonetta</a> to the roster.<br />
<br />
Kadowaki also hinted that <em>MvC3</em> would soon appear at an event -- hmm, <a href="http://www.joystiq.com/tag/e3-2010">what's coming up</a>? If the core development phase, which <a href="http://www.joystiq.com/2010/04/23/marvel-vs-capcom-3-in-development-since-summer-2008/">reportedly</a> began almost two years ago, is nearing completion, perhaps we could soon see a gameplay demonstration. Dare we even hope for a playable E3 demo?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/05/06/marvel-vs-capcom-3-nearing-development-climax/">Marvel vs. Capcom 3 nearing development 'climax'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 06 May 2010 14:25:00 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.capcom.co.jp/blog/mvsc3/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/05/06/marvel-vs-capcom-3-nearing-development-climax/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19467109/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/05/06/marvel-vs-capcom-3-nearing-development-climax/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>akihito-kadowaki</category><category>capcom</category><category>development</category><category>fighting</category><category>marvel-vs-capcom</category><category>marvel-vs-capcom-3</category><category>Microsoft</category><category>mvc3</category><category>Xbox-360</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Thu, 06 May 2010 14:25:00 EST</pubDate></item><item><title><![CDATA[Marvel vs. Capcom 3 in development since summer 2008]]></title><link>http://www.joystiq.com/2010/04/23/marvel-vs-capcom-3-in-development-since-summer-2008/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/23/marvel-vs-capcom-3-in-development-since-summer-2008/</guid><comments>http://www.joystiq.com/2010/04/23/marvel-vs-capcom-3-in-development-since-summer-2008/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.gametrailers.com/video/captivate-10-marvel-vs/64652"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/mvc3headerimgallupinthisbitch580px.jpg" /></a></div>
For those of you thinking that Capcom's recently revealed <em><a href="http://www.joystiq.com/tag/marvel-vs-capcom-3">Marvel vs. Capcom 3</a></em> was born from the <a href="http://www.joystiq.com/2009/11/23/marvel-vs-capcom-2-defeated-hd-remix-in-sales-battle/">strong</a> <a href="http://www.joystiq.com/2010/03/05/marvel-vs-capcom-2-tops-psn-sales-for-february/">sales</a> of last year's <em>Marvel vs. Capcom 2</em> downloadable release, well, Capcom's Ryota Niitsuma has some learnin' for you. "We really started working in development in summer 2008. But all the contract and legal negotiations -- that came way before that, as well. So ... we started to produce this game before the success of <em>Marvel vs. Capcom 2</em> as a downloadable title," Niitsuma told <a href="http://www.gametrailers.com/video/captivate-10-marvel-vs/64652">GameTrailers</a>, speaking through a translator during an interview at <a href="http://www.joystiq.com/tag/captivate-2010">Captivate 2010</a> (found after the break).<br />
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Notably, Niitsuma's timeline contradicts <a href="http://www.joystiq.com/2009/05/05/capcom-marvel-vs-capcom-3-not-part-of-deal-to-re-release-mvc/">statements made by Capcom</a> last May. At that time, Capcom's Seth Killian told us, "What we're hoping is that if people get really juiced about [the <em>MvC2</em> downloadable release], and we can show Marvel that there's a lot of heat behind this, then they'll open up the door for us to do something with '<em>3,</em>' which is something we'd love to do." Boy, the things a company representative will say to guard an early-in-production title.<br />
<br />
[Via <a href="http://www.vg247.com/2010/04/22/marvel-vs-capcom-3-in-development-since-2008/">VG247</a>]<p><a href="http://www.joystiq.com/2010/04/23/marvel-vs-capcom-3-in-development-since-summer-2008/" rel="bookmark">Continue reading <em>Marvel vs. Capcom 3 in development since summer 2008</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/2010/04/23/marvel-vs-capcom-3-in-development-since-summer-2008/">Marvel vs. Capcom 3 in development since summer 2008</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 23 Apr 2010 15:40:00 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.gametrailers.com/video/captivate-10-marvel-vs/64652>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/23/marvel-vs-capcom-3-in-development-since-summer-2008/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19451927/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/23/marvel-vs-capcom-3-in-development-since-summer-2008/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>captivate-2010</category><category>development</category><category>marvel</category><category>marvel-vs-capcom</category><category>marvel-vs-capcom-2</category><category>marvel-vs-capcom-3</category><category>Microsoft</category><category>mvc3</category><category>ryota-niitsuma</category><category>seth-killian</category><category>Xbox-360</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 23 Apr 2010 15:40:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune now Capcom 'global head of production']]></title><link>http://www.joystiq.com/2010/04/23/inafune-now-capcom-global-head-of-production/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/23/inafune-now-capcom-global-head-of-production/</guid><comments>http://www.joystiq.com/2010/04/23/inafune-now-capcom-global-head-of-production/#comments</comments><description><![CDATA[<img hspace="0" vspace="0" border="0" align="right" alt="" style="padding-left: 5px;" src="http://www.blogcdn.com/nintendo.joystiq.com/media/2008/12/keiji_inafune_mega_on_the_back_sm.jpg" /> Apparently overseeing several of Capcom's major releases <em>and</em> having created some of the company's biggest properties -- ever heard of one <a href="http://www.joystiq.com/tag/mega-man">Mr. Mega Man</a>? -- wasn't enough in the accomplishment department for <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a>. So, he's stepping into the shoes of "global head of production," with the intention of unifying the publisher's worldwide development studios, reports <a href="http://kotaku.com/5516739/mega-man-creator-to-assure-capcoms-future">Kotaku</a>. <br />
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"Whether games are created in America or Japan or anywhere in the world, I will be the one overlooking it, and so it will have that Capcom flavor that fans know and love," Inafune told attendees of the company's <a href="http://www.joystiq.com/tag/captivate-2010">Hawaiian soir&eacute;e</a> last week. "So one of the things I want people to know is that now that I am overseeing every part of Capcom R&amp;D. You can be sure that that unified vision is going to come through in all of our titles no matter where they are created." Us? Well, we just want to see a mega blaster in <em><a href="http://www.joystiq.com/tag/dead-rising-2">Dead Rising 2</a></em>. Is that so much to ask for, Mr. Inafune? Is it?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/23/inafune-now-capcom-global-head-of-production/">Keiji Inafune now Capcom 'global head of production'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 23 Apr 2010 10:09:00 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://kotaku.com/5516739/mega-man-creator-to-assure-capcoms-future>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/23/inafune-now-capcom-global-head-of-production/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19451741/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/23/inafune-now-capcom-global-head-of-production/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>development</category><category>keiji-inafune</category><category>mega-man</category><category>promotion</category><category>research-and-development</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 23 Apr 2010 10:09:00 EST</pubDate></item><item><title><![CDATA[Crytek interested in offering free development platform]]></title><link>http://www.joystiq.com/2010/04/13/crytek-interested-in-offering-free-development-platform/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/13/crytek-interested-in-offering-free-development-platform/</guid><comments>http://www.joystiq.com/2010/04/13/crytek-interested-in-offering-free-development-platform/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.develop-online.net/news/34466/Free-to-use-CryEngine-plans-emerge"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/freecrytek04132010.jpg" /></a></div>
When Epic offered <a href="http://www.joystiq.com/2009/11/12/free-unreal-dev-kit-already-has-over-50k-users/">the Unreal SDK</a> free to all users, it got Crytek to thinking -- specifically, thinking about doing the same thing. Speaking to <a href="http://www.develop-online.net/news/34466/Free-to-use-CryEngine-plans-emerge">Develop</a>, Crytek CEO Cevat Yerli said that his company is looking to offer a free platform for budding game developers "that will be up to speed" with <a href="http://www.joystiq.com/tag/cryengine-3">CryEngine 3</a>.<br />
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It's nothing new to Crytek, which offered free versions of its previous platforms to the modding community, but this new venture is something different -- a "standalone free platform that people can run independent of CryEngine that will also be up to speed with the latest engine," Yerli hopes. While he's quick to point out it's not the same thing as what Epic and <a href="http://en.wikipedia.org/wiki/Unity_%28game_engine%29">Unity</a> are doing -- another popular game development tool that offers a bit of variety in free and premium toolsets -- we're hard-pressed to find much of a difference between the two. <br />
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Crytek curently has no timetable for release of the new platform, nor has it commented on potential tech and licensing agreements stemming from the new venture.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/13/crytek-interested-in-offering-free-development-platform/">Crytek interested in offering free development platform</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 13 Apr 2010 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.develop-online.net/news/34466/Free-to-use-CryEngine-plans-emerge>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/13/crytek-interested-in-offering-free-development-platform/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19437701/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/13/crytek-interested-in-offering-free-development-platform/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cryengine</category><category>cryengine-3</category><category>crytek</category><category>development</category><category>epic</category><category>epic-games</category><category>tool</category><category>toolkit</category><category>toolset</category><category>unity</category><category>unity-3d</category><category>unity3d</category><category>Unreal</category><category>unreal-engine</category><category>unreal-engine-3</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Tue, 13 Apr 2010 20:30:00 EST</pubDate></item><item><title><![CDATA[Google hires Mark DeLoura as game 'developer advocate']]></title><link>http://www.joystiq.com/2010/04/12/google-hires-mark-deloura-as-game-developer-advocate/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/12/google-hires-mark-deloura-as-game-developer-advocate/</guid><comments>http://www.joystiq.com/2010/04/12/google-hires-mark-deloura-as-game-developer-advocate/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/mark-deloura-2006-041210.jpg" /></div>
<div style="text-align: right;"><small>[DeLoura at Johnny Rockets, 2006; <a href="http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=251283&amp;reply_id=2526171">gamedev.net</a>]</small></div>
Industry veteran Mark DeLoura begins his position as "developer advocate" of games at Google today, ending a 34-month stint as a game technology consultant. DeLoura has traded <a href="http://www.linkedin.com/in/markdeloura">numerous jobs</a> and advisory roles in the industry since beginning as a lead engineer for Nintendo in 1995. Having once served as manager of developer relations for Sony Computer Entertainment America, DeLoura becomes the second former SCEA man to be hired by Google within its <a href="http://www.joystiq.com/2008/11/20/google-lively-is-deadly/"><strike>lively</strike></a> <em>loosely</em> defined games division. Until April 2009, Bernie Stolar, the first executive VP of SCEA, was known as Google's "game evangelist" for two years.<br />
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In his new role at Google, DeLoura will work with game developers, both "traditional" and "new," to provide support for and information about creating games for Google's various platforms, which could include Android, O3D (its open-source web API) and the in-progress Chrome OS. DeLoura described the developer advocate position as "both inward- and outward-facing" and suggested that he will seek to make it "easier for developers to express themselves and share the experiences they create" for Google. As for the Google mission, DeLoura said, "They seek to build platforms by working interactively with their partners, providing a big tent so everyone can get involved."<br />
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Big tent, huh? Sounds like there's at least a free lunch in it for any developer open to taking a peek at what Google's offering.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/12/google-hires-mark-deloura-as-game-developer-advocate/">Google hires Mark DeLoura as game 'developer advocate'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 12 Apr 2010 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.gamasutra.com/view/news/27963/Industry_Tech_Veteran_Mark_DeLoura_Named_Developer_Advocate_For_Google.php>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/12/google-hires-mark-deloura-as-game-developer-advocate/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19436186/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/12/google-hires-mark-deloura-as-game-developer-advocate/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>developer-advocate</category><category>development</category><category>google</category><category>google-games</category><category>hires</category><category>hiring</category><category>jobs</category><category>mark-deloura</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Mon, 12 Apr 2010 19:30:00 EST</pubDate></item><item><title><![CDATA[Rare boss: Devs take 'naive approach' when estimating game budgets]]></title><link>http://www.joystiq.com/2010/03/22/rare-boss-devs-take-naive-approach-when-estimating-game-budge/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/22/rare-boss-devs-take-naive-approach-when-estimating-game-budge/</guid><comments>http://www.joystiq.com/2010/03/22/rare-boss-devs-take-naive-approach-when-estimating-game-budge/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.develop-online.net/news/34245/Developers-still-naively-estimate-game-costs"><img width="580" vspace="0" hspace="0" height="350" border="0" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/rare-logo.jpg" /></a></div>
Speaking to <a href="http://www.develop-online.net/news/34245/Developers-still-naively-estimate-game-costs">Develop</a>, Rare's Mark Betteridge has claimed that developers need to do a better job of estimating the cost for game projects. He noted that development problems often arise as the result of underestimated budgets, saying, "I still think the industry takes a naive approach to estimating budgets when compared to other industries." Betteridge advised studios not to rush into production before a game's core concepts are set in stone. "You might have artists or coders getting paid as employees with little to do because a game isn't yet in production," said Betteridge.<br />
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Betteridge's comments come as part of a <a href="http://www.develop-online.net/features/827/Special-Report-Game-budgets-in-sudden-decline">Develop report</a> on the "sudden decline" in video game budgets. According to the report, the poor global financial climate has caused publishers to slash budgets of any unproven game properties. The report cites a few other reasons for declining budgets, including the longer console cycle. Betteridge also points to increasing mobile development, more prevalent middleware and a rising number of sequels -- which often reuse existing code and assets -- as reasons for declining costs.<br />
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The comments also reflect Rare's changing development philosophy. The company recently announced plans to <a href="http://www.joystiq.com/2010/03/02/rare-to-build-new-studio-in-birmingham-england/">open a new studio</a> specifically to overcome the "boom and bust cycle" of game development staffing. The developer hopes to adopt a method akin to the film industry, hiring contract staff for the duration of a project, rather than trying to maintain a large, consistent workforce.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/22/rare-boss-devs-take-naive-approach-when-estimating-game-budge/">Rare boss: Devs take 'naive approach' when estimating game budgets</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 22 Mar 2010 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.develop-online.net/news/34245/Developers-still-naively-estimate-game-costs>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/22/rare-boss-devs-take-naive-approach-when-estimating-game-budge/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19409040/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/22/rare-boss-devs-take-naive-approach-when-estimating-game-budge/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>budget</category><category>business</category><category>development</category><category>mark-betteridge</category><category>Microsoft</category><category>rare</category><category>Xbox-360</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Mon, 22 Mar 2010 19:30:00 EST</pubDate></item><item><title><![CDATA[Recently laid-off devs rant about being recently laid off]]></title><link>http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/</guid><comments>http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" vspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/gamdevelopersrant580.jpg" alt="" /></div>
I think we can all agree that, aside from being hit by a speeding train or dropping a hot meal you've been cooking for hours, <a href="http://www.joystiq.com/tag/layoffs">being fired from your job</a> is like, <em>the worst</em> thing that can happen to you. As such, we expected the speakers on last week's <a href="http://www.joystiq.com/tag/gdc-2010">GDC</a> rant panel, titled "Fired and Fired-up: Jobless Developer's Rant," to be especially inflammatory. We were not disappointed.<br />
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Just past the jump, we've highlighted three of our favorite presentations from the panel. Some of them get awfully, <em>explicitly</em> blue, so if you happen to find yourself reading this video game news site while at work, you might want to think twice about going beyond the break. (You should also get back to work, you lazy so-and-so!)<p><a href="http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/" rel="bookmark">Continue reading <em>Recently laid-off devs rant about being recently laid off</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/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/">Recently laid-off devs rant about being recently laid off</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 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/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397983/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>carey-chico</category><category>chris-hecker</category><category>developer</category><category>development</category><category>ea</category><category>Electronic-Arts</category><category>ensemble</category><category>firing</category><category>gdc-2010</category><category>layoffs</category><category>maxis</category><category>microsoft</category><category>pandemic</category><category>panel</category><category>paul-bettner</category><category>rant</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 15 Mar 2010 13:30:00 EST</pubDate></item><item><title><![CDATA[Square Enix job listing reveals preparation for 'next generation platforms']]></title><link>http://www.joystiq.com/2010/03/13/square-enix-job-listing-reveals-preparation-for-next-generation/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/13/square-enix-job-listing-reveals-preparation-for-next-generation/</guid><comments>http://www.joystiq.com/2010/03/13/square-enix-job-listing-reveals-preparation-for-next-generation/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.square-enix.com/jp/recruit/section/development/gameengine/"><img border="0" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/playstation9580pxheaderimg.jpg" /></a></div>
Sony may have a <a href="http://www.joystiq.com/2007/05/14/sonys-jack-tretton-sticks-with-10-year-message/">10 year plan</a> for PS3, and Microsoft may be extending the life of the 360 with <a href="http://www.joystiq.com/tag/project-natal">Project Natal</a> -- heck, even Nintendo has repeatedly stated it's <a href="http://www.joystiq.com/2010/02/02/iwata-wii-successor-needs-something-new-beyond-hd/">sticking with the Wii</a> -- but Square Enix is reading between the lines and gearing up for the next generation of gaming regardless. <a href="http://ps3.ign.com/articles/107/1077133p1.html">IGN</a> spotted a listing over at the <a href="http://www.square-enix.com/jp/recruit/section/development/gameengine/">official Square Enix website</a> that seeks a variety of technical positions "in anticipation of the appearance of next generation platforms." <br />
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From 3D graphics core programmers to technical artists (and pretty much everything in between), the new hires will be charged with development of a "new generation game engine development project" -- presumably the next iteration of the company's <a href="http://www.joystiq.com/tag/crystal-tools">Crystal Tools</a> game engine. Square notes the intention of this early development as "for competing beyond the level of the world's powerful developers," though we should note that you <em>kinda sorta</em> have to move to Tokyo if you're interested in applying for such a lofty position. Oh, yeah, and you should probably be able to speak Japanese.<br />
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[Via <a href="http://ps3.ign.com/articles/107/1077133p1.html">IGN</a>]<br type="_moz" /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/13/square-enix-job-listing-reveals-preparation-for-next-generation/">Square Enix job listing reveals preparation for 'next generation platforms'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 13 Mar 2010 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.square-enix.com/jp/recruit/section/development/gameengine/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/13/square-enix-job-listing-reveals-preparation-for-next-generation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397763/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/13/square-enix-job-listing-reveals-preparation-for-next-generation/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>crystal-tools</category><category>development</category><category>game-development</category><category>japan</category><category>job-listing</category><category>next-generation</category><category>square-enix</category><category>tokyo</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Sat, 13 Mar 2010 11:30:00 EST</pubDate></item><item><title><![CDATA[Rumor: Infinity Ward employees not leaving due to unpaid royalties, morale 'extremely low']]></title><link>http://www.joystiq.com/2010/03/12/rumor-infinity-ward-employees-not-leaving-due-to-unpaid-royalti/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/12/rumor-infinity-ward-employees-not-leaving-due-to-unpaid-royalti/</guid><comments>http://www.joystiq.com/2010/03/12/rumor-infinity-ward-employees-not-leaving-due-to-unpaid-royalti/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://kotaku.com/5491675/rumor-why-call-of-duty-developers-are-sticking-around"><img hspace="0" vspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/infinity-ward-logoiw.jpg" alt="" /></a></div>
According to a report on <a href="http://kotaku.com/5491675/rumor-why-call-of-duty-developers-are-sticking-around">Kotaku</a>, a "source" has told the site that the remaining Infinity Ward developers still working for Activision in the wake of the <a href="http://www.joystiq.com/tag/@call-of-duty">recent leadership shakeup</a> are holding out on leaving the company for now due to royalties owed by the publisher. As claimed by ex-Infinity Ward heads Vince Zampella and Jason West in <a href="http://www.joystiq.com/2010/03/05/activision-infinity-ward-court-documents-detail-ex-studio-heads/">their recent complaint</a> against Activision (with regards to themselves, that is), the publisher is allegedly holding out on <a href="http://www.joystiq.com/2010/03/02/infinity-ward-modern-warfare-2-royalties-analysis/">promised royalties</a> owed to the entire company. The tipster says that, rather than a traditional salary-based reward system at IW, the studio pays "regular or even low salaries" and offers "ridiculous royalties" to the whole staff. <br />
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Furthermore, the piece alleges that Activision "continues to delay royalties to other employees in order to keep them at the company" (though it's not clear whether that means other Activision-owned studios as well), and that morale at IW is supposedly "extremely low." We've asked Activision for comment on the claims and will update you if we hear more.<br />
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<strong>Update:</strong> Activision responded by saying, "Activision doesn't comment on industry rumor or speculation." Not exactly a definitive "no," but not a confirmation by any means either. We'll keep you updated as we hear more.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/12/rumor-infinity-ward-employees-not-leaving-due-to-unpaid-royalti/">Rumor: Infinity Ward employees not leaving due to unpaid royalties, morale 'extremely low'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 12 Mar 2010 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://kotaku.com/5491675/rumor-why-call-of-duty-developers-are-sticking-around>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/12/rumor-infinity-ward-employees-not-leaving-due-to-unpaid-royalti/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19396493/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/12/rumor-infinity-ward-employees-not-leaving-due-to-unpaid-royalti/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>activision</category><category>call-of-duty</category><category>call-of-duty-modern-warfare-2</category><category>development</category><category>infinity-ward</category><category>jason-west</category><category>lawsuit</category><category>legal</category><category>modern-warfare-2</category><category>royalties</category><category>rumor</category><category>vince-zampella</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 12 Mar 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[Epic giving Unreal Engine 3 devs free Steam SDK update]]></title><link>http://www.joystiq.com/2010/03/11/epic-games-giving-unreal-engine-3-devs-free-steam-sdk-update/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/11/epic-games-giving-unreal-engine-3-devs-free-steam-sdk-update/</guid><comments>http://www.joystiq.com/2010/03/11/epic-games-giving-unreal-engine-3-devs-free-steam-sdk-update/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://epicgames.com/press_releases/steamworks.html"><img hspace="0" vspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/ue3_logo_1_top444.jpg" alt="" /></a></div>
Carrying on in the longstanding <a href="http://www.joystiq.com/tag/epic-games">Epic Games</a> tradition of offering up free upgrades to existing products, the developer, publisher <em>and </em>game engine creator announced this morning that it will be adding Steamworks support to <a href="http://www.joystiq.com/tag/unreal-engine-3">Unreal Engine 3</a>. "With Valve offering these services free of charge, the idea of providing the Steamworks SDK [software development kit] to all Unreal Engine licensees was a no-brainer," Epic VP Mark Rein notes in <a href="http://epicgames.com/press_releases/steamworks.html">the announcement</a>.<br />
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As it turns out, Valve offered up the development tools to UE3 developers (via Epic) without charging a single penny. That said, this isn't just a philanthropic gesture on Epic's part, but rather a strategy aimed at targeting the large stable of games powered by Unreal Engine. "Epic's technology is one of the most widely used engines in the industry and has powered many of the best games created in the past 10 years, on multiple platforms," Valve prez Gabe Newell proclaims.<br />
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That's really the crux of it -- bring in the Unreal Engine 3 users and they might stick around to purchase some <em>other</em> games on Steam. It's a bit of a sneaky trap (and a smart business move to boot), but it's one we wouldn't exactly be upset about falling for.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/11/epic-games-giving-unreal-engine-3-devs-free-steam-sdk-update/">Epic giving Unreal Engine 3 devs free Steam SDK update</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 11 Mar 2010 12:58:00 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://epicgames.com/press_releases/steamworks.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/11/epic-games-giving-unreal-engine-3-devs-free-steam-sdk-update/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19394739/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/11/epic-games-giving-unreal-engine-3-devs-free-steam-sdk-update/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>epic</category><category>epic-games</category><category>gabe-newell</category><category>mark-rein</category><category>partnership</category><category>steam</category><category>steamworks</category><category>steamworks-sdk</category><category>unreal-engine-3</category><category>valve-software</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 11 Mar 2010 12:58:00 EST</pubDate></item><item><title><![CDATA[Darksiders dev David Adams gushes about THQ]]></title><link>http://www.joystiq.com/2010/03/11/darksiders-dev-david-adams-gushes-about-thq/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/11/darksiders-dev-david-adams-gushes-about-thq/</guid><comments>http://www.joystiq.com/2010/03/11/darksiders-dev-david-adams-gushes-about-thq/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.gamesindustry.biz/articles/vigil-thq-has-taken-a-lot-of-bullets-while-restructuring"><img border="0" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vigilgamesmakeoutsession580px.jpg" /></a></div>
Unlike the <a href="http://www.joystiq.com/tag/@call-of-duty">less than wonderful relations</a> some developers are currently having with their publishing partners, <a href="http://www.joystiq.com/tag/vigil-games">Vigil Games</a>' general manager David Adams says things between his studio and THQ couldn't have been better during the development of <em><a href="http://www.joystiq.com/tag/darksiders">Darksiders</a></em>. "We were pretty lucky, just because our publisher had this weird, insane faith in us that I don't necessarily think any other publisher would have had ... our take was that if we just did really cool stuff, people would see that -- they'd want to jump on the bandwagon and support us, and THQ did," Adams tells <a href="http://www.gamesindustry.biz/articles/vigil-thq-has-taken-a-lot-of-bullets-while-restructuring">GamesIndustry.biz</a> in a recent interview. <br />
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Adams adds that his studio is constantly "trying to be more efficient, do stuff quicker, using less money," so that certainly can't hurt how THQ feels about Vigil, especially given the <a href="http://www.joystiq.com/tag/thq,layoffs">last year of "restructuring"</a> the publisher underwent to become <a href="http://www.joystiq.com/2009/04/02/thq-achieves-cost-savings-goal-thanks-everyone-who-got-fired/">financially solvent</a> once again. "THQ went through a lot of pain and restructuring -- they took a lot of bullets so we could continue to make our game, and that's a good indication of their faith in us, and their drive to make great-quality products." We'd like to point out that, in this situation, we're <em>all</em> winners because THQ has seemingly become a competitive publisher again, due to producing <a href="http://www.joystiq.com/tag/red-faction-guerrilla">quality</a> <a href="http://www.joystiq.com/tag/saints-row-2">products</a> that we get to play -- and hey, tons of people don't lose their jobs.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/11/darksiders-dev-david-adams-gushes-about-thq/">Darksiders dev David Adams gushes about THQ</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 11 Mar 2010 02:00:00 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.gamesindustry.biz/articles/vigil-thq-has-taken-a-lot-of-bullets-while-restructuring>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/11/darksiders-dev-david-adams-gushes-about-thq/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19391767/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/11/darksiders-dev-david-adams-gushes-about-thq/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>darksiders</category><category>david-adams</category><category>development</category><category>layoffs</category><category>Microsoft</category><category>thq</category><category>vigil</category><category>vigil-games</category><category>Xbox-360</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 11 Mar 2010 02:00:00 EST</pubDate></item><item><title><![CDATA[SWTOR is EA's most expensive project yet]]></title><link>http://www.joystiq.com/2010/03/11/star-wars-the-old-republic-is-most-expensive-ea-project-yet/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/11/star-wars-the-old-republic-is-most-expensive-ea-project-yet/</guid><comments>http://www.joystiq.com/2010/03/11/star-wars-the-old-republic-is-most-expensive-ea-project-yet/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.eurogamer.net/articles/swtor-is-eas-largest-ever-project"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/12/companion-thedashade-1222009-580px.jpg" alt="" /></a></div>
Surprise! Major MMOs cost batty-bonkers-cuckoo amounts of money to produce. <a href="http://www.eurogamer.net/articles/swtor-is-eas-largest-ever-project">Eurogamer</a> reports that Electronic Arts CFO Eric Brown said as much today, describing <a href="http://joystiq.com/tag/star-wars-the-old-republic"><em>Star Wars: The Old Republic</em></a> as the "largest ever development project, period, in the history of the company." EA is apparently betting big on having something like Activision Blizzard's <em>World of Warcraft</em> with <em>The Old Republic</em>. Brown guesstimates that <em>WoW</em> cost about $100 million to launch back in 2004 -- the game makes something like that now in a month.<br />
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The executive explained that the average game costs about $30 million to produce, but that "any MMO costs significantly more than that." With an expected <a href="http://www.joystiq.com/2010/01/12/ea-expect-a-major-mmo-in-spring-2011/">spring 2011 release</a>, hopefully EA will start making a return at that time on its investment in a galaxy far, far away. Otherwise, the gaping maw of the Rancor would be preferable to what investors will do.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/11/star-wars-the-old-republic-is-most-expensive-ea-project-yet/">SWTOR is EA's most expensive project yet</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 11 Mar 2010 01:40:00 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.eurogamer.net/articles/swtor-is-eas-largest-ever-project>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/11/star-wars-the-old-republic-is-most-expensive-ea-project-yet/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19392260/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/11/star-wars-the-old-republic-is-most-expensive-ea-project-yet/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>budget</category><category>development</category><category>ea</category><category>electronic-arts</category><category>mmo</category><category>star-wars</category><category>star-wars-the-old-republic</category><category>swtor</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Thu, 11 Mar 2010 01:40:00 EST</pubDate></item><item><title><![CDATA[Sony's free PhyreEngine expands to PSP]]></title><link>http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/</guid><comments>http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/psp-stocker.jpg" alt="" /></div>
In what's becoming a GDC tradition, Sony today announced an update concerning the <a href="http://www.joystiq.com/tag/phyreengine">PhyreEngine</a>, a free, cross-platform middleware tool offered to developers interested in creating PS3 games. First introduced in 2008, the PhyreEngine has since been utilized in games like <a href="http://www.joystiq.com/tag/critter-crunch"><em>Critter Crunch</em></a>, <a href="http://www.joystiq.com/tag/shatter"><em>Shatter</em></a> and <a href="http://www.joystiq.com/tag/flower"><em>Flower</em></a>. Today, SCEA has announced the expansion of PhyreEngine compatibility to the PSP.<br />
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"We're very happy to see the continued popularity of PhyreEngine with the global game developer community," SCEI senior VP of technology Teiji Yutaka said. "PhyreEngine for PSP was developed in response to requests from the game developer community, and we hope that the release of the PSP version demonstrates our commitment and support for game developers on all our platforms." The engine will be demoed at <a href="http://www.joystiq.com/tag/gdc-2010">GDC</a> this week.<br />
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The PS3 version of PhyreEngine has been praised by studios like <a href="http://www.joystiq.com/2009/11/20/critter-crunch-dev-praises-sonys-support-of-indie-games/">Capybara</a> and <a href="http://playstation.joystiq.com/2009/07/22/shatter-developer-talks-up-benefits-of-phyreengine/">Sidhe</a>. Perhaps the PSP iteration will be met with an equal amount of enthusiasm and help bolster the portable development community.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/">Sony's free PhyreEngine expands to PSP</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 Mar 2010 11:46:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19389651/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/09/sony-phyreengine-expands-to-psp/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>gdc</category><category>gdc-2010</category><category>middleware</category><category>phyreengine</category><category>scea</category><category>sony</category><category>Sony-Computer-Entertainment-America</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Tue, 09 Mar 2010 11:46:00 EST</pubDate></item><item><title><![CDATA[Rumor: Japanese game programmers report low salaries]]></title><link>http://www.joystiq.com/2010/03/02/rumor-japanese-game-programmers-report-low-salaries/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/02/rumor-japanese-game-programmers-report-low-salaries/</guid><comments>http://www.joystiq.com/2010/03/02/rumor-japanese-game-programmers-report-low-salaries/#comments</comments><description><![CDATA[<center><a href="http://www.cnngo.com/tokyo/none/so-you-wanna-be-japanese-video-game-programmer-159617"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/nintendokyoto3110.jpg" /></a></center>
<div style="text-align: right;"><small>[<a href="http://commons.wikimedia.org/wiki/File:The_Nintendo_building_in_Kyoto.jpg">Chris Gladis</a>]</small></div>
It would be, like, <em>totally</em> glamorous and exciting to be a programmer for a game company in Japan, right? Maybe not so much. According to anonymous responders on Japanese super-forum 2ch (as translated by <a href="http://www.cnngo.com/tokyo/none/so-you-wanna-be-japanese-video-game-programmer-159617">CNNGo</a>), salaries for game programmers are far below what you'd expect for a tech job in one of the most expensive countries in the world to live in.<br />
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"&yen;130,000 [$1,457] for 256 hours of work a month," one poster reports. "&yen;160,000 [$1,793] and I am ready to die," another laments. "I can't even afford the 'recruit suit' I'll need for interviewing for another job." How do you live in Tokyo on that kind of scratch? "&yen;180,000 [$2,017] a month, no bonus, and only thanks to the company dorm can I afford to live in Tokyo," one responder explains.<br />
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It seems that game development is considerably <em>less</em> prestigious than other fields. "I'm 27, live in Tokyo, working for a major company, and make &yen;680,000 [$7,622] a month, with a separate yearly bonus," one anonymous poster boasts. "But it isn't in the game industry. Ha!" The moral of this story is this: Don't work for a game company in Japan.
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[Via <a href="http://kotaku.com/5482517/the-underclass-of-the-japanese-gaming-industry">Kotaku</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/2010/03/02/rumor-japanese-game-programmers-report-low-salaries/">Rumor: Japanese game programmers report low salaries</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 02 Mar 2010 04:30:00 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.cnngo.com/tokyo/none/so-you-wanna-be-japanese-video-game-programmer-159617>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/02/rumor-japanese-game-programmers-report-low-salaries/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19377806/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/02/rumor-japanese-game-programmers-report-low-salaries/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>developer</category><category>development</category><category>japan</category><category>programmer</category><category>programming</category><category>salaries</category><category>salary</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 02 Mar 2010 04:30:00 EST</pubDate></item><item><title><![CDATA[Kojima says Peace Walker is a 'test' for Metal Gear Solid series]]></title><link>http://www.joystiq.com/2010/02/28/kojima-says-peace-walker-is-a-test-for-metal-gear-solid-series/</link><guid isPermaLink="true">http://www.joystiq.com/2010/02/28/kojima-says-peace-walker-is-a-test-for-metal-gear-solid-series/</guid><comments>http://www.joystiq.com/2010/02/28/kojima-says-peace-walker-is-a-test-for-metal-gear-solid-series/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.andriasang.com/e/blog/2010/02/25/hideo_kojima_mgs_pw_on_twitter/"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/mgspwtweetthis580px.jpg" /></a></div>
<em>Metal Gear</em> series creator <a href="http://www.joystiq.com/tag/hideo-kojima">Hideo Kojima</a>'s recently-opened <a href="http://twitter.com/Kojima_Hideo">Twitter account</a> has likely been a roller coaster of emotions for those among you who can read Japanese. Unfortunately for us, not speaking the developer's native language almost caused us to nearly miss out on all of his 140-character thoughts, not to mention a few recent <em><a href="http://www.joystiq.com/tag/metal-gear-solid-peace-walker">Metal Gear Solid: Peace Walker</a></em> infobombs. Kojima said about the upcoming game (as translated by <a href="http://www.andriasang.com/e/blog/2010/02/25/hideo_kojima_mgs_pw_on_twitter/">Andriasang</a>) that "It's difficult to show the interest and freshness of <em>PW</em> [<em>Peace Walker</em>] through video. [James] Cameron's <em>Avatar</em> was a huge hit because of the 3D video. That can't be communicated through text and a trailer. It's something you won't understand unless you experience it for yourself in the theater."<br />
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Kojima further posits that <em>Peace Walker</em> is a "horizontal expansion" for the studio (read: gameplay) rather than a vertical one (read: graphics), all the while reiterating that the PSP isn't the "main platform" for the series going forward. He also says that the roast beef sandwich he had for lunch yesterday was positively <em>delightful</em>. (Okay, okay, we made up that last part.) He does, however, show some Duran Duran love. (And no, <a href="http://twitpic.com/1607g2">we're not kidding</a> about that part.)<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/02/28/kojima-says-peace-walker-is-a-test-for-metal-gear-solid-series/">Kojima says Peace Walker is a 'test' for Metal Gear Solid series</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 28 Feb 2010 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.andriasang.com/e/blog/2010/02/25/hideo_kojima_mgs_pw_on_twitter/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/28/kojima-says-peace-walker-is-a-test-for-metal-gear-solid-series/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19378069/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/28/kojima-says-peace-walker-is-a-test-for-metal-gear-solid-series/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>avatar</category><category>development</category><category>duran-duran</category><category>hideo-kojima</category><category>james-cameron</category><category>metal-gear-solid</category><category>metal-gear-solid-peace-walker</category><category>peace-walker</category><category>twitter</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Sun, 28 Feb 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[Naughty Dogs getting new home]]></title><link>http://www.joystiq.com/2010/02/26/naughty-dogs-getting-new-home/</link><guid isPermaLink="true">http://www.joystiq.com/2010/02/26/naughty-dogs-getting-new-home/</guid><comments>http://www.joystiq.com/2010/02/26/naughty-dogs-getting-new-home/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.naughtydog.com/site/post/naughty_dog_is_moving/"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/02/naughtydogmoving580px.jpg" alt="" /></a></div>
Making a <a href="http://www.joystiq.com/2010/01/01/joystiqs-top-10-of-2009-uncharted-2-among-thieves/">critically acclaimed title</a> (that also <a href="http://www.joystiq.com/2010/02/22/uncharted-2-sells-3-5-million-worldwide-with-the-quickness/">sold its fair share of units</a>) is one of the best ways to upgrade your digs as a game development studio. Naughty Dog is enjoying just such a reward right now, as <a href="http://www.naughtydog.com/site/post/naughty_dog_is_moving/">the company's blog</a> recently announced a move to a "killer new studio," presumably expanding after the continuing success of last year's <em><a href="http://www.joystiq.com/tag/uncharted-2">Uncharted 2</a></em>. <br />
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ND co-prez Evan Wells said the March 1 move "positions Naughty Dog perfectly to adapt to the demands of developing PlayStation games that continue to raise the bar for our industry for the next decade and beyond ," while main community man Arne Meyer notes, "significant upgrades to help us keep developing cutting-edge, award-winning games" are a big part of the equation. In addition to the neat image you see above, the Dogs have uploaded a photo set of the new space to <a href="http://www.flickr.com/photos/naughty_dog/sets/72157623378769163/">Flickr</a>, with a promise to keep fans updated via <a href="http://www.naughtydog.com/blog/">the ND blog</a>. Good luck with the move, folks!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/02/26/naughty-dogs-getting-new-home/">Naughty Dogs getting new home</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 26 Feb 2010 16:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.naughtydog.com/site/post/naughty_dog_is_moving/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/26/naughty-dogs-getting-new-home/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19375230/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/26/naughty-dogs-getting-new-home/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arne-meyer</category><category>development</category><category>evan-wells</category><category>moving</category><category>naughty-dog</category><category>studio</category><category>uncharted-2</category><category>Uncharted-2-Among-Thieves</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 26 Feb 2010 16:20:00 EST</pubDate></item><item><title><![CDATA[Neil Young sees opportunity for ngmoco to be 'as meaningful as Electronic Arts,' still focusing on iPhone]]></title><link>http://www.joystiq.com/2010/02/25/neil-young-sees-opportunity-for-ngmoco-to-be-as-meaningful-as-e/</link><guid isPermaLink="true">http://www.joystiq.com/2010/02/25/neil-young-sees-opportunity-for-ngmoco-to-be-as-meaningful-as-e/</guid><comments>http://www.joystiq.com/2010/02/25/neil-young-sees-opportunity-for-ngmoco-to-be-as-meaningful-as-e/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.pocketgamer.co.uk/r/iPhone/ngmoco+news/news.asp?c=18718"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/neilyoungngmocoheaderimg580px.jpg" alt="" /></a></div>
<div style="text-align: right;"><small>[<a href="http://www.flickr.com/photos/kyeung808/">kyeung808</a>]</small></div>
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Following up on the <a href="http://www.joystiq.com/2010/02/24/ngmoco-acquires-iphone-game-dev-freeverse/">recent purchase of Freeverse</a> by Neil Young's ngmoco, the ex-Electronic Arts exec spoke business with <a href="http://www.pocketgamer.co.uk/r/iPhone/ngmoco+news/news.asp?c=18718">PocketGamer</a>. Young's remarks ran the gamut, touching on subjects ranging from the possibility of expanding to other mobile platforms (spoilers: it ain't happening) to how he feels about the future of his still nascent dev house. "Our opportunity is to build a company in this space that's as meaningful, impactful and long lasting as Electronic Arts," the ngmoco head said.<br />
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And while he's still interested in the possible purchase of more studios ("We will continue to look for acquisitions that make sense at a studio or company level and acquisitions of applications."), he's still not committing to development for smartphones other than the iPhone. "The iPhone is in a strong leadership position ... I'd say that among the pack of competitors, Android is the furthest advanced but it remains significantly behind the iPhone and iPod touch ... for us the real focus is the iPhone OS," Young explained. We're not sure which parallel dimension's version of EA Mr. Young is comparing ngmoco to, but the EA we know makes its games for as many consoles as possible.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/02/25/neil-young-sees-opportunity-for-ngmoco-to-be-as-meaningful-as-e/">Neil Young sees opportunity for ngmoco to be 'as meaningful as Electronic Arts,' still focusing on iPhone</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 25 Feb 2010 17:30:00 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.pocketgamer.co.uk/r/iPhone/ngmoco+news/news.asp?c=18718>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/25/neil-young-sees-opportunity-for-ngmoco-to-be-as-meaningful-as-e/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19378273/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/25/neil-young-sees-opportunity-for-ngmoco-to-be-as-meaningful-as-e/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>acquisition</category><category>android</category><category>Apple</category><category>development</category><category>ea</category><category>electronic-arts</category><category>freeverse</category><category>Google</category><category>iPod</category><category>neil-young</category><category>ngmoco</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 25 Feb 2010 17:30:00 EST</pubDate></item><item><title><![CDATA[70MB of additional RAM unlocked for PS3 developers]]></title><link>http://www.joystiq.com/2010/02/23/70mb-of-additional-ram-unlocked-for-ps3-developers/</link><guid isPermaLink="true">http://www.joystiq.com/2010/02/23/70mb-of-additional-ram-unlocked-for-ps3-developers/</guid><comments>http://www.joystiq.com/2010/02/23/70mb-of-additional-ram-unlocked-for-ps3-developers/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.playstationuniversity.com/ps3-os-footprint-slashed-to-50mb-1798/"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/02/n64expansionpackl.jpg" /></a></div>
It's rare for a console to get a spec upgrade in the middle of its life. However, Sony has stealthily upgraded the PS3 over the past few months to unlock additional usable RAM for developers. Much like the PSP received a boost <a href="http://www.joystiq.com/2007/06/22/psp-firmware-3-50-enables-full-333mhz-clockspeed/">in clock speed</a>, the latest firmware updates provide developers an additional 70MB of RAM to work with. The change was initially discovered by <a href="http://www.playstationuniversity.com/ps3-os-footprint-slashed-to-50mb-1798/">PlayStation University</a>, noting the reduction in the system OS's memory footprint, from 120MB to 50MB. As the OS continues to slim down, developers are allowed access to even more usable system memory.<br />
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SCEA's Patrick Seybold recently confirmed the change to Joystiq. "Since the launch of the PS3, we have been continuously making efforts to reinforce our support system to game developers, allowing them to express their creativity freely on the PS3. As part of this support for game development, the size of the PS3 OS memory footprint has been reduced through network update for the game developers."<br />
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While 70MB of additional memory is not insignificant, don't expect drastic changes to future PS3 games. A PS3 developer told us that "any bit of RAM helps. Generally it probably won't change design, but might allow extra effects resolution or dynamic lights or something. Probably more beneficial from the systems and art side then from design/gameplay." In tandem with increasingly efficient code, the added RAM will undoubtedly make for even better looking games. Certainly, that's not something we'd complain about.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/02/23/70mb-of-additional-ram-unlocked-for-ps3-developers/">70MB of additional RAM unlocked for PS3 developers</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 23 Feb 2010 17:30:00 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.playstationuniversity.com/ps3-os-footprint-slashed-to-50mb-1798/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/23/70mb-of-additional-ram-unlocked-for-ps3-developers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19370381/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/23/70mb-of-additional-ram-unlocked-for-ps3-developers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>os</category><category>patrick-seybold</category><category>ram</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Tue, 23 Feb 2010 17:30:00 EST</pubDate></item><item><title><![CDATA[App development surges thanks to iPad announcement]]></title><link>http://www.joystiq.com/2010/02/14/app-development-surges-thanks-to-ipad-announcement/</link><guid isPermaLink="true">http://www.joystiq.com/2010/02/14/app-development-surges-thanks-to-ipad-announcement/</guid><comments>http://www.joystiq.com/2010/02/14/app-development-surges-thanks-to-ipad-announcement/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://blog.flurry.com/bid/30548/Flurry-Smartphone-Industry-Pulse-January-2010"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/02/gamipadchart2580-copy.jpg" /></a></div>
According to statistics compiled by <a href="http://blog.flurry.com/bid/30548/Flurry-Smartphone-Industry-Pulse-January-2010">mobile industry analysis firm Flurry</a>, new development projects for the iPhone "exploded" during the month of January. The number of new projects during the first month of 2010 more than tripled the total for December -- an upswing which Flurry's "Smartphone Industry Pulse" report chalks up to excitement over the announcement of the Big and Tall model of Apple's multitouch device, <a href="http://www.joystiq.com/tag/ipad">the iPad</a>.<br />
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In fact, that excitement was so palpable that it managed to reverse an upward trend for Android app development, as seen <a href="http://blog.flurry.com/Portals/41620/images//Flurry_NewProjectStarts_Android_vs_iPhone_H2-2009.png">in this graph</a>. Perhaps this trend could be <em>re</em>-reversed -- if only Motorola would introduce a mobile device that's roughly the size of a <em>baking sheet</em>.<br />
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[Via <a href="http://www.industrygamers.com/news/iphone-os-development-explodes-due-to-ipad-says-flurry/">IndustryGamers</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/02/14/app-development-surges-thanks-to-ipad-announcement/">App development surges thanks to iPad announcement</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 14 Feb 2010 19:00:00 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://blog.flurry.com/bid/30548/Flurry-Smartphone-Industry-Pulse-January-2010>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/14/app-development-surges-thanks-to-ipad-announcement/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19357730/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/14/app-development-surges-thanks-to-ipad-announcement/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>apple</category><category>development</category><category>flurry</category><category>Google</category><category>ipad</category><category>iphone</category><category>iPod</category><category>ipod-touch</category><category>mobile</category><category>smartphone-industry-pulse</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Sun, 14 Feb 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[Ubisoft's Guillemot not trippin' about franchise fatigue]]></title><link>http://www.joystiq.com/2010/02/09/ubisofts-guillemot-not-tripping-about-franchise-fatigue/</link><guid isPermaLink="true">http://www.joystiq.com/2010/02/09/ubisofts-guillemot-not-tripping-about-franchise-fatigue/</guid><comments>http://www.joystiq.com/2010/02/09/ubisofts-guillemot-not-tripping-about-franchise-fatigue/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/gam_princeposter3_580.jpg" /></div>
Ubisoft's current focus to iterate its "<a href="http://www.joystiq.com/2010/01/13/ubisoft-to-refocus-on-xbox-360-ps3-and-major-franchises/">major franchises</a>" seems to expose its key brands to franchise fatigue and, with it, dwindling sales -- just look what happened to sales of <a href="http://www.joystiq.com/2009/07/22/guitar-hero-rock-band-sales-slide-reminiscent-of-ddr/"><em>Guitar Hero</em></a> and <a href="http://www.joystiq.com/2010/02/09/discounted-brand-new-tony-hawk-ride-at-goodwill/"><em>Tony Hawk</em></a> when Activision implemented a similar strategy. However, Ubisoft CEO Yves Guillemot remains unconcerned about so-called franchise fatigue, as he emphasized today that the publisher's goal is to "increase and come out more often" with games.<br />
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Speaking during a <a href="http://www.joystiq.com/2010/02/09/ubisoft-reports-fiscal-q3-sales-of-679-million-hints-at-unanno/">financial earnings</a> call for investors, Guillemot expressed his belief that Ubisoft has taken plenty of time to develop the next installments in the <em>Driver</em>, <em>Ghost Recon</em>, <em>Prince of Persia</em> and <em>Splinter Cell </em>franchises -- development time that will ultimately result in more iterations in less time, in turn improving brand visibility and training consumers to expect these franchises more often, and plan their gaming budgets accordingly. He also pointed out that sales of these upcoming titles should boost sales of their franchises' legacy games.<br />
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Of course, with that said, Guillemot re-emphasized that quality is still important and that the company has invested (and continues to invest) in building game engines and tools that can be used for the next 10 years. The CEO noted that Ubisoft development teams our given enough time to ensure very high quality work, adding that Ubisoft "takes those elements into consideration."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/02/09/ubisofts-guillemot-not-tripping-about-franchise-fatigue/">Ubisoft's Guillemot not trippin' about franchise fatigue</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 Feb 2010 17:35:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/02/09/ubisofts-guillemot-not-tripping-about-franchise-fatigue/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19351080/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/09/ubisofts-guillemot-not-tripping-about-franchise-fatigue/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business-strategy</category><category>development</category><category>driver</category><category>franchise-fatigue</category><category>ghost-recon</category><category>prince-of-persia</category><category>sequelitis</category><category>splinter-cell</category><category>ubisoft</category><category>yves-guillemot</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Tue, 09 Feb 2010 17:35:00 EST</pubDate></item></channel></rss>
