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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[James Bond meets Virtua Cop: The development of Rare's GoldenEye 007]]></title><link>http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/</link><guid isPermaLink="true">http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/</guid><comments>http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/img0736-1346457099_530x298.jpg" style="width: 530px; height: 298px; display: none; " /><iframe frameborder="0" height="318" id="viddler-e5df5f63" mozallowfullscreen="true" src="http://www.viddler.com/embed/e5df5f63/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=27939668&amp;loop=0&amp;nologo=0&amp;hd=0" webkitallowfullscreen="true" width="530"></iframe></div><br />During <a href="http://joystiq.com/tag/gdc-europe-2012">GDC Europe 2012</a>, former Rare developer Martin Hollis recounted his experience directing <em>GoldenEye 007</em>, one of the most fondly remembered games of its time and a landmark title in the history of console first-person shooters. Hollis had only worked on one game for Rare at the time, the arcade version of <em>Killer Instinct</em>. When the opportunity arose to pursue a James Bond game in early 1995, Hollis jumped at the chance; as the video above demonstrates, he was a pretty big fan.<br /><br />The rest is gaming history. Hollis went over far too much for us to condense into a single piece (in fact, we've already written <a href="http://www.joystiq.com/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/">two</a> others), but we've compiled some of the highlights after the break. Read on to discover how one of <em>GoldenEye</em>'s primary influences was actually Sega's <em>Virtua Cop</em>. In the gallery below, you'll find images of some of <em>GoldenEye</em>'s original design documents and some behind the scenes stories from the original team. <p><a href="http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/" rel="bookmark">Continue reading <em>James Bond meets Virtua Cop: The development of Rare's GoldenEye 007</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/">James Bond meets Virtua Cop: The development of Rare's GoldenEye 007</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 03 Sep 2012 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20303153/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Gamescom-2012</category><category>gdc-europe-2012</category><category>goldeneye</category><category>goldeneye-007</category><category>martin-hollis</category><category>rare</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Mon, 03 Sep 2012 11:00:00 EST</pubDate></item><item><title><![CDATA[CD Projekt Red on killing your favorite features]]></title><link>http://www.joystiq.com/2012/08/21/cd-projekt-red-on-killing-your-favorite-features/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/21/cd-projekt-red-on-killing-your-favorite-features/</guid><comments>http://www.joystiq.com/2012/08/21/cd-projekt-red-on-killing-your-favorite-features/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/21/cd-projekt-red-on-killing-your-favorite-features/"><img alt="CD Projekt Red on killing your favorite features" data-src-height="334" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/witcherpanel.jpg" style="margin: 4px; " /></a></div>Adding a feature to a game might seem like a fairly straightforward process, but even a simple one can have much bigger ramifications than you might think at first glance. During <a href="http://joystiq.com/tag/gdc-europe-2012">GDC Europe 2012</a>, CD Projekt Red gameplay producer Marek Ziemak and lead gameplay designer Maciej Szczesnik detailed the process that the developer uses to evaluate any features that could make their way into a project.<br /><br />CD Projekt Red uses a set of internal documents that the studio's employees all have access to. Using these documents, developers can describe their features and the rest of the staff evaluates them. In some cases, staffers even apply numerical values to a proposed feature, with the final "score" affecting the likelihood that a feature will make it into the game. The overarching idea is to fully analyze the risk of a feature and the consequences of implementing it.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/cd-projekt-red-gds-europe-2012-talk/">CD Projekt Red GDS Europe 2012 talk</a></strong></p><a href="http://www.joystiq.com/photos/cd-projekt-red-gds-europe-2012-talk/#5225582"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/img0814-1345575722_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/cd-projekt-red-gds-europe-2012-talk/#5225583"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/img0815-1345575724_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/cd-projekt-red-gds-europe-2012-talk/#5225584"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/img0817-1345575725_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/cd-projekt-red-gds-europe-2012-talk/#5225585"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/img0819-1345575726_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/cd-projekt-red-gds-europe-2012-talk/#5225586"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/img0820-1345575728_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2012/08/21/cd-projekt-red-on-killing-your-favorite-features/" rel="bookmark">Continue reading <em>CD Projekt Red on killing your favorite features</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/08/21/cd-projekt-red-on-killing-your-favorite-features/">CD Projekt Red on killing your favorite features</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 21 Aug 2012 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/2012/08/21/cd-projekt-red-on-killing-your-favorite-features/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20300932/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/21/cd-projekt-red-on-killing-your-favorite-features/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cd-projekt-red</category><category>gamescom-2012</category><category>gdc-europe-2012</category><category>mac</category><category>microsoft</category><category>pc</category><category>the-witcher-2</category><category>xbox</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Tue, 21 Aug 2012 20:00:00 EST</pubDate></item><item><title><![CDATA[GDC Europe breaks record in 2012 with 2,100 attendees]]></title><link>http://www.joystiq.com/2012/08/20/gdc-europe-breaks-record-in-2012-with-2-100-attendees/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/20/gdc-europe-breaks-record-in-2012-with-2-100-attendees/</guid><comments>http://www.joystiq.com/2012/08/20/gdc-europe-breaks-record-in-2012-with-2-100-attendees/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/08/20/gdc-europe-breaks-record-in-2012-with-2-100-attendees/"><img alt="GDC Europe breaks attendance record with 2,100 people" data-src-height="288" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/gdcelogo.jpg" style="margin:4px" /></a></center>It may sound adorable and small next to Gamescom's <a href="http://www.joystiq.com/2012/08/19/gamescom-2012-attendance-over-275-000/">record attendee count</a> of 275,000 people, but the concurrent GDC Europe also celebrated its own attendance record in 2012. The much less public, much more intimate GDC Europe counted "over 2100 game professionals" as attendees in 2012.<br /><br />The breakdown of that group includes "100+ European and international speakers, 65+ exhibitors and sponsors, and more than 290 media representatives." To see what happened during the event, we invite you to follow our <a href="http://www.joystiq.com/tag/gdc-europe-2012">GDC Europe coverage</a> (don't miss the <a href="http://www.joystiq.com/2012/08/14/seen-gdc-europe-the-adorable-video-that-led-to-goldeneye-007/">cute video</a> that led to <em>GoldenEye 007</em>).<p><a href="http://www.joystiq.com/2012/08/20/gdc-europe-breaks-record-in-2012-with-2-100-attendees/" rel="bookmark">Continue reading <em>GDC Europe breaks record in 2012 with 2,100 attendees</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/08/20/gdc-europe-breaks-record-in-2012-with-2-100-attendees/">GDC Europe breaks record in 2012 with 2,100 attendees</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 20 Aug 2012 21:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/20/gdc-europe-breaks-record-in-2012-with-2-100-attendees/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20304914/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/20/gdc-europe-breaks-record-in-2012-with-2-100-attendees/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-europe</category><category>gdc-europe-2012</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 20 Aug 2012 21:30:00 EST</pubDate></item><item><title><![CDATA[How to pitch your indie game to Sony]]></title><link>http://www.joystiq.com/2012/08/18/how-to-pitch-your-indie-game-to-sony/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/18/how-to-pitch-your-indie-game-to-sony/</guid><comments>http://www.joystiq.com/2012/08/18/how-to-pitch-your-indie-game-to-sony/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/18/how-to-pitch-your-indie-game-to-sony/"><img alt="How to pitch your indie game to Sony" data-src-height="350" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/smithgdcewmed.jpg" /></a></div>"I'm sick of sitting through crap development pitches," Pete Smith, Sony XDev director of product development, told an audience of developers at GDC Europe last week. Smith handles all of the European studios looking to snag a publishing deal on Sony systems, and he helped games such as <em>Heavy Rain</em> and the Motorstorm series race into the public eye.<br /><br />Smith knows what he wants in a pitch, but just as importantly, he knows precisely what he doesn't want. He gave an overview of his approach to independent pitches, and then broke down a quick and dirty list of "do's" and "do not's." Read through Smith's pet peeves and praises below.<p><a href="http://www.joystiq.com/2012/08/18/how-to-pitch-your-indie-game-to-sony/" rel="bookmark">Continue reading <em>How to pitch your indie game to Sony</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/08/18/how-to-pitch-your-indie-game-to-sony/">How to pitch your indie game to Sony</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 18 Aug 2012 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/2012/08/18/how-to-pitch-your-indie-game-to-sony/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20303931/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/18/how-to-pitch-your-indie-game-to-sony/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gamescom-2012</category><category>gdc-europe-2012</category><category>Indie</category><category>move</category><category>pete-smith</category><category>pitch</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>psp</category><category>Publishing</category><category>sony</category><category>vita</category><category>xdev</category><category>xdev-studio-europe</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Sat, 18 Aug 2012 13:30:00 EST</pubDate></item><item><title><![CDATA[Konami is No. 2 social games publisher behind Zynga]]></title><link>http://www.joystiq.com/2012/08/15/konami-is-no-2-social-games-publisher-behind-zynga/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/15/konami-is-no-2-social-games-publisher-behind-zynga/</guid><comments>http://www.joystiq.com/2012/08/15/konami-is-no-2-social-games-publisher-behind-zynga/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/15/konami-is-no-2-social-games-publisher-behind-zynga/"><img alt="Konami is No 2 social games publisher behind Zynga" data-src-height="195" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/frogger-pinball-1345027620.jpg" style="margin: 4px; " /></a></div>Konami has recently received a massive bump to its financial report from its social gaming division: In the first nine months of fiscal 2012, <a href="http://www.joystiq.com/2012/02/04/konami-net-income-up-77-percent-year-over-year/">Konami reported</a> its year-on-year gain was driven by social gaming, which generated $348 million in revenue, up $127 million from 2011. Without context, these numbers can seem impressive, but meaningless.<br /><br />Fortunately, Careen Yapp provided a background for Konami's finances during an "ask these publishers anything" panel at Gamescom: Last year estimates put Konami as the second-most-prolific social games publisher behind Zynga.<br /><br />Zynga, the market giant, <a href="http://www.joystiq.com/2012/02/14/zynga-lost-over-400-million-in-2011-while-58-5-million-people-p/">posted $1.14 billion</a> in revenue for 2011 from social gaming, with $1.07 billion of that in microtransactions alone. This actually translated to a net loss of $404.3 million for Zynga, and its <a href="http://www.joystiq.com/2012/07/31/zynga-hit-with-insider-trading-lawsuit-as-execs-cash-out-before/">stock</a> continues to remain far below original estimates, along with <a href="http://www.joystiq.com/2012/08/10/zynga-passing-out-stock-to-keep-employees/">public perception</a> of the company.<br /><br />Being No. 2 to Zynga and being in a position to create products other than social games isn't such a bad spot for Konami to be in.<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/2012/08/15/konami-is-no-2-social-games-publisher-behind-zynga/">Konami is No. 2 social games publisher behind Zynga</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 Aug 2012 23:00:00 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/2012/08/15/konami-is-no-2-social-games-publisher-behind-zynga/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20300626/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/15/konami-is-no-2-social-games-publisher-behind-zynga/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gamescom-2012</category><category>gdc-europe-2012</category><category>Konami</category><category>mac</category><category>mobile</category><category>pc</category><category>social-games</category><category>Zynga</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Wed, 15 Aug 2012 23:00:00 EST</pubDate></item><item><title><![CDATA[Liveblogging the Ubisoft Gamescom 2012 press conference [update: it's over!]]]></title><link>http://www.joystiq.com/2012/08/15/liveblogging-the-ubisoft-gamescom-2012-press-conference/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/15/liveblogging-the-ubisoft-gamescom-2012-press-conference/</guid><comments>http://www.joystiq.com/2012/08/15/liveblogging-the-ubisoft-gamescom-2012-press-conference/#comments</comments><description><![CDATA[<center> <img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/ubipressgc2012wmed.jpg" style="width: 530px; height: 353px; " /></center>What's German for "<a href="http://www.joystiq.com/2012/06/04/joystiq-live-from-ubisofts-e3-2012-press-conference/">Tobuscus</a>?" Find out today as Joystiq presents live coverage of Ubisoft's Gamescom 2012 press conference. The event is due to start at 9am EDT, and will very likely be full of mostly armless heroes, shooting maniacs, Zombis, and, of course, anachronistic hoodies. Follow along with our liveblog after the break!<br /><br /><strong>Update:</strong> And we're out! Head past the break to see all the thrilling news from Ubi's Gamescom presser. And some pictures of people with blue light, obviously.<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/2012/08/15/liveblogging-the-ubisoft-gamescom-2012-press-conference/">Liveblogging the Ubisoft Gamescom 2012 press conference [update: it's over!]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 Aug 2012 08:40:00 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/2012/08/15/liveblogging-the-ubisoft-gamescom-2012-press-conference/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20300925/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/15/liveblogging-the-ubisoft-gamescom-2012-press-conference/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>gamescom-2012</category><category>gdc-europe-2012</category><category>microsoft</category><category>mobile</category><category>nintendo</category><category>pc</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>ubisoft</category><category>vita</category><category>wii-u</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 15 Aug 2012 08:40:00 EST</pubDate></item><item><title><![CDATA[Indie dev PerBlue makes millions, sees Android dominating iOS]]></title><link>http://www.joystiq.com/2012/08/14/indie-dev-perblue-makes-millions-sees-android-dominating-ios/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/14/indie-dev-perblue-makes-millions-sees-android-dominating-ios/</guid><comments>http://www.joystiq.com/2012/08/14/indie-dev-perblue-makes-millions-sees-android-dominating-ios/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/14/indie-dev-perblue-makes-millions-sees-android-dominating-ios/"><img alt="Indie dev PerBlue makes millions, sees Android dominating iOS" data-src-height="349" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/perblue.jpg" style="margin: 4px; " /></a></div>Justin Beck launched PerBlue while finishing college in 2008. He got to work on the company's first title, <a href="http://massively.joystiq.com/tag/Parallel-Kingdom/"><em>Parallel Kingdom</em></a>, with his co-founder and a staff of seven in Madison, Wisconsin, surviving on $20,000 of savings from a stint at Microsoft. Today, PerBlue generates $3 million a year, supports 35 employees and has successfully launched three free-to-play MMOs in the Parallel universe on Android and iOS.<br /><br />PerBlue's <a href="http://massively.joystiq.com/tag/Parallel-mafia/"><em>Parallel Mafia</em></a> and <a href="http://massively.joystiq.com/tag/Parallel-zombies/"><em>Parallel Zombies</em></a> both hit mobile devices in 2012, but during his talk at GDC Europe, Beck discussed the specific finances of <em>Parallel Kingdom</em>, which has been live since 2008.<br /><br /><em>Parallel Kingdom</em> doesn't have a massive number of players, hype or notoriety in the wider gaming world, but it proves that when managed efficiently, a mobile game can provide huge profit for a small developer. <em>Parallel Kingdom</em> has 1.5 million registered accounts, but only 15,000 daily active users, which Beck admits is "not that big." These users, however, represent $0.40 - $0.50 per user, per day for PerBlue. Extrapolated to 50,000 monthly active users, that's more than $200,000 each month in microtransactions from one title alone.<p><a href="http://www.joystiq.com/2012/08/14/indie-dev-perblue-makes-millions-sees-android-dominating-ios/" rel="bookmark">Continue reading <em>Indie dev PerBlue makes millions, sees Android dominating iOS</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/08/14/indie-dev-perblue-makes-millions-sees-android-dominating-ios/">Indie dev PerBlue makes millions, sees Android dominating iOS</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 Aug 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/2012/08/14/indie-dev-perblue-makes-millions-sees-android-dominating-ios/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20300116/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/14/indie-dev-perblue-makes-millions-sees-android-dominating-ios/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>Gamescom-2012</category><category>gdc-europe-2012</category><category>Indie</category><category>ios</category><category>iphone</category><category>mobile</category><category>parallel-kingdom</category><category>parallel-mafia</category><category>parallel-zombies</category><category>perblue</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 14 Aug 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[Dead Island's lifeblood was co-op, 4 million units shipped]]></title><link>http://www.joystiq.com/2012/08/14/dead-islands-lifeblood-was-co-op-4-million-units-shipped/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/14/dead-islands-lifeblood-was-co-op-4-million-units-shipped/</guid><comments>http://www.joystiq.com/2012/08/14/dead-islands-lifeblood-was-co-op-4-million-units-shipped/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/14/dead-islands-lifeblood-was-co-op-4-million-units-shipped/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/09/deadilsandpurnaheaderimg530px.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; width: 530px; height: 265px; " /></a></div><a href="http://www.joystiq.com/game/dead-island"><em>Dead Island</em></a>'s success was all due to that <a href="http://www.joystiq.com/2011/06/29/dead-island-trailer-wins-gold-award-at-cannes-advertising-fe/">stunning trailer</a>, right? Well, according to Guido Eickmeyer, development director and executive producer of games at publisher Deep Silver, the resort-vacation zombie simulator sold 4 million units because of its cooperative gameplay.<br /><br />"This is why we got all the good reviews from users. This is why we got high user ratings, because it is the most exciting co-op experience that is on the market," Eickmeyer said.<br /><br />Despite investing less than $25 million dollars in the project - low for a major triple-A video game - <em>Dead Island</em> has been played for 56,907,547 hours in co-op, which is approximately 6,500 years total.<br /><br />After the success of the trailer, there were talks of forming the game around that, but there simply weren't the resources. <em>Dead Island</em> showed strong potential in its co-op, so the focus shifted to that and that game was a huge hit. <em>Dead Island: Riptide</em> is another "huge co-op experience" being revealed this week at Gamescom.<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/2012/08/14/dead-islands-lifeblood-was-co-op-4-million-units-shipped/">Dead Island's lifeblood was co-op, 4 million units shipped</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 Aug 2012 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/14/dead-islands-lifeblood-was-co-op-4-million-units-shipped/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299918/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/14/dead-islands-lifeblood-was-co-op-4-million-units-shipped/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dead-island</category><category>Deep-silver</category><category>gamescom</category><category>gamescom-2012</category><category>gdc-2012</category><category>gdc-europe-2012</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>techland</category><category>xbox</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Tue, 14 Aug 2012 15:00:00 EST</pubDate></item><item><title><![CDATA[GoldenEye 007's multiplayer was added last minute, unknown to Rare and Nintendo management]]></title><link>http://www.joystiq.com/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/</guid><comments>http://www.joystiq.com/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/"><img alt="GoldenEye 007's multiplayer was added last minute, unknown to Rare and Nintendo management" data-src-height="350" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/goldenmulti.jpg" style="margin: 4px; width: 530px; height: 350px; border-width: 0px; border-style: solid; " /></a></div>You might know that the multiplayer mode for <em>GoldenEye 007</em>, the seminal N64 shooter, was only added to the game <a href="http://www.zoonami.com/briefing/2004-09-02.php">late in development</a>. What you probably don't know is that the mode was also added unbeknownst to the management at developer Rare and publisher Nintendo. The revelation comes by way of <em>GoldenEye 007</em>'s director Martin Hollis, who delivered a <a href="http://www.joystiq.com/2012/08/14/seen-gdc-europe-the-adorable-video-that-led-to-goldeneye-007/">postmortem presentation</a> on the game at GDC Europe.<br /><br />Hollis' presentation included stories from many of <em>GoldenEye 007</em>'s developers, including Steve Ellis, who was responsible for programming the multiplayer mode, a feat he accomplished in a month. Wrote Ellis:<br /><blockquote class="bq-standard"> One of the things that always strikes me as crazy in retrospect is that until something like March or April of 1997, there wasn't a multiplayer mode at all. It hadn't even been started. It really was put in at the last minute - something you wouldn't dream of doing these days - and it was done without the knowledge or permission of the management at Rare and Nintendo. The first they knew about it was when we showed it to them working. However - since the game was already late by that time, if we hadn't done it that way, it probably never would have happened.</blockquote><br />Hollis said that "quite a few features" were "snuck in" throughout development, which he chalked up to management trusting the team. "I'm sure there were six-month stretches where no member of Rare or Nintendo management came into the team offices," he said. "Which is really quite extraordinary, and all credit to them that they felt able to take that much of a leaned-back approach and place that much trust in the team."<br /><br />So there you have it, <em>GoldenEye 007</em>'s multiplayer mode - a vital, fondly-remembered component of a landmark game - was unplanned, coded in a month and might never have existed at all if it weren't for some serendipitous managerial 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/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/">GoldenEye 007's multiplayer was added last minute, unknown to Rare and Nintendo management</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 Aug 2012 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/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20300261/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/14/goldeneye-007s-multiplayer-was-added-last-minute-unknown-to-ra/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gamescom-2012</category><category>gdc-europe-2012</category><category>goldeneye</category><category>goldeneye-007</category><category>n64</category><category>nintendo</category><category>nintendo-64</category><category>rare</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Tue, 14 Aug 2012 14:30:00 EST</pubDate></item><item><title><![CDATA[Get your sea legs on with Assassin's Creed 3's Naval trailer from Gamescom]]></title><link>http://www.joystiq.com/2012/08/14/get-your-sea-legs-on-with-assassins-creed-3s-naval-trailer-fro/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/14/get-your-sea-legs-on-with-assassins-creed-3s-naval-trailer-fro/</guid><comments>http://www.joystiq.com/2012/08/14/get-your-sea-legs-on-with-assassins-creed-3s-naval-trailer-fro/#comments</comments><description><![CDATA[<div style="text-align: center;"> <iframe frameborder="0" height="318" id="viddler-541f1326" mozallowfullscreen="true" src="http://www.viddler.com/embed/541f1326/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=48589778&amp;loop=0&amp;nologo=0&amp;hd=0" webkitallowfullscreen="true" width="530"></iframe><img alt="Get your sea legs on with Assassin's Creed 3's Naval trailer from Gamescom" data-src-height="333" data-src-width="599" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/ac3headerimgships599px.jpg" style="width: 599px; height: 333px; display:none" /></div><br />Who's that dashing sea captain with the ragged hair? Ah, of course - it's the half-Native / half-British protagonist of <a href="http://www.joystiq.com/game/assassins-creed-3"><em>Assassin's Creed 3</em></a>, Connor. And wouldn't you know it, he's got his trusty tomahawk aboard that colonial era ship. <strike>Take a peek at the leaked footage above before Ubi pulls it!</strike><br /><br /><strong>Update</strong>: Ubisoft has officially released the trailer, after pulling it earlier today with a convenient copyright claim. Celebrate your freedom to watch it now.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/assassins-creed-3-gamescom-2012/">Assassin's Creed 3 (Gamescom 2012)</a></strong></p><a href="http://www.joystiq.com/photos/assassins-creed-3-gamescom-2012/#5210351"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/ac3gc2012-01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/assassins-creed-3-gamescom-2012/#5210352"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/ac3gc2012-02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/assassins-creed-3-gamescom-2012/#5210353"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/ac3gc2012-03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/assassins-creed-3-gamescom-2012/#5210354"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/ac3gc2012-04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/assassins-creed-3-gamescom-2012/#5210355"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/ac3gc2012-05_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/08/14/get-your-sea-legs-on-with-assassins-creed-3s-naval-trailer-fro/">Get your sea legs on with Assassin's Creed 3's Naval trailer from Gamescom</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 Aug 2012 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/14/get-your-sea-legs-on-with-assassins-creed-3s-naval-trailer-fro/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20300113/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/14/get-your-sea-legs-on-with-assassins-creed-3s-naval-trailer-fro/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>assassins-creed-3</category><category>gameplay</category><category>gamescom-2012</category><category>gdc-europe-2012</category><category>leak</category><category>microsoft</category><category>naval-trailer</category><category>pc</category><category>playstation</category><category>ps3</category><category>ubisoft</category><category>ubisoft-montreal</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 14 Aug 2012 12:00:00 EST</pubDate></item><item><title><![CDATA[Industry vet Don Daglow on how failure is a tough sell for American gamers]]></title><link>http://www.joystiq.com/2012/08/14/don-daglow-on-how-failure-is-a-tough-sell-for-american-gamers/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/14/don-daglow-on-how-failure-is-a-tough-sell-for-american-gamers/</guid><comments>http://www.joystiq.com/2012/08/14/don-daglow-on-how-failure-is-a-tough-sell-for-american-gamers/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/14/don-daglow-on-how-failure-is-a-tough-sell-for-american-gamers/"><img alt="Don Daglow on how failure is a tough sell for American gamers" data-src-height="322" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/daglow.jpg" style="margin: 4px; " /></a></div>Americans, according to Don Daglow, have trouble with failure, especially when it comes to their games. He should know, he has an impressive resum&eacute;, dating all the way back to the Intellivision and the early days of Electronic Arts and extending through the likes of the original <em>Neverwinter Nights</em>. Daglow directed his comments to developers during a panel at <a href="http://joystiq.com/game/gdc-europe-2012">GDC Europe</a>, exposing just one of the facts about American culture that baffle European game designers.<br /><br />While traditional education systems teach students to try to succeed and learn from their failures, he said, the American education system has evolved to the point that failure has largely been removed from the equation entirely. "The idea of failure has been dramatically reduced," he said, noting that American students don't "fail." Rather, they are "challenged," a concept that Daglow believes European developers should keep in mind when trying to design games that will succeed in the American market.<br /><br />The concept of failure as an inducement to try again and succeed is difficult for many Americans to accept. Many will blame their failure on the game itself, instead of recognizing their mistake and trying again. The key to breaking through to an American audience, he said, is encouragement, individuality and grabbing the player's interest as quickly as possible. "If you think of the best James Bond movies, the first ten minutes is an experience all unto itself. You're on this joy ride," he said, "don't wait to entertain people."<br /><br />On the bright side, once you do grab a player's interest, the habits of Americans and Europeans are practically identical. Once a player enjoys a game, said Daglow, they will stick with it despite their cultural leanings - and their abject failures.<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/2012/08/14/don-daglow-on-how-failure-is-a-tough-sell-for-american-gamers/">Industry vet Don Daglow on how failure is a tough sell for American gamers</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 Aug 2012 09:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/14/don-daglow-on-how-failure-is-a-tough-sell-for-american-gamers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299189/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/14/don-daglow-on-how-failure-is-a-tough-sell-for-american-gamers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>don-daglow</category><category>europe</category><category>gamescom-2012</category><category>gdc-europe-2012</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Tue, 14 Aug 2012 09:30:00 EST</pubDate></item><item><title><![CDATA['Half-Life 3' pops up on Gamescom product listing]]></title><link>http://www.joystiq.com/2012/08/14/half-life-3-pops-up-on-gamescom-product-listing/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/14/half-life-3-pops-up-on-gamescom-product-listing/</guid><comments>http://www.joystiq.com/2012/08/14/half-life-3-pops-up-on-gamescom-product-listing/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img alt="'HalfLife 3' pops up on Gamescom product listing" data-src-height="252" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/halflife3gamescom.jpg" style="margin:4px" /></div>Is Valve showing <a href="http://www.joystiq.com/tag/half-life-3"><em>Half-Life 3</em></a> at Gamescom 2012? One <a href="http://www.gamescom-cologne.com/media/gamescom/downloads/pdf/presse/Neuheitenliste.pdf">product list</a> from the event's official page certainly thinks so, but ... well, come on now. We've been hearing about (or, rather, not hearing about) <em>Half-Life 3</em> in some form or another for a few years now, all the while Valve Software stayed silent. As it stands, we're not sure what to make of this, but its place on an official product list from the gigantic gaming convention we're at makes it pretty hard to ignore.<br /><br />Has the official Gamescom site been hacked, and a fake PDF uploaded? We sure hope not, but boy are we wary of anything <em>Half-Life 3</em>.<br /><br />Also of note, <em>Dragon Age 3</em> appears on the list, as do lots of other (known) titles. We've reached out to both Valve and the Gamescom folks to see what's up, and we'll let you know as soon as we hear more.<br /><br /><strong>Update:</strong> Valve's VP of marketing Doug Lombardi told <a href="http://lambdageneration.com/posts/valve-to-reveal-new-unannounced-game-at-gamescom-2012/">Lambda Generation</a> in July, "We will have the Steam team there to meet with developers and publishers. No game showing planned." Sorry, folks! We'll be sure to take a look around Valve's booth as soon as Gamescom opens officially tomorrow.<br /><br /><strong>Update 2:</strong> Gamescom organizers characterized the listings for both <em>Half-Life 3</em> and <em>Dragon Age 3</em> as "a mistake," but wouldn't explain to <a href="http://www.eurogamer.net/articles/2012-08-14-gamescom-claims-half-life-3-and-dragon-age-3-will-be-at-show">Eurogamer</a> why the listings appeared. The plot thickens!<br /><br /><strong>Update 3:</strong> Valve rep Doug Lombardi reconfirmed with us that, "We are not showing any games in Cologne this year." Welp, that's that, folks. Unless it's not, of course.<br /><br /><strong>Update 4:</strong> Gamescom's organizers tell us, "We can not officially announce it. Please check our list for further changes. Please see the legend for information about the sources."<br /><br />[Thanks Roelosaurus]<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/2012/08/14/half-life-3-pops-up-on-gamescom-product-listing/">'Half-Life 3' pops up on Gamescom product listing</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 Aug 2012 07:45:00 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/2012/08/14/half-life-3-pops-up-on-gamescom-product-listing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20300239/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/14/half-life-3-pops-up-on-gamescom-product-listing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gamescom</category><category>gamescom-2012</category><category>gdc-europe-2012</category><category>half-life-3</category><category>valve</category><category>valve-software</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 14 Aug 2012 07:45:00 EST</pubDate></item><item><title><![CDATA[Seen@GDC Europe: The adorable video that led to GoldenEye 007]]></title><link>http://www.joystiq.com/2012/08/14/seen-gdc-europe-the-adorable-video-that-led-to-goldeneye-007/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/14/seen-gdc-europe-the-adorable-video-that-led-to-goldeneye-007/</guid><comments>http://www.joystiq.com/2012/08/14/seen-gdc-europe-the-adorable-video-that-led-to-goldeneye-007/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img alt="GoldenEye 007 The Postmorteming" data-src-height="720" data-src-width="1280" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/bond_530x298.jpg" style="margin: 4px; width: 530px; height: 298px; display: none; " /><iframe frameborder="0" height="318" id="viddler-e5df5f63" mozallowfullscreen="true" src="http://www.viddler.com/embed/e5df5f63/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=27939668&amp;loop=0&amp;nologo=0&amp;hd=0" webkitallowfullscreen="true" width="530"></iframe></div><br />When Martin Hollis first pitched <em>GoldenEye 007</em> to Rare boss Tim Stamper in 1995, he had worked as a programmer on the arcade version of <em>Killer Instinct</em>. That wasn't, however, his greatest credential to direct the project, he told an audience at <a href="http://joystiq.com/tag/gdc-europe-2012">GDC Europe</a>. No, his greatest credential was a video he created with his brothers when he was 18.<br /><br />We managed to record the video during the <em>GoldenEye 007</em> postmortem and, as you'll see, Hollis has been a Bond fan for quite some time. We'll have more from the postmortem soon.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/08/14/seen-gdc-europe-the-adorable-video-that-led-to-goldeneye-007/">Seen@GDC Europe: The adorable video that led to GoldenEye 007</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 Aug 2012 07:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/14/seen-gdc-europe-the-adorable-video-that-led-to-goldeneye-007/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20300160/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/14/seen-gdc-europe-the-adorable-video-that-led-to-goldeneye-007/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gamescom-2012</category><category>gdc-europe-2012</category><category>goldeneye-007</category><category>martin-hollis</category><category>n64</category><category>nintendo</category><category>nintendo-64</category><category>rare</category><category>tim-stamper</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Tue, 14 Aug 2012 07:30:00 EST</pubDate></item><item><title><![CDATA[Majority of profit from Dragon Age: Origins DLC was from launch DLC]]></title><link>http://www.joystiq.com/2012/08/13/majority-of-profit-from-dragon-age-origins-dlc-was-from-launch/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/13/majority-of-profit-from-dragon-age-origins-dlc-was-from-launch/</guid><comments>http://www.joystiq.com/2012/08/13/majority-of-profit-from-dragon-age-origins-dlc-was-from-launch/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/13/majority-of-profit-from-dragon-age-origins-dlc-was-day-one/"><img alt="Majority of profit from Dragon Age Origins DLC was day one" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/dragon-age-origins.jpg" style="margin: 4px; " /></a></div>"Having something post-ship is absolutely essential," BioWare director of online development Fernando Melo told an audience at GDC Europe today, during his discussion of day-one DLC, online passes and long-term monetization. Shipping DLC on the day of launch is essential from a business standpoint - <a href="http://www.joystiq.com/game/dragon-age-origins"><em>Dragon Age: Origins</em></a>, for example, saw 53 percent of all of its paid DLC transactions solely from sales of its day-one DLC packs, The Stone Prisoner and Warden's Keep.<br /><br />This figure accounts for those who bought Stone Prisoner for $15 in a used copy of <em>Origins</em>, and those who purchased Warden's Keep for $7 outside of its inclusion in the Digital Deluxe Edition. Since these two DLC packs, <em>Dragon Age: Origins</em> has had seven additional iterations of downloadable content, which account for less than half of the total DLC revenue from <em>Origins</em>.<br /><br />Melo stressed the importance of day-one DLC from a business standpoint for any developer. Launch day sees the highest number of players and offers the widest possibility for catching long-term, continuously paying players, he said.<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/2012/08/13/majority-of-profit-from-dragon-age-origins-dlc-was-from-launch/">Majority of profit from Dragon Age: Origins DLC was from launch DLC</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Aug 2012 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/2012/08/13/majority-of-profit-from-dragon-age-origins-dlc-was-from-launch/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299901/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/13/majority-of-profit-from-dragon-age-origins-dlc-was-from-launch/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BioWare</category><category>day-one-dlc</category><category>DLC</category><category>dragon-age-origins</category><category>Gamescom-2012</category><category>gdc-2012</category><category>gdc-europe-2012</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 13 Aug 2012 22:00:00 EST</pubDate></item><item><title><![CDATA[Amnesia: A Machine for Pigs will take lessons from Dear Esther]]></title><link>http://www.joystiq.com/2012/08/13/amnesia-a-machine-for-pigs-will-take-lessons-from-dear-esther/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/13/amnesia-a-machine-for-pigs-will-take-lessons-from-dear-esther/</guid><comments>http://www.joystiq.com/2012/08/13/amnesia-a-machine-for-pigs-will-take-lessons-from-dear-esther/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/13/amnesia-a-machine-for-pigs-will-take-lessons-from-dear-esther/"><img alt="Amnesia A Machine for Pigs will take lessons from Dear Esther" data-src-height="385" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/pinchbeck.jpg" style="margin: 4px; " /></a></div>One of the keys to creating <a href="http://joystiq.com/game/dear-esther"><em>Dear Esther</em></a>, said thechineseroom's Dan Pinchbeck, was allowing the player as much control over the narrative as possible. Speaking at a panel during GDC Europe, Pinchbeck addressed the intentional ambiguity of <em>Dear Esther</em>, saying that it gave players more freedom, thus making their time with the game more enjoyable. Rather than presenting the player with predetermined series of events, <em>Dear Esther</em>'s story is filled with ambiguity and revealed randomly, leaving it to the player to interpret it. In a very real sense, they actually participate in the story's creation.<br /><br />While most games lay out their stories in a clear, linear fashion - think big budget FPS and action games - Pinchbeck likens <em>Dear Esther</em>'s story to a toy box. Instead of giving players a cohesive, linear story, thechineseroom created story blocks and lets players put them together. It's a bit like "story Minecraft," he said. "The story of <em>Dear Esther</em> doesn't actually particularly tell you anything. It just suggests things that could have happened, but you can do the work."<br /><br />People are driven to think of events in terms of story, he said. "If something looks and feels enough like a story, people are likely to interpret the action in a storied way." As such, when creating <em>Dear Esther</em>, thechineseroom wasn't concerned with creating a complete, fully rounded story. "What we can try and do in games, is not tell a story, but to provide the player with the toolbox - the tools, the bricks that they need to tell the stories themselves," said Pinchbeck. "In exactly the same way that we consider things like physics sandboxes," he adds, "if you provide those units of useful, interesting stuff that players can play with, they will create an experience from it."<br /><br />During the Q&amp;A session, we asked Pinchbeck if Thechineseroom's next project, <a href="http://joystiq.com/game/amnesia-a-machine-for-pigs"><em>Amnesia: A Machine for Pigs</em></a> will follow the same model of abstract storytelling. Unlike <em>Dear Esther</em>, said Pinchbeck, <em>A Machine for Pigs</em> exists within the constraints of a "classic horror story," so it won't follow the same model entirely. "What we're going to try and do is we're going to try and keep the lessons that we've learned in terms of not funneling the plot down, not being really explicit with the player about what's going on, using inference, using suggestion," he said. "We're trying to have any opportunities we can to keep that open" for players to do the work of piecing together the ambiguous bits, which he says are especially important in a horror game. "You pretty much can't represent anything in a horror game that's going to be more scary than what the player thinks you're going to represent, and the moment you actually show it, you've lost an awful lot of the power you've got to scare them."<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/2012/08/13/amnesia-a-machine-for-pigs-will-take-lessons-from-dear-esther/">Amnesia: A Machine for Pigs will take lessons from Dear Esther</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Aug 2012 16:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/13/amnesia-a-machine-for-pigs-will-take-lessons-from-dear-esther/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299273/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/13/amnesia-a-machine-for-pigs-will-take-lessons-from-dear-esther/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>amnesia-a-machine-for-pigs</category><category>dan-pinchbeck</category><category>gdc-europe-2012</category><category>pc</category><category>thechineseroom</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Mon, 13 Aug 2012 16:20:00 EST</pubDate></item><item><title><![CDATA[Spec Ops dev working on a big project, probably isn't another Spec Ops]]></title><link>http://www.joystiq.com/2012/08/13/spec-ops-dev-working-on-a-big-project-probably-isnt-another-sp/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/13/spec-ops-dev-working-on-a-big-project-probably-isnt-another-sp/</guid><comments>http://www.joystiq.com/2012/08/13/spec-ops-dev-working-on-a-big-project-probably-isnt-another-sp/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/13/spec-ops-the-line-dev-working-on-a-big-project-probably-isnt/"><img alt="Spec Ops The Line studio working on a big project, probably isn't a followup" data-src-height="261" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/spec-ops.jpg" style="margin: 4px; " /></a></div>Yager, the developer of <a href="http://www.joystiq.com/game/spec-ops-the-line"><em>Spec Ops: The Line</em></a>, has a large project in the works, design lead Jorg Friedrich told us at GDC Europe. Friedrich wouldn't say what the project was or whether <em>Spec Ops: The Line</em> publisher 2K Games would be involved, but he gave a hint as to the company's future in terms of game sales.<br /><br />Without divulging official numbers for <em>Spec Ops: The Line</em>, Friedrich said, "To be honest, it doesn't look too great."<br /><br />Friedrich hosted a discussion on the emotional impact of player decisions within interactive narratives, differentiating the writing in games from other forms of media, such as film. Having a player make decisions based on deep, moral values can hold more impact than passively watching a cast of characters do the same thing, he argued.<br /><br />In a few instances Friedrich wanted to have <em>Spec Ops: The Line</em> players make difficult decisions without receiving any in-game rewards or punishments, keeping the focus solely on the moral implications. Unfortunately, the game had achievements, effectively negating any purely emotional impact each choice could have. That was a mistake and a failure, Friedrich said.<br /><br />"I really regret that we had achievements on moral choices," he said.<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/2012/08/13/spec-ops-dev-working-on-a-big-project-probably-isnt-another-sp/">Spec Ops dev working on a big project, probably isn't another Spec Ops</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Aug 2012 10:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/13/spec-ops-dev-working-on-a-big-project-probably-isnt-another-sp/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299238/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/13/spec-ops-dev-working-on-a-big-project-probably-isnt-another-sp/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2K-Games</category><category>gdc-europe-2012</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>sales</category><category>Spec-Ops-the-Line</category><category>xbox</category><category>yager</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 13 Aug 2012 10:30:00 EST</pubDate></item><item><title><![CDATA[Battlefield 4 sticking to modern warfare]]></title><link>http://www.joystiq.com/2012/08/13/battlefield-4-sticking-to-modern-warfare/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/13/battlefield-4-sticking-to-modern-warfare/</guid><comments>http://www.joystiq.com/2012/08/13/battlefield-4-sticking-to-modern-warfare/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2012/08/13/battlefield-4-sticking-to-modern-warfare/"><img alt="http://www.blogcdn.com/www.joystiq.com/media/2012/08/karlmagnusbf4.jpg" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/karlmagnusbf4.jpg" /></a></div><em>Battlefield 4</em> will be set in modern times, DICE general manager Karl Magnus Troedsson revealed at GDC Europe today. The game, which was <a href="http://www.joystiq.com/tag/battlefield-4">announced with no pomp last month</a>, will have a beta sometime next year, but little else has been revealed. However, with a lag time of six years between <em>Battlefield 2</em> and <em>Battlefield 3</em>, why did the studio go with <em>Battlefield 4</em> so quickly instead of heading back to <em><a href="http://www.joystiq.com/game/battlefield-bad-company-2">Bad Company</a></em>?<br /><br />"There's a lot of things inspiring us as to how the franchise will move on. Everything from fans' feedback, to market research and, of course, what we want to build ourselves. It's not just one single thing," said Troedsson, continuing with a hint of sarcasm. "And, yes, I know <em>Battlefield 4</em> is probably the most creative name we ever could come up with. I can't comment any more on that game because it's all secret."<br /><br />However, he did go on to say, "We still want to stay in this genre, the modern day as it is. We feel this is a place we can be and continue with the series. <em>Battlefield 4</em> can live in this space and be very successful."<br /><br />Hinting, in conclusion, "That doesn't mean there might not be a Bad Company game again in the future."<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/2012/08/13/battlefield-4-sticking-to-modern-warfare/">Battlefield 4 sticking to modern warfare</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Aug 2012 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/13/battlefield-4-sticking-to-modern-warfare/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299208/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/13/battlefield-4-sticking-to-modern-warfare/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>battlefield-4</category><category>DICE</category><category>gamescom-2012</category><category>gdc-europe-2012</category><category>karl-magnus-troedsson</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Mon, 13 Aug 2012 09:00:00 EST</pubDate></item><item><title><![CDATA[Epic Games now wholly owns Gears of War: Judgment dev People Can Fly]]></title><link>http://www.joystiq.com/2012/08/13/epic-games-now-wholly-owns-gears-of-war-judgment-dev-people-can/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/13/epic-games-now-wholly-owns-gears-of-war-judgment-dev-people-can/</guid><comments>http://www.joystiq.com/2012/08/13/epic-games-now-wholly-owns-gears-of-war-judgment-dev-people-can/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/13/epic-games-now-wholly-owns-gears-of-war-judgment-dev-people-can/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/06/screen-shot-2012-06-08-at-1.08.33-pm_530x330.png" style="width: 530px; height: 330px; " /></a></div>When Epic Games subsidiary People Can Fly <a href="http://www.joystiq.com/2012/08/12/gears-of-war-judgment-creative-lead-out-at-people-can-fly/">lost three senior employees</a> this past week, Epic Games apparently purchased the rest of the Poland-based development studio. "One of the things that got missed with that story was that we bought the rest of People Can Fly that we didn't own. We didn't announce that, so that was also part of it," Epic Games VP Mark Rein told us this afternoon at GDC Europe.<br /><br />"But now we own it all. We had a controlling stake, but the owner still owned a fairly large piece of it," he said. As it turns out, those owners were the folks who left to do something different - despite being in the middle of developing the next Gears of War game, <a href="http://www.joystiq.com/game/gears-of-war-judgment"><em>Judgment</em></a>. "They left, they're gonna do their own thing. They have something cool they're gonna do, and we'll be very supportive of it," Rein added.<br /><br />It's unknown how much Epic Games paid for the rest of its stake in People Can Fly.<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/2012/08/13/epic-games-now-wholly-owns-gears-of-war-judgment-dev-people-can/">Epic Games now wholly owns Gears of War: Judgment dev People Can Fly</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Aug 2012 07:43:00 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/2012/08/13/epic-games-now-wholly-owns-gears-of-war-judgment-dev-people-can/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299226/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/13/epic-games-now-wholly-owns-gears-of-war-judgment-dev-people-can/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adrian-chmielarz</category><category>epic</category><category>epic-games</category><category>gdc-europe-2012</category><category>gdce-2012</category><category>gears-of-war-judgment</category><category>mark-rein</category><category>microsoft</category><category>pc</category><category>people-can-fly</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 13 Aug 2012 07:43:00 EST</pubDate></item><item><title><![CDATA[MotorStorm rolls out, over 6 million copies]]></title><link>http://www.joystiq.com/2012/08/13/motorstorm-rolls-out-over-6-million-copies/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/13/motorstorm-rolls-out-over-6-million-copies/</guid><comments>http://www.joystiq.com/2012/08/13/motorstorm-rolls-out-over-6-million-copies/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/13/motorstorm-rolls-out-over-6-million-copies/"><img alt="MotorStorm rolls out, over 6 million copies" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/motorstorm-apoc.jpg" style="margin: 4px; " /></a></div>The MotorStorm franchise, which includes five games across PS2, PS3, PSP and Vita, has sold more than 6 million units, Sony XDev Studio Europe's Pete Smith said at GDC Europe on August 13. Smith gave a talk discussing tips of pitching to publishers, citing MotorStorm's Evolution Studios as an example of a team with a clear focus and solid marketing technique.<br /><br />The latest MotorStorm installment, <a href="http://www.joystiq.com/game/motorstorm-rc"><em>MotorStorm RC</em></a>, launched on PS3 and Vita in March.<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/2012/08/13/motorstorm-rolls-out-over-6-million-copies/">MotorStorm rolls out, over 6 million copies</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Aug 2012 07:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/13/motorstorm-rolls-out-over-6-million-copies/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299195/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/13/motorstorm-rolls-out-over-6-million-copies/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>evolution-studios</category><category>gdc-europe-2012</category><category>motorstorm-apocalypse</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>psp</category><category>sales</category><category>sony</category><category>vita</category><category>xdev-studio-europe</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 13 Aug 2012 07:30:00 EST</pubDate></item><item><title><![CDATA[How Mirror's Edge gave legs (and more) to Battlefield 3]]></title><link>http://www.joystiq.com/2012/08/13/how-mirrors-edge-gave-legs-and-more-to-battlefield-3/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/13/how-mirrors-edge-gave-legs-and-more-to-battlefield-3/</guid><comments>http://www.joystiq.com/2012/08/13/how-mirrors-edge-gave-legs-and-more-to-battlefield-3/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img alt="How Mirror's Edge gave legs and more to Battlefield 3" data-src-height="335" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/karlmagnusmemovement.jpg" style="margin:4px" /></div>The dextrous legs of <a href="http://www.joystiq.com/game/mirrors-edge"><em>Mirror's Edge</em></a> heroine Faith helped to shape the movement of characters in <a href="http://www.joystiq.com/game/battlefield-3"><em>Battlefield 3</em></a>, EA DICE general manager Karl Magnus Troedsson said in a speech today during GDC Europe. No, you don't spend too much time parkouring around the war torn arenas of <em>Battlefield 3</em>, but various animations - Faith vaulting over obstacles, for instance - directly shaped the way <em>BF3</em>'s soldiers interacted with their environment.<br /><br />"Not just the legs, but the actual movement," Troedsson told us in a followup. "So in <em>BF3</em>, when you jump over something, you can see the vaulting, etc. So the whole animation setup has actually changed quite a bit." Beyond just the animation, he said, it changed how first-person perspective was designed in Battlefield games. "Before in our games - before <em>Mirror's Edge</em> and before <em>BF3</em> - the camera was actually just something that was floating. Now it actually sits on the animation rig that we have, which is a big difference."<br /><br />When we pressed for more news on <em>Mirror's Edge</em> within DICE and the potential for a sequel, Troedsson was predictably coy. "How many people want it? We'll see. You have to wait and see," he said. "As I mentioned, we want to do other things in Battlefield, so of course making a sequel to a game like that could be an option moving forward." And hey, it if it helps <a href="http://www.joystiq.com/2012/08/13/battlefield-series-celebrates-10-year-anniversary-over-50-milli/">DICE's "core franchise,"</a> it could be worthwhile even without the level of financial support Battlefield sees from fans. At least that's what we're hoping.<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/2012/08/13/how-mirrors-edge-gave-legs-and-more-to-battlefield-3/">How Mirror's Edge gave legs (and more) to Battlefield 3</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Aug 2012 07:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/13/how-mirrors-edge-gave-legs-and-more-to-battlefield-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299167/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/13/how-mirrors-edge-gave-legs-and-more-to-battlefield-3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>battlefield-3</category><category>ea</category><category>ea-dice</category><category>electronic-arts</category><category>gdc-europe-2012</category><category>gdce-2012</category><category>karl-magnus-troedsson</category><category>microsoft</category><category>mirrors-edge</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 13 Aug 2012 07:00:00 EST</pubDate></item><item><title><![CDATA[Battlefield series celebrates 10 year anniversary: over 50 million served]]></title><link>http://www.joystiq.com/2012/08/13/battlefield-series-celebrates-10-year-anniversary-over-50-milli/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/13/battlefield-series-celebrates-10-year-anniversary-over-50-milli/</guid><comments>http://www.joystiq.com/2012/08/13/battlefield-series-celebrates-10-year-anniversary-over-50-milli/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/08/13/battlefield-series-celebrates-10-year-anniversary-over-50-milli/"><img alt="Battlefield series celebrates 10 year anniversary over 50 million served" data-src-height="326" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/battlefieldseries50m.jpg" /></a></div>DICE general manager Karl Magnus Troedsson took to GDC Europe today to celebrate his company's 20-year anniversary and the 10-year anniversary of its "core franchise," Battlefield. He revealed that the series has "served" more than 50 million players, and added that DICE is "still in love."<br /><br />Battlefield's latest franchise entry, <a href="http://www.joystiq.com/game/battlefield-3"><em>Battlefield 3</em></a>, shipped <a href="http://www.joystiq.com/2011/11/30/battlefield-3-sells-through-8-million-of-12-million-total-shippe/">over 12 million copies</a> as of last November. <a href="http://www.joystiq.com/game/battlefield-4"><em>Battlefield 4</em></a> is up next, expected in holiday 2013.<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/2012/08/13/battlefield-series-celebrates-10-year-anniversary-over-50-milli/">Battlefield series celebrates 10 year anniversary: over 50 million served</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Aug 2012 05:19:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/13/battlefield-series-celebrates-10-year-anniversary-over-50-milli/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20299160/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/13/battlefield-series-celebrates-10-year-anniversary-over-50-milli/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>battlefield-3</category><category>ea</category><category>ea-dice</category><category>electronic-arts</category><category>gdc-europe</category><category>gdc-europe-2012</category><category>gdce-2012</category><category>karl-magnus-troedsson</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 13 Aug 2012 05:19:00 EST</pubDate></item></channel></rss>