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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA['Sensus' case adds even more touch surfaces to iPhone]]></title><link>http://www.joystiq.com/2012/10/10/sensus-case-adds-even-more-touch-surfaces-to-iphone/</link><guid isPermaLink="true">http://www.joystiq.com/2012/10/10/sensus-case-adds-even-more-touch-surfaces-to-iphone/</guid><comments>http://www.joystiq.com/2012/10/10/sensus-case-adds-even-more-touch-surfaces-to-iphone/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/10/10/sensus-case-adds-even-more-touch-surfaces-to-iphone/"><img alt="'Sensus' case adds even more touch surface to iPhone" data-src-height="398" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/10/sensus1.jpg" /></a></center>Devices to add more inputs to the iPhone are nothing new; there are a variety of keyboard peripherals, arcade sticks and game controllers to enable additional interaction with apps. But a peripheral that adds additional touch surfaces... that's new.<br /><br />A company called Canopy has developed this unlikely device, in the form of a case called "Sensus" (the one above is a transparent prototype). It's designed to enable touch controls on the back of the phone - like the Vita's rear touchpad - as well as the sides.<br /><br />"The sensors can handle up to ten independent responses," marketing coordinator Ian Spinelli tells me at GDC Online. These inputs add to the screen's six, enabling play for "multiplayer or mutant." The idea isn't so much about getting more fingers on the phone, but rather taking fingers off the screen, to avoid obscuring the game.<br /><br />Spinelli offered examples of possible interactions, including swiping the edge of the case to strafe and tapping to pull a trigger.<br /><br />"Right now we're doing a <a href="https://www.getsensus.com/developers/">private SDK</a>." In the future, developers will be able to download the SDK to add more touchiness for free, though Canopy has yet to determine if the actual developer hardware (a test unit of the Sensus) will also be free.<br /><br /><strong>Update:</strong> Canopy informed us that dev kits and the SDK will be free to developers.<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/2012/10/10/sensus-case-adds-even-more-touch-surfaces-to-iphone/">'Sensus' case adds even more touch surfaces to iPhone</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 10 Oct 2012 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/10/10/sensus-case-adds-even-more-touch-surfaces-to-iphone/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20346552/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/10/10/sensus-case-adds-even-more-touch-surfaces-to-iphone/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>canopy</category><category>gdc-online</category><category>gdc-online-2012</category><category>ios</category><category>iphone</category><category>mobile</category><category>multitouch</category><category>sensus</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 10 Oct 2012 16:00:00 EST</pubDate></item><item><title><![CDATA[Obsidian's Avellone on South Park and the continued appeal of external franchises]]></title><link>http://www.joystiq.com/2012/10/10/obsidians-avellone-on-south-park-and-the-continued-appeal-of-ex/</link><guid isPermaLink="true">http://www.joystiq.com/2012/10/10/obsidians-avellone-on-south-park-and-the-continued-appeal-of-ex/</guid><comments>http://www.joystiq.com/2012/10/10/obsidians-avellone-on-south-park-and-the-continued-appeal-of-ex/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/10/10/obsidians-avellone-on-south-park-and-the-continued-appeal-of-ex/"><img alt="Obsidian's Avellone on South Park and the continued appeal of external franchises" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/10/southpark.jpg" /></a></center>Obsidian Entertainment has proven through its <a href="http://www.joystiq.com/tag/project-eternity">Project Eternity</a> Kickstarter that it can afford to make original IPs. However, just because the company doesn't necessarily have to work in existing franchises doesn't mean the team will stop doing so.<br /><br />"Working with franchises can be challenging, but at the same time I really did enjoy working on Star Wars, for example, and I have done a lot of Dungeons &amp; Dragons games, but I still enjoy it very much," Obsidian creative director Chris Avellone told me. "And there's plenty of franchises out there that we would love to work with still."<br /><br />Developing games in pre-existing universes can be rewarding for Obsidian, Avellone suggested. <a href="http://joystiq.com/game/south-park-the-stick-of-truth"><em>South Park: The Stick of Truth</em></a>, which is as far from Obsidian's comfort zone as anything would be, illustrates the benefits.<div> <br /> "The fact that you're implementing game system mechanics that cater to the South Park franchise, in the sense of rude and obnoxious different weapon types," Avellone explained, "we rarely get a chance to flex our design skills in those directions, and it's a lot of fun to do. We're actually learning a lot while we're doing it. That's another advantage of working on someone else's franchise. You sort of get inside their head for a sense of how they think, and how that stuff can be converted into game mechanics."<br /> <br /> Obsidian was dropped into South Park with a surprisingly clear vision of what to do, as a concept had already been proposed. "We didn't actually know what they were thinking about in terms of RPGs, so we went up there for one day, they ran us this animatic sequence of how they imagined the opening of the game playing," and Obsidian "got it" immediately. "It was hilarious, and we got it, we see what you're trying to make here. It's going to feel like the show, it's going to look like the show. Here's how you interpret the controller mechanisms."<br /> <br /> What wasn't as clear from the outset was whether the <em>Stick of Truth</em> offer was <em>true</em>. "I would never have thought we'd get a chance to do an RPG like that, and like holy crap," Avellone said. "When we first heard about it, I seriously thought some other game company was punking us. 'Ha ha ha, we're from South Park and we want to do an RPG!... ha ha, <em>fake</em>.'"</div><div></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/2012/10/10/obsidians-avellone-on-south-park-and-the-continued-appeal-of-ex/">Obsidian's Avellone on South Park and the continued appeal of external franchises</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 10 Oct 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/2012/10/10/obsidians-avellone-on-south-park-and-the-continued-appeal-of-ex/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20346404/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/10/10/obsidians-avellone-on-south-park-and-the-continued-appeal-of-ex/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>chris-avellone</category><category>gdc-online-2012</category><category>microsoft</category><category>obsidian-entertainment</category><category>pc</category><category>playstation</category><category>ps3</category><category>south-park</category><category>south-park-the-game</category><category>south-park-the-stick-of-truth</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 10 Oct 2012 12:00:00 EST</pubDate></item><item><title><![CDATA[Obsidian's Avellone on new Black Isle: 'I have no idea']]></title><link>http://www.joystiq.com/2012/10/09/obsidians-avellone-on-new-black-isle-i-have-no-idea/</link><guid isPermaLink="true">http://www.joystiq.com/2012/10/09/obsidians-avellone-on-new-black-isle-i-have-no-idea/</guid><comments>http://www.joystiq.com/2012/10/09/obsidians-avellone-on-new-black-isle-i-have-no-idea/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/10/09/obsidians-avellone-on-new-black-isle-i-have-no-idea/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/blackisleheaderimg530px141251.png" /></a></center>Interplay mysteriously <a href="http://www.joystiq.com/2012/08/22/original-fallout-and-planescape-torment-dev-black-isle-studios/">resurrected</a> Black Isle Studios, touting the previous iteration's goal "to make the world's best RPGs." Obsidian creative director Chris Avellone worked at Black Isle as a senior designer, but tweeted shortly after that neither he nor anyone else at Obsidian is involved.<br /><br />I asked Avellone today if he'd learned any more about the new Black Isle. "I have no idea," he said. "I do not know. I'm very curious." He then leaned in and added "I would like to know more."  Avellone is pragmatic about the announcement, putting the proliferation of his favorite games above his own concerns about the use of the name. "If it means more RPGs, great. I love RPGs."<br /><br />I'll have more from my interview with Avellone 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/2012/10/09/obsidians-avellone-on-new-black-isle-i-have-no-idea/">Obsidian's Avellone on new Black Isle: 'I have no idea'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 Oct 2012 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/10/09/obsidians-avellone-on-new-black-isle-i-have-no-idea/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20345500/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/10/09/obsidians-avellone-on-new-black-isle-i-have-no-idea/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>black-isle-studios</category><category>chris-avellone</category><category>gdc-online</category><category>gdc-online-2012</category><category>pc</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 09 Oct 2012 16:00:00 EST</pubDate></item><item><title><![CDATA[How to write Fallout: New Vegas DLC]]></title><link>http://www.joystiq.com/2012/10/09/how-to-write-fallout-new-vegas-dlc/</link><guid isPermaLink="true">http://www.joystiq.com/2012/10/09/how-to-write-fallout-new-vegas-dlc/</guid><comments>http://www.joystiq.com/2012/10/09/how-to-write-fallout-new-vegas-dlc/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/10/09/how-to-write-fallout-new-vegas-dlc/"><img alt="How to write Fallout New Vegas DLC" data-src-height="331" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/10/deadmoney.jpg" /></a></center>In a narrative-focused presentation at <a href="http://joystiq.com/tag/gdc-online-2012">GDC Online</a>, Obsidian Entertainment creative director Chris Avellone outlined the considerations that went into the development of the four <a href="http://joystiq.com/game/fallout-new-vegas"><em>Fallout: New Vegas</em></a> DLC packs. For one thing, "We had the rare opportunity to know we were actually going to do four of these," unlike most game projects where sequels are not guaranteed, he said.<br /><br />However, they couldn't carry storylines over. "Each one was a very self-contained short experience" by design; each storyline and setting had to exist in isolation from one another, because the team could not assume that any player would own all four packs. That "short experience" adds up to just 10,000 lines of dialogue across all four, Avellone said - a hard maximum. As a result, Avellone and Obsidian had to pad out the dialogue with "trickery" including mute characters who spoke in hand gestures. "We were only able to get away with that for so long," he added.<p><a href="http://www.joystiq.com/2012/10/09/how-to-write-fallout-new-vegas-dlc/" rel="bookmark">Continue reading <em>How to write Fallout: New Vegas DLC</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/2012/10/09/how-to-write-fallout-new-vegas-dlc/">How to write Fallout: New Vegas DLC</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 Oct 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/2012/10/09/how-to-write-fallout-new-vegas-dlc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20345269/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/10/09/how-to-write-fallout-new-vegas-dlc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>chris-avellone</category><category>Fallout-New-Vegas</category><category>gdc-online</category><category>gdc-online-2012</category><category>microsoft</category><category>Obsidian-Entertainment</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 09 Oct 2012 14:30:00 EST</pubDate></item></channel></rss>