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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Andy Schatz lets slip scrapped competitive modes for Monaco]]></title><link>http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/</guid><comments>http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/"><img alt="Andy Schatz and Austin Wintory AMA" data-src-height="331" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/monaco-hacking-the-embassy.jpg" /></a></div>
Andy Schatz took some time off from thievery in his recent release, <a href="http://www.joystiq.com/game/monaco"><em>Monaco</em></a>, and sat down with the fine people of <a href="http://www.reddit.com/r/IAmA/comments/1e2qq0/i_am_steamconquering_andy_schatz_and_he_is/">Reddit</a> to answer all of the questions they threw at him, such as, "Which features didn't make it into the game?"<br />
<br />
"Cops and Robbers, and Thief vs Thief," Schatz <a href="http://www.reddit.com/r/IAmA/comments/1e2qq0/i_am_steamconquering_andy_schatz_and_he_is/c9w7vjz">replied</a>. "We wanted to add two additional competitive game modes to the game. We got them to playable, but we discovered that for both modes the balance didn't really work within the existing levels."<br />
<br />
Thief vs Thief had players compete in a single stage, to see who could collect the most coins, grab the trophy and get out first - but the player who left the gate first had a huge advantage, sucking up all of the coins, and the mode didn't turn out to be as fun as Schatz had hoped, he said. Cops and Robbers added a police officer to every level, but the early stages were too easy and the later stages too difficult.<br />
<br />
With some tweaks, Schatz said he hoped to bring Cops and Robbers to <em>Monaco </em>"at some point," possibly as DLC.<br />
<br />
 <em>Monaco</em>'s characters evolved along with the gameplay, and Schatz described <a href="http://www.reddit.com/r/IAmA/comments/1e2qq0/i_am_steamconquering_andy_schatz_and_he_is/c9w99za">how each of them spawned</a>, early in development: "The Gentleman used to be a hypnotist, The Lookout used to be the Prowler (parkour expert), The Mole used to be The Muscle, The Pickpocket used to be The Rat (could rat out teammates to save himself). The Redhead had a taser or a pistol at one point. The Pickpocket started out as dwarf twins instead of a man with a monkey." <em>Stranger things.</em><br />
<br />
Once <em>Monaco</em>'s final touches were all settled, Schatz said he had an idea to develop a "<em>good</em> console RTS (or at least simple-controls RTS) that is as strategically as deep as the competitive RTSes." First, he has to work on the <em>Monaco</em> level editor, expansions and maybe more ports - he singled out <a href="http://www.reddit.com/r/IAmA/comments/1e2qq0/i_am_steamconquering_andy_schatz_and_he_is/c9w7yk7">Vita and PS4</a>, while Mac and Linux ports are already on the books.<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/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/">Andy Schatz lets slip scrapped competitive modes for Monaco</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 May 2013 21:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20568679/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>andy-schatz</category><category>Indie</category><category>microsoft</category><category>monaco</category><category>pc</category><category>Pocketwatch-Games</category><category>reddit</category><category>reddit-ama</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 14 May 2013 21:15:00 EST</pubDate></item><item><title><![CDATA[Phil Fish: Fez 'should be out on pretty much everything,' eventually]]></title><link>http://www.joystiq.com/2013/03/18/phil-fish-fez-should-be-out-on-pretty-much-everything-eventu/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/18/phil-fish-fez-should-be-out-on-pretty-much-everything-eventu/</guid><comments>http://www.joystiq.com/2013/03/18/phil-fish-fez-should-be-out-on-pretty-much-everything-eventu/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/18/phil-fish-fez-should-be-out-on-pretty-much-everything-eventu/"><img alt="Fez is coming to Mac, Fish talking to Sony about Vita" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/fez-1363644348.jpg" /></a></div><em><a href="http://www.joystiq.com/2013/03/18/fez-coming-to-steam-may-1/">Fez</a> </em>has found its way to Steam, hitting PCs on <a href="http://www.joystiq.com/2013/03/18/fez-coming-to-steam-may-1/">May 1</a> - but that's not all developer Phil Fish has up his tiny, red hat. Fish hosted a <a href="http://www.reddit.com/r/IAmA/comments/1aj74m/i_am_phil_fish_cocreator_of_fez_ask_me_anything/">Reddit AMA</a> today, where he revealed Mac, Linux, Vita, Ouya and iOS versions of <em>Fez </em>are all in various stages of planning and development.<br /><br />Mac and Ouya ports are definitely on the way, while Linux is part of some "vague plans, but plans nonetheless. <em>Fez </em>should eventually be out on pretty much everything," Fish said. For Vita and PSN, Fish said he's working with Sony "to figure something out." An iOS launch is "highly probable."<br /><br />Fish also says "thanks for all the spreadsheet jokes." <a href="http://fyre.it/KmDYE3.4">And you all thought you were so original</a>.<br /><br />Check out all of the <em>Fez </em>information you never knew you wanted right here, and make sure to see the <a href="http://gaijingames.com/media/913">Fez Fish</a> Gaijin Games created for <em><a href="http://www.joystiq.com/game/runner-2">Runner 2</a> </em>(Warning: It's a fish in tightie whities, and we do mean <em>tight</em>)<em>.</em><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/18/phil-fish-fez-should-be-out-on-pretty-much-everything-eventu/">Phil Fish: Fez 'should be out on pretty much everything,' eventually</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 18 Mar 2013 20:45:00 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/2013/03/18/phil-fish-fez-should-be-out-on-pretty-much-everything-eventu/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20508929/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/18/phil-fish-fez-should-be-out-on-pretty-much-everything-eventu/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>Fez</category><category>ios</category><category>ipad</category><category>iphone</category><category>mac</category><category>mobile</category><category>ouya</category><category>pc</category><category>phil-fish</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>reddit</category><category>reddit-ama</category><category>vita</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 18 Mar 2013 20:45:00 EST</pubDate></item><item><title><![CDATA[Vlambeer's Android dreams and why $0.99 makes it hard to be indie]]></title><link>http://www.joystiq.com/2013/03/18/vlambeers-android-dreams-and-why-0-99-makes-it-hard-to-be-indi/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/18/vlambeers-android-dreams-and-why-0-99-makes-it-hard-to-be-indi/</guid><comments>http://www.joystiq.com/2013/03/18/vlambeers-android-dreams-and-why-0-99-makes-it-hard-to-be-indi/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/18/vlambeers-android-dreams-and-why-0-99-makes-it-hard-to-be-indi/"><img alt="Vlambeer's Android dreams and why $099 makes it hard to be indie" data-src-height="311" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/mzl.kyhanesc.320x480-75.jpg" /></a></div>Vlambeer, the team behind <a href="https://twitter.com/woodelijah/status/313653247619526656">confirmed</a> iOS smash hit <a href="http://www.joystiq.com/game/ridiculous-fishing"><em>Ridiculous Fishing</em></a>, is considering the logistics of porting the game to Android, creator Rami Ismail wrote in a <a href="http://www.reddit.com/r/IAmA/comments/1ah6mg/were_the_creators_of_ridiculous_fishing_ask_us/">Reddit AMA</a> yesterday. Don't shoot your hopes sky-high just yet, though.<br /><br />"We're still arguing about an Android release," Ismail said. "There are a lot of things to consider and a lot of things that we just don't know too much about since we've yet to make a game for Android. As soon as we figure all that stuff out, we'll see what we can do."<br /><br /><em>Ridiculous Fishing</em> costs $3 on the <a href="https://itunes.apple.com/us/app/ridiculous-fishing-tale-redemption/id601831815?l=nl&amp;ls=1&amp;mt=8">App Store</a>, higher than the accepted average of $0.99 per game, though it offers absolutely no microtransactions. This was a pointed decision: "Developers shouldn't be scared to charge $3 for a game," Ismail said.<br /><br />"The problem is that at $0.99, you'll need to sell endless amounts of copies to be able to survive as an indie developer. Most games don't even get close to that. A direct result of the whole race-to-the-bottom in prices is the prevalance of free-to-play on iOS - it seems to be a safer bet. But since it's almost impossible to do F2P in a non-evil way and without sacrificing the elegance of your game design, we'll prefer to charge $3."<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/2013/03/18/vlambeers-android-dreams-and-why-0-99-makes-it-hard-to-be-indi/">Vlambeer's Android dreams and why $0.99 makes it hard to be indie</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 18 Mar 2013 20:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/18/vlambeers-android-dreams-and-why-0-99-makes-it-hard-to-be-indi/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20508679/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/18/vlambeers-android-dreams-and-why-0-99-makes-it-hard-to-be-indi/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>Indie</category><category>ios</category><category>ipad</category><category>iphone</category><category>mobile</category><category>reddit</category><category>reddit-ama</category><category>ridiculous-fishing</category><category>vlambeer</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 18 Mar 2013 20:15:00 EST</pubDate></item><item><title><![CDATA[Dreamfall Chapters stretch goals to be Mac, Linux releases, possibly Ouya, Steam Box]]></title><link>http://www.joystiq.com/2013/02/11/dreamfall-chapters-stretch-goals-to-be-mac-linux-releases-poss/</link><guid isPermaLink="true">http://www.joystiq.com/2013/02/11/dreamfall-chapters-stretch-goals-to-be-mac-linux-releases-poss/</guid><comments>http://www.joystiq.com/2013/02/11/dreamfall-chapters-stretch-goals-to-be-mac-linux-releases-poss/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/02/11/dreamfall-chapters-stretch-goals-to-be-mac-linux-releases-poss/"><img alt="Dreamfall Chapters stretch goals to be Mac, Linux releases, possibly Ouya, Steam Box" data-src-height="307" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/storytimeconcept-1360585487.jpg" /></a></div>The <a href="http://www.joystiq.com/2013/02/08/dreamfall-chapters-kickstarter-goes-live-aiming-for-nov-2014-r/">Kickstarter campaign</a> for <em>Dreamfall Chapters: The Longest Journey</em> is getting initial stretch goals for Mac and Linux versions in addition to PC, and potentially ones for Steam Box and Ouya too. Speaking in yesterday's <a href="http://www.reddit.com/r/IAmA/comments/189al6/i_am_ragnar_t%C3%B8rnquist_creator_of_the_longest/">Reddit AMA</a>, series creator Ragnar T&oslash;rnquist confirmed Mac and Linux are to be the first additional platforms unlocked by achieving stretch goals, with iOS and Android stretch goals "definitely" in line beyond that. T&oslash;rnquist said he'd also love to bring the adventure game to Steam Box and Ouya, but only listed them as possibilities, while next-gen consoles would come after all of the other platforms, and even then wouldn't be a "focus area" for his team.<br /><br />When pushed about other stretch goals, T&oslash;rnquist indicated they'd be based around additional content like side stories and returning characters. He also hinted at "a pretty huge stretch goal" by <a href="http://www.reddit.com/r/IAmA/comments/189al6/i_am_ragnar_t%C3%B8rnquist_creator_of_the_longest/c8csesy">cough-dropping</a> the acronym 'TLJH.' T&oslash;rnquist mentioned TLJH earlier in the AMA when asked about the different challenges in making a 3D game as opposed to a 2D one, saying cryptically, "2D is easier, in a lot of ways. I'd like to go back to 2D again. We have had discussions. There are ideas. TLJH." <br /><br />Stretch goals are likely to play a big part for <em>Dreamfall Chapters</em>, given that the fundraiser sits at just over $600,000 of its $850,000 target at the time of writing, with 26 days left to go. An <a href="http://www.kickstarter.com/projects/redthread/dreamfall-chapters-the-longest-journey/posts">update</a> on the Kickstarter page says developer Red Thread Games will divulge more on the stretch goals once it's in "battling range" of the $850K finish line, so expect them to be revealed shortly.<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/2013/02/11/dreamfall-chapters-stretch-goals-to-be-mac-linux-releases-poss/">Dreamfall Chapters stretch goals to be Mac, Linux releases, possibly Ouya, Steam Box</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 11 Feb 2013 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/2013/02/11/dreamfall-chapters-stretch-goals-to-be-mac-linux-releases-poss/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20456146/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/02/11/dreamfall-chapters-stretch-goals-to-be-mac-linux-releases-poss/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>dreamfall-chapters-the-longest-journey</category><category>ios</category><category>ipad</category><category>iphone</category><category>mac</category><category>mobile</category><category>pc</category><category>Ragnar-Tornquist</category><category>red-thread-games</category><category>reddit</category><category>reddit-ama</category><category>the-longest-journey</category><dc:creator><![CDATA[Sinan Kubba]]></dc:creator><pubDate>Mon, 11 Feb 2013 09:00:00 EST</pubDate></item><item><title><![CDATA[The Longest Journey creator Ragnar Tørnquist opens up in Reddit AMA]]></title><link>http://www.joystiq.com/2013/02/10/the-longest-journey-creator-ragnar-tornquist-opens-up-in-reddit/</link><guid isPermaLink="true">http://www.joystiq.com/2013/02/10/the-longest-journey-creator-ragnar-tornquist-opens-up-in-reddit/</guid><comments>http://www.joystiq.com/2013/02/10/the-longest-journey-creator-ragnar-tornquist-opens-up-in-reddit/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/02/10/the-longest-journey-creator-ragnar-tornquist-opens-up-in-reddit/"><img alt="SUNDAY Dreamfall creator doing Reddit AMA at 2 EST" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/dreamfall.jpg" /></a></div>Ragnar T&oslash;rnquist, the creator of The Longest Journey adventure game saga and founder of Red Thread Games, is answering all the leftover questions from his mind-numbing puzzles with an Ask Me Anything thread on Reddit, <a href="http://www.reddit.com/r/IAmA/comments/189al6/i_am_ragnar_t%C3%B8rnquist_creator_of_the_longest/">right now</a>. T&oslash;rnquist and Red Thread have a live <a href="http://www.kickstarter.com/projects/redthread/dreamfall-chapters-the-longest-journey">Kickstarter</a> for <a href="http://www.joystiq.com/game/dreamfall-chapters-the-longest-journey"><em>Dreamfall Chapters: The Longest Journey</em></a>, a continuation of the Dreamfall tale that's been rooting around development for six years. If all goes as planned and the Kickstarter raises $850,000, <em>Dreamfall Chapters</em> is scheduled to launch on PC in November 2014.<br /><br />If you have a question for T&oslash;rnquist, check out the AMA thread on <a href="http://www.reddit.com/r/IAmA/comments/189al6/i_am_ragnar_t%C3%B8rnquist_creator_of_the_longest/">Reddit</a>, but be warned, <a href="http://www.reddit.com/r/IAmA/comments/189al6/i_am_ragnar_t%C3%B8rnquist_creator_of_the_longest/c8cr9cy">hackmed</a> already asked the most important question: "How the hell did you guys come up with that rubber ducky puzzle?"<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/2013/02/10/the-longest-journey-creator-ragnar-tornquist-opens-up-in-reddit/">The Longest Journey creator Ragnar Tørnquist opens up in Reddit AMA</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 10 Feb 2013 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/2013/02/10/the-longest-journey-creator-ragnar-tornquist-opens-up-in-reddit/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20455673/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/02/10/the-longest-journey-creator-ragnar-tornquist-opens-up-in-reddit/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ask-me-anything</category><category>Dreamfall</category><category>dreamfall-chapters-the-longest-journey</category><category>kickstarter</category><category>pc</category><category>Ragnar-Tornquist</category><category>red-thread-games</category><category>reddit</category><category>reddit-ama</category><category>the-longest-journey</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Sun, 10 Feb 2013 15:00:00 EST</pubDate></item><item><title><![CDATA[American McGee apologizes for EA 'trick' comment]]></title><link>http://www.joystiq.com/2013/01/23/american-mcgee-apologizes-for-ea-trick-comment/</link><guid isPermaLink="true">http://www.joystiq.com/2013/01/23/american-mcgee-apologizes-for-ea-trick-comment/</guid><comments>http://www.joystiq.com/2013/01/23/american-mcgee-apologizes-for-ea-trick-comment/#comments</comments><description><![CDATA[<div style="text-align: center;"> <em><a href="http://www.joystiq.com/2013/01/23/american-mcgee-apologizes-for-ea-trick-comment/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/05/alice2.051211-530px.jpg" /></a></em></div><em>Alice</em> and <em>Alice: Madness Returns</em> creator <a href="http://www.joystiq.com/tag/american-mcgee">American McGee</a> clarified comments he made yesterday about EA's marketing strategy. McGee, who <a href="http://www.joystiq.com/2013/01/21/american-mcgee-ama-ea-ads-for-alice-were-a-trick/">said</a> EA wanted to 'trick' people into perceiving <em>Madness Returns</em> as hardcore horror, apologized to the publisher on his blog today. McGee does maintain the publisher is somewhat at fault for the game's poor sales.<br /><br />"Allow me to expand on my original post," McGee wrote, "while at the same time making a correction (call it a retraction if you like). 'Tricked' is the wrong word. I take that back. Apologies to EA and anyone else whose feelings were hurt. Electronic Arts doesn't trick customers into buying things. They carefully apply proven marketing techniques to achieve the desired customer response. If they were bad at this sort of thing they'd have been crushed by their competitors long ago and you'd be playing Madden Football from Activision or Atari or something."<br /><br />McGee then noted that, while <em>Madness Retuirns </em>does include a lot of what's in the trailers in question, the developer felt its marketing didn't portray the Alice character correctly, and made out "blood and guts" to be the game's primary selling point. However, he conceded all of the blame can't be placed at the publisher's doorstep.<br /><br />"I can't and don't fully fault them or their marketing for whatever the Alice games might or might not have done sales-wise. As a developer, do I grumble into my beer about how it could have been different if only...? Sure do! But I also recognize my own faults, and actions which are to blame for things not being 100 percent... or for inadvertently igniting firestorms."<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/2013/01/23/american-mcgee-apologizes-for-ea-trick-comment/">American McGee apologizes for EA 'trick' comment</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 23 Jan 2013 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/01/23/american-mcgee-apologizes-for-ea-trick-comment/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20436267/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/01/23/american-mcgee-apologizes-for-ea-trick-comment/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AMA</category><category>american-mcgee</category><category>EA</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>reddit</category><category>reddit-ama</category><category>spicy-horse</category><category>xbox</category><dc:creator><![CDATA[Sinan Kubba]]></dc:creator><pubDate>Wed, 23 Jan 2013 14:00:00 EST</pubDate></item></channel></rss>