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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[First look at Rocksmith, straight out of SXSW]]></title><link>http://www.joystiq.com/2011/04/20/first-look-at-rocksmith-straight-out-of-sxsw/</link><guid isPermaLink="true">http://www.joystiq.com/2011/04/20/first-look-at-rocksmith-straight-out-of-sxsw/</guid><comments>http://www.joystiq.com/2011/04/20/first-look-at-rocksmith-straight-out-of-sxsw/#comments</comments><description><![CDATA[<center>
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If we were Ubisoft, we would have picked Austin's South by Southwest event as the location for the first demonstration of <a href="http://joystiq.com/game/rocksmith"><em>Rocksmith</em></a> as well. During that week in March, it would have been <em>impossible</em> to find a person who wasn't totally thrilled about anything involving a guitar.<br />
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So keep in mind that many of the people interviewed in this trailer (after the break) were already in high spirits (and possibly <em>high</em> on <em>spirits</em>) when they tried Ubisoft's real-guitar-compatible music game. At least you'll be able to see the game for yourself -- the first gameplay footage is contained within, too.<br />
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<em>Rocksmith</em> looks to feature a traditional <em>Rock Band/Guitar Hero</em> interface, with the guitar's strings represented vertically on top of the note chart. It's harder to explain it than it is to tell you to just watch the video.<p><a href="http://www.joystiq.com/2011/04/20/first-look-at-rocksmith-straight-out-of-sxsw/" rel="bookmark">Continue reading <em>First look at Rocksmith, straight out of SXSW</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/04/20/first-look-at-rocksmith-straight-out-of-sxsw/">First look at Rocksmith, straight out of SXSW</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 20 Apr 2011 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/2011/04/20/first-look-at-rocksmith-straight-out-of-sxsw/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19918917/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/04/20/first-look-at-rocksmith-straight-out-of-sxsw/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>rocksmith</category><category>sxsw-2011</category><category>ubisoft</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 20 Apr 2011 13:30:00 EST</pubDate></item><item><title><![CDATA[Ubisoft's Chris Early on Assassin's Creed: Project Legacy and other 'companion games']]></title><link>http://www.joystiq.com/2011/03/22/ubisofts-chris-early-on-assassins-creed-project-legacy-and-ot/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/22/ubisofts-chris-early-on-assassins-creed-project-legacy-and-ot/</guid><comments>http://www.joystiq.com/2011/03/22/ubisofts-chris-early-on-assassins-creed-project-legacy-and-ot/#comments</comments><description><![CDATA[<center>
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Ubisoft's VP of digital games, Chris Early, delivered a talk last week at <a href="http://www.joystiq.com/tag/sxsw-2011">SXSW Interactive</a> on the rising phenomenon of "companion games"; small, downloadable or web games that use the same IP as and link in some way to a larger retail product. These games include <a href="http://joystiq.com/game/dragon-age-legends"><em>Dragon Age Legends</em></a> and Ubisoft's own <em><a href="http://apps.facebook.com/projectlegacy/">Assassin's Creed: Project Legacy</a></em> for Facebook, but also, he explained, titles like <a href="http://joystiq.com/game/dead-rising-2-case-zero"><em>Dead Rising 2: Case Zero</em></a>.<br />
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After the presentation, we talked with Early more about companion games, their value to core gamers, and how they can be used to <em>completely dominate</em> a player's life.<p><a href="http://www.joystiq.com/2011/03/22/ubisofts-chris-early-on-assassins-creed-project-legacy-and-ot/" rel="bookmark">Continue reading <em>Ubisoft's Chris Early on Assassin's Creed: Project Legacy and other 'companion games'</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/22/ubisofts-chris-early-on-assassins-creed-project-legacy-and-ot/">Ubisoft's Chris Early on Assassin's Creed: Project Legacy and other 'companion games'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 22 Mar 2011 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/2011/03/22/ubisofts-chris-early-on-assassins-creed-project-legacy-and-ot/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19879330/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/22/ubisofts-chris-early-on-assassins-creed-project-legacy-and-ot/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Assassins-Creed-Brotherhood</category><category>chris-early</category><category>companion-games</category><category>facebook</category><category>sxsw-2011</category><category>ubisoft</category><category>uplay</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 22 Mar 2011 16:00:00 EST</pubDate></item><item><title><![CDATA[Interview: EA2D's Mark Spenner on going 'browser and beyond']]></title><link>http://www.joystiq.com/2011/03/16/interview-ea2ds-mark-spenner-on-going-browser-and-beyond/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/16/interview-ea2ds-mark-spenner-on-going-browser-and-beyond/</guid><comments>http://www.joystiq.com/2011/03/16/interview-ea2ds-mark-spenner-on-going-browser-and-beyond/#comments</comments><description><![CDATA[<center>
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EA2D is Electronic Arts's small-team, small-game studio, which just launched <a href="http://www.joystiq.com/game/dragon-age-legends"><em>Dragon Age Legends</em></a> on Facebook (<a href="http://www.joystiq.com/2011/03/16/dragon-age-legends-now-live-on-facebook-go-poke-some-darkspawn/">today</a>!) and has <a href="http://www.joystiq.com/game/fancy-pants-adventures"><em>Fancy Pants Adventures</em></a> for PSN and XBLA in the wings. We spoke to Mark Spenner, VP and GM of the studio, about these two very different projects. How, we wondered, do these two wildly different things, a console game based on a Flash game, and a Facebook spinoff of a giant RPG, both fall under the same EA2D banner?<br />
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"EA2D is 'browser and beyond,'" Spenner told us at SXSW Interactive. "We're trying to push from the browser out." That includes projects like <em>Mirror's Edge 2D</em>, which began as a Flash game and moved to iPhone and iPad, and the new<em> Dragon Age Legends</em>, which was already "beyond" and moved <em>into</em> the browser -- and is also moving back out with a mobile app.<p><a href="http://www.joystiq.com/2011/03/16/interview-ea2ds-mark-spenner-on-going-browser-and-beyond/" rel="bookmark">Continue reading <em>Interview: EA2D's Mark Spenner on going 'browser and beyond'</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/16/interview-ea2ds-mark-spenner-on-going-browser-and-beyond/">Interview: EA2D's Mark Spenner on going 'browser and beyond'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 16 Mar 2011 18:20:00 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/2011/03/16/interview-ea2ds-mark-spenner-on-going-browser-and-beyond/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19881914/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/16/interview-ea2ds-mark-spenner-on-going-browser-and-beyond/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dragon-age-legends</category><category>electronic-arts</category><category>facebook</category><category>fancy-pants-adventures</category><category>mark-spenner</category><category>psn</category><category>sxsw-2011</category><category>xbla</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 16 Mar 2011 18:20:00 EST</pubDate></item><item><title><![CDATA[The Super Mario Bros. movie that should have been]]></title><link>http://www.joystiq.com/2011/03/16/the-super-mario-bros-movie-that-should-have-been/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/16/the-super-mario-bros-movie-that-should-have-been/</guid><comments>http://www.joystiq.com/2011/03/16/the-super-mario-bros-movie-that-should-have-been/#comments</comments><description><![CDATA[<div style="text-align: center;">
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Attendees of <a href="http://www.joystiq.com/tag/sxsw-2011/">SXSW</a> were privy to a trailer promising a more dramatic version of the tale of the brothers Mario. Now said trailer is online for all to see and we'd be remiss not to bring it to your attention. Joe Nicolosi's take on the Mushroom Kingdom is not only irresistible, it's pretty hilarious -- oh, and <strong>NSFW</strong>.<p><a href="http://www.joystiq.com/2011/03/16/the-super-mario-bros-movie-that-should-have-been/" rel="bookmark">Continue reading <em>The Super Mario Bros. movie that should have been</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/16/the-super-mario-bros-movie-that-should-have-been/">The Super Mario Bros. movie that should have been</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 16 Mar 2011 00:10:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/16/the-super-mario-bros-movie-that-should-have-been/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19880731/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/16/the-super-mario-bros-movie-that-should-have-been/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ds</category><category>joe-nicolosi</category><category>mario</category><category>nintendo</category><category>super-mario-bros</category><category>sxsw-2011</category><category>wii</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 16 Mar 2011 00:10:00 EST</pubDate></item><item><title><![CDATA[GameStop, Sony, Ubisoft on the growth of retail in the age of downloads]]></title><link>http://www.joystiq.com/2011/03/15/gamestop-sony-ubisoft-on-the-growth-of-retail-in-the-age-of-do/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/15/gamestop-sony-ubisoft-on-the-growth-of-retail-in-the-age-of-do/</guid><comments>http://www.joystiq.com/2011/03/15/gamestop-sony-ubisoft-on-the-growth-of-retail-in-the-age-of-do/#comments</comments><description><![CDATA[<center>
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"We are looking for ways to make money," Sony's senior vice president of publisher relations, Rob Dyer, said at an <a href="http://schedule.sxsw.com/events/event_IAP7078">SXSW Interactive panel</a> about the rise of digital distribution. "We are not looking for a system -- whether it's iPhone, Android, whatever -- that is this wonderful socialist idea that we can give things away for free. "<br />
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That helps frame the discussion -- it was from a moneymaking perspective that representatives of Ubisoft, SCEA, and GameStop discussed retail and its role as downloadable content and digitally distributed games become more popular.<p><a href="http://www.joystiq.com/2011/03/15/gamestop-sony-ubisoft-on-the-growth-of-retail-in-the-age-of-do/" rel="bookmark">Continue reading <em>GameStop, Sony, Ubisoft on the growth of retail in the age of downloads</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/15/gamestop-sony-ubisoft-on-the-growth-of-retail-in-the-age-of-do/">GameStop, Sony, Ubisoft on the growth of retail in the age of downloads</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 15 Mar 2011 01:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/15/gamestop-sony-ubisoft-on-the-growth-of-retail-in-the-age-of-do/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19879021/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/15/gamestop-sony-ubisoft-on-the-growth-of-retail-in-the-age-of-do/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>digital-distribution</category><category>gamestop</category><category>retail</category><category>rob-dyer</category><category>scea</category><category>sxsw-2011</category><category>ubisoft</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 15 Mar 2011 01:00:00 EST</pubDate></item><item><title><![CDATA[Ratchet &amp; Clank All 4 One preview: For all]]></title><link>http://www.joystiq.com/2011/03/14/ratchet-and-clank-all-4-one-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/14/ratchet-and-clank-all-4-one-preview/</guid><comments>http://www.joystiq.com/2011/03/14/ratchet-and-clank-all-4-one-preview/#comments</comments><description><![CDATA[<center>
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<em>Ratchet &amp; Clank: All 4 One </em>isn't "casual" in the sense that makes gamers cringe. It's not a microtransaction-based minigame collection with friendly avatars. It's "casual" in the universally accepted way: It's fun for anyone who feels like dropping into it, with minimal startup time.<br />
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<em>All 4 One</em> is also a competent action game, from what I saw, with a series of really exciting set pieces connected by interesting platforming. But it's all about experiencing these set pieces <em>together</em>.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/ratchet-and-clank-all-4-one-3-13-2011/">Ratchet &amp; Clank: All 4 One (3/13/2011)</a></strong></p><a href="http://www.joystiq.com/photos/ratchet-and-clank-all-4-one-3-13-2011/#3968407"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/ratchet31301_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ratchet-and-clank-all-4-one-3-13-2011/#3968408"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/ratchet31302_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ratchet-and-clank-all-4-one-3-13-2011/#3968409"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/ratchet31303_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ratchet-and-clank-all-4-one-3-13-2011/#3968410"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/ratchet31304_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2011/03/14/ratchet-and-clank-all-4-one-preview/" rel="bookmark">Continue reading <em>Ratchet &amp; Clank All 4 One preview: For all</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/14/ratchet-and-clank-all-4-one-preview/">Ratchet &amp; Clank All 4 One preview: For all</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 14 Mar 2011 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/14/ratchet-and-clank-all-4-one-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19877656/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/14/ratchet-and-clank-all-4-one-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>insomniac-games</category><category>playstation</category><category>ps3</category><category>Ratchet-and-Clank-All-4-One</category><category>sxsw-2011</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 14 Mar 2011 17:00:00 EST</pubDate></item><item><title><![CDATA[Angry Birds downloads soar past 100 million across all platforms]]></title><link>http://www.joystiq.com/2011/03/14/angry-birds-downloads-soar-past-100-million-across-all-platforms/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/14/angry-birds-downloads-soar-past-100-million-across-all-platforms/</guid><comments>http://www.joystiq.com/2011/03/14/angry-birds-downloads-soar-past-100-million-across-all-platforms/#comments</comments><description><![CDATA[<div style="text-align: center;">
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During a panel at this past weekend's South by Southwest Interactive conference in Austin, Rovio exec Peter Vesterbacka told attendees that the company's bird-flinging pig terrorizer, <a href="http://www.joystiq.com/game/angry-birds"><em>Angry Birds</em></a>, has been downloaded over 100 million times. As Vesterbacka revealed during GDC, more than <a href="http://www.joystiq.com/2011/03/03/angry-birds-passes-30-million-downloads-on-android/">30 million of those</a> downloads have been of the game's freemium Android version, and both the lite and paid versions <a href="http://www.joystiq.com/2010/12/11/apple-reveals-2010s-most-popular-ios-games/">topped</a> 2010's iOS charts. Since its release on PSN in January, <em>Angry Birds</em> has also <a href="http://www.joystiq.com/2011/03/08/angry-birds-continues-psn-domination-in-february/">dominated</a> PlayStation Minis sales. So many scared pigs!<br />
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During his presentation, Vesterbacka went on to make a somewhat dubious claim, however, saying, "Tablets are killing consoles. Four generations of new tablets come before a new console, if one ever comes." While hardware iteration of tablets has certainly been speedier than that of consoles, we don't see tablets "killing" the home console market anytime soon. Nokia interim VP of services Tero Ojanpera apparently agrees with us, as he countered Vesterbacka by arguing that, despite the iPad 2's <a href="http://www.joystiq.com/2011/03/02/ipad-2-to-feature-hdmi-output/">ability to output</a> 1080p video, most folks won't ever plug their tablet devices into their televisions.<br />
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Not to mention, Vesterbacka and company <a href="http://www.joystiq.com/2011/02/06/remedy-co-founder-joins-rovio-to-bring-angry-birds-to-consoles/">recently hired</a> Remedy co-founder Petri J&auml;rvilehto to spearhead <em>Angry Birds</em> expansion <a href="http://www.joystiq.com/2010/11/12/angry-birds-confirmed-as-coming-to-xbla-psn-wiiware-before-a-s/">to consoles</a>. "We want to make <em>Angry Birds</em> a long-lasting global gaming franchise, and we see the console platforms as a way of delivering an even more entertaining, powerful and involving experience," Rovio CEO Mikael Hed said last month in an announcement of the company's intention "to take the <em>Angry Birds</em> success story to current and emerging console platforms."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/14/angry-birds-downloads-soar-past-100-million-across-all-platforms/">Angry Birds downloads soar past 100 million across all platforms</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 14 Mar 2011 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/2011/03/14/angry-birds-downloads-soar-past-100-million-across-all-platforms/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19878639/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/14/angry-birds-downloads-soar-past-100-million-across-all-platforms/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>angry-birds</category><category>downloads</category><category>microsoft</category><category>minis</category><category>mobile</category><category>nintendo</category><category>nokia</category><category>peter-vesterbacka</category><category>playstation</category><category>ps3</category><category>psn</category><category>psp</category><category>rovio</category><category>sales</category><category>sony</category><category>sxsw-2011</category><category>tero-ojanpera</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 14 Mar 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[GLiD wins Independent Propeller Award at SXSW]]></title><link>http://www.joystiq.com/2011/03/13/glid-wins-independent-propeller-award-at-sxsw/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/13/glid-wins-independent-propeller-award-at-sxsw/</guid><comments>http://www.joystiq.com/2011/03/13/glid-wins-independent-propeller-award-at-sxsw/#comments</comments><description><![CDATA[<center>
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During an awards ceremony on SXSW's Day Stage, hosts Meredith Molinari and Adam "Atomic" Saltsman revealed the winner of IndiePub's <a href="http://www.indiepubgames.com/contest.php?contestId=2&amp;show=rules">Independent Propeller Award</a> -- GLiD, also an <em><a href="http://www.igf.com/php-bin/entry2011.php?id=654">IGF Student Competition finalist</a></em>.  The creators received $50,000 (in novelty check form) and a publishing deal from sponsor Zoo Publishing -- and a trophy.<br />
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Other developers won awards sponsored by Intel and Unity, and subcategory awards worth 25,000 damn dollars each. Find the full list of awards handed out after the break.<p><a href="http://www.joystiq.com/2011/03/13/glid-wins-independent-propeller-award-at-sxsw/" rel="bookmark">Continue reading <em>GLiD wins Independent Propeller Award at SXSW</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/13/glid-wins-independent-propeller-award-at-sxsw/">GLiD wins Independent Propeller Award at SXSW</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 13 Mar 2011 18:50:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/13/glid-wins-independent-propeller-award-at-sxsw/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19878077/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/13/glid-wins-independent-propeller-award-at-sxsw/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adam-atomic</category><category>creo</category><category>deep-sea</category><category>glid</category><category>independent-propeller-awards-2011</category><category>indiepub</category><category>pc</category><category>skinny</category><category>sxsw-2011</category><category>the-uncanny-fish-hunt</category><category>tiny-and-big</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Sun, 13 Mar 2011 18:50:00 EST</pubDate></item><item><title><![CDATA[Ratchet &amp; Clank All 4 One features 3D]]></title><link>http://www.joystiq.com/2011/03/13/ratchet-and-clank-all-4-one-features-3d/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/13/ratchet-and-clank-all-4-one-features-3d/</guid><comments>http://www.joystiq.com/2011/03/13/ratchet-and-clank-all-4-one-features-3d/#comments</comments><description><![CDATA[<center>
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During a <a href="http://joystiq.com/tag/sxsw-2011">SXSW Interactive</a> demo event, Sony let us know that Insomniac's co-op action platformer <a href="http://joystiq.com/game/ratchet-and-clank-all-4-one"><em>Ratchet &amp; Clank: All 4 One</em></a>, will add new depth to its Lombax-tossing action by featuring stereoscopic 3D visuals. You know, as first-party Sony games tend to do. It's like your eyes are playing in co-op! <br />
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The announcement was actually first made by Sony's Jack Tretton on CNBC. You can see that presentation <a href="http://www.cnbc.com/id/15840232/?video=3000010053&amp;play=1">here</a>. We got a chance to play <em>All 4 One</em> during SXSW (in 2D, however), and we'll bring you our impressions 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/2011/03/13/ratchet-and-clank-all-4-one-features-3d/">Ratchet &amp; Clank All 4 One features 3D</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 13 Mar 2011 16:50:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/13/ratchet-and-clank-all-4-one-features-3d/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19878028/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/13/ratchet-and-clank-all-4-one-features-3d/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3d</category><category>insomniac-games</category><category>playstation</category><category>ps3</category><category>Ratchet-and-Clank-All-4-One</category><category>sxsw-2011</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Sun, 13 Mar 2011 16:50:00 EST</pubDate></item><item><title><![CDATA[Interview: Click here to learn more about Insomniac Click]]></title><link>http://www.joystiq.com/2011/03/13/interview-insomniac-click/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/13/interview-insomniac-click/</guid><comments>http://www.joystiq.com/2011/03/13/interview-insomniac-click/#comments</comments><description><![CDATA[<center>
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Insomniac Games made the <a href="http://www.joystiq.com/2011/03/12/insomniac-click/">surprise announcement</a> at SXSW Interactive that a new division would make games for Facebook and other social gaming platforms. The newly hired team is already at work on an unannounced project based on a new IP.<br />
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I wrangled the two Insomniac panelists, marketing director Ryan Schneider and lead artist Tony Mora, to discuss how the new division will integrate "social gaming" into the Insomniac style, and to find out <em>just what a "social game" is</em>.<p><a href="http://www.joystiq.com/2011/03/13/interview-insomniac-click/" rel="bookmark">Continue reading <em>Interview: Click here to learn more about Insomniac Click</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/13/interview-insomniac-click/">Interview: Click here to learn more about Insomniac Click</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 13 Mar 2011 12:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/13/interview-insomniac-click/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19877735/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/13/interview-insomniac-click/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>facebook</category><category>insomniac-click</category><category>insomniac-games</category><category>mobile</category><category>pc</category><category>social-games</category><category>sxsw-2011</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Sun, 13 Mar 2011 12:30:00 EST</pubDate></item><item><title><![CDATA[Deep Sea: The scariest game ever]]></title><link>http://www.joystiq.com/2011/03/12/deep-sea-the-scariest-game-ever/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/12/deep-sea-the-scariest-game-ever/</guid><comments>http://www.joystiq.com/2011/03/12/deep-sea-the-scariest-game-ever/#comments</comments><description><![CDATA[<center>
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I don't even know if Wraughk Audio Design's <a href="http://www.wraughk.com/show.php?title=DeepSea"><em>Deep Sea</em></a> is intended to be scary, but it's more effective at generating <em>real fear </em>than any game I've ever seen. And it does so with no graphics at all.<br />
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The <a href="http://www.indiepubgames.com/contest.php?contestId=2&amp;show=info">Independent Propeller Award</a> finalist is daunting from the outset: first, the player is helped into the gas mask contraption seen above, with blacked out eyes. Then, noise-canceling headphones are lowered onto your face, and your hand is guided to a flight-stick style joystick. <br />
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The game is simple: you use recorded audio direction from an AI character, and directional audio cues, to locate enemies underwater, then "ping" them with your sonar to target them. You'll get feedback from the AI commander character when you ping: things like "It's far to the left," essentially. And that's it!<br />
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What makes it terrifying is the combination of instant claustrophobia due to the oppressive mask, and the helplessness of total sensory deprivation. Being scared to death actually makes the game harder, as it tracks your breathing and plays exaggerated "breathing" sound effects over the audio, drowning out commands. I've never considered myself a claustrophobic person, but panic set in immediately upon playing this game.<br />
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This seems like one of those games best suited for a proof of concept, or an experience to be had at events. I doubt Wraughk is going to be selling blackout gas masks to anyone. I hope that doesn't happen.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/12/deep-sea-the-scariest-game-ever/">Deep Sea: The scariest game ever</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 12 Mar 2011 20:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/12/deep-sea-the-scariest-game-ever/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19877649/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/12/deep-sea-the-scariest-game-ever/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>audio</category><category>deep-sea</category><category>indie</category><category>indiepub</category><category>sxsw-2011</category><category>wraughk-audio-design</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Sat, 12 Mar 2011 20:30:00 EST</pubDate></item><item><title><![CDATA[Insomniac launches social/Facebook game division 'Insomniac Click']]></title><link>http://www.joystiq.com/2011/03/12/insomniac-click/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/12/insomniac-click/</guid><comments>http://www.joystiq.com/2011/03/12/insomniac-click/#comments</comments><description><![CDATA[<center>
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Insomniac Games is now the company behind <em>Ratchet &amp; Clank, Resistance</em> ... and Facebook games. Timed to coincide with a <a href="http://joystiq.com/tag/sxsw-2011">SXSW Interactive</a> panel (at which Joystiq is seated right this second), Insomniac's Ryan Schneider announced the creation of "Insomniac Click," a division of the company devoted to the creation of web and mobile games.<br />
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It's based in Burbank, home of Insomniac's current operations. But it's a new team, made up of people newly hired for social games, so it shouldn't take resources away from games about shooting aliens or making prurient jokes about weapons.<br />
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In a blog post about the new division, Brian Hastings said that "Insomniac Click is dedicated to taking the qualities that define our brand - deep worlds, rich stories, accessible gameplay - and applying them to new game experiences that anyone in the world can play." Insomniac hasn't said exactly what its first social game will be, but you can read a lengthy manifesto about game design and social games (and why they aren't really great yet!) <a href="http://www.insomniacgames.com/blogcast/blog/all_categories/152568803">here</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/12/insomniac-click/">Insomniac launches social/Facebook game division 'Insomniac Click'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 12 Mar 2011 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/2011/03/12/insomniac-click/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19877662/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/12/insomniac-click/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brian-hastings</category><category>facebook</category><category>insomniac</category><category>insomniac-click</category><category>insomniac-games</category><category>mobile</category><category>pc</category><category>sxsw-2011</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Sat, 12 Mar 2011 18:00:00 EST</pubDate></item><item><title><![CDATA[What is Zynga doing to that sheep? Brian Reynolds on the power of innuendo]]></title><link>http://www.joystiq.com/2011/03/12/what-is-zynga-doing-to-that-sheep-brian-reynolds-on-the-power-o/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/12/what-is-zynga-doing-to-that-sheep-brian-reynolds-on-the-power-o/</guid><comments>http://www.joystiq.com/2011/03/12/what-is-zynga-doing-to-that-sheep-brian-reynolds-on-the-power-o/#comments</comments><description><![CDATA[<center>
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During a presentation at <a href="http://joystiq.com/tag/sxsw-2011">SXSW Interactive</a> yesterday, <a href="http://joystiq.com/tag/zynga">Zynga</a> chief designer Brian Reynolds shared an emergent game feature that the team discovered when making <em>Frontierville</em>, one designed to appeal to juvenility.<br />
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The "tutorial" mission in <em>Frontierville</em> involves finding a lost sheep and bringing it back, he explained. Because it's a Facebook game, you get the option to post when you've done so, which shares a little blurb about your achievement and a picture of a cartoony character struggling to pull a stubborn sheep. But that's not what players' friends saw.<br />
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"What is she doing to that sheep?" was a common refrain from people who saw that post, Reynolds said. "The look on the sheep's face kind of sells it." But this wasn't a problem, as it turned out. That pseudo-scandalous sheep image "has our highest post rate and our highest clickthrough rate," he explained, with many more replies to those posts creating increased visibility, and thus inadvertently promoting <em>Frontierville</em>. And so Zynga went forward with innuendo-laden status messages, more examples of which you can see above.<br />
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At the end of the presentation, Reynolds answered a question about his reaction to Satoru Iwata's <a href="http://www.joystiq.com/2011/03/02/nintendo-gdc-keynote/">GDC keynote</a>, during which Iwata pretty clearly denounced social and mobile games in general. "I don't understand why they'd feel threatened," he said, suggesting that social games and console games can coexist. "Maybe that person thinks a lot about console games," but not about mobile games.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/12/what-is-zynga-doing-to-that-sheep-brian-reynolds-on-the-power-o/">What is Zynga doing to that sheep? Brian Reynolds on the power of innuendo</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 12 Mar 2011 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/12/what-is-zynga-doing-to-that-sheep-brian-reynolds-on-the-power-o/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19877207/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/12/what-is-zynga-doing-to-that-sheep-brian-reynolds-on-the-power-o/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brian-reynolds</category><category>facebook</category><category>farmville</category><category>filth</category><category>frontierville</category><category>mac</category><category>pc</category><category>sxsw</category><category>sxsw-2011</category><category>zynga</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Sat, 12 Mar 2011 11:30:00 EST</pubDate></item><item><title><![CDATA[SXSW debuts Propeller indie game awards this March]]></title><link>http://www.joystiq.com/2011/01/07/sxsw-debuts-propeller-indie-game-awards-this-march/</link><guid isPermaLink="true">http://www.joystiq.com/2011/01/07/sxsw-debuts-propeller-indie-game-awards-this-march/</guid><comments>http://www.joystiq.com/2011/01/07/sxsw-debuts-propeller-indie-game-awards-this-march/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.joystiq.com/2011/01/06/sxsw-debuts-propeller-indie-game-awards-this-march/"><img border="0" hspace="0" vspace="0" width="530" height="140" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/01/screenburn2011headerimg530px.jpg" /></a></div>
Between schmoozing with record company executives and debating the merits of Lester Bangs, you may want to take a breather at South by Southwest to play a video game or two. Beyond relaxing in the ScreenBurn Arcade, you'll have a chance to demo games submitted to the first annual SXSW ScreenBurn Independent Propeller Awards. Indiepub Games is sponsoring the event, where finalists for "Best Art, Best Audio, Best Design and Technical Excellence" will show off their games from March 11 - 13. <br />
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If you're a developer interested in competing, submissions are <a href="http://www.indiepubgames.com/contest.php?contestId=2&amp;show=info">open now</a> through February 18 -- finalists get a free flight and accommodations to SXSW at the very least, where they'll be tasked with impressing attendees. One grand-prize winner will be decided on March 13, closing out the awards as well as the first annual SXSW ScreenBurn Game Developer's Meetup (a series of "informal round tables, impromptu talks, and a barrage of industry war stories").<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/01/07/sxsw-debuts-propeller-indie-game-awards-this-march/">SXSW debuts Propeller indie game awards this March</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 07 Jan 2011 00:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/01/07/sxsw-debuts-propeller-indie-game-awards-this-march/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19789842/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/01/07/sxsw-debuts-propeller-indie-game-awards-this-march/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>screenburn</category><category>screenburn-arcade</category><category>south-by-southwest</category><category>sxsw</category><category>sxsw-2011</category><category>sxsw-screenburn-independent-propeller-awards</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 07 Jan 2011 00:00:00 EST</pubDate></item></channel></rss>