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  • GameSpy: Loss of Death: Suicide in Videogames - Page 1
    invitation from the creators to suicide You know that by killing yourself you can avoid this pipe trap by having yourself resurrected at the start of World 3 1 It s a chance to start over and find the right way out But you re not really conditioned to kill yourself A former coworker of mine who remembered this esoteric suicide scenario from the Japanese Super Mario Bros 2 once told me that the offering blew his young mind As Mario we have always been able to kill ourselves by letting the timer reach zero But that s passive not active suicide The vignette raises questions about the way that games treat life and death questions that still haven t been answered Does a surfeit of lives cheapen our notion of life rendering it as easily dispensable as coins or bullets Or is the cycle of life death and resurrection a rich platform for contemplation Speakers at the Game Design Challenge during the 2010 Game Developers Conference acknowledged that games seem to trivialize life According to Portal designer Kim Swift deaths in the average game are passing inconveniences that signify imminent load times rather than say themes of tragedy passage or endings For the event titled Real World Permadeath Swift and other designers imagined games that would address the actual or permanent death of a human being Erin Robinson and Heather Kelley based their Last Game Testament on the process of will creation Jenova Chen s HeavenVille reinvented Facebook as an extended eulogy to the deceased and Swift s Karma had her playing through the days leading up to her own hypothetical death Each game distinctly resembled a ritual as if in petrified response to the subject of real death Robinson and Kelley s was arguably more utility than game

    Original URL path: http://www.gamespy.com/articles/108/1081824p1.html (2016-02-16)
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  • GameSpy: Other People's Stories: An Examination of Gaming's Literary Adaptations - Page 1
    Now available in stores read the game Setting the Stage It s commonplace to hear people say that the movie is never as good as the book see 2009 s film adaptation of The Road for exhibit A But The Lord of the Rings aside few books have established themselves in the gaming world and you can make a convincing case that the film version of Tolkien s magnum opus is more responsible for its recent success in games than the books of course Tolkien is the grandfather of all fantasy literature and therefore fantasy games but that s a degree of separation we ll put aside for now Though works as diverse as Discworld and The Ring Cycle have been translated to interactive entertainment they are still relatively rare The reason for the disparity is clear Movies are adapted to and from games because they share a visual idiom and those most adapted are the action fare that dominates various gaming platforms Going from literature to a game means you have to decide how to translate text descriptions into gameplay and decide what to do with character and dialog things whose importance varies with each genre and is debated within the gaming community So it s no surprise that it was the striking images of Hell as imagined by Dante that made it the perfect setting for an action adventure game The more vivid the description the easier it is to conceive of it as a game location And Dante s Hell has other features that make it conducive to gameplay It s akin to Middle earth Knight says You open The Lord of the Rings and there s always that map It s the same thing with The Divine Comedy Hell has a very specific geography and here s the culmination of centuries of thought on what the afterlife looks like Welcome to fiery damnation Please take this free tour guide Alighieri even slots in boss monsters for every circle Knight exclaims All the guardians that the poet puts in the path of his wandering duo are transformed by EA into creatures that must be defeated if Action Dante wants to descend Knight notes that the poem is in many ways laid out like a game Levels must be traversed in order and Virgil and Dante overcome myriad challenges even if they need divine help sometimes The setting is more game like than most other poems One EA employee was even tasked with noting adventure moments in the original text i e here s where they turn left The ideas are so big Knight notes I think the creative team had more fun on this game than on any other they ve worked on More bodies More torment More eyeballs More teeth Much of the controversy over EA s adaptation is rooted in its transformation of one of Western literature s canonical texts a religious and political testament of the power of God s anger and in the

    Original URL path: http://www.gamespy.com/articles/107/1074192p1.html (2016-02-16)
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  • GameSpy: The Preservation of Fun: New York's Videogame Museum - Page 1
    have revolutionized the way people play the way they learn and relate to each other says Jon Paul Dyson NCHEG s director We want to capture that history now so that when people are asking questions about this time 150 years from now we ll have an answer Museum director Jon Paul C Dyson and associate curator Eric Wheeler show off their stuff The Tao of Preservation NCHEG s preservation effort is more than just an attempt to collect and catalogue every game ever made says associate curator Eric Wheeler It s about the culture surrounding games too everything from game strategy guides and magazines to the puffy Pac Man stickers you d use to decorate your school notebooks Fundamentally what s really important about these games is the experiences we have when we play them says Wheeler a tall energetic military vet and avid gamer We want to save the games themselves of course but also the memories tied up in them Already the collection has grown to surreal proportions Since NCHEG started in March 2009 it s acquired over 10 000 games several hundred consoles more than 100 handhelds and dozens of electronic toys like Simon and Tamagotchi Two of the newest jewels in the collection include over 5 000 recently donated educational games and nearly 1 000 strategy guides including one of every Prima publication ever produced But this is just the beginning To date NCHEG s efforts have focused mainly on the U S home console market which as vast as it is is a far simpler proposition than tackling the dizzying universe of computer games With all their various patches mods virtual multiplayer worlds and downloadable only content PC games present a logistical nightmare for archivists one that even Dyson a self professed computer geek

    Original URL path: http://www.gamespy.com/articles/106/1064646p1.html (2016-02-16)
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  • GameSpy: God's PR Problem: The Role of Religion in Videogames - Page 1
    where if you re specific about it you re going to get yourself into a mountain of trouble he suggests You have to be very very careful Black White sinner in the hands of an angry God It s a touch ironic that he seems so cautious As one of the earliest developers of so called God games the Populous and Black White series he started his career in the realm of belief In those games players take on the role of God seeking to engender belief in the hearts of primitive populations and generally messing with their lives through divine intervention But Molyneux is quick to point out a critical difference between talking about faith and talking about organized religion If you look at what Assassin s Creed or a lot of Japanese games do I think they re talking about how Man has corrupted a pure and simple and wonderful message Hey be nice Someone loves you God loves you he says But how carefully can developers dance back and forth across that line in the sand between commentary and offense Clearly God the divine as a concept plays a huge role in modern gaming Virtually every fantasy role playing game from World of Warcraft to the simplest roguelike explicitly includes the divine in the form of priests calling down healing prayers or smiting evil foes How then does this square against the subtext of games like Assassin s Creed II which on close reading can be parsed as a kind of atheist screed Unsurprisingly after extensive e mail negotiations AC2 developer publisher Ubisoft refused to discuss the matter in any way sticking to the disclaimer that runs at the front of their game which states that it was crafted by people of many backgrounds and faiths No comment How do we reconcile this Is the divine a present and supernatural divine only OK when it s a convenient mechanic but relegated to the corner with a dunce cap suitable only for mockery when it comes to the idea of actual faith Wizards of the Coast s James Wyatt is one of the rare people in the broader game industry that has street cred on both sides of the issue Wyatt s best known as the design manager for the Dungeons Dragons pen and paper game He s also written numerous fictional novels set in the D D world of Eberron and co authored the game s sourcebook on gods Deities Demigods And he s a former preacher a minister for the United Methodist Church He thinks the fantasy worlds presented in our games are the perfect place to play with God Games aren t a place where you are expected to cling to a belief in something that can t be seen or proven Wyatt explains It s a world where the power of gods is demonstrated daily The Lord of the Rings Gandalf was almost literally Jesus walking around with the adventuring party I ll admit

    Original URL path: http://www.gamespy.com/articles/105/1059455p1.html (2016-02-16)
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  • GameSpy: GameSpy - Developer Diaries
    PC 2007 10 07 00 00 00 0 Our second exclusive insider s look at the upcoming Mythos with exclusive screens The Golden Compass Developer Diary X360 2007 09 24 00 00 00 0 Shiny s Concept Artist Sean O Daniels talks about bringing the game world to life Condemned 2 Developer Diary Part Two X360 2007 09 13 00 00 00 0 Bloodshot s Senior Producer talks about reinventing his game s main man Mythos PC 2007 09 04 00 00 00 0 Our first exclusive insider s look at the upcoming Mythos with exclusive screens Condemned 2 Developer Diary X360 2007 08 17 00 00 00 0 Our exclusive inside look at the creation of the horror of Condemned 2 Video Tom Clancy Rainbow Six Vegas Player s Pack Red Edition X360 2007 04 19 00 00 00 0 Check out the developer s video diary on the new downloadable content for Xbox 360 The Making of the Making of Quake Wars Enemy Territory Dev Diary 5 PC 2007 03 06 00 00 00 0 We get a behind the scenes look at the evolution of the toolbox being used to sculpt one of the biggest multiplayer shooters of 2007 Ridge Racer 7 Developer Diary 6 PS3 2007 01 18 00 00 00 0 Associate Producer Hideo Teramoto talks about how the Europe launch will complete the cycle Enemy Territory Quake Wars Dev Diary 4 Putting the Quake in Enemy Territory PC 2007 01 04 00 00 00 0 Splash Damage Senior Game Designer Edward Bongoboy Stern talks about creating a backstory for the Quake universe Full Auto 2 Battlelines Developer Diary 8 PS3 2006 12 12 00 00 00 0 Today sees Cord Smith reflect on the project as a whole Full Auto 2 Battlelines Developer Diary 7 PS3 2006 11 28 00 00 00 0 Today s diary talks about the best PS3 specific features Ridge Racer 7 Developer Diary 4 PS3 2006 11 08 00 00 00 0 Namco s Hideo Teramoto talks about how the RR7 team is bringing you a next generation online experience Full Auto 2 Battlelines Developer Diary 6 PS3 2006 11 06 00 00 00 0 Today s entry talks about customization and choice Full Auto 2 Battlelines Developer Diary 5 PS3 2006 10 23 00 00 00 0 Our latest entry is one for the audiophiles out there Ridge Racer 7 Developer Diary 3 PS3 2006 10 13 00 00 00 0 Associate producer Hideo Teramoto talks about what s different this time around Enemy Territory Quake Wars Dev Diary 3 Developers Invade the Strogg Universe PC 2006 10 03 00 00 00 0 Splash Damage s lead designer talks about the unusual importance of story within the upcoming multiplayer shooter Full Auto 2 Battlelines Developer Diary 4 PS3 2006 09 28 00 00 00 0 We get the skinny on the career mode in the game Full Auto 2 Battlelines Developer Diary 3 PS3 2006 09 14 00

    Original URL path: http://www.gamespy.com/index/diaries.html (2016-02-16)
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  • GameSpy: GameSpy - Interviews
    the Warcraft Movie and Sam Raimi PC 2009 07 24 00 00 00 0 Chris Metzen Blizzard VP of Creative Development shares his thoughts on Sam Raimi directing the Warcraft movie and his vision for the film Behind the Veil The Powers of Wolfenstein X360 2009 07 21 00 00 00 0 We go Behind the Veil to bring you the details on the powers of Wolfenstein with details from id Software E3 2009 Spy Libs Halo 3 ODST X360 2009 06 02 00 00 00 0 Bungie s Joseph Staton and Brian Jarrard indulge us with intel on Halo 3 ODST E3 2009 Spy Libs Shadow Complex X360 2009 06 02 00 00 00 0 Shadow Complex is taking a next gen approach to a tried and true formula Epic s Design Director Cliff Bleszinski and Chair Entertainment s Creative Director Donald Mustard chime in E3 2009 Spy Libs Fallout 3 Point Lookout X360 2009 06 02 00 00 00 0 Bethesda Game Director Todd Howard hits us with a Spy Libs entry E3 2009 Spy Libs Splinter Cell Conviction X360 2009 06 02 00 00 00 0 The team behind Splinter Cell Conviction could not be stopped We have three of their Spy Lib entries as well as our own take E3 2009 Spy Libs Left 4 Dead 2 X360 2009 06 02 00 00 00 0 The E3 festivities began at the Microsoft showcase where we subjected Valve s Chet Faliszek to Spy Libs BioWare s Casey Hudson on Mass Effect 2 X360 2009 05 15 00 00 00 0 We chat with BioWare s Casey Hudson to find out what to expect from the sequel to Mass Effect Flying Into Headwinds Dusty Monk on Windstorm Studios 2009 04 03 00 00 00 0 We talk with the ex Ensemble programmer about his decision to be bold and positive in the face of economic challenge Quake Live John Carmack Interview Web 2009 02 24 00 00 00 0 GameSpy chats with John Carmack and Marty Stratton of id Software on the eve of the Quake Live open beta Inside SOE Tucson and the Future of PoxNora PC 2009 02 12 00 00 00 0 Sony Online Entertainment recently acquried Octopi the developers of PoxNora We talk to Dan Kopycienski Director of Development for SOE Tucson Company of Heroes Tales of Valor Defies Convention PC 2009 01 30 00 00 00 0 A talk with Senior Producer Tim Holman about Tales of Valor s radical break with its own franchise Warhammer Online s Call to Arms PC 2009 01 29 00 00 00 0 Jeff Hickman talks about Slayers Choppas a night of murder and the future of WAR Age of Conan Charging Forward PC 2009 01 28 00 00 00 0 New Game Director Craig Morrison calls No retreat no surrender as FunCom s barbaric MMO charges into the future The Race to 80 An Interview with Jame of Jame s World of Warcraft Leveling Guides 2009

    Original URL path: http://www.gamespy.com/index/interviews.html (2016-02-16)
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  • GameSpy: GameSpy - Editorials
    cut development time and problems enabling developers to spend more of their energy on making games fun Lessons to be Learned 2001 07 01 00 00 00 0 An inside look at the importance of gaming tutorials Shut up and Play 2001 06 01 00 00 00 0 It seems that the upcoming batch of highly anticipated games at this year s E3 offered little in the area of innovation But does it really matter So You Want to Review Games for a Living Part II 2001 06 01 00 00 00 0 The world is full of would be critics Here are some tips for folks who would like to try their hand at reviewing games So You Want to Review Games for a Living Part I 2001 06 01 00 00 00 0 The world is full of would be critics Here are some tips for folks who would like to try their hand at reviewing games Cheap Tricks or WHY THE DID THEY DO THAT 2001 06 01 00 00 00 0 Gaming getting you down Can t understand why plausible game beginnings are almost non existent GameSpy looks at the possibilities Confessions of an Ex Gaming Print Journalist Part I 2001 05 01 00 00 00 0 Bill Hiles details his exploits as a gaming journalist and ponders what it means to be a critic Confessions of an Ex Gaming Print Journalist Part II 2001 05 01 00 00 00 0 Of freelancers and other unexplained phenomena Please Maybe a Thank You 2001 05 01 00 00 00 0 Much to the dismay of many EverQuest players the game seems to be taking a turn for the worst Veteran player Jon MacLellan alerts us to the reasons and offers some commentary on how to cleanup the mess Telling Stories Without Telling Them 2001 04 01 00 00 00 0 Effective storytelling via the video game medium can be problematic removing gamers from the complete immersion they desire GameSpy looks at these difficulties in detail Designing A Good Interface 2001 04 01 00 00 00 0 A video game s interface can make or break its success GameSpy looks at the many issues surrounding their construction Telling Stories Without Telling Them A Rebuttal 2001 04 01 00 00 00 0 To rebut last week s editorial on effective storytelling via the video game medium Craig Hubbard Creative Director for game developer Monolith Productions gives us his take on the matter But Is It Art 2001 04 01 00 00 00 0 Should video games be classified as art Milton and Molyneux Shakespeare and Wright Mozart and Meier Games Not The Biggest Cause of Violence in Schools 2001 04 01 00 00 00 0 You knew it was going to happen Another incident of school violence has brought the video game slammers out of the woodwork Is Linux Gaming here to stay 2001 03 01 00 00 00 0 What is going on with Linux gaming Is it

    Original URL path: http://www.gamespy.com/index/editorials.html (2016-02-16)
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  • GameSpy: Indie Spotlight #3: Adorable Rainbow Vomit - Page 1
    a good boost but the team s true creative heart and spirit was elsewhere The drive to simply make games any kind of games was strong at first says Capy co founder and president Nathan Vella We didn t care what they were or where they were coming from we just wanted to make games he says That worked for a bit but after a while we started to loathe making other peoples games It wasn t until several years ago that a major shift occurred at the studio led by co founder and creative director Kris Piotrowski and empowered by other indie developers in Toronto Capy started to embrace the fact that the only way we were going to continue making games was to only make games we love games we HAD to make Vella explains It was around this time that the studio was introduced to the wider indie game development community Have been to the brink the studio suddenly did a 180 and began focusing on making the games its employees wanted to make It hasn t looked back since Following the success of the adorable PlayStation Network title Critter Crunch a puzzle game about feeding cute creatures to larger cute creatures Capy eventually launched its first ever boxed game Might Magic Clash of Heroes which was published by Ubisoft A completely fresh puzzle twist on the storied Might Magic franchise Clash of Heroes met rave reviews from the press spurring the team to work on a slick HD console version The big difference between working on smaller mobile games and larger projects is that the studio can really focus its creative energy says Piotrowski The mobile title development they did early on divided the team into smaller groups to work on different games for four to eight months at a time That s a really great way to learn a ton of about making games but not the best way to make something truly awesome Piotrowski says Now that we re working on a much smaller number of bigger games by our standards we re finally able to transform in to a Voltron of game making goodness All the while Toronto s indie scene has blossomed into a massive swirling vortex of creative force With many other indie studios nearby to provide support and friendship the game development atmosphere in the city has changed dramatically from back when Capy first started out Toronto is one of the best places to be if you re an indie dev Vella says There s a real camaraderie and spirit of community amongst the devs in the scene here It s an open mutually beneficial relationship where everyone is in this together and there s a willingness to share expertise be it business tech or design We all genuinely want to see each other s games come out and do well At the moment Capy is hard at work on wrapping up the downloadable console version of Might Magic Clash

    Original URL path: http://www.gamespy.com/articles/112/1122259p1.html (2016-02-16)
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