Wednesday, May 9, 2012

Draw Something Charts Show Off The Perils Of Casual Gaming Ads By Google » Blog Tags Today's Most Popular Videos »


Amazing Draw Something Drawings

Well, that went South quick -- casual, mobile game Draw Something is hemorrhaging players at an amazing rate. It was only  a month ago that 14,300,000 gamers were drawing little pictures with the game. Now there are 9,100,000 iPhone and Android artists online. That's still a lot of players, but the percentage user drop is huge too, and if you check out the chart below (from Appdata.com) you'll see that the trend line is not moving in a positive direction--unless you think "toward the center of the earth" is positive. Something could happen to reverse the slide, sure, but if it doesn't...

Draw Something Charts Show Off The Dangers Of Casual Gaming

So what happened?

Draw Something came out in February, and by April, the company that made it, OMGPOP, was purchased for $180 million dollars by small-game titans Zynga. Then, almost as suddenly as it blew up, Draw Something deflated. It's hard to say specifically why, but it seems to me that the answer lies in a simple idea that game companies sometimes forget, but gamers never do: It just wasn't fun enough to keep playing it.

Like everyone else, I played Draw Something when it came out. I was quickly enthralled with the simple gameplay, instant gratification and ability to draw dongs on everything (that's how I roll.) It's a simple game, unencumbered by extraneous material, and at first, that purity of function was really cool-- who doesn't like drawing things? I played DS pretty hardcore for a week or so, but then, suddenly and with no warning at all, I no longer had any desire at all to play the game, and never made another doodle. I put it down as casually as I'd picked it up.

I didn't think about it at the time, but it seems like my experience mirrored the overall player charts for Draw Something. Everyone seem to have quickly loved it, worn it out and moved on. Why is that? For me, the effort it takes to draw something, while fun at first, just doesn't "pay off" over the long haul. There are no levels to the gameplay. No risk. No reward. No depth. Just the same repetitive motions, again and again. The game's not-subtle-at-all attempts to pry my credit card out of my wallet didn't help either. Once I started noticing that the same clues came up again and again, and you had to buy new ones, I was right out. Words should be free, man. So should colors. How are you gonna make me pay (in either time or money) for the color orange while giving me the clue "pumpkin?"

Even something like Farmville has a cumulative effect over time. A reason to build your farm and harvest your crops. Angry Birds has varying levels, a cool combination of chaos and thought, and the audacity to make a sequel with radically different physics from the original.

The rise and fall of Draw Something (and the continuing success of Angry Birds and various "-villes") can be seen as a lesson in how to have a successful game. At the final level, marketing, buzz, hype and a huge payout can only take you so far. It's the game design that ultimately determines longevity for gamers, especially for casual games, which can be put down as easily as they are picked up.


Source : http://www.g4tv.com/thefeed/blog/post/723648/draw-something-charts-show-off-the-perils-of-casual-gaming/

Minecraft 360 - Finding the Missing Pieces Ads By Google » Blog Tags Today's Most Popular Videos »


Minecraft header

Playing this week's Minecraft: Xbox 360 Edition is like stepping into a time machine for fans of the PC game. The console port from 4J Studios faithfully re-creates Mojang's blocky world-building game, but it's an earlier version of that game, and a somewhat stripped-down one as well, in comparison to the original. It's still totally fun and addictive, but fans of the PC version will experience a somewhat unpleasant sense of deja vu the first time they play.

The most important addition that we'd like to see is of course the release of the various updates that would bring this Minecraft alongside the PC version in terms of in-game features. We're talking hunger and experience meters, jungle biomes, ravines, Nether Fortresses, Strongholds, abandoned mine shafts... lots of cool stuff that adds to the experience of exploring the world. This content is supposedly coming in future updates, though no release plan has yet been revealed.

There are other features though, elements from the PC version of the game that don't necessarily fit into one of the capital-U Updates, but are nonetheless essential to delivering a proper Minecraft experience. We're going to take a moment now to highlight those, in the hopes that mentioning these absent features will somehow magically transport them into the Xbox 360 game.

Or, you know, 4J will take notice and do something about it. Magic would be cooler though.


Minecraft PC

On-The-Fly Difficulty Adjustment

Jumping in and out of Minecraft's Peaceful difficulty -- which stops monsters from coming after you -- is a hallmark of the PC version of the game. Sometimes you just want to explore and not worry about dying 56,015,963,831 miles from your spawn and losing all of your hard-gathered resources in the process. You can adjust the difficulty of a saved world on the Xbox 360 anytime you load it up, but there's no option for doing that in-game, like you can in the PC version.

Rent-A-Server

Players can't rent their own servers in Minecraft on PC, but they can create one using a secondary piece of software. That's not really an option with your Xbox 360 for a variety of reasons, but being able to rent server space and store a persistent Minecraft world somewhere in the cloud would go a long way toward creating the sort of multiplayer community that exists on the PC side. The max player count would also have to be upped from the current eight-player limit on the console side, but it would be cool to see some of the elaborate group construction projects from the PC world find life in the Xbox 360 version as well.

On-Screen Coordinates

In the PC game, you can press F3 at anytime to bring debug information up on the screen. It's a common enough thing in PC games, but it's especially useful in Minecraft since your coordinates within the world along X, Y, and Z axes are listed along with the rest of the info. For those who are serious about Minecraft building, having access to those coordinates is invaluable. Since the world is laid out along a blocky grid, being able to use numbers makes construction planning -- both aboveground and below -- much easier to deal with.

Red Dead Redemption In Minecraft

Creative Mode

This is a serious no-brainer. Minecraft didn't start out with the survival elements you see now that turn the experience into more of a "game." It was born as a sort of virtual LEGO set, and that prototypical take lives on in the PC version as Creative Mode. Loading up a new world in this way starts out just like any other. You're deposited at a random spawn point and the world then becomes yours to explore. The difference in Creative Mode is that there's no need for resource management. Your inventory is filled with an infinite supply of every block, resource type, and craftable item in the game. Also, you can fly. Creative Mode strips out the "game" portion of Minecraft and lets you focus squarely on the building.

Bigger Maps

This could simply be a hardware limitation, but you'll quickly learn as you explore your world that the overall map size in the Xbox 360 version of Minecraft is actually quite small compared to what you get in the PC game. Surely we can go bigger, right? Walk for 10 or 15 minutes in one direction in this console release and you're going to hit an invisible wall. Walk for the same amount of time in the PC game, and you'll just have that much distance to cover as you retrace your steps back to wherever you were carving out your piece of the world.


Source : http://www.g4tv.com/thefeed/blog/post/723634/minecraft-360-finding-the-missing-pieces/

Diablo III sets Blizzard preorder record




Diablo III can lay claim to the title of Blizzard's most anticipated game ever, as the PC action role-playing game was today confirmed as the developer's most preordered title of all-time. That news comes with a slight asterisk, as it includes copies of the game owed through the World of Warcraft Annual Pass promotion, which gives a free copy to anyone who signs up for a full year of the subscription-based massively multiplayer online role-playing game.
The Diablo III news was announced as part of Activision Blizzard's earnings report for the quarter ended March 31, which also included some noteworthy stats for the Activision half of the company. The publisher confirmed the Call of Duty Elite service has 10 million registered users now, with more than 2 million of them paying for the premium tier membership. The game-and-toy synergy of Skylanders: Spyro's Adventure also continued to sell for the company, with more than 30 million toys sold through March. It's been doing so well that Activision's internal estimates have Skylanders toys outselling even Star Wars for the first three months of the year.

As for the company's actual financial figures, revenues and net profit both surpassed projections set in February, but fell short of the company's performance for the same quarter last year. For the quarter, Activision posted sales of $1.17 billion, down year-over-year from $1.45 billion. It also chalked up $384 million in net income, down from $503 million for the same period last year.

The results beat expectations sufficiently for Activision Blizzard to up its full-year forecast. The company now expects the calendar year 2012 to see it ring up $4.2 billion in sales (up from $4.15 billion) and earnings per share of $0.65, up from $0.63.


Source : http://gamespot.com/news/diablo-iii-sets-blizzard-preorder-record-6375915

Call Of Duty: Modern Warfare 3 Face Off Mode Revealed Ads By Google » Blog Tags Today's Most Popular Videos »


Modern Warfare 3 Content Arrives For Call Of Duty Elite Subscribers

The next Call of Duty: Modern Warfare 3 DLC, "Content Collection 2," will feature three multiplayer maps, two special ops maps, and a new competitive mode called Face Off.

Face Off Mode

Face Off mode in Modern Warfare 3 is designed for smaller groups of players. According to Michael Condrey, Co-Founder Sledgehammer Games, it provides, "Small maps, custom-created to have sight lines and lay outs to keep you in the action in 1 v 1 or 2 v 2."  In other words, if you have a grudge match that must be decided by a knives-only, no-perks match, this is the mode for you. (I'm looking at you, Donell Tucker.)

According to Mark Rubin, Executive Producer, Infinity Ward,"You don't spend your time running around the map looking for each other. You actually engage pretty quickly. You actually can still have the frantic fun gameplay we're used to with Call of Duty, but with one or two guys."

Content Collection 2 will be released on May 22, but 360 gamers who want to check out Face Off will be able to download two maps ("Erosion" and "Aground") for free on May 15. The Face-Off mode will be released on PC and PlayStation 3 eventually, though no date has been confirmed. Aground is set on a shipwreck off the coast of Scotland while Erosion sees you in Roman ruins while Mount Vesuvius erupts.

New Maps

Two new COD maps,"Getaway" and "Lookout" will be released on May 22 as part of the main DLC Collection 2 release. Getaway takes place in a beachside mansion in Brazil, while Lookout is set in a forward observation post in Afghanistan.

In addition, Modern Warfare 3 DLC Collection 2 will also offer three new standard multiplayer maps. Two maps, Sanctuary and Foundation, have already been released via the Call of Duty Elite service, but a new map, "Oasis", is set on a beach resort in the United Arab Emirates.

Spec-Ops Missions

Two new Spec-Ops mission modes are coming as well. "Ironclad" is set immediately after the Hamburg mission from the single player campaign, with you and your pal making it back to the landing beach after the initial assault, or dying in the attempt. It features asynchronous combat, with one player clearing obstacles while the other engages in basic infantry combat. Then there's a tank section, where one guy drives the tank and the other provided support.

The second Spec Ops mission, titled Killswitch, plays out in an all-new area set in a Russian dockyard.

For a look at the new mode and new maps, check out this video:



Source : http://www.g4tv.com/thefeed/blog/post/723637/call-of-duty-modern-warfare-3-face-off-mode-revealed/

What We Want in the New Skyrim DLC, Dawnguard Ads By Google » Blog Tags Today's Most Popular Videos »


Skyrim: Dawnguard

With the newly announced Skyrim DLC, Dawnguard, just over the horizon, now would be the perfect time to start making of list of features we expect to see.

Luckily for us, Bethesda tipped their hand at DICE this year to show off some of the projects that the genius developers there worked on behind the scenes. Since then, we’ve already seen the implementation of kill cams for arrows and dragon shouts by using the Kinect. We’re still waiting on a couple of other innovations to come to light.

Here are our picks for things we want to see in The Elder Scrolls V: Skyrim DLC.

Elder Scrolls 5 Skyrim

Horse Combat

Bethesda did something no one expected by making horses cool. Remember all of that hubbub during the days of Oblivion when they thought people would actually pay money for horse armor. I know several people who would gladly fork over some cold hard cash for a little steel for their horse. But forget the pony show here; what I want is to make horses even cooler.

Let me attack from the saddle. Swing a sword. Draw a bow. Throw a lightening bolt or two. As it is right now, even a mangy pack of wolves makes me off of my high horse just to dispatch them. Even simple maneuvers would allow me to feel as though I could at least defend my trusty steed.

To Ten Dumbest Skyrim Mods

Follower commands

I wonder if Lydia would still be alive today if I could have told her to run like hell when you see me leave. As it turned out, my running and screaming into the night after facing a cave filled with trolls seemed to be a cue for her to stand her ground to the very end. After running half a mile, pulling in a half a dozen city guards, and exhausting my last potion; I found what remained of my companion and thought, “who’s going to carry all my crap now?”

As in the DICE presentation, additional follower commands allows for more strategy as well as the ability to customize your companion with your play style. Since I play as a thief, I usually remain in the shadows and without a partner who usually runs into the middle of battle like Leroy Jenkins. Having the option to “sneak” or “let me attack first” would make me consider picking up a buddy from the local tavern. As it is now, I’m a lone wolf until I can find a friend who knows when to keep their swords sheathed.

To Ten Dumbest Skyrim Mods

Spell Combinations

How do you add something complex to an already complex game? By using what’s already there. Adding new spells to the game comes with its own problems, but by using spell combinations to create something new, we do away with working through more magic trees or negating the ones we’ve already built. Imagine creating a fire bound bow or raising electrical zombies.

Speaking of weapons, let’s learn to enchant weapons with magic powers as well. Let me take on the dragon priests with a flaming sword. Let’s see what happen when you dip your arrows into a little fear before letting them fly into a crowd of bandits. And by using the spells already set before us, we’re already grounded in the strengths we’ve picked for them and our character. Don’t think of it as bringing in something new, but rather building upon what we already have.

Werewolf Skyrim

Werewolves and Vampires (Oh my.)

Those glowing yellow eyes on the cover of Dawngaurd can only mean one thing – vampires or werewolves. Actually, those are two things, but with all the talk about crossbows showing up in the next DLC, I would put my money on some vampire action.

As it turns out, one of the projects that the developers worked on included new powers such as flying and calling on minions when you went full fang. We’re talking leather skin, wings, and nasty little overbite. I actually wanted to create a vampire thief in my original playthrough, but it’s rather difficult to sneak when you tend to spread fear faster than the common cold at E3.

With that said, werewolves need a little love as well with a couple of extra abilities like weapons and armor designed to protect their furry little hide. Let me be able to call on a pack of wolves to do my bidding like attack enemies or chasing balls. Better yet, let me work on my own pack of followers to lead into battle. When you have an army of werewolves, you’re gonna see the fur fly.

Elder Scrolls 5: Skyrim Screens Released; Not A Joke

More, More, More

As fans of Skyrim, our needs are relatively simple. We just want more. Give us a new area to explore, caves to loot, and perhaps a new weapons to start swinging around to kill people in the new areas to explore or caves to loot. Give me a castle with new enemies and a little challenge. Take us to the sand swept lands of the Khajiit or the dense forests of Cyrodiil yet again. We’ve spent hundreds of hours already in this open world and we’re only asking for a slightly bigger sand box.

And more dragon riding. I would like both if that’s available.


Source : http://www.g4tv.com/thefeed/blog/post/723632/what-we-want-in-the-new-skyrim-dlc-dawnguard/

Starhawk: Michael Bay Moments And Transforming Mechs Ads By Google » Blog Tags Today's Most Popular Videos »


Starhawk

Starhawk, the PS3 multiplayer frag-stravaganza is out now, and the game is really good. The great Miguel Concepcion turned in a Starhawk review that breaks down the game into its multiplayer and single-player elements; spoiler alert: It's all good, but the multiplayer is amazing. Of particular note are the action-movie moments that turn a multiplayer match into a Michael Bay movie.

Here's a taste of Concepcion's Starhawk review:

"A match mostly made up of good players will yield a few scenes worth recording. If you happen to be that flag holder riding a Sidewinder while being chased by a Hawk, expect to have a Michael Bay moment if a friendly Hawk comes to your rescue. While Starhawk is not recommended for those seeking a worthwhile single player or Horde experience, the versus multiplayer is fully featured enough to make it a worthy successor to Warhark, enhanced further by simplistic RTS gameplay and transforming mechs."

Read the rest of our Starhawk review.


Source : http://www.g4tv.com/thefeed/blog/post/723630/starhawk-michael-bay-moments-and-transforming-mechs/

The New American Ninja Warrior Page From DC Comics Is Here Ads By Google » Blog Tags Today's Most Popular Videos »



Check out the new American Ninja Warrior page with our partnership with DC Comics. The new strip is available in this week's issues, featuring Mike Cartwright, a rookie cop in the Gotham City police squad.

The New American Ninja Warrior Page From DC Comics

This is the third out of four G4 comics, which you can find in the DC and Vertigo periodical comic lines. A new page will be revealed each week until Wednesday, May 16th. Head to your local comic book store to pick up a copy of your very own!

Catch up on the comic here:

Don't forget to tune in on Sunday, May 20th for the premiere of American Ninja Warrior, only on G4.


Source : http://www.g4tv.com/thefeed/blog/post/723626/the-new-american-ninja-warrior-page-from-dc-comics-is-here/

Tonight On Attack Of The Show: Dreama Walker & NOOK Simple Review Ads By Google » Blog Tags Today's Most Popular Videos »


Tonight On AOTS: Don't Trust The B's Dreama Walker & Nook Simple Review

Tune in to a brand new Attack of the Show tonight with Kevin Pereira and Sara Underwood! They'll be talking to Dreama Walker about her series, Don't Trust The B---- In Apt 23, while Matt Mira will review the NOOK Simple with Glowlight eReader on Gadget Pr0n. Plus, find out which apps you should use on your next trip around the world! See you at 7PM EST.


Source : http://www.g4tv.com/thefeed/blog/post/723624/tonight-on-attack-of-the-show-dreama-walker-nook-simple-review/

Dark Shadows Review



Director Tim Burton and star Johnny Depp reunite for their eighth collaboration in this feature film adaptation of Dark Shadows, the 1966-71 cult classic supernatural soap opera they loved as kids.

In this version, scripted by John August and Seth Grahame-Smith, Depp portrays Barnabas Collins, the heir to a prosperous fishing family who leave England to settle in the New World. In 1752, Barnabas is cursed by the witch Angelique (Eva Green) after breaking her heart and falling for his one true love, Josette (Bella Heathcote). Angelique's spell leads to Josette's death and turns Barnabas into a vampire. She chains Barnabas inside a coffin and buries him "alive" for the next two centuries.





After being unintentionally released from his grave, Barnabas finds himself in the strange, perplexing world of 1972. He returns to his family estate, Collinwood, where he passes himself off to his descendants -- matriarch Elizabeth Collins Stoddard (Michelle Pfeiffer), her troubled children Susan and David (Chloe Grace Moretz and Gulliver McGrath), Elizabeth's shady brother Roger Collins (Jonny Lee Miller), as well as the family's live-in psychiatrist Dr. Julia Hoffman (Helena Bonham Carter) and caretaker Willie Loomis (Jackie Earle Haley) -- as a distant relative from England back to help the struggling dynasty return to prosperity and prominence. His true nature will remain a secret to most of them ... for now.

But the Collins aren't the only ones he finds in the namesake town of Collinsport. Barnabas meets Victoria Winters (Heathcote), David Collins' new governess and the spitting image of his beloved Josette. He also discovers that Angelique is still very much alive and well, having thrived in the ensuing centuries to become a successful businesswoman and the Collins' biggest rival. Her lusty obsession for Barnabas remains, and she's grown powerful enough to destroy him and the newfound family he's vowed to help.


- Warner Bros.

The characters are played by one of Burton's best ensemble casts yet, but only Depp's Barnabas has anything remotely resembling an arc or development. Pfeiffer is commanding as the Collins' matriarch, but we never get to see her do much more than sit at the head of the dining table or at her desk. Moretz's Susan is the character most radically altered from her small screen counterpart as she's about a decade younger and more akin to Winona Ryder's moody teen in Beetlejuice than the young woman from previous incarnations of the show.

There's an element to Susan that's introduced late in the story, that comes out of left field and is completely arbitrary. Why even introduce it if it's not going to truly be explored? McGrath is a very likable child actor whose arc here as David is, like Susan's, underexplored and underwhelming in the end. For a kid whose problems have brought not one, but two different people (Dr. Hoffman and Victoria) to Collinwood to care for him, there's practically no time spent showing them doing anything with or for him. It's all just exposition to nowhere

Haley has a dopey appeal as the family's oft-drunk handyman and Barnabas' mind-controlled servant, while Miller's self-centered Roger is all upper crust smugness. But, outside of Barnabas, the women are the true protagonists of Dark Shadows and besides Pfeiffer the real standouts among them are Carter as the bitter, besotted shrink and Green as the obsessed enchantress whose spurned love for Barnabas and disdain for the Collins knows no bounds. Green and Carter clearly enjoy sinking their teeth into their roles and have fun with them even when the script seems to forget about them. The most inexplicably neglected character is Heathcote's Victoria, who begins the movie as the protagonist and eyes of the audience only to almost literally disappear from the narrative once Barnabas takes center stage. Their romantic subplot is completely shoe-horned in and woefully undeveloped.

 
But this movie is, as expected, The Johnny Depp Show where everyone else is just a guest star. Both Depp and Burton show a degree of restraint here (well, for them at least), finding the pathos in Barnabas' plight even as they have fun with the fish out of water and anachronistic elements. Yes, there are times when Depp seems like Captain Jack Vampire, but there's more vigor and palpable interest from him in this character than there's been in any of his performances in the Pirates sequels. Depp keeps you interested in Barnabas even after it's become clear the movie is in a rush to nowhere during its homestretch.

Like the cult classic TV series it's based on, Tim Burton's Dark Shadows is oddly charming despite being a mess that never reaches its full potential. There are strange characters galore, almost none of whom ever develop into anything more than an image of an interesting character. Commercially, one can't help but suspect that Dark Shadows may prove a disappointment despite the usually powerhouse coupling of Depp and Burton. The film's not horrific enough to be scary, funny enough to truly be recommended as a comedy, and about as dark and Gothic as a Hot Topic t-shirt. And yet, like the original TV show, there's just something about Dark Shadows that keeps you watching to see how things play out. It's just all so damn … peculiar.


Source : http://movies.ign.com/articles/122/1223999p1.html

Rockstar Games' Crews Live For Max Payne 3 Ads By Google » Blog Tags Today's Most Popular Videos »


Rockstar Games' Crews Live

Rockstar Game's Crews for Max Payne 3 is live, so you can prepare for the MP 3 multiplayer slaughterfests by joining or creating your own online gang.

Do not be caught without a crew to have your back. You'll receive an XP boost whenever you fight as part of a Crew or battle against rival Crews and their members online. This means you'll effectively unlock bigger and better weapons more quickly than if you're flying solo. And because this feature is linked through the Social Club, you can represent your Crew across PS3, Xbox 360 and PC. You can also create your own crew, design a logo and invite friends to join.

Here's the link to Rockstar's Crews page. Check it out.

As you can see from the screenshot above, G4's crew is live, in-effect and flossing a killer emblem. We invite you to join us... or suffer the terrible wrath of G4 in Max Payne's multiplayer.  You'll know me as "Crimefunkle."

Any Crew created between now until next week Tuesday May 15th will have the honorable distinction of being a FOUNDER CREW. Members of Founder Crews will have a special two-stripe designation on their in-game Crew tag to let everyone else online know of their O.G. veteran status. Rockstar is planning some other special benefits and perks for members of Founders Crews down the line, too.

Because we're very proud of our snazzed out emblem, check out this picture:

Rockstar Games' Crews Live


Source : http://www.g4tv.com/thefeed/blog/post/723618/rockstar-games-crews-live-for-max-payne-3/

Outernauts Facebook Game Coming From Insomniac, EA Ads By Google » Blog Tags Today's Most Popular Videos »


Outernauts Facebook Game Coming From Insomniac, EA

Outernauts is coming to Facebook. EA and Insomniac have teamed up to create an adventure role-playing game that aims to bring something new to the social media space. The game casts players as members of United Earth’s elite Outernaut force. The Outernauts capture and train exotic alien beasts and uncover the riddle behind mysterious “ancients” while battling pirates and evil corporations seeking to control the galaxy. All that on Facebook.

"As we have demonstrated for nearly twenty years in the console games space, we're confident we can help evolve the definition of a game experience on Facebook," said Insomniac prez Ted Price. "With Outernauts, we are delivering a deep story with real RPG strategy, coupled with Insomniac's signature sense of humor."

The game aims to combine Insomniac’s immersive storytelling with "a unique art style and sense of wit." If it goes off the way it's planned, it will bring something really special to Facebook gaming. I'm looking forward to it.

Outernauts will launch this summer and is currently in closed beta.

All of the best people are following Stephen Johnson's twitter feed. Also, email me if you wanna.


Source : http://www.g4tv.com/thefeed/blog/post/723615/outernauts-facebook-game-coming-from-insomniac-ea/

Interview with Jane Jensen: Her new project and the art of storytelling in games Ads By Google » Blog Tags Today's Most Popular Videos »


Mobius

Fans of the classic Gabriel Knight PC adventure series are already aware that game designer and novelist Jane Jensen is one of the medium's most gifted storytellers. Even those who haven't pointed-and-clicked through one of her twisty tales, though, may have recently noticed her name buzzing about the net.

Jane's pulling a Tim Schafer to fund her new studio Pinkerton Road and its first title Moebius. We recently caught up with the master mystery writer to discuss her upcoming projects, her approach to weaving an engaging yarn, and what she thinks of David Jaffe's recent rail against videogame storytelling.

What's your take on the current state of storytelling in videogames?

Jane Jensen: I'm really not an expert as I tend to focus on the games that I like and I don't play widely in other genres. But it seems like it's about what it has always been -- lots of people saying you can't do story, or wondering how it might possibly be done, and then some strong games that just do it. It's been that way since the Infocom days. There have been some good story games out recently and seems to be an uptick in interest in it.

Have you played anything recently you feel has told an especially good story?

JJ: I like the Blackwell adventure games and I'm fond of some of Telltale's games, like Hector and Puzzle Agent -- simple stories, but fun. I thought Heavy Rain was amazing.

More than ever it seems game designers are attempting to tell absorbing stories. As someone who's always placed a premium on narrative, do feel like you were ahead of your time?

JJ: Well, it's been in, and out again, several times in my career. I'm sure it will be out again. I don't know that I'm ahead of my time -- it's probably more accurate to say 'permanently on the fringe' in the game business. It's just my passion and I really don't know how to write a game any other way.

Do you see any consistent or common flaws in the way most stories are told in games today?

JJ: I'm really pretty tolerant of most stories and characters. If there's one thing that I don't like is when things ramble on when it's just not new or interesting information. But really, most games are short on story rather than long on it.

Gabriel Knights

What advice would you offer prospective game-makers trying to craft a compelling story?

JJ: I went to a seminar early in my career on the craft of storytelling by Robert McKee. It was really life altering. There are basic principles on how to craft an engaging story and he covers them well. He's got a book out, Story, that I would highly recommend to anyone interested in improve their story-telling.

How do you feel about the comments designer David Jaffe recently made about storytelling in games? I imagine you might have a counterargument to his point

JJ: I can only assume that he's referring to a certain type of game. Story may not be a great addition to some games -- games where action is the whole reason for the game to exist. But it's a bit like saying that people only watch movies for car chases and sex scenes. There are game genres in which story is an integral part of the game, and there are gamers who like to play them. I've been designing games for 20+ years and I have certainly not found the pursuit of story to be a dead end for me. Storytelling has always been my focus as a game designer and is today as much as or more so than ever.

Are you a storyteller first and game-maker second? Do you build your games around the story or vice versa?

JJ: I would say I'm a storyteller first, but game making is very wrapped up in how I think of story. If I were to have a story idea, and I decided to write a novel with it instead, I'd have to very consciously de-couple it from gamedom -- for example, deliberately add in things that could not be represented in a game scene. Because I'm so used to games I think in those very literal terms.

How do you balance telling a great story for those who want it, while also keeping the gameplay interesting for those maybe less interested in the narrative?

JJ: One reason why I wanted to return to adventures, is that it's accepted that adventure games are story-driven, so you don't have to sort of design a lot of extra hoops or escape clauses for people who 'don't want story'. But I have certainly done that with some games I've worked on in the past. It usually boils down to keeping the story as short and punchy as possible, letting players skip the story bits with a nice fat SKIP button, and representing things visually as much as possible.

So what can you share about your upcoming project Moebius?

JJ: It's a 3rd person adventure game, a metaphysical thriller with a little bit of a sci-fi slant. In the game you play a guy named Malachi Rector. He travels the world buying unique artifacts and researching their history for his clientele. He's hired by a billionaire to investigate and document a series of events that are going on around the world. As Rector, you investigate the events in these exotic places and you have to put together the big picture of what's going on behind the scenes. It's planned as an ongoing series.

Can you offer any specifics on the actual gameplay?

JJ: The gameplay will be classic adventure -- probably with a radial menu of action choices on hotspots. And I'd like to do some cool things with the touchscreen for the tablet version, like dragging drawers open, tapping for hit, etc. It's in early days of production still.

What sort of visual style and sound design will it adopt?

JJ: Art style will be very high-end, high-resolution 2D. Robert Holmes, my husband, will be doing the music but he hasn't filled me in yet on what he's planning.

Gray Matter 2

Will fans of your previous titles instantly recognize Moebius as a Jane Jensen production? If so, can you offer some examples of how?

JJ: Yes, I think so. There's sort of a "big idea" in Moebius that I can't really explain without it being a spoiler. But it's on the more philosophical end. That and the sort of mystery/thriller aspect of it should feel familiar to Gabriel Knight and Gray Matter fans.

Are you doing anything to make Moebius an experience that will appeal to more than your existing, passionate fan-base?

JJ: I think making it have a true classic adventure mode, as opposed to Gray Matter which was easier, is a nod in that direction. Also, we will be using our CSG members (the people who pledge to our campaign on Kickstarter) to alpha and beta test, so we'll definitely be getting the input from the hard-core base. (CSG stands for Community Supported Gaming - learn more on the Kickstarter page.)

How do you market an experience like Moebius to gamers unfamiliar with the point-and-click adventure genre.

JJ: Good question. Great graphics and a compelling trailer help. A strong publisher and big marketing budget helps! (ha) We'll be looking for opportunities to cross-promote with the casual game market and e-book market.

Do you think the genre needs to evolve to attract beyond its existing audience?

JJ: Yes, I think so. The casual game market is quite large and that's a perfect audience for adventure games, so that's the next nut to really crack.

You mention the e-book market and casual audience--do you think Moebius would also be a good fit for services such as XBLA, PSN, and the App Store?

JJ: We do plan to support iPad and Android tablets but have not looked at XBLA or PSN seriously as of yet. It's a possibility.

What can we expect from Pinkerton Road after Moebius?

JJ: Many more titles, hopefully. It's a bit early to say exactly what. I'd love to do Gabriel Knight at some point, if I can work out something with Activision. And Gray Matter II and a concept we called "Anglophile Adventure" on our CSG concept vote are definitely on my to do list.


Source : http://www.g4tv.com/thefeed/blog/post/723350/interview-with-jane-jensen-her-new-project-and-the-art-of-storytelling-in-games/

Community: Life After Expulsion



Last week's Community episode ended on a big note, as the "Greendale Seven" (AKA: our main characters) were expelled. So what do they do next? Well, therapy for one!

We've got an exclusive first look for you at a scene from tomorrow's new episode, "Curriculum Unavailable," as Abed goes to see a therapist (played by The Daily Show's John "I'm a PC" Hodgman)... but not alone.


Community airs Thursday at 8pm on NBC.


Source : http://tv.ign.com/articles/122/1224534p1.html

BioShock Infinite delayed to 2013



BioShock Infinite will not ship this October as previously announced. Take-Two Interactive today announced that Irrational Games' upcoming first-person shooter will now release on February 26, 2013.

In a statement, Irrational Games creative director Ken Levine explained that the extra development time will afford the studio an opportunity to pursue new game ideas.

"When we announced the release date of BioShock Infinite in March, we felt pretty good about the timing," he said. "Since then, we've uncovered opportunities to make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need to deliver the best Infinite possible, we've decided to move the game's release to February."

In an update to the Irrational Games website, Levine also explained that BioShock Infinite will not be shown at this summer's Electronic Entertainment Expo and GamesCom.

"That way, the next time you see our game, it will be essentially the product we intend to put in the box. Preparing for these events takes time away from development," he explained.

When BioShock Infinite does ship, it will do so with great sales expectations. In August 2011, one analyst suggested the game would be a significant financial boon for Take- Two, saying it could ship 4.9 million copies.

BioShock Infinite is set in Columbia, a flying city in an early alternate 20th century where utopian ideals have given way to chaos in a sea of weaponry, plasmid-like powers, and political upheaval. Into this mess steps the game's protagonist, Booker DeWitt, a former member of the feared Pinkerton National Detective Agency, which was America's largest security company in the late 19th century. According to GameSpot's latest preview, DeWitt will enter a world where steampunk robots have replaced horses and people, and where crazed citizens foment revolution with strange powers--and lots of guns.




Source : http://gamespot.com/news/bioshock-infinite-delayed-to-2013-6375880

Space Quest Creators Turn To Kickstarter For SpaceVenture Ads By Google » Blog Tags Today's Most Popular Videos »





Scott Murphy and Mark Crowe, known in their Sierra Entertainment days as The Two Guys From Andromeda and the creators of the Space Quest series, have turned to Kickstarter for their upcoming adventure game, SpaceVenture. We first heard about the duo's return in April 2012 when they announced the formation of their new studio and their plans to return to the adventure games... er... game.

The Kickstarter page, which seeks $500,000 in funding, reveals a few new details about the game. The plan is to bring SpaceVenture to PC, Mac, Linux, iPad, and Android tablets, with an "enhanced demo" of the game for each $100,000 milestone reached. There's also some word on what amounts to a pretty star-studded voice cast: Rob Paulsen (Pinky from Pinky and the Brain), Ellen McClain (GLaDOS), Gary Owens (Space Quest 4 & 6 narrator), Robert Clotworthy (StarCraft's Jim Raynor), and John Patrick Lowrie (Sniper from Team Fortress 2). Murphy and Crowe are also in talks to bring back some of the original composers from the Space Quest series.

Backers at a certain level will not only appear in the credits, but will also be integrated into the game in the form of "digital fan cards" collectibles, though the game will also include an option for turning this feature off. Check out the Kickstarter page for a full rundown of the reward tiers.


Source : http://www.g4tv.com/thefeed/blog/post/723607/space-quest-creators-turn-to-kickstarter-for-spaceventure/

BioShock Infinite Release Delayed To February 2013 Ads By Google » Blog Tags Today's Most Popular Videos »


7 Questions With BioShock Infinite's Ken Levine

The planned October 16, 2012 release of BioShock Infinite has been pushed back to February 26, 2013, a message from Irrational Games creative director Ken Levine confirms. He explains that the delay will give the dev team the time that they need to polish everything up and make sure it all works as it should. It also means that we won't be seeing the game at this year's summer trade shows; Levine specifically names E3 and Gamescom as being off the table.

It's a bummer to be sure, but I think we can all agree that we'd rather see BioShock Infinite arrive late and whole than on time and unfinished. The coming holiday 2012 season is jam-packed with some huge titles, so it's not like we'll be wanting for things to play. You can find the full message from Levine reprinted after the jump.


A MESSAGE FROM KEN LEVINE

When we announced the release date of BioShock Infinite in March, we felt pretty good about the timing.

Since then, we’ve come to realize that some specific tweaks and improvements will make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need, we’ve decided to move the game’s release to February 26, 2013. We wanted to let our loyal (and very patient!) fans know this as soon as possible.

I won’t kid you: BioShock Infinite is a very big game, and we’re doing things that no one has ever done in a first-person shooter. We had a similar experience with the original BioShock, which was delayed several months as our original ship date drew near. Why? Because the Big Daddies weren’t the Big Daddies you’ve since come to know and love. Because Andrew Ryan’s golf club didn’t have exactly the right swing. Because Rapture needed one more coat of grimy Art Deco.

The same principle now applies to BioShock Infinite.

What does this mean for you? It means a bit more waiting, but more importantly, it means an even better BioShock Infinite. The great can be made greater, and we owe it to both ourselves and to you, our fans, to take this opportunity. Irrational Games is one of those rare developers lucky enough to ask the people who sign the checks: “Hey, can we have a few more of those checks?”

We are also going to hold off on showing BioShock Infinite at the big events of the summer, like E3 and Gamescom. That way, the next time you see our game, it will be essentially the product we intend to put in the box. Preparing for these events takes time away from development, time we’re going to use instead to get the best version of Infinite into your hands in February.


Source : http://www.g4tv.com/thefeed/blog/post/723606/bioshock-infinite-release-delayed-to-february-2013/