Online World Atlas: Urban Dead / Worlds In Motion

“In Urban Dead, players create a character, either a zombie or a survivor (and if a survivor, from a number of classes, including consumers, firemen and army privates) and is dropped into the city of Malton either to cause as much destruction as possible (as a zombie) or to survive by an means possible — most usually by banding together with other players in barricaded buildings (if a player.) Players have a limited number of action points each day, but are forewarned that even if they have run out of action points, the rest of the world goes on around them, while they ‘sleep’.”

I really liked Urban Dead – until I spent weeks as a corpse waiting to be resurrected, that is. Once that happened the shine basically wore off. I still think it’s a remarkably fun virtual world, but I think that it’s unfairly weighted towards the undead – that you can’t kill them permanently (even with a headshot!) makes it less interesting as a massive simulation of a zombie infested city than it could otherwise be.

Published by mathewkumar, on August 30th, 2008. Filed under: Features, Worlds In MotionNo Comments

Archive: 18th-27th August, 2008: GCDC 2008 / Gamasutra

The Lepzig Games Convention is certainly a sight to behold – roughly five full aircraft hangers full of rabid German gamers salivating over not only displays for the latest games but also (I kid you not) the latest in fancy PC cases, mice, and CPU cooling fans. Really. I never had a chance to visit E3 in its most decadent heyday, either, so the sight of roaming “booth babes” at the Leipzig GC was quite remarkable.

Anyway, I didn’t actually spend very much time at the GC at all, instead covering the Game Convention Developer Conference in-depth. Much like my opinion of the Edinburgh Interactive Festival, I really felt this show wasn’t especially good, but unlike the EIF, I’m not to sure there’s much more they could do to make it better.

Perhaps if it moves to Cologne to be part of the new GamesCom it will improve; getting to Leipzig was so irritating (and the town itself so unwelcoming) that I seriously doubt I’ll return if it chooses to stay there (not that it’s particularly likely that it will.)

GCDC: Epic’s Four Strategies For Winning The Industry ‘Arms Race’
GCDC: Epic’s Capps On Designing The ‘New, Better, More’ Gears 2
GCDC: Connors On Telltale’s Episodic Move To Consoles
GCDC: What Determines Developer Acquisition Values?
Crytek’s Yerli On The Road To A Graphics ‘Renaissance’
Meretzky Lets Loose On Stagnant Creativity
Devs And Pubs On Pitching Game Ideas: Be Persistent, Specialize

Published by mathewkumar, on August 27th, 2008. Filed under: Archive, GamasutraNo Comments

Archive: 11th-26th August 2008: Edinburgh Interactive Festival 2008 / Gamasutra

The Edinburgh Interactive Festival actually only ran from the 10th to the 12th of August, but with the 10th being a Sunday and Gamasutra’s tendency to stretch show coverage out across weeks, I thought I’d wait until now until I posted my coverage. There might still be more to be put up, of course, but in that case I’ll just update this post.

Anyway, this was rather a nice conference to go to because covering the first “Edinburgh International Games Festival” (as it was known then) was my first foray into games journalism. It was perhaps bittersweet, as the conference really hasn’t improved or grown any in the intervening five years.

It’s a strange one, really. If anything, the competition from Develop as an industry event is far too strong for it to really compete unless it really goes all out, but if it did so I think it would miss the most obvious possibility – which is to concentrate on the events which are open to the public.

After all, the festivals in the month of August the Edinburgh is world famous for are all open to the public, and are part of what make holding a games festival in the city at that time attractive, so why don’t they run with that? This year they barely advertised the festival around the city and still managed to draw thousands of people to the public screenings and the Dare Protoplay event, so a properly run event (perhaps run across weeks, with events every evening) could really be something special – unique, even – and much preferable to the current festival.

EIF: Deering Says Only 3 Of 10 Games Recoup Costs
Halo 3 Wins Edge Award For Innovation, Online Integration
EIF: Codemasters’ Cousens On Why Britannia Rules
IGA’s Bartlett: ‘We Are Not Spyware, We Are Not Evil’
EIF: Guitar Hero, Nintendogs Better Educational Tools Than ‘Serious Games’
MUD Co-Creator Bartle Criticizes Gaming And Academia Divide
Nokia’s Foe: Marketing Is Warfare, Consumers Are Bullets
CCP Economist On EVE Online’s ‘Pure Capitalist’ Market

Published by mathewkumar, on August 26th, 2008. Filed under: GamasutraNo Comments

Online World Atlas: Ikariam / Worlds In Motion

“In Ikariam, users create a town on a randomly assigned island. On their island are up to 15 other players, plus a sawmill and a unique resource. The aim of the game is for the player to create the largest and most prosperous city by accumulating resources through production, trade or warfare, and developing new technologies and buildings as a result.”

I really liked Ikariam. I liked it so much that I was playing it constantly, just slowly improving my cities and civilization in aim of… what?

Which is why I stopped playing. I couldn’t see any “end-game” or point where I’d feel a great satisfaction (you can continue to improve your cities to a near infinite degree) so I just deleted my account straight away – after finishing this article, of course.

I do almost wish I’d come to that realisation before finishing the article, though. Because it kind of strikes at a classic MMO problem – they want to keep you playing, so how do they make sure you are rewarded enough, but not enough (or too little) that you stop playing?

With Ikariam specifically, I think the problem is a flaw deep in the design – it either needs to be possible to destroy cities or to reach a point where they are completed and expansion is the only option. I imagine they don’t allow players to destroy cities as then especially powerful players could run roughshod over new players, but the difficulty of balancing that would have led to a richer game, I think. The other option (ability to “complete” cities) seems too likely to make a lot of players stop playing once they’d “completed” their first city unless resources were much harder to come by, which could possibly make the game even less rewarding!

MMO designers – I don’t envy them.

Published by mathewkumar, on August 19th, 2008. Filed under: Worlds In MotionNo Comments

The State of the Casual Games Industry in 2008 / Gamasutra

Published by mathewkumar, on August 15th, 2008. Filed under: Features, GamasutraNo Comments

Interview: Vindicia’s Hoffman On The Science Of MMO Fraud / Gamasutra

Published by mathewkumar, on August 14th, 2008. Filed under: Gamasutra, InterviewsNo Comments

2nd Annual IGF Mobile Awards Debut, Call For Submissions / IGF Mobile

“Submissions are now open for the second Independent Games Festival Mobile, celebrating creativity and innovation on handheld platforms from the iPhone through the cellphone, PSP, and DS – with finalists being showcased at GDC 2009, and a new ‘Next Great Mobile Game’ live pitch category added.”

Ahem, yes. For the second year in a row I am the Content Director of the Independent Games Festival Mobile, an honour that I’m incredibly pleased to have. I’m really looking forward to working on it across the year, seeing all of the games (particularly on iPhone, I expect) that break new ground or are otherwise just great to play.

It’s my suggestion that if you are a mobile game developer (and remember, in our eyes that’s on anything from PSP to the most basic of handsets) that you seriously think about entering the contest with whatever you’re working on right now. The form is here, and entry is completely free, so you have nothing to lose. Good luck!

Published by mathewkumar, on August 13th, 2008. Filed under: IGF MobileNo Comments

Q&A: GameInvest’s Gomes Is A Portugese Man O’ War / Gamasutra

“If you didn’t know there’s a Portuguese games industry, you’d better learn, says Paulo Gomes, founder and CEO of upstart Portuguese publisher GameInvest. Now that the company’s just debuted its first U.S. title, Toy Shop, Gomes discusses GameInvest’s unique “clustering” approach to publisher-developer relations.”

This isn’t the kind of article that people would usually get excited about, really, but I think it’s really useful to read about the development communities in countries that you wouldn’t think of otherwise. The global view is important!

Published by mathewkumar, on August 12th, 2008. Filed under: Gamasutra, InterviewsNo Comments

Online World Atlas: Virtual MTV / Worlds In Motion

Published by mathewkumar, on August 11th, 2008. Filed under: Features, Worlds In MotionNo Comments

In-Depth: Bungie On Eight Years Of Halo AI / Gamasutra

“Gamasutra attended a recent lecture that saw Bungie’s Damian Isla detail the ’30 seconds of fun’ approach to game AI in the Halo franchise – discussing the advantage to “territorial” enemies that make ‘smart mistakes’, giving the player opportunities to feel smart – many details within.”

By sheer happenstance, I went to Develop! Well – the last day of it, because I was visiting London, and thought a trip down to Brighton might be a pleasant way to spend a day. And it was!

While I was there I covered this session, because I thought I might as well give myself a reason to be there (other than “networking”) and I think I picked well, because there were a lot of good insights in this talk, I think.

Published by mathewkumar, on August 6th, 2008. Filed under: GamasutraNo Comments