Tuesday, August 14, 2012

Mobile is the new PC, says Epic

GDC Europe 2012: Mobile "starting to compete with current consoles", next generation chips will be 20-times as powerful.

The power of mobile GPUs and the complexity of developing for them is rapidly approaching that of consoles and some PCs, according to Niklas Smedberg of Epic Games. Speaking during a keynote presentation at GDC Europe, the developer said that mobile was "starting to compete with current consoles", but in doing so development has become much more complex.

Smedberg compared the process of mobile development to that of PCs, where there are hundreds of different platforms to develop for, each with their own hardware. "We have to scale things--we are Epic, we never do the minimum, so we have to scale for high to low devices". He went on to claim that mobile games will soon have graphics options similar to that of PC, with low, medium, and high for different effects, as well as resolution settings.

Citing the example of God Rays, a lighting effect used heavily in Gear of War 3 and Infinity Blade II, Smedberg said that the mobile version of the effect actually "ended up looking better" than on the 360. "In some regards, mobile is way better than console. There's way more memory, which allows for much higher texture resolutions."

Looking to the future, Smedberg claimed that the next generation of mobile GPUs will be up to 20 times more powerful. He cited product roadmaps from IMGTec and Nvidia as examples, and assured the audience that such steep rises in GPU power would be put to good use. "On console we were doing 720p", he said, "on iPad we're doing crazy resolutions".


Source : gamespot[dot]com

Monday, August 13, 2012

Day-one DLC good for everybody - Bioware

Developer says content makes most sense when available at launch, multiplayer microtransactions make for better support down the line.

Making downloadable content available for a game on the day of its release makes sense for everyone involved, according to Bioware. Eurogamer reported on Bioware's comments on its post-release content strategy at Game Developers Conference Europe today, saying gamers ask for more as soon as they start playing.

Thanks to DLC, their war will stretch on forever!
Thanks to DLC, their war will stretch on forever!

"From the moment the game launches … [fans] tend to say 'I want it now!' So it needs to be there when it's ready," said Fernando Melo, Bioware Edmonton online development director. He said day-one DLC gives concept artists and writers something to work on while teams responsible for tweaking and polishing before launch can continue on the main product. BioWare is no stranger to DLC, with the company including significant content in From Ashes, its day-one DLC for Mass Effect 3, and expanding the trilogy's controversial conclusion with a free download several months after release. Online passes for Mass Effect 2's planned content accounted for 11 percent of that game's DLC revenue, even though it was included in new purchases.

Mass Effect 3 also introduced a new revenue source for the developer in the form of online multiplayer transactions. Instead of charging $10 or $15 for a static piece of content, BioWare charged players smaller individual amounts to enhance progression through Mass Effect 3's multiplayer mode. This both encourages more purchases and gives players greater choice, Melo said. "If you have five DLC packs at $10 each, you can only ever earn a total of $50." He said the popularity of the microtransactions has allowed for several free multiplayer content packs to be produced and released.

"Gamers are actually happier, as they are able to spend money when they want. People may not want to pay upfront. They may be happier to pay when they are 'in the moment'."


Source : gamespot.com

Gears of War Judgment creative director leaves studio

Adrian Chmielarz and two artists depart People Can Fly; Epic Games confirms total acquisition of Polish developer for undisclosed sum.

Development on next year's Gears of War Judgment will continue without its creative director. A statement provided to Kotaku today confirms that People Can Fly co-owner and creative director Adrian Chmielarz has quit the Warsaw, Poland studio, alongside senior artists Andrezj Poznanski and Michal Kosieradzki.

Gears of War Judgment will be judged without its creative director.
Gears of War Judgment will be judged without its creative director.

"Adrian Chmielarz, Andrzej Poznanski, and Michal Kosieradzki have parted ways with People Can Fly and Epic Games in order to pursue other opportunities, which they will announce of their own accord," Epic Games president Mike Capps said.

Chmielarz's departure from Epic Games comes the week after director of production Rod Fergusson announced he had left the Gears of War house. Fergusson has joined Boston area BioShock Infinite developer Irrational Games, where he now serves as executive vice president of development.

It was also revealed today that Epic Games now wholly owns People Can Fly. Speaking to Joystiq, Epic Games vice president Mark Rein explained that it formerly held a controlling stake in the company, but not the entire outfit. It was not mentioned how much Epic Games spent to acquire the remaining stake in People Can Fly, and the company declined to comment.




Source : gamespot.com

UK chart: Third week on top for London 2012

London 2012 holds onto first place; Batman, Spider-Man, Mario, and Sonic duke it out further down the top five.

There was no movement at the top of the UK sales chart last week, with official Olympics tie-in London 2012 holding firm at number one, Lego Batman 2 still at number two, and Mario & Sonic London 2012 Olympic Games still at three.

Canoe believe it?
Canoe believe it?
Fourth place also goes unchanged, with Batman: Arkham City fending off The Amazing Spider-Man, which rose from number seven to number five thanks to the a 15 percent boost in sales that accompanied the launch of the PC version.

The scarcity of new releases meant London 2012 retained the top spot even with 9 percent decline in sales. Sales of Mario & Sonic's Olympic tie-in likewise sank 9 percent , while Lego Batman 2 sales dipped 20 percent.

The UK All-Formats chart for the week ending August 11 2012:
1. London 2012: The Official Video Game
2. Lego Batman 2: DC Super Heroes
3. Mario & sonic London 2012 Olympic Games
4. Batman: Arkham City
5. The Amazing Spider-Man
6. The Elder Scrolls V: Skyrim
7. Battlefield 3
8. Assassin's Creed: Revelations
9. Dead Island: Game of the Year Edition
10. Tom Clancy's Ghost Recon: Future Soldier


Source : gamespot.com

The secret of Battlefield's success

DICE chief Karl Magnus Troedsson on 20 years of success as a studio and 10 years of Battlefield games.
The Battlefield series has gone from strength to strength since it started with Battlefield 1942 in 2002. That success peaked with the most recent game in the series, Battlefield 3, which has sold 15m copies to date, and surpassed 1.3m paying subscribers for the Battlefield Premium service. DICE's general manager, Karl Magnus Troedsson, attempted to explain the secret behind the studio's success to the attendees of GDC Europe 2012 today.

"We still run DICE as if it were a separate company--from our financials to our office to our people," claimed Troedsson, emphasising that though owner EA uses a lot of its technology such as the Frostbite engine, DICE itself still works independently. He also claimed he's keen for the studio to be known as more than just a one-game outfit.

DICE general manager Karl Magnus Troedsson.
DICE general manager Karl Magnus Troedsson.

"DICE is dedicated to the fact that we shouldn't just be a Battlefield studio," he said, following a question about other games that may be underway in Sweden. However, he was coy on the details of any upcoming titles. "If you want to see other games from DICE, you will have to wait and see," he said.

The main thrust of the seminar was to explain how the studio uses three metrics to determine success: quality, innovation and fun. On quality, Troedsson said, "We are very competitive. We always want to win. We always compete with ourselves."

However, this can sometimes have bad results, he claimed, with Battlefield 1942 being "a textbook example of over-scoping", with the team trying to cram too much into the game. He claims DICE needs to focus on the core elements of a game and not try to dress them up. "Don't put diamonds on the coke can," he said, using the soft drink as an example of something that is good enough as it is.

In terms of innovation, Troedsson dismissed the idea that it is impossible to innovate on an established franchise. "People talk about sequilitis--I think that is a cop-out argument for people lost in the debate about what innovation is. If innovation means that there has to be radical change [to be innovative], then I think we're talking about it in the wrong way."

Troedsson pointed to Mirror's Edge, a game where, "We set out to redefine what's possible with first-person movement." He pointed out that from that game the studio took the idea that the player character has legs, and put it into Battlefield 3. He also pointed to the addition of unlockable items and upgrades back in Battlefield 2 was a small innovation on paper, but a major innovation for those players who moved from Battlefield 1942.

The final yardstick for the team at DICE is fun--both for the player and the production team. "The game needs to be fun, but the creative process isn't always fun. Life is too short, [so] work on something you're passionate about. We strongly believe this will show in the product. We also feed off the community. It can be a bit of a harsh relationship, but we do listen."

Troedsson also bemoaned the media's obsession with platforms, stats and trends. "Why are we so obsessed with the boring parts [of the games industry]?" he asked. "Business models will come and go, and consumer patterns will change. It doesn't matter--if we create great games, it will span all that," he rallied.


"Swedish climate truly inspires game development."

He also emphasised the role that fun plays for both developers and players. "If you have a fun game, it will work. You need other elements as well. But fun is where it starts."

Finally, though Troedsson wouldn't be drawn on specifics in terms of the studio's upcoming projects, he did drop some hints as to what the studio would like to be working on. "We still want to stay in [the shooter] genre, and Battlefield 4 can live in this space and be successful," he said, referring to the recently-announced game.

"That doesn't mean that there might not be a Bad Company game in the future," he teased, but he reiterated that "the core of our games will always be the multiplayer". Troedsson also said that the modding community will have to wait a bit longer before support is offered for future Battlefield games.

"We're afraid of hacking--and I'm no way saying modding is the same thing. It's a huge undertaking to make mod support work, and we are not ready to do that yet."


Source : gamespot.com
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