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Game Developer - September 2006
SEPTEMBER 2006
THE LEADING GAME INDUSTRY MAGAZINE
>> SUDA51 STYLE
KILLER 7 DEVELOPER
SPITS HEROIC DESIGNS
>> MOBILE POSTMORTEM
GAMEVIL’S NOM
TURNS HEADS, PHONES
>> STATE OF THE INDUSTRY
WHAT’S THE DEAL WITH
RETAIL PC GAMES?
TETRIS
CREATOR
ALEXEY
PAJITNOV
INTERVIEW:
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[
CONTENTS
]
SEPTEMBER 2006
VOLUME 13, NUMBER 8
FEATURES
10 EXCLUSIVE INTERVIEW:
ALEXEY PAJITNOV, MASTER OF SHAPES
As the man behind T ETRIS , Alexey Pajitnov
could be considered the father of popular
casual games. We spoke with him about his
past, his current projects, and even his
thoughts on the industry, as one of the
creators that helped to shape it.
By Brandon Sheffield
10
19 STATE OF THE INDUSTRY:
PC GAMES
The retail PC game industry has been
undergoing an overhaul, with the advent of
digital downloads, online-enabled consoles,
and a flagging presence on store shelves.
Paul Hyman takes a look at the current shape
of the retail market for PC games and outlines
where it may be going in the near future.
By Paul Hyman
19
MOBILE POSTMORTEM
31 51 WAYS TO DIE: AN INTERVIEW WITH
GOICHI SUDA
K ILLER 7 creator Goichi Suda, or Suda51, is a
champion of original work in games and is
slowly gaining notoriety with Western
audiences. This exclusive interview covers
everything from Suda’s funeral home origins
to concerns about violent games from the
perspective of a person who makes them.
By Brandon Sheffield
25 GAMEVIL’S NOM
In a market flooded with console game ports and awkward-to-control
high concepts, Gamevil took the risk of making an original, one-button,
mobile phone-specific game—N OM . Lead designer Bong Koo Shin tells us
how he went about it, from design to implementation, leading the game
to million-selling status in its native South Korea.
By Bong Koo Shin
31
DEPARTMENTS
COLUMNS
2 GAME PLAN By Simon Carless
E3 Evo Emoting
36 BUSINESS LEVEL By Paul Sterngold and Gunjan Bagla
[ BUSINESS ]
Dashboard Confessional
4 HEADS UP DISPLAY
Mobile talks back, Mova’s Contour, CGW closes, and more.
37 PIXEL PUSHER By Steve Theodore
[ ART ]
The Scale’s the Limit
7 SKUNK WORKS By Jill Duffy and Justin Lloyd
Siggraph Roundup and Seapine’s Test Track Pro 7.5
41 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Closer to Evolving
56 A THOUSAND WORDS
Koei’s G ITAROO M AN L IVES !
45 GAME SHUI By Noah Falstein
[ DESIGN ]
Invisible Monsters
46 AURAL FIXATION By guest columnist Jake Kaufman
[ SOUND ]
Mo Mobile, Mo Problems
COVER ART: JOSH COCHRAN
1
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GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
E3 EVO
EMOTING
EDITORIAL
EDITOR-IN-CHIEF
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Andy Gavin Naughty Dog
Joby Otero Luxoflux
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill e : smcgill@cmp.com t: 415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski e : amurawski@cmp.com t: 415.947.6227
SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Ayrien Machiran e : amachiran@cmp.com t: 415.947.6224
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist e : ngeist@cmp.com t: 415.947.6223
ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS, &
MARKETPLACE
Jasmin Davé e : jdave@cmp.com t: 415.947.6226
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR Kevin Chanel
REPRINTS Julie Rapp e : jarapp@cmp.com t: 510.834.4752
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Valerie Pippin
DIRECTOR OF MARKETING Ta r a C . G i b b
CONFERENCE DIRECTOR, GDC Jamil Moledina
SENIOR CONFERENCE MANAGER, GDC Meggan Scavio
EXECUTIVE WEB PRODUCER Peter Leahy
EDITOR-IN-CHIE F, GAMASUTRA.COM Simon Carless
ASSISTANT EDITOR , GAMASUTRA.COM Frank Cifaldi
CIRCULATION
CIRCULATION ASSISTANT MANAGER Jessica Ward e: jward@cmp.com
CIRCULATION COORDINATOR Miguel Mendiolaza e : mmendiolaza@cmp.com
CIRCULATION ASSISTANT Michael Campbell e : mcampbell@cmp.com
CIRCULATION ASSISTANT Andrea Abidor e : aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e : gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e : msalinas@cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
SENIOR VP, AUDIENCE MARKETING & DEVELOPMENT Bill Amstutz
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP AND GENERAL COUNSEL Sandra Grayson
SENIOR VP, CORPORATE MARKETING Lisa Johnson
SENIOR VP, CORPORATE SALES Anne Marie Miller
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, AUDIENCE DEVELOPMENT Michael Zane
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA To ny Ke efe
PRESIDENT, BUSINESS TECHNOLOGY GROUP Jeff Patterson
SENIOR VP, GROUP DIRECTOR, ELECTRONICS & SOFTWARE GROUPS
Paul Miller
SENIOR VP, GROUP DIRECTOR, COMMUNICATIONS GROUP,
Stephen Saunders
THERE HAVE ALREADY BEEN APPROXIMATELY A
zillion editorials on “the demise of E3,” or some
such variant. For some of us, E3 has become the
elephant in the room—it would be ridiculous not
to talk about it, but at the same time we’re pretty
fed up with everyone talking about it.
The facts are fairly simple. Because many of
the major U.S. publishers already reach key
retailers and media with gamer days and other
regular showings throughout the year, they
simply don’t see the need to spend millions of
extra dollars putting on a sensurround giga-
experience every May. (See Heads Up Display,
page 5 for more details.)
So the publishers put their collective foot down,
and now E3 will be a 5,000-person event in July
without a show floor for that same select group of
media and retailers—not GameStop clerks, rank-
and-file developers, nor anyone else who could
get past the increasingly stringent entry
regulations. Bye bye, status quo.
But let’s try to look around the tedious talking
head analysis. What are some of the less explored
items of practical interest to the game business
that will be affected by a changed E3?
smaller publishers and peripheral companies be
affected? Formerly, these are the companies
who exhibited in (the more affordable) Kentia
Hall and elsewhere, and who relied on word of
mouth and people walking past their booths to
generate buzz.
For one, some smaller U.S. publishers are
already talking about banding together for special
gamer days next year, in order to combine key
products and give incentive for journos and others
to make an effort to attend. Second, E3 itself will
still provide some ways for the smaller players to
be recognized, of course, but the foot traffic, key
for a lot of those companies, will be gone.
Has the eclecticism of Kentia Hall been lost
forever? Possibly.
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Harvey Smith Midway
Paul Steed Microsoft
PLAYABLE NIRVANA NO MORE?
Finally, here’s the matter that concerns me the
most. A lot of rank-and-file developers made the
trip to E3, sometimes just for one day, to get a
comprehensive snapshot of the state of game
development. Perhaps they picked up some ideas
along the way, and they certainly scored some
hands-on time with dozens of playable titles
before their release.
I’m not saying that events like GDC don’t
provide a whole heap of developer knowledge and
a plethora of levels, or that Xbox Live or the
internet in general doesn’t provide downloadable
demos and trailers, but for a snapshot of the
game industry in terms of actual, playable
games, all splayed and conglomerated together, I
think E3 was one of the key events for the game
creation community.
Then again, E3 wasn’t meant to be for the
benefit of the developers or producers,
necessarily. And in related good news, developers
won’t have to crunch through E3 demo
development any more, though no doubt other
pre-release showcases will throw yet more
wrenches at producers who juggle schedules.
And who knows? Maybe another show will step
up and pick up some of the slack that’s undeniably
been left by E3’s drastic downscale. All we know is
that you have to embrace the elephant.
BETTER FOR GAMING FREEDOM?
Although the publisher-funded ESA has always
been known for putting on E3, it might be argued
that far more important is its work defending
video games against innumerable U.S. state and
prospective federal legislation—with some
significant success, since all state bills signed
into law to date have been injuncted against on
First Amendment grounds.
You can be sure, then, that when the ESA
decided not to run E3 at the same level, with
significant revenue loss, it asked for and received
additional member dues to help fight anti-game
legislation—Electronic Arts intimated as much in
a recent earnings call.
So perhaps removing some of the pressure of a
grand-scale E3 will help to concentrate the minds
and funding pockets of the ESA and publishers
alike on these vital legislation issues.
WHAT ABOUT THE LITTLE GUYS?
Clearly, the big publishers have no problem
attracting both retailers and publishers to their
open days, or booking appointments at the 2007
closed-door version of E3. But how will the
—Simon Carless
Game Developer
is BPA approved
2
SEPTEMBER 2006 | GAME DEVELOPER
[
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Idea:
Assemble the ultimate team to create a John Woo sequel that you can play.
Realized:
The line between video game and fi lm is offi cially blurred. When faced
with the challenge of creating a video game sequel worthy of John Woo’s
movie “Hard Boiled,” the team at Midway chose to use Autodesk ® 3ds Max ® ,
Autodesk Maya ® and Autodesk MotionBuilder™. Using this 3D arsenal,
artists are able to create graphically stunning characters, backgrounds
and animations with amazing production effi ciency. Get the full story on
this next-generation masterpiece at autodesk.com/stranglehold
Stranglehold © 2006 Midway Amusement Games, LLC. All rights reserved. Stranglehold, MIDWAY, and the Midway logos are trademarks or registered trademarks of Midway Amusement Games, LLC. Autodesk, 3ds Max,
Maya and MotionBuilder are registered trademarks or trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk re-
serves the right to alter product offerings and specifi cations at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2006 Autodesk, Inc. All rights reserved.
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Zgłoś jeśli naruszono regulamin