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Game Developer - June 2006
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PRODUCT REVIEWS:
TECHEXCEL'S DEVTRACK 6.0
JUNE/JULY 2006
THE LEADING GAME INDUSTRY MAGAZINE
>>
E3 HIGHLIGHTS
BEST IN SHOW AND
WHAT Wii THINK
>>
EDGE OF THE WORLD
STREAMING DATA FOR
CONTINUOUS PLAY
>>
STATE OF THE INDUSTRY
IN-GAME ADVERTISING'S
FIERCE COMPETITION
INDIGO
PROPHECY’S
SHIFTING
>>
UNBREAKABLE BLOBS
USING PHYSICS FOR
SQUISHY CHARACTERS
VIEWPOINTS
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[
CONTENTS
]
JUNE/JULY 2006
VOLUME 13, NUMBER 6
FEATURES
11
STATE OF THE INDUSTRY:
IN-GAME ADVERTISING
Advertising in games is a burgeoning
way to add revenue to games,
closely tied to licensing, but quickly
growing beyond that age-old
practice. In this industry report, Paul
Hyman discusses the major players
and how they plan to put ads into
your games.
By Paul Hyman
11
POSTMORTEM
19
EDGE OF THE WORLD:
ESTIMATING AND MAXIMIZING
STREAMING BANDWIDTH
The next generation of consoles all
sport more RAM and better
processing power, but the optical
drives reading your discs may not
keep up as you would expect. In this
technical feature, Neversoft’s Brad
Buckley offers tips and tricks for
streaming your way to a seamless
game world.
By Brad Bulkley
24
INDIGO PROPHECY: THE NIGHTMARE
OF THE ORIGINAL CONCEPT
On paper, pushing for increased emotion, original play concepts, and new
methods of storytelling all in the same game sounds like the ravings of a
madman. I
NDIGO
P
ROPHECY
may not have hit all of these points perfectly,
but it has blazed a trail of innovation, and raised the bar for the
integration of story and gameplay. In this postmortem, David Cage
tackles everything from narrative to digital puppetry, and tells us why
changing publishers can save your game.
By David Cage
19
DEPARTMENTS
COLUMNS
2
GAME PLAN
By Simon Carless
Excitement x3
31
THE INNER PRODUCT
By Mick West
[
PROGRAMMING
]
Blob Physics
4
HEADS UP DISPLAY
Best of E3, Wii’s new tools providers, and more.
34
PIXEL PUSHER
By Steve Theodore
[
ART
]
The Conquest of Space
7
SKUNK WORKS
By Dennis Crowley and Bijan Forutanpour
TechExcel’s DevTrack 6.0 and Luke Ahearn’s
3D Game Textures
37
BUSINESS LEVEL
By Sean Kauppinen
[
BUSINESS
]
Turning Features Into Coverage
48
A THOUSAND WORDS
Midway’s S
TRANGLEHOLD
38
GAME SHUI
By Noah Falstein
[
DESIGN
]
Better Living Through Gameplay
39
AURAL FIXATION
By Jesse Harlin
[
SOUND
]
COVER ART:
Quantic Dream
Developers, Meet Your Reviewers
WWW.GDMAG.COM
1
GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107
t:
415.947.6000
f:
415.947.6090
EXCITEMENT x3
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
Afton Thatcher
e
:
athatcher@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
FEATURES EDITOR
, GAMASUTRA.COM
Quang Hong
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 MEDIA MANAGEMENT
PRESIDENT & CEO
Steve Weitzner
EXECUTIVE VP & CFO
John Day
EXECUTIVE VP, GLOBAL SALES & BRAND DEVELOPMENT
Jeff Patterson
SENIOR VP, BUSINESS OPERATIONS
Adam Marder
SENIOR VP, AUDIENCE MARKETING & DEVELOPMENT
Bill Amstutz
SENIOR VP, INTERNET BUSINESS
Mike Azzara
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS
Joseph Braue
SENIOR VP & GENERAL COUNSEL
Sandra Grayson
SENIOR VP, CORPORATE SALES
Anne Marie Miller
SENIOR VP, MANUFACTURING
Marie Meyers
SENIOR VP, COMMUNICATIONS
Alexandra Raine
SENIOR VP, CORPORATE MARKETING
Kate Spellman
VP, AUDIENCE DEVELOPMENT
Michael Zane
PRESIDENT, CHANNEL GROUP
Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA
To ny Ke efe
PRESIDENT, CMP HEALTHCARE MEDIA
Vicki Masseria
SENIOR VP, GROUP DIRECTOR, ELECTRONICS &
SOFTWARE GROUPS
Paul Miller
SENIOR VP, ENTERPRISE GROUP, GROUP DIRECTOR
Fritz Nelson
SENIOR VP, GROUP DIRECTOR, COMMUNICATIONS GROUP
Stephen Saunders
THE MOST INTERESTING THING ABOUT E3 2006
was that both Sony’s Phil Harrison and Microsoft’s
Peter Moore publicly suggested that either they
themselves or consumers should think about
buying Nintendo’s Wii this holiday season (in
addition to their company’s own console, of
course). The leftfield presentation of Nintendo’s
newest machine, the company’s refusal to even
announce a price at E3, and its deliberate
downplaying of HD capabilities allow both
Microsoft and Sony to not feel threatened by
Satoru Iwata’s mercurial contraption.
But should they be?
First, Xbox Live Arcade is a notable success, and
it is unclear whether Sony will try to compete with
it. Second, Microsoft is holding strong with
benchmark titles such as G
EARS OF
W
AR
coming
out exclusively for the Xbox 360. Third, all signs
point to ease of development (and PC conversion)
for 360 game makers.
The only remaining issue is the console’s
performance in Japan, where, quite frankly, it has
already failed. Attempts to prop up the console
with exclusives from Tecmo, for example, did little
to sustain the market. Without Japanese support,
Microsoft’s strategy is always going to be at least
somewhat lopsided, which is unfortunate from a
multitude of angles. Most of all, it means that
Japanese exclusives will be few and far between,
and many of the most delightful crossover hits of
the next generation (think K
ATAMARI
D
AMACY
) are
likely to appear on the PlayStation 3.
Dave Pottinger
Ensemble Studios
George Sanger
Big Fat Inc.
Harvey Smith
Midway
Paul Steed
Microsoft
WII WANT WONDERMENT
Oddly, many industry folks I talked to in Los
Angeles were impressed by the general idea of the
Wii, but not exactly speechless about all its
current implementations. The tennis game in W
II
S
PORTS
, as demonstrated by Miyamoto, Iwata, and
friends at the Nintendo pre-show press
conference, was generally cited as the most
naturalistic and free-flowing execution. Other
games, such as W
ARIO
W
ARE
for Wii, also exemplify
the mainstream party-style interactions that are
possible with the controller, which really does
have the opportunity to open up gaming way
beyond the norm.
However, some of the abstract movements that
players need to perform in order to play games
like Z
ELDA
: T
WILIGHT
P
RINCESS
are so tortuous,
they’re almost confusing. A number of third-party
titles also illustrated how easy it is to make
imprecise control schemes for the machine.
Yet, remember the DS in its early stages. When
one considers the lack of completely fleshed-out
software that used the touchscreen when
Nintendo’s latest handheld launched, and the
strides that have been made since, the Wii
suddenly seems like an incredibly potent tool
again—albeit one that makes the creation of
cross-platform titles spectacularly difficult.
SONY’S MIXED BLESSING
Plenty of suspect buzz at E3, of course, circled
the PlayStation 3’s $499/$599 price tag. There
was an audible hush in the Sony pre-E3 press
conference when the amount was announced,
partly because the Japanese price had been
released first, and the concept of an “open” price
for the 60Gb model, although vaguely sensible in
Japan, made it sound like the console would be
too expensive to even put a concrete figure on it!
An interminably long G
RAN
T
URISMO
HD demo didn’t
warm up anyone either.
The conclusion is Sony will probably be OK in
the end—“OK” meaning it will have the biggest
market share in the next console generation,
and “in the end” being after the company has
brought the excessive price down through
economies of scale ... and when it has sorted
out its issues with slow hardware development,
which have caused many third parties to not
receive their development kits until very
recently ... and after Sony has managed to
actually fit all the complex components into the
PlayStation 3 box ... and when the company can
get more games to look like H
EAVENLY
S
WORD
running on the final hardware.
MICROSOFT’S STURDY START
The biggest message from this year’s E3 was that
Microsoft is looking extremely robust, despite its
notable hardware supply problems. A well-staged
press conference showcasing Bill Gates, G
RAND
T
HEFT
A
UTO
IV, and H
ALO
3 set the stage for an
impressive show floor, and from the shouts and
murmurs I heard, the general observation was
how sturdy Microsoft’s overall strategy looks for
at least three reasons.
—Simon Carless, editor-in-chief
Game Developer
is BPA approved
2
JUNE/JULY 2006
|
GAME DEVELOPER
WWW.CMPGAME.COM
[
WWW.CMPGAME.COM
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