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Game Developer - February 2007
FEBRUARY 2007
THE LEADING GAME INDUSTRY MAGAZINE
>> BILL’S GIFT TO GAMES?
A PROGRAMMER’S VIEW
OF WINDOWS VISTA
DEUS EX CREATOR
PUSHES STORY DYNAMICS
>> VERTICAL SLICE OF LIFE
THE SCRUM-OLOGY OF
AGILE DEVELOPMENT
RESISTANCE:
FALL OF MAN
POSTMORTEM:
INSOMNIAC’S
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[
CONTENTS
]
FEBRUARY 2007
VOLUME 14, NUMBER 2
FEATURES
13 GAME DEVELOPERS CONFERENCE
PREVIEW 2007
GDC is upon us once more, so your friendly
Game Developer an d Gamasutra.com editors
have put together a condensed list of events,
happenings, and sub-conferences, as well as
those GDC sessions we personally find
compelling. Also, we know where Will Wright
will be staying and will trade this information
for exclusive technical articles!
By Simon Carless, Jill Duffy, Brandon Sheffield,
and Frank Cifaldi
13
21 SCRUM RISING
Scrum is an agile development methodology
which can save your studio a substantial
amount of crunch time, headache, botched
plans, and disorganized employees—or so
says High Moon’s Clinton Keith. Scrum may
not be right for everyone, but after reading
this article, you should know if it’s right for
you and yours.
By Clinton Keith
21
39
28
POSTMORTEM
39 ALL FOR GAMES: AN INTERVIEW
WITH WARREN SPECTOR
As the creative mind behind D EUS E X and the
newer T HIEF games, Warren Spector is in a keen
position to talk about dynamic story and
gameplay. In this exclusive interview, the game
designer discusses the state of game writing,
before expounding on his dream game.
By Brandon Sheffield
28 RESISTANCE: FALL OF MAN
Insomniac is known more for its stylized character-based games than its
first-person shooters, but R ESISTANCE : F ALL OF M AN is in fact a return to the
company’s roots—the first game the studio ever made was an FPS.
Herein, project manager Marcus Smith shares with us the boons and
difficulties of creating an original IP on a brand new console at launch, as
well as why they want to set the next game in Tahiti.
By Marcus Smith
DEPARTMENTS
COLUMNS
2 GAME PLAN By Simon Carless
TV Emporium
43 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Procedural Spooling
4 HEADS UP DISPLAY
Presidential candidates’ views on games, Penny Arcade’s
Child’s Play, and more.
47 PIXEL PUSHER By Steve Theodore
[ ART ]
Getting there from Here
51 GAME SHUI By Noah Falstein
[ DESIGN ]
7 SKUNK WORKS By Ben Board and Ron Fosner
Hansoft’s Hansoft 4.2, Microsoft Vista impressions, and product news.
Believing the Impossible
53 AURAL FIXATION By Jesse Harlin
[ SOUND ]
80 A THOUSAND WORDS
Quantic Dream’s H EAVY R AIN
Does it Sound Next-Gen?
54 BUSINESS LEVEL By Andrew E. Katz
[ BUSINESS ]
COVER ART: Insomniac Games
Original Money
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1
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GAME PLAN
]
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TV EMPORIUM
EDITORIAL
EDITOR-IN-CHIEF
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MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scors o cscorso@gdmag.com
CONTRIBUTING EDITORS
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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
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FEATURES EDITO R, GAMASUTRA.COM Frank Cifaldi
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Stephen Saunders
HERE’S A QUESTION TO PONDER: WHICH BUSINESS
model, though rarely applied to games, has led to
some of the most innovative, interesting, and
high-quality products in the television business?
And here’s a hint: This network had a record 14
nominations for this year’s Golden Globe Awards,
more than any other network, despite being
watched by significantly fewer viewers.
The answer is HBO. The station’s business
model relies on a monthly subscription that lets
viewers watch all movies and original
programming on its service. I’m sure most people
agree that some of HBO’s best shows, including
The Sopranos , Six Feet Under , Curb Your
Enthusiasm , and Deadwood , would not be
possible on a major TV network because shows
with mature, niche, or edgy themes just won’t get
big enough ratings to make it.
subscription basis, then the consumer can try
everything out for size. Demos are close to doing
that, but the sheer amount of interesting niche
games that can be easily flipped onto a
subscription service and aggregated is massive,
compared to those that would be moved onto
Xbox Live Arcade and could survive a standalone
$5 payment. It’s the same with TV channels like
Turner Classic Movies, which has plenty of great
movies that most consumers would never pay to
buy or rent individually, but which become more
appealing when amassed and sold as a package
of opportunities, rather than a single film.
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Harvey Smith Midway
Paul Steed Microsoft
FUTURE INDIE
A lot of the action thus far has been about
repackaging existing games. If one of these
services really takes off and gets one million
subscribers at $10 per month each, it might be
able to fund the development of episodic games,
independent games, and a plethora of others from
scratch. These games would then be available
exclusively on the subscription service first, and
then could even be rolled out to retail at a later
date, or maybe given away as a bonus alongside
the subscriptions.
That’s what excites me—the idea that there
could be a fund through a subscription service for
these edgy and cool titles, which would foster
innovation and excellence, just as HBO does with
its programming. But it requires a big subscriber
base, and I’m not sure that launching solely on the
PC is really going to do it. There needs to be a
console solution, or anything that will play in the
living room.
Maybe something like the inevitable Apple iTV
or massively upgraded cable set-top boxes will
be the answer in the much longer term. Or
maybe a console company will see the benefits
of allowing this option for a third-party firm,
even though it runs against current business
models. Either way, can anyone else see the
possible benefits here?
It requires gamers to think about how they
consume games differently, but with digital
swiftly becoming the paradigm, anything is
possible.
NEW WAY TO PAY?
Though DVD and licensing sales of its major
products no doubt help, it seems a subscription
model alone might be the thing that keeps HBO
strong. Why can’t this same system work for
games?
We’re starting to see some attempts to exploit
this in the PC market. For example, some European
companies such as Metaboli have tried it. Exent
has powered many games on demand efforts. And
most notably, of course, there’s GameTap.
These services tend to offer unlimited access to
commercial PC games for between $10 and $20
per month, and it’s actually a pretty interesting
idea—one which some companies (particularly
Turner with GameTap) are putting significant
money into developing. The licensing fees are
significant if the company is using content that
has previously been released elsewhere, but that
in itself provides a core of interesting games
which aren’t that easy to pick up in retail.
Then again, Xbox Live Arcade and Wii’s Virtual
Console both do a fine job of providing retro and
other smaller-spec games for $5 and up, and you
can keep those forever. Why would you ever want
a subscription if it doesn’t allow you to keep the
games? Well, Xbox Live has movie rentals right
now, and people are very happy with that, so it
really could work the same way.
PACKAGED GOODS
If the service provider aggregates multiple
products and makes them all available on a
Simon Carless
Editor-in-Chief
Game Developer
is BPA approved
2
FEBRUARY 2007 | GAME DEVELOPER
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Zgłoś jeśli naruszono regulamin