Tag Archives: game developer

Raymond: Next-gen innovation not driven by teraflops

”ubisoft-new-concepts-hail-indie-developers”

Indies creating the most exciting new concepts on less powerful platforms, says Ubisoft Toronto boss

Ubisoft exec Jade Raymond says that the games industry doesn’t necessarily need new consoles to create new ideas.

Raymond, one of the minds behind the Assassin’s Creed series, hails the indie development scene for creating some of the market’s most exciting new concepts.

Speaking about the close proximity of her upcoming spy shooter Splinter Cell: Blacklist to PS4 and Xbox 720, she told MCV: “As a gamer and developer I’m very excited about the promise of next-gen. That being said, innovation is not necessarily driven by teraflops alone. In my opinion, many of the most exciting new concepts lately have been driven out of the indie scene and have come to life on less powerful platforms.

“With Splinter Cell Blacklist, not only do I think that the team is delivering the best stealth experience of this generation, I also think that we are delivering a completely new multiplayer experience. Hopefully unique gameplay is still something that can make a game stand out.”

From Linux Game News:

It is as pleasure to see a company like Ubisoft taking notice to indie developers. Obviously there is a need for more broadminded ideas in the game industry. Outlining not only the need for such games, but where game developers are searching for their next big concept.

Reblogged from: develop-online.net

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

 

Double Fine Adventure dubbed Broken Age

”the-double-fine-adventure-will-be-called-broken-age”

Indie studio behind the Cave and Stacking names its upcoming Kickstarter-backed title

Double Fine showed off its Kickstarter-funded adventure game on Sunday, and has now given it a full title.

Broken Age, previous known only as ‘Double Fine Adventure’, was shown to an audience at PAX East in Boston.

The point-and-click adventure will chart the stories of a young girl and boy. They two of them lead parallel lives, but in different worlds; the girl’s leans towards fantasy, while the boy’s is steeped in science fiction.

The studio launched its Kickstarter in February 2012, originally asked for $400,000 to help them make the game. But by the close of their campaign in March, it had reached $3.3 million. And more money has since has been pledged, as Double Fine allowed new backers to submit funds via its website.

The game is coming to PC, Mac and Linux. But Double Fine has yet to give a release date

Reblogged from: develop-online.net

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Team Meat: DRM worse for devs than piracy

”team-meat-drm-worse-for-devs-than-piracy”

‘Respect your customers and they may in turn purchase your game instead of pirating it’

Anti-piracy measures such as DRM are more damaging for developers than piracy, Super Meat Boy developer Tommy Refenes has said.

In a new blog post, the Team Meat developer said that disappointing game releases and frustrating DRM policies, such as SimCity with its early server troubles and always-online requirement, could create apathy among consumers, which he called a potential “swan song” for developers.

Indie dev makes $12k through piracy promotion

‘The promo bay far exceeded what our sales cycle would have been if we just went on as normal,’ says Sean Hogan

”rpg-anodyne-profits-from-piracy”

An indie developer has made more than $12,000 after advertising its game through the Pirate Bay.

In a blog post, Sean Hogan wrote a post-mortem of the experiment to advertise action-adventure RPG Anodyne through piracy channels, and noted a significant upturn in website hits, Steam Greenlight votes and sales.

News of the promotion came to light last week when Hogan posted about the title on Reddit advocating piracy, and suggested that as it was inevitable, it was better to embrace it.

A promotion on the Pirate Bay itself cost $7, and Hogan claimed the game had “far exceeded sales from the past ten days of review/videos, traffic was huge”.

The game’s Steam Greenlight page rose from 28,000 users to 41,000 uniques, while a increase in votes pushed it to 59th place on the service.

Hogan said he hoped that Valve would take on the title given the increasingly attention and popularity the game is receiving, but if not he still hoped the title would reach the top ten.

The majority of web traffic is said to have come from the Pirate Bay and Reddit, with around 240,000 unique users landing on the game’s website.

The majority of the game’s sales – $11,500 – were made through the Humble Store.

It should be noted however that large subsequent media attention would likely also have played a part in the title’s popularity and sales.

“The promo bay far exceeded what our sales cycle would have been if we just went on as normal – sales were dying down around the start of the promo,” said Hogan.

“We made twice as much revenue as we did in the past 10 days (plus the pre-orders), many more visitors, votes, etcetera.”

Despite the game’s apparent success, piracy has still proven a big problem for a number of developers in the industry, with the likes of Sports Interactive, Crytek and Madfinger previously speaking out about astonishing rates of piracy, ranging in the millions.

Prison Architect amasses $1m through crowdfunding

More than 30,000 backers pledge donations for Introversion game

Introversion’s Prison Architect has raised an impressive $1 million through crowdfunding.

The title is based around the concept of building a prison while at the same time attempting to keep the inmates from running riot and escaping.

More than 30,000 people have pledged funds to the campaign, with the most popular funding tier being the base pack at $30, with 24,000 pledging $725,000 between them.

The title sold out of its $1,000 funding tier, with six people pledging donations to get the chance to create their own prison warden, as well as a prisoner designed in their own likeness and a custom polaroid.

“What an incredible milestone! We are incredibly thankful to everyone who has joined us so far,” said Introversion on Twitter.

Prison Architect, currently in open-alpha, originally stemmed from the developer’s uncompleted project Subversion, which saw users break into high tech security systems.

But when Subversion hit numerous development problems, the studio eventually cancelled the project and begun work on a title which turned the game’s rules on its head.

“We were working on Subversion for many years, but that project simply never came together,” said Introversion’s Mark Morris in an interview with Develop in October last year.

“There was never a moment when you could launch the game and have actual fun playing it. Chris Delay got pretty dismayed about this and things came to a head when he was on holiday in San Francisco. He was taking a tour around Alcatraz and the idea hit him that building a prison would be a lot of fun.

“Subversion had you breaking into high tech buildings and defeating all their security systems, but he knew laying out the level itself would be a lot of fun. Prison Architect is kind of like Subversion turned on its head – now the player designs the levels and the security systems, and the game tries to break them down.”

Reblogged from: develop-online.net

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

%d bloggers like this: