<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-1014070860562060558</id><updated>2025-07-23T03:59:40.166-07:00</updated><category term="making video games"/><category term="video games"/><category term="indie games"/><category term="mmorpg"/><category term="video game development"/><category term="video game industry"/><category term="video game news"/><category term="android games"/><category term="game design"/><category term="game design lecture"/><category term="game design planning"/><category term="mmo"/><category term="online games"/><category term="swtor"/><category term="video game 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books"/><category term="call of duty"/><category term="careers"/><category term="cars"/><category term="cars2"/><category term="casual connect"/><category term="computer animation"/><category term="computer graphics"/><category term="console gaming"/><category term="consumer psychology"/><category term="critical path method"/><category term="dave ingram"/><category term="designing multiplayer games"/><category term="digital distribution"/><category term="disney"/><category term="dust 514"/><category term="ea"/><category term="elder scrolls"/><category term="electronic arts"/><category term="emergence"/><category term="esports"/><category term="esports games"/><category term="f2p games"/><category term="fb"/><category term="free mmo"/><category term="free online games"/><category term="free-to-play games"/><category term="game artists"/><category term="game balance"/><category term="game designer"/><category term="game jobs"/><category term="game monetization"/><category term="game of thrones"/><category term="game programmer"/><category term="game servers"/><category term="gaming news"/><category term="gaming stocks"/><category term="john lasseter"/><category term="kickstarter"/><category term="layoffs"/><category term="leviathyn"/><category term="making movies"/><category term="mmo design"/><category term="mmog"/><category term="new consoles"/><category term="new games"/><category term="new mmo"/><category term="new mmorpg 2013"/><category term="next gen consoles"/><category term="ouya"/><category term="path of exile"/><category term="pc games"/><category term="pixar"/><category term="project planning"/><category term="publishing games"/><category term="remote collaboration"/><category term="retail"/><category term="selling games"/><category term="server architecture"/><category term="simcity"/><category term="social game developers"/><category term="social gaming"/><category term="social network"/><category term="spry games"/><category term="star wars games"/><category term="stock market"/><category term="stock market news"/><category term="the old republic"/><category term="the sims"/><category term="video game companies"/><category term="video game contractors"/><category term="video game jobs"/><category term="video game layoffs"/><category term="video game marketing"/><category term="video game rant"/><category term="video game stocks"/><category term="will wright"/><category term="world of warships"/><title type='text'>Video Game Industry</title><subtitle type='html'>The Business of Interactive Electronic Entertainment</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>19</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-2422064744905783593</id><published>2013-06-24T19:23:00.000-07:00</published><updated>2013-06-24T19:23:33.756-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="author dave ingram"/><category scheme="http://www.blogger.com/atom/ns#" term="dave ingram"/><category scheme="http://www.blogger.com/atom/ns#" term="leviathyn"/><category scheme="http://www.blogger.com/atom/ns#" term="video game industry"/><category scheme="http://www.blogger.com/atom/ns#" term="video game news"/><title type='text'>Fear Not, More Content is Coming!</title><content type='html'>I haven&#39;t been posting in Video Game Industry in a while, but fear not! I&#39;ve been putting time into a new author position at Leviathyn.com, a growing news hub covering video games, movies, and anime. I&#39;ll still be showing this blog some love from time to time, but in the meantime stop by and check out my work at Leviathyn!&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://leviathyn.com/author/daveingram/&quot; target=&quot;_blank&quot;&gt;Dave Ingram on Leviathyn.com&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Here&#39;s a sample from my recent work at Leviathyn:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Classic Console Emulators Take Ouya to Another Level&lt;/b&gt; - &lt;i&gt;Leviathyn.com&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
With the Ouya shipping out to stores later this month, opinions 
and expectations are mixed and many would-be Ouya players are standing 
on the sidelines. On the one hand, many players with early Ouyas have 
complained about weak performance and a lack of compelling titles. On 
the other hand, the Ouya’s release date has been pushed back due to 
higher than expected demand, so stores are obviously betting big on the 
console. Regardless of the pros and cons, I recently discovered 
something that could push hesitant players off the fence and straight 
into the pre-order lines.&lt;br /&gt;
&lt;br /&gt;
I took a look into the list of over 100 launch titles available for 
Ouya so far, and at first I was quite underwhelmed. Most of the titles 
appeared to be small indie games with unimpressive graphics – games that
 I would rather play for free on my PC rather than paying for a console 
version. However, as I browsed the titles, I discovered a gem that made 
my mind explode in nerdy bliss, and suddenly I saw a world of new 
possibilities for the Android-based console. I discovered a range of 
classic-console emulators, from SNES, to N64, and even Atari 2600, which
 means the Ouya could eventually be turned into every classic console 
you’ve ever loved, all in a single box. And since ROMs are free (as long
 as you own the original game), the Ouya can provide access to virtually
 any classic console game ever made for a total cost of $99. I’m getting
 one.&lt;br /&gt;
&lt;br /&gt;
Here are a few classic-console emulators&amp;nbsp; available on Ouya at launch:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;EMUya&lt;/b&gt;&lt;br /&gt;
I’m more excited about EMUya than any of the others. This emulator 
will support NES ROMs at launch and will add support for Atari 2600, 
SNES, and Gameboy soon after. The amazing thing about EMUya is the 
inclusion of an indie game store directly in the app, allowing indie 
developers to create games specifically for the architecture of NES, 
SNES, or Atari 2600 to be played on Ouya consoles.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Super GNES&lt;/b&gt;&lt;br /&gt;
This SNES emulator boasts the ability to scan ROMs directly from a 
smartphone, creating a neat visual library of games with original cover 
art. Super GNES will also feature built in support for Game Genie and 
Pro Action Replay codes, allowing players to relive the days of typing 
in those long secret codes. The emulator supports networked multiplayer 
via WiFi or Bluetooth, and it looks like it might be free (no price is 
listed on Ouya’s website).&lt;br /&gt;
&lt;div class=&quot;wp-caption alignright&quot; id=&quot;attachment_41232&quot; style=&quot;width: 210px;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;b&gt;Mupen64Plus AE&lt;/b&gt;&lt;br /&gt;
&lt;a href=&quot;http://cdn.leviathyn.com/wp-content/uploads/2013/06/turok.jpg&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img alt=&quot;Turok&quot; class=&quot;wp-image-41232 &quot; height=&quot;150&quot; src=&quot;http://cdn.leviathyn.com/wp-content/uploads/2013/06/turok-555x416.jpg&quot; width=&quot;200&quot; /&gt;&lt;/a&gt;This open-source N64 emulator is an Ouya port of the Android version 
of Mupen64Plus. It’s free and lightweight, and the fact that its open 
source means its likely to be extended and enhanced over time. Call me 
crazy, but I’m most looking forward to replaying the first three Turok 
titles for N64.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Snes9x EX Plus&lt;/b&gt;&lt;br /&gt;
Snes9x is one of the most popular SNES emulators available for PC, 
and its the one that I’ve logged the most hours in. Snes9x EX Plus is an
 open-source project based off of Snes9x, and the Ouya listing claims 
nearly 100% game compatibility. If this open-source port is anything 
like it’s namesake, it could emerge as the most popular emulator for 
Ouya.</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/2422064744905783593/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2013/06/fear-not-more-content-is-coming.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/2422064744905783593'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/2422064744905783593'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2013/06/fear-not-more-content-is-coming.html' title='Fear Not, More Content is Coming!'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-8952659547795982567</id><published>2013-05-22T15:12:00.000-07:00</published><updated>2013-05-22T15:12:34.061-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="dust 514"/><category scheme="http://www.blogger.com/atom/ns#" term="elder scrolls"/><category scheme="http://www.blogger.com/atom/ns#" term="free mmo"/><category scheme="http://www.blogger.com/atom/ns#" term="free online games"/><category scheme="http://www.blogger.com/atom/ns#" term="game of thrones"/><category scheme="http://www.blogger.com/atom/ns#" term="mmo"/><category scheme="http://www.blogger.com/atom/ns#" term="mmorpg"/><category scheme="http://www.blogger.com/atom/ns#" term="new mmorpg 2013"/><category scheme="http://www.blogger.com/atom/ns#" term="online games"/><category scheme="http://www.blogger.com/atom/ns#" term="path of exile"/><category scheme="http://www.blogger.com/atom/ns#" term="world of warships"/><title type='text'>5 MMO Games to Watch Out For in 2013</title><content type='html'>&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
2013 looks to be an exciting year for
MMO games, with a slate of potential blockbusters set to release
steadily throughout the year in a range of MMO genres. Upcoming
MMORPG&#39;s look especially mouth-watering, as developers reach for
innovation after watching countless World of Warcraft clones quickly
fizzle out. The 2013 release schedule promises something for fans of
all genres, including more triple-A MMOFPS titles than ever before.
With so many great games coming out, which ones will be the most
successful? No matter which games top the charts, these 5 new MMO
games are sure to make a huge splash in 2013:&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;b&gt;The Elder Scrolls Online&lt;/b&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXJb5BuPFRhQLCPDkfyjj7l6YRb-heQsQ66HrTMCvMi2i_KkBpmhf0KO0T5oALOd8s2o-fCrivHt9lGbW46oSaD_8cywiBCYCCOCtynvIDXScRQgIgcanSLnn0SkB8W1R42PxiYn0GFBc/s1600/Elder+Scrolls+Online.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXJb5BuPFRhQLCPDkfyjj7l6YRb-heQsQ66HrTMCvMi2i_KkBpmhf0KO0T5oALOd8s2o-fCrivHt9lGbW46oSaD_8cywiBCYCCOCtynvIDXScRQgIgcanSLnn0SkB8W1R42PxiYn0GFBc/s320/Elder+Scrolls+Online.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;The Elder Scrolls Online can&#39;t be more
hyped up at this point, and Zenimax Studios is doing everything they
can to satisfy fans&#39; expectations and woo MMO fans who have not
experienced the epic single-player franchise. The Zenimax team
promises to bring the depth, lore, and customization of the previous
titles into the MMO, but the combat mechanics are probably the most
anticipated crossover. The Elder Scrolls Online will do away with the
menu-driven combat of recent MMORPG&#39;s, and will say goodbye to
ability cooldowns altogether. Players will be able to experience the
same real-time action combat they&#39;ve come to love in the Elder
Scrolls series, utilizing a small handful of abilities (chosen from a
large pool of options) that rely on consumable attributes.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Regardless of how this game fares over
the long term, it&#39;s almost guaranteed to be a blockbuster hit at
launch. Aficionados of MMORPG&#39;s and the Elder Scrolls series won&#39;t
want to miss this one when it comes out.&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;b&gt;Path of Exile&lt;/b&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxihX38-FL8qx8Yq60PDuDmdhC9w4sShPDDVFpjmitYhfzT1zP6mOML-8l0-rQ0z5rwjiRHtha8QmWao4k9pmfH2WCvlNafMahoWk43Nskxnckz6ZrR68eqGQAbvzE__nliYlkP1aV8TA/s1600/Path+of+Exile.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxihX38-FL8qx8Yq60PDuDmdhC9w4sShPDDVFpjmitYhfzT1zP6mOML-8l0-rQ0z5rwjiRHtha8QmWao4k9pmfH2WCvlNafMahoWk43Nskxnckz6ZrR68eqGQAbvzE__nliYlkP1aV8TA/s400/Path+of+Exile.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
I won&#39;t say that there was anything
wrong with Diablo III, but it is clear that fans of the franchise
were sorely disappointed. Path of Exile is a new action MMORPG from a
small studio in New Zealand. Currently in beta, Path of Exile is sure
to be a sleeper hit when it releases, since it is made by hardcore
dungeon-crawler fans with an immaculate attention to detail. The
amount of customization available in the new and unique character
build system ensures that no two play experiences will ever be alike,
and the game was designed to satisfy all the desires of long-time
dungeon-crawler fans. 
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
While this one may not make the same
splash as some others, the impressive design will undoubtedly garner
attention and a loyal following.&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;b&gt;Game of Thrones: Seven Kingdoms&lt;/b&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsw75eFE38l18HgdlQMefdZZrIPzZQPxK5yAZ5aTK1HXpq8zjldMnK6Pxy_ElulTVcnOLSsMNAX5DMjb8EqJkPIuv5PSt9HibluEp2HnU8tzR3FHZ8m9J7B-USyqEQHtUOqCtEoaX-WXo/s1600/GoT+Seven+Kingdoms.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;248&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsw75eFE38l18HgdlQMefdZZrIPzZQPxK5yAZ5aTK1HXpq8zjldMnK6Pxy_ElulTVcnOLSsMNAX5DMjb8EqJkPIuv5PSt9HibluEp2HnU8tzR3FHZ8m9J7B-USyqEQHtUOqCtEoaX-WXo/s400/GoT+Seven+Kingdoms.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;2013 is the perfect time to launch a
high-budget Game of Thrones MMORPG. As the TV series maintains a top
spot in the ratings, and the books consistently hit the Top 10
Bestsellers list, developer Bigpoint has a recipe for success on its
hands. Not much is known about the game so far, but the early screen
shots and trailer are quiet impressive for a browser-based game.
Browser MMOs may have been a joke just a few years ago, but each new
browser release seems to be more polished and robust than the last. 
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Expect Game of Thrones: Seven Kingdoms
to be a hit among a large audience with its low system requirements,
beautiful graphics and free-to-play business model. .&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;b&gt;DUST 514&lt;/b&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH1PdECc7WYrfwnjh452ykECTQtZ24ZrFVW8IUMmGdYFcahFVEoWitm9I6ZkfPvV4sLsIyzO3ZBVcMNTNUDfotN_tJuq0kfnSFu_esBmuAi2HtslapiAnDRr7HkGmyoKjuhctTH2oM7rg/s1600/DUST+514.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH1PdECc7WYrfwnjh452ykECTQtZ24ZrFVW8IUMmGdYFcahFVEoWitm9I6ZkfPvV4sLsIyzO3ZBVcMNTNUDfotN_tJuq0kfnSFu_esBmuAi2HtslapiAnDRr7HkGmyoKjuhctTH2oM7rg/s400/DUST+514.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;DUST 514 is a long anticipated MMOFPS
set in the world of EVE Online. This game has already built up so
much hype that its servers will be packed on day one. EVE Online is
one of the most popular and longest-running MMOs in history, and DUST
514 promises to take the franchise and the genre to a new level with
an unheard-of innovation. 
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
DUST 514 will be an MMO shooter for PS3
that places players into the very servers that EVE Online players
occupy, allowing them to play alongside EVE players in massive
battles involving space and ground combat at the same time – in two
different games. DUST 514 is sure to breathe new life into EVE
Online, and solidify the strength of the franchise for years to come.&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;b&gt;World of Warships / World of
Warplanes&lt;/b&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu1P9iNCOS0lKCznfvjIMT1mn0H0f51ls2RLZl6O04Vizw0qe9u3-rlfBWTrs0fNcDPh88w2_HOLY5y0Eh17BiNVyRL95HSw9qq7RNFhU6FHu6EK6-9Kr3NRUBaTu7sY4tI0UgolAkf1A/s1600/World-of-Warships.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;248&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu1P9iNCOS0lKCznfvjIMT1mn0H0f51ls2RLZl6O04Vizw0qe9u3-rlfBWTrs0fNcDPh88w2_HOLY5y0Eh17BiNVyRL95HSw9qq7RNFhU6FHu6EK6-9Kr3NRUBaTu7sY4tI0UgolAkf1A/s400/World-of-Warships.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;Wargaming.net took
the MMO world by storm with World of Tanks, achieving massive success
around the world, especially in the Eastern European region. From a
design perspective, the beauty of World of Tanks is that the gameplay
is so fresh and unique that it does not have to compete directly with
behemoths such as World of Warcraft or Planetside 2. The developers
are placing a big bet on this kind of creativity by releasing two new
games at once – World of Warships and World of Warplanes. 
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
Simply looking at
screenshots and watching videos does not make me excited about these
games, but the unbridled success of the predecessor tells me that
both of these games are going to be hits when they release. Both
games release to an already loyal audience, and the marketing
momentum of maintaining three games at once can be huge if done
properly. I&#39;m going to especially keep an eye on World of Warships,
because the premise allows for a much more similar play experience to
World of Tanks, which people have already come to love.&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0in;&quot;&gt;
&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/8952659547795982567/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2013/05/5-mmo-games-to-watch-out-for-in-2013.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/8952659547795982567'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/8952659547795982567'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2013/05/5-mmo-games-to-watch-out-for-in-2013.html' title='5 MMO Games to Watch Out For in 2013'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXJb5BuPFRhQLCPDkfyjj7l6YRb-heQsQ66HrTMCvMi2i_KkBpmhf0KO0T5oALOd8s2o-fCrivHt9lGbW46oSaD_8cywiBCYCCOCtynvIDXScRQgIgcanSLnn0SkB8W1R42PxiYn0GFBc/s72-c/Elder+Scrolls+Online.jpg" height="72" width="72"/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-640135883856023213</id><published>2013-04-13T15:56:00.001-07:00</published><updated>2013-04-13T15:56:36.694-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="ea"/><category scheme="http://www.blogger.com/atom/ns#" term="electronic arts"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="game jobs"/><category scheme="http://www.blogger.com/atom/ns#" term="layoffs"/><category scheme="http://www.blogger.com/atom/ns#" term="video game companies"/><category scheme="http://www.blogger.com/atom/ns#" term="video game contractors"/><category scheme="http://www.blogger.com/atom/ns#" term="video game jobs"/><category scheme="http://www.blogger.com/atom/ns#" term="video game layoffs"/><title type='text'>What Do Industry-Wide Layoffs Mean For You?</title><content type='html'>&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7Aq2CZX6F8LBt6YGyhVCcZ8olsS42mddESENZpmHnTYnOibirot4lopPNRO4ZjJ16b91SPvkU5nVBRtVpVFa897CaWR7LC8WuqRIPZqwi4tDhYCp0QX8POdYnGnfNJjUGfaBzjJ9Qrvs/s1600/tv-static-0607_thumb.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;239&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7Aq2CZX6F8LBt6YGyhVCcZ8olsS42mddESENZpmHnTYnOibirot4lopPNRO4ZjJ16b91SPvkU5nVBRtVpVFa897CaWR7LC8WuqRIPZqwi4tDhYCp0QX8POdYnGnfNJjUGfaBzjJ9Qrvs/s320/tv-static-0607_thumb.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;I&#39;ve noticed a fairly steady flow of layoff and studio-closure announcements over the past six months, and very little in the way of promising startups or studio expansions. Electronic Arts (EA) recently announced another round of layoffs, leading to the expected speculation about studio closures around the world (especially in Montreal). In a market where video games continue to gain traction with new and old players alike, how can we interpret this counter-intuitive news? And what does it mean for professionals in the industry looking for work?&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Lean Business vs. Bloated Payrolls&lt;/b&gt;&lt;br /&gt;
One constant in the layoff announcements is the focus on &quot;leaning up&quot; organizational structures in the industry. Let&#39;s face it, tech talent is not cheap, and the best software engineers come at a hefty price. Perhaps the expanding and saturated video game market is slowing down on it&#39;s support for multi-million dollar cash-cow franchises, and companies with huge payrolls are no longer seeing the payoff they once could.&lt;br /&gt;
&lt;br /&gt;
Consider Blizzard&#39;s new development project, &quot;Hearthstone,&quot; which I believe currently has a 15-person development team committed to it. Blizzard mentions in their &lt;a href=&quot;http://us.battle.net/hearthstone/en/&quot; target=&quot;_blank&quot;&gt;sneak-peek trailer&lt;/a&gt; that they believe small, lean teams developing niche games is the way of the future. I&#39;ve also heard this kind of language in numerous Kickstarter campaigns run by industry veterans (think &lt;a href=&quot;http://eternity.obsidian.net/&quot; target=&quot;_blank&quot;&gt;Project Eternity&lt;/a&gt;). The concepts of lean business seem to be making their way into our industry (a bit late compared to others), and layoffs are an inevitable result of this.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, the concept of lean business is about employing as few people as possible, and owning as few assets as possible, while outsourcing all nonessential functions. This concept lends itself extremely well to a game-development studio or publisher. Think about things like community relations, customer support, tools programming, audio production, and testing -- all of these things can bloat a company&#39;s payroll, taxes, and insurance liability, when these functions could easily be performed by outside contractors.&lt;br /&gt;
&lt;br /&gt;
Lean business models can provide a pathway to financial success for game companies. Unfortunately, when a bloated company tries to become lean, people are going to be hurt in the process.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Opportunities for Professionals&lt;/b&gt;&lt;br /&gt;
This trend may seem scary at first for industry professionals, but there is a ray of light in all this. At the end of the day, it doesn&#39;t take fewer people to make games in 2013 than it did in 2012. Therefore, a leaner payroll means that companies will need to hire more contractors than ever before. Let&#39;s say, hypothetically, that a AAA project at EA requires a 200-person team. Perhaps 175 of those people would traditionally be employees, and 25 would be contractors (arbitrary figures). If so, then perhaps their next 200-person project will include 100 employees and 100 contractors, or more realistically, 100 employees and three contractor companies that each put 33 people on the project. So, the opportunities for work are still there for experienced professionals, but the opportunities for &quot;employment&quot; are dwindling. Those laid-off professionals who look for entrepreneurial opportunities to leverage their skills as contractors may find more success than those who seek employment elsewhere.&lt;br /&gt;
&lt;br /&gt;
I&#39;m willing to bet that we&#39;ll see many more opportunities for independent professionals to find good work in the future, and at a higher price than they could fetch as an employee. The drawbacks, of course, are the absence of the corporate safety net -- the insurance, benefits, paid days off, bonuses and other employee perks. These are some of the very things that large companies are looking to save money on.&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;Read More&lt;/b&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.gamasutra.com/view/news/190320/New_significant_layoffs_hit_Electronic_Arts.php&quot; target=&quot;_blank&quot;&gt;Gamasutra: New, Significant Layoffs Hit Electronic Arts&lt;/a&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/640135883856023213/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2013/04/what-do-industry-wide-layoffs-mean-for.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/640135883856023213'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/640135883856023213'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2013/04/what-do-industry-wide-layoffs-mean-for.html' title='What Do Industry-Wide Layoffs Mean For You?'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7Aq2CZX6F8LBt6YGyhVCcZ8olsS42mddESENZpmHnTYnOibirot4lopPNRO4ZjJ16b91SPvkU5nVBRtVpVFa897CaWR7LC8WuqRIPZqwi4tDhYCp0QX8POdYnGnfNJjUGfaBzjJ9Qrvs/s72-c/tv-static-0607_thumb.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-6085288405930363989</id><published>2013-04-09T16:31:00.000-07:00</published><updated>2013-04-09T16:31:33.084-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="call of duty"/><category scheme="http://www.blogger.com/atom/ns#" term="designing multiplayer games"/><category scheme="http://www.blogger.com/atom/ns#" term="esports"/><category scheme="http://www.blogger.com/atom/ns#" term="esports games"/><category scheme="http://www.blogger.com/atom/ns#" term="game balance"/><category scheme="http://www.blogger.com/atom/ns#" term="game design"/><category scheme="http://www.blogger.com/atom/ns#" term="League of legends"/><category scheme="http://www.blogger.com/atom/ns#" term="multiplayer games"/><category scheme="http://www.blogger.com/atom/ns#" term="new games"/><category scheme="http://www.blogger.com/atom/ns#" term="pc games"/><category scheme="http://www.blogger.com/atom/ns#" term="Starcraft 2"/><title type='text'>What Makes a Solid eSports Game?</title><content type='html'>&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;float: left; margin-right: 1em; text-align: left;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeWx3-DNbmxzGkC4lrHmvdIWgpsVPTxyT1tGw5rjLSxNTN4bspv7GZf7kDVJ2fgdbfTrFYXVFEVvI6RuyE0EDTK_g-wLjEhSVXFDe3rpOuPe8gcesGTJ-qeNGnkePSd2X4-ESG6krG1aQ/s1600/IAP13499.png&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;266&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeWx3-DNbmxzGkC4lrHmvdIWgpsVPTxyT1tGw5rjLSxNTN4bspv7GZf7kDVJ2fgdbfTrFYXVFEVvI6RuyE0EDTK_g-wLjEhSVXFDe3rpOuPe8gcesGTJ-qeNGnkePSd2X4-ESG6krG1aQ/s400/IAP13499.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The ESL is one of many popular eSports event franchises around the world.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
eSports is on the rise in a wide range of genres, with the support of outlets such as Twitch.tv and dedicated casting organizations such as the North American Star League (NASL) and Major League Gaming (MLG). Growing numbers of viewers watch live events from aroudn the world, and big-name sponsors like Alienware and Intel are taking notice and backing events, players, and teams.&lt;br /&gt;
&lt;br /&gt;
Developers and publishers of eSports games find themselves in a new world of opportunities, where suddenly their entertainment products become a way of life for professional competitors around the world, and an obsession for legions of eSports fans. Owning the intellectual property of an eSports-centered franchise brings a new level of sustained revenue and interest that basic multiplayer games, and even most MMO&#39;s, cannot achieve. Up to now, it would seem that the games that become successful in the eSports world have been flukes, gaining popularity over similar titles through a combination of great design, compelling visuals and loyal playerbases. Based on what we&#39;ve seen in successful franchises such as Starcraft 2, League of Legends, and Call of Duty: Black Ops 2, we can now begin to analyze the things that all of these games have in common, allowing us as developers to understand exactly what our games need to have to gain popularity in the world of eSports.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Balance&lt;/b&gt;&lt;br /&gt;
Let&#39;s start with the basics; the obvious elements. Balance is key, and is never taken for granted by serious players. Balancing different races, weapons, abilities and stats is a constant exercise for developers of eSports games. Players must always feel that they have an equal chance at victory, and that their opponents do not have an unfair advantage. Balance becomes even more of a challenge in games with asymmetric factions (different races with different units and structures, for example). Constant play-testing is key in the delicate act of balance. Play-testers should include the widest range of gamers possible: from in-house testers to beta testers; from veterans to casual players; from young players to older.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Control&lt;/b&gt;&lt;br /&gt;
Controls have to be tight, logical, and above all, customizable. The mechanics of controls are of paramount importance to veteran players, and each player has slightly different preferences for control schemes. The player must feel like he is in full control in an eSports title. Any lag between commands and execution can ruin a competitive experience, as can randomly unresponsive controls. Players should be able to quickly perform any action that logically fits within the framework of the game, and they should be able to do it without looking at their keyboards. Again, bringing in the widest range of play-testers possible can help greatly here. Never make assumptions about controls. Always seek feedback from players and testers.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Skill&lt;/b&gt;&lt;br /&gt;
Skill-based competition is the only type embraced in the eSports world, and for good reason. MMORPG PvP has never broken into the world of eSports due to its heavy reliance on gear and character attributes, for example, while first-person shooters have always had a presence. Skill-based competition goes back to the issue of balance. Each player should feel that the only thing that can lead him to victory is his own personal skill, not the contents of a character inventory or a collection of hard-earned perks. The most popular eSports games build in achievements and vanity rewards to make players feel as if they are accumulating goodies, but these rewards do nothing to provide an unfair advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Emergent Strategy&lt;/b&gt;&lt;br /&gt;
The possibility of emergent strategy may be the most important design factor that rockets games to eSports stardom. Emergence, an elusive yet well-studied concept in game design, can be simply defined as a simple framework of rules and systems, out of which can emerge countless variations of play. Minecraft is today&#39;s shining example of emergent design; think about how simple Minecraft&#39;s mechanics and controls are, and how vast the number of different creations have come from it (everything from a 10,000 foot tall portrait of Barack Obama to a fully functional MMORPG).&lt;br /&gt;
&lt;br /&gt;
This is the essential element in an eSports game: the players&#39; ability to create, refine, and evolve their strategic options within a deceptively simple framework. Consider how the four ability slots and 6 item slots in League of Legends allow players an unlimited number of character builds, or how a defined set of structures and units in Starcraft 2 can be used in an unlimited number of ways. Even first-person shooters like CoD:BO2 provide emergent possibilities, since players can deploy such a wide range of tactics all around a map.&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/6085288405930363989/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2013/04/what-makes-solid-esports-game.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/6085288405930363989'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/6085288405930363989'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2013/04/what-makes-solid-esports-game.html' title='What Makes a Solid eSports Game?'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeWx3-DNbmxzGkC4lrHmvdIWgpsVPTxyT1tGw5rjLSxNTN4bspv7GZf7kDVJ2fgdbfTrFYXVFEVvI6RuyE0EDTK_g-wLjEhSVXFDe3rpOuPe8gcesGTJ-qeNGnkePSd2X4-ESG6krG1aQ/s72-c/IAP13499.png" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-5871978053359285208</id><published>2013-03-30T14:49:00.000-07:00</published><updated>2013-03-30T14:49:35.901-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="asheron&#39;s call"/><category scheme="http://www.blogger.com/atom/ns#" term="mmo design"/><category scheme="http://www.blogger.com/atom/ns#" term="mmorpg"/><category scheme="http://www.blogger.com/atom/ns#" term="multiplayer games"/><category scheme="http://www.blogger.com/atom/ns#" term="online games"/><category scheme="http://www.blogger.com/atom/ns#" term="swtor"/><category scheme="http://www.blogger.com/atom/ns#" term="video game rant"/><title type='text'>What Happened to MMORPG Design?</title><content type='html'>&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;float: right; margin-left: 1em; text-align: right;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB3Wo9R37fW66ODKq3Iat88_d27r2ctzEtROeVWZCpydSL_7kK4nC-3J-ZpZxECbNosxM4k6YFelBUUhIO59-8GHsmx2wkxbk4V2kTUOYGmFAwrWbP25-ZiKpGP2Oxc0YH1-6YCLP4vSw/s1600/inventoryold.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB3Wo9R37fW66ODKq3Iat88_d27r2ctzEtROeVWZCpydSL_7kK4nC-3J-ZpZxECbNosxM4k6YFelBUUhIO59-8GHsmx2wkxbk4V2kTUOYGmFAwrWbP25-ZiKpGP2Oxc0YH1-6YCLP4vSw/s320/inventoryold.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Asheron&#39;s Call got me excited for MMORPGs for the first time.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
I&#39;ve been a huge fan of MMORPGs since I was 13 years old, back in the days when having a 56k modem made me the envy of all my nerdy friends. Since then I&#39;ve played a number of MMOs, most recently culminating in my experiences with SWTOR, which I&#39;ve written about several times. Recently, a friend and I have started playing the first MMORPG I ever played, Asheron&#39;s Call. Released in 1999, this game is actually still running, and has a robust population on its most popular servers.&lt;br /&gt;
&lt;br /&gt;
The experience of playing Asheron&#39;s Call again has awakened something in me that I forgot existed: the pure joy of playing with others in a virtual world. The slow evolution of the genre had numbed me to the numerous failings of modern MMO design, and playing this gem has revealed gaping disconnects between modern MMOs and the fundamental concept of an open, virtual world.&lt;br /&gt;
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These days, playing SWTOR (and almost any modern MMO) feels more exclusive than inclusive, more antagonistic than friendly. Modern endgames are designed to encourage people to treat each other with disdain and disrespect, and other players have become expendable at all levels of the game. Forced class roles and the requirements that every player be perfect in every way have made raids and group quests tense and hostile.&amp;nbsp;PVP groups must be perfect in every way, and anyone who plays less than 8 hours a day is summarily booted from any high-level groups.&amp;nbsp;&amp;nbsp;People who are slightly under-geared are kicked out of groups as if they don&#39;t matter, and silence has actually become a rule in raid voice chat.&lt;br /&gt;
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I&#39;d like to repeat that last sentence -- silence has actually become a rule in raid voice chat. When did the MMORPG experience become as tense and important as heart surgery? When was the sense of exploration and&amp;nbsp;camaraderie&amp;nbsp;designed out of the genre entirely? When did completing high level raids become about angrily insulting someone for being 1-hit, or having hostile arguments about aggro or healing? And when in the wide world of eSports did silence become a rule in raid voice chat!?&lt;br /&gt;
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I don&#39;t want this post to be an advertisement about Asheron&#39;s Call (although I highly recommend it as a once-in-a-lifetime gem of MMO design), but let&#39;s contrast the way that this game from &#39;99 works to the way that SWTOR works.&lt;br /&gt;
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In Asheron&#39;s Call (AC), any player can train any skill at any time. No one is forced to play any role. Every character can handle tanking, dealing damage and healing to certain extents. This means that groups can consist of as few or as many players as desired, and there is no incentive to exclude people simply because their role has already been filled.&lt;br /&gt;
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In AC, players are rewarded generously for taking new players under their wings, whereas in SWTOR the answer to every noob question is &quot;Google it, you idiot,&quot; followed by &quot;Shut up, troll,&quot; followed by &quot;Ignored and reported.&quot;&lt;br /&gt;
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In AC&#39;s high-level dungeons, any player can die and return at any time without halting the group&#39;s progress. This prevents the necessity that every player be perfect in every way. In SWTOR, if your healer dies, all progress stops, meaning that any casual healers will be insulted and eventually booted from groups.&lt;br /&gt;
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In AC, everyone&#39;s armor is different, and the sky is the limit to the possibilities. In SWTOR, you must have the exact gear that the designers intend for you to have to even participate in a group raid. SWTOR&#39;s group finder allows players to que for raids that they are not geared for, in which case the other group members will kick the player immediately. In SWTOR, group members check each other&#39;s gear immediately to determine who they have to kick out; in AC, group members check each other&#39;s gear out of curiosity and a sense of discovery.&lt;br /&gt;
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I could go on for days about the huge shortcomings in modern MMO design that I&#39;m discovering by playing one of the originals in the genre. The bottom line is that the first MMO&#39;s were designed as virtual worlds to explore, and in which to adventure with friends met along the way. Modern MMO&#39;s are designed to exclude people in every way possible, and to force players into following prescribed paths in every area, whether leveling, crafting or gearing up. Modern MMOs are designed to force silence to be a rule in raid voice chat (I know I&#39;ve said it three times, but it&#39;s just insane to me). It has created a cynical elitist culture that excludes anyone who does not wish to spend hours each day grinding through the same boring things just to be able to try and fail at a high level raid several times in a row.&lt;br /&gt;
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Who has the courage to design an MMO that brings people together in a spirit of adventure? Whoever can achieve that will find my money shoved in their wallet! Until then, I&#39;m going to be on a quest of my own, to discover whether any MMORPGs on the market today are designed to be fun. I&#39;ll keep you posted on what I find!&lt;br /&gt;
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&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/5871978053359285208/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2013/03/what-happened-to-mmorpg-design.html#comment-form' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/5871978053359285208'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/5871978053359285208'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2013/03/what-happened-to-mmorpg-design.html' title='What Happened to MMORPG Design?'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB3Wo9R37fW66ODKq3Iat88_d27r2ctzEtROeVWZCpydSL_7kK4nC-3J-ZpZxECbNosxM4k6YFelBUUhIO59-8GHsmx2wkxbk4V2kTUOYGmFAwrWbP25-ZiKpGP2Oxc0YH1-6YCLP4vSw/s72-c/inventoryold.jpg" height="72" width="72"/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-6632856314160305911</id><published>2013-03-20T09:14:00.002-07:00</published><updated>2013-03-20T09:15:56.949-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="android"/><category scheme="http://www.blogger.com/atom/ns#" term="android 4.0"/><category scheme="http://www.blogger.com/atom/ns#" term="android games"/><category scheme="http://www.blogger.com/atom/ns#" term="break into the games industry"/><category scheme="http://www.blogger.com/atom/ns#" term="development planning"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="making video games"/><category scheme="http://www.blogger.com/atom/ns#" term="remote collaboration"/><category scheme="http://www.blogger.com/atom/ns#" term="video games"/><title type='text'>Free Collaboration Tools for Remote Teams</title><content type='html'>&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLKp_FjBomcY1kTXjQBHHQ3iW-tPWyd7I-ql-CIDicMn046OA8PWpGAswVFoScx0enPmyZzoT1iqexybzj7btxg8C4nbE-MjUQmEJGP-QG_9K_aHvmwWuiqS5bygVEGRcLhrHGctizE3M/s1600/728751_19556269.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;211&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLKp_FjBomcY1kTXjQBHHQ3iW-tPWyd7I-ql-CIDicMn046OA8PWpGAswVFoScx0enPmyZzoT1iqexybzj7btxg8C4nbE-MjUQmEJGP-QG_9K_aHvmwWuiqS5bygVEGRcLhrHGctizE3M/s320/728751_19556269.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;I&#39;ve just finished my first full-scale game development project, from design all the way through post-launch marketing, and I&#39;ve learned a great deal in the process. My development partner and I started from scratch to develop a new Hangman app for Android and the Web called Classic Hangman Game (very original name, I know, but it&#39;s necessary for discoverability on Google Play until genres and descriptive terms can be searched for).&lt;br /&gt;
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One of the things we had to tackle right away was to put together a viable workflow and a suite of tools that would allow us to work together, even though we live on different sides of the country. After a few hours of trial and error, we found a group of tools that allowed us to work efficiently throughout the project, whether we were working independently or at the same time.&lt;br /&gt;
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&lt;b&gt;Dropbox&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
The first challenge we faced was figuring out how to share and concurrently access project files and resources. We both needed continually up-to-date access to source files, images, sounds and all of the supporting files that Unity produces on its own. We found Dropbox to be an excellent solution, and we&#39;ve since used it at the Global Game Jam 2013 in Denver.&lt;br /&gt;
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Dropbox is a free cloud file-storage system with options for premium upgrades. The service allows users to synch folders on any PC or mobile device to any other, while also being able to access the folders and their contents on the web. After a quick download, we both had Dropbox folders on our machines, and we could both access the same files at will. As an added bonus, we regularly received notifications when files in Dropbox folders had been changed, so we always knew when the other person had worked on something.&lt;br /&gt;
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&lt;b&gt;Google Drive&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Google Drive works in much the same way as Dropbox, but with the added bonus of having Google Docs built in. Dropbox takes a bit of time to synch files, whereas shared Google Docs are updated almost instantly for all users. We used Google Drive and Docs to share text files -- mainly our design document. We found that we could both have the design doc open, and changes made by one of us would immediately be reflected on the other&#39;s screen. We revisited the design doc frequently, and usually designated one of us to make changes to the doc while we spoke over Google Talk.&lt;br /&gt;
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&lt;b&gt;Google Hangouts&lt;/b&gt;&lt;br /&gt;
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Google Hangouts is an excellent tool for remote collaboration and communication. The things we found most useful were the speed and ease of setting up a conference, and the ability to share our screens with each other. Using Hangouts, one of us could view the other&#39;s screen, if needed, while we worked. This proved invaluable for solving engineering problems together, or walking through administrative processes such as setting up various developer accounts online. The one drawback to Hangouts is that it tends to be processor intensive compared to other voice chat services. To solve that problem, we turned to Google Talk.&lt;br /&gt;
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&lt;b&gt;Google Talk&lt;/b&gt;&lt;br /&gt;
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Talk is a much more lightweight and simple voice chat program than Hangouts. Whenever we needed to free up resources, such as during play tests or project building, we would switch from Hangouts to Talk for a smoother experience. This is also our go-to program for Starcraft 2 breaks, again to free up system resources.&lt;br /&gt;
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With this suite of tools in hand, we were able to successfully see our project through to completion, from design to publishing and post-launch support. If you&#39;ve found this article helpful, please take a moment to check out the fruit of our labor: our first game, &lt;a href=&quot;https://play.google.com/store/apps/details?id=com.Volume.Hangman.Free&quot; target=&quot;_blank&quot;&gt;Hangman for Android&lt;/a&gt;! If you would rather play on the web, come on over to my portfolio website at &lt;a href=&quot;http://www.davesingram.com/&quot;&gt;www.davesingram.com&lt;/a&gt;.&lt;br /&gt;
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&lt;a href=&quot;https://play.google.com/store/apps/details?id=com.Volume.Hangman.Free&quot; target=&quot;_blank&quot;&gt;Play Classic Hangman Game (Free) Now on Android!&lt;/a&gt;&lt;br /&gt;
https://play.google.com/store/apps/details?id=com.Volume.Hangman.Free&lt;br /&gt;
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&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/6632856314160305911/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2013/03/free-collaboration-tools-for-remote.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/6632856314160305911'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/6632856314160305911'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2013/03/free-collaboration-tools-for-remote.html' title='Free Collaboration Tools for Remote Teams'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLKp_FjBomcY1kTXjQBHHQ3iW-tPWyd7I-ql-CIDicMn046OA8PWpGAswVFoScx0enPmyZzoT1iqexybzj7btxg8C4nbE-MjUQmEJGP-QG_9K_aHvmwWuiqS5bygVEGRcLhrHGctizE3M/s72-c/728751_19556269.jpg" height="72" width="72"/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-4619464542100415340</id><published>2013-01-07T13:04:00.000-08:00</published><updated>2013-01-07T13:04:53.257-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="f2p games"/><category scheme="http://www.blogger.com/atom/ns#" term="free-to-play games"/><category scheme="http://www.blogger.com/atom/ns#" term="game monetization"/><category scheme="http://www.blogger.com/atom/ns#" term="star wars: the old republic"/><category scheme="http://www.blogger.com/atom/ns#" term="swtor"/><title type='text'>How Star Wars: The Old Republic (SWTOR) Does Free-to-Play</title><content type='html'>Since my earlier post on&lt;b&gt; &lt;/b&gt;&lt;a href=&quot;http://vginews.blogspot.com/2012/07/lessons-from-star-wars-old-republic.html&quot; target=&quot;_blank&quot;&gt;Lessons Learned from Star Wars: The Old Republic (SWTOR)&lt;/a&gt; is the most popular post on the blog, I&#39;d like to follow it up with a sort of &quot;post-mortem&quot; of the game&#39;s transition from a solely subscription-based MMORPG to a hybrid model that mixes a Free-to-Play (f2p) service with the existing&amp;nbsp;subscription&amp;nbsp;service. The way that SWTOR does f2p is quite intelligent, and solves its monetization and population challenges in unique and thoughtful ways. As the debate over the validity and ethics of the f2p business model rages in industry discussion forums, we can all benefit from analyzing how BioWare has successfully integrated a f2p scheme that is fair, balanced and anything but &quot;pay-to-win.&quot;&lt;br /&gt;
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I won&#39;t go into the specific details of SWTOR&#39;s f2p service here -- you can &lt;a href=&quot;http://www.swtor.com/free&quot; target=&quot;_blank&quot;&gt;check their official website&lt;/a&gt; for the details. Rather, I&#39;ll cover the conceptual aspects of the decisions that BioWare made to implement the service, and how these decisions impact the relationship between subscribers and free players, as well as the impressions they give to new players choosing which service to use.&lt;br /&gt;
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&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLQWyXettGNZXXUVx84zC2f_0xmvD50SqvUbS51dgk_EtOJnvnmD8FuNCOkuGDv8Gkky-15SaplZwv5nsOUdGd_tEXrJeTOi474DXeTlf4RQgipr6kODJ_F9z_6NlulDoRXa7fhZP9cq4/s1600/SWTOR-Deceived-Wallpaper.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLQWyXettGNZXXUVx84zC2f_0xmvD50SqvUbS51dgk_EtOJnvnmD8FuNCOkuGDv8Gkky-15SaplZwv5nsOUdGd_tEXrJeTOi474DXeTlf4RQgipr6kODJ_F9z_6NlulDoRXa7fhZP9cq4/s320/SWTOR-Deceived-Wallpaper.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
To conceptualize the way that f2p works in SWTOR, start by thinking of the entire game, as a whole, and all of the features that go along with it. Imagine that each feature is like a faucet nozzle, and that all of the nozzles were turned on full blast at launch. What the f2p service does is turn some of the nozzles down to a smaller flow, turn others down to a trickle and leave the rest at full blast. An f2p player can pay small amounts to control the flow through any nozzle, turning this one or that one higher or lower at will, while all of the nozzles remain at full blast for subscribers. The most that an f2p player can do is to purchase enough feature unlocks to be playing the same game as a subscriber, in which case the f2p player will be paying roughly the same amount as a subscriber (theoretically). Therein lies the genius of the scheme -- there is no opportunity for a player to buy his way to greater power than everyone else. The most a player can buy is a set of full-blast feature nozzles that makes the player equal to subscribers.&lt;br /&gt;
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For example, a f2p player only has access to play two pvp warzones per week, while subscribers have access to an unlimited number. In this instance, the pvp &quot;nozzle&quot; is at full blast for subscribers, and at a trickle for free players. However, free players can purchase a weekly pass to enjoy the same unlimited rights as subscribers for this particular feature. Another example is playable races. Subscribers have access to the entire range of playable races in the game -- a full blast feature nozzle. Free players, on the other hand, only have access to a few. Again, f2p players can spend money to unlock additional playable races, allowing them the same experience as subscribers for a small fee.&lt;br /&gt;
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Vanity goods are another integral piece of SWTOR&#39;s f2p strategy, and in this case the challenge was to avoid unfairness toward subscribers, rather than making things fair for free players. BioWare continues to add interesting vanity goods to their f2p store, including unique mounts, pets, costumes and entertaining consumables (things like fireworks). Since these items are only available in the shop, BioWare doles out a healthy allowance of f2p currency to subscribers each month, essentially allowing them the right to choose whatever vanity goods they would like without having to pay more than their existing subscription fee.&lt;br /&gt;
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It&#39;s refreshing to see a company create a viable and robust f2p service, and impressive to see it done post-launch alongside an existing subscription service. SWTOR continues to be one of my favorite games, and I can&#39;t wait for the new expansion to continue my Sith Juggernaut&#39;s story.&lt;br /&gt;
&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/4619464542100415340/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2013/01/how-star-wars-old-republic-swtor-does.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/4619464542100415340'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/4619464542100415340'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2013/01/how-star-wars-old-republic-swtor-does.html' title='How Star Wars: The Old Republic (SWTOR) Does Free-to-Play'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLQWyXettGNZXXUVx84zC2f_0xmvD50SqvUbS51dgk_EtOJnvnmD8FuNCOkuGDv8Gkky-15SaplZwv5nsOUdGd_tEXrJeTOi474DXeTlf4RQgipr6kODJ_F9z_6NlulDoRXa7fhZP9cq4/s72-c/SWTOR-Deceived-Wallpaper.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-7660114491858481161</id><published>2013-01-02T11:48:00.000-08:00</published><updated>2013-01-02T11:52:08.287-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="break into the games industry"/><category scheme="http://www.blogger.com/atom/ns#" term="game artists"/><category scheme="http://www.blogger.com/atom/ns#" term="game design lecture"/><category scheme="http://www.blogger.com/atom/ns#" term="game design tips"/><category scheme="http://www.blogger.com/atom/ns#" term="game designer"/><category scheme="http://www.blogger.com/atom/ns#" term="game programmer"/><category scheme="http://www.blogger.com/atom/ns#" term="indie games"/><category scheme="http://www.blogger.com/atom/ns#" term="inspiration"/><category scheme="http://www.blogger.com/atom/ns#" term="making video games"/><category scheme="http://www.blogger.com/atom/ns#" term="mobile games"/><category scheme="http://www.blogger.com/atom/ns#" term="video game marketing"/><title type='text'>Video (Mega)Review - AltDev Student Summit 2012</title><content type='html'>I&#39;m really excited about this post, and I&#39;ve been waiting for a while to post it. Today I present my first Video (Mega)Review, covering about 12 hours of excellent and informative content that can benefit anyone interested in breaking into the video games industry.&lt;br /&gt;
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The AltDev Student Summit, brought to you by the folks behind &lt;a href=&quot;http://www.altdevblogaday.com/&quot; target=&quot;_blank&quot;&gt;AltDevBlogADay&lt;/a&gt;, was an entirely online conference aimed at students in technical universities working towards game-development degrees, although, as I said, the lectures and presentations can benefit people of any age. This series of 22 presentations by industry insiders covers nearly all aspects of game development, from programming to art to marketing, and covers equal ground in the AA and Indie spaces. No matter where you want to land in the industry, I can almost guarantee that there is a video here for you.&lt;br /&gt;
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I waited to make this post because I wanted to watch each and every video beforehand, and I was never disappointed along the way. Although the event was hosted live, all of the sessions are hosted online, and can be viewed at your convenience on the &lt;a href=&quot;http://www.altdevblogaday.com/altdev-student-summit-2012/videos/&quot; target=&quot;_blank&quot;&gt;Watch Sessions&lt;/a&gt; page.&lt;br /&gt;
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As a programmer, designer and marketer, sessions of particular note for me included:&lt;br /&gt;
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&lt;a href=&quot;http://www.youtube.com/watch?v=4uKcfjGV3Uk&quot; style=&quot;border: 0px; font-family: &#39;Helvetica Neue&#39;, Helvetica, Arial, sans-serif; font-size: 16px; font: inherit; line-height: 24px; margin: 0px; padding: 0px; text-decoration: initial; vertical-align: baseline;&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;background-color: #f3f3f3; color: black;&quot;&gt;A Day in the Life of a Tools Programmer/Buildmaster – Alex Crouzen&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=2otlN4kt6UU&quot; style=&quot;border: 0px; font-family: &#39;Helvetica Neue&#39;, Helvetica, Arial, sans-serif; font-size: 16px; font: inherit; line-height: 24px; margin: 0px; padding: 0px; text-decoration: initial; vertical-align: baseline;&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;background-color: #f3f3f3; color: black;&quot;&gt;A Day in the Life of a Solo Developer – Mitu Khandaker&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=AZEODV1wnGs&quot; style=&quot;border: 0px; font-family: &#39;Helvetica Neue&#39;, Helvetica, Arial, sans-serif; font-size: 16px; font: inherit; line-height: 24px; margin: 0px; padding: 0px; text-decoration: initial; vertical-align: baseline;&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;background-color: #f3f3f3; color: black;&quot;&gt;Being the Voice of an Indie Company – Andrea Schmoll&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=3aLdgCYmhbU&quot; style=&quot;border: 0px; font-family: &#39;Helvetica Neue&#39;, Helvetica, Arial, sans-serif; font-size: 16px; font: inherit; line-height: 24px; margin: 0px; padding: 0px; text-decoration: initial; vertical-align: baseline;&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;background-color: #f3f3f3; color: black;&quot;&gt;DIY Development Jay Margalus and Phil Tibitoski&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=HKh_qLiEd-0&quot; style=&quot;border: 0px; font-family: &#39;Helvetica Neue&#39;, Helvetica, Arial, sans-serif; font-size: 16px; font: inherit; line-height: 24px; margin: 0px; padding: 0px; text-decoration: initial; vertical-align: baseline;&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;background-color: #f3f3f3; color: black;&quot;&gt;Creating Games for Global Players- Kate Edwards&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.youtube.com/watch?v=EWsuKD3HkDM&quot; style=&quot;border: 0px; font-family: &#39;Helvetica Neue&#39;, Helvetica, Arial, sans-serif; font-size: 16px; font: inherit; line-height: 24px; margin: 0px; padding: 0px; text-decoration: initial; vertical-align: baseline;&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;background-color: #f3f3f3; color: black;&quot;&gt;Starting and Running a Company, From a Programmer’s Perspective – Rebecca Fernandez&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;
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I like to keep these reviews short, so I&#39;ll leave you with one powerful observation before embedding the opening keynote presentation. One theme that resounded throughout almost all of the presentations was the following gem of wisdom: &lt;i&gt;The most important thing to do to break into the games industry is to make games! Period! &lt;/i&gt;Time and again, presenter after presenter made the point that building a portfolio of finished projects is more important than educational credentials, more important than job experience and more important than personal connections. The resounding theme of all 22 presentations is that creating and finishing games is the #1 thing that will give you an advantage over everyone else when it comes to breaking into the industry. Can you feel the inspiration?&lt;br /&gt;
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Without further ado, I present the opening keynote of the &lt;a href=&quot;http://www.altdevblogaday.com/altdev-student-summit-2012/videos/&quot; target=&quot;_blank&quot;&gt;AltDev Student Summit 2012&lt;/a&gt;:&lt;br /&gt;
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&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/_IGNskhIk-M&quot; width=&quot;560&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;
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http://www.altdevblogaday.com/altdev-student-summit-2012/videos/</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/7660114491858481161/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2013/01/video-megareview-altdev-student-summit.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/7660114491858481161'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/7660114491858481161'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2013/01/video-megareview-altdev-student-summit.html' title='Video (Mega)Review - AltDev Student Summit 2012'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/_IGNskhIk-M/default.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-3620797498606703604</id><published>2012-11-15T13:57:00.001-08:00</published><updated>2012-11-15T13:57:31.084-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="android games"/><category scheme="http://www.blogger.com/atom/ns#" term="consumer psychology"/><category scheme="http://www.blogger.com/atom/ns#" term="digital distribution"/><category scheme="http://www.blogger.com/atom/ns#" term="game design planning"/><category scheme="http://www.blogger.com/atom/ns#" term="gaming companies"/><category scheme="http://www.blogger.com/atom/ns#" term="indie games"/><category scheme="http://www.blogger.com/atom/ns#" term="making video games"/><category scheme="http://www.blogger.com/atom/ns#" term="motivation"/><category scheme="http://www.blogger.com/atom/ns#" term="publishing games"/><category scheme="http://www.blogger.com/atom/ns#" term="retail"/><category scheme="http://www.blogger.com/atom/ns#" term="selling games"/><category scheme="http://www.blogger.com/atom/ns#" term="video game blog"/><title type='text'>Motivate Gamers to Buy Your Products Using the Fogg Behavior Model</title><content type='html'>The Fogg Behavior Model is one of many models designed to understand exactly what motivates specific behaviors in individuals and groups. This simple yet powerful model can reveal strategies for motivating behavior in almost any context, whether it be changing behavior within a workplace, working with your kids, or motivating consumers to buy products. Of course, we are chiefly interested in how this model can apply to motivating video-game consumers to try a product or service, which can include games, peripherals, platforms or virtually any other product in our industry. 
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Stated simply, the model presents behavior as the result of a combination of ability, motivation and triggers:
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&lt;b&gt;Behavior = Ability + Motivation + Triggers&lt;/b&gt;
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This simple model can reveal tactics for:
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- Increasing the number of microtransactions in a f2p game&lt;br /&gt;
- Influencing people to try product demos&lt;br /&gt;
- Gaining and maintaining subscriptions&lt;br /&gt;
- Increasing retail purchases&lt;br /&gt;
- Influencing platform decsions (hardware or software)&lt;br /&gt;
- Motivating employees in gaming companies (developers, publishers, retail, etc.)&lt;br /&gt;
- Motivating potential investors (traditional or crowdfunded)
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Let&#39;s go through the three components of the model one at a time, and explore ways that your company can gain leverage in each area.
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&lt;b&gt;Ability&lt;/b&gt;&lt;br /&gt;
The ability component relates to the ease (or possibility) of performing a desired behavior. The key to leveraging this component is to make your products as easy as possible to find, try, and purchase. Using the traditional example of retail, if your game is not on the shelf, customers have no ability to buy it. 
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The retail model has obviously changed in the last 10 years, as digital distribution continues to gain ground over traditional outlets. Still, making your games available online is not as simple as hosting a download link on your website. How easy is it to actually find your download link? Does the link always work? Is there an annoying registration process or other gateway slowing people down as they look for your game? Is the download fast enough (direct download vs. download client vs. torrent, etc.). All of these considerations come into play for this component. 
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&lt;b&gt;Motivation&lt;/b&gt;&lt;br /&gt;
The key question here is, &quot;why should anyone want your product?&quot; What have you done to motivate people to search for your game in the first place? The first, most important, and most often overlooked factor in building motivation is the quality of your product. If you release another genre stereotype, all the marketing in the world won&#39;t do much to motivate people to seek out your game. If you&#39;ve created something unique and compelling, on the other hand, a little marketing spending will go a long way. 
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Marketing is still very important, even with a game that spawns viral word-of-mouth advertising just by being epic. Carefully craft all of your marketing messages throughout the campaign with the goal of building motivation in mind. Don&#39;t just let players know about your&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPSWZ_Pb6mxW6LLlP7zMKkuj3VCF5SB2iGcT8dRhdyg3UhbNa7tMI_K-JOJokottUQzYwJNYs2ukK7R5KjG6NauKH7jyr7eUwmH_IhWOEpcBl6Hc9t8e6sxz8U251MCpMAxxwjX7yFTBU/s1600/ID-100103296.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPSWZ_Pb6mxW6LLlP7zMKkuj3VCF5SB2iGcT8dRhdyg3UhbNa7tMI_K-JOJokottUQzYwJNYs2ukK7R5KjG6NauKH7jyr7eUwmH_IhWOEpcBl6Hc9t8e6sxz8U251MCpMAxxwjX7yFTBU/s320/ID-100103296.jpg&quot; width=&quot;212&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
upcoming release; make them want it so bad they &lt;i&gt;need&lt;/i&gt; it! What are you doing to drive people crazy over wanting your game?
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&lt;b&gt;Triggers&lt;/b&gt;&lt;br /&gt;
The trigger component can be the most elusive, but it is no less important than the others. A trigger is something that ties motivation and ability together, and acts as the catalyst that puts behavior into motion. Consider, for example, that your pre-launch marketing campaign has people drooling over your game before it comes out, and that you have set up a solid digital distribution platform. What is going to tell your customers that it is time to satiate their desire and make a purchase? The answer to that question is the trigger. A trigger could be an email blast that tells pre-launch subscribers that a new update is ready to play, or it could be one final push in your advertising schedule that lets people know the game is on store shelves. 
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Whatever you do in this area, just do something! Do not think that your pre-launch announcements of release dates will be enough to move massive amounts of product on day one. Be just as active in the first few weeks after launch as you were in the weeks prior, letting people know that they now have the ability to satisfy their motivation.
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&lt;b&gt;Putting It All Together&lt;/b&gt;&lt;br /&gt;
I&#39;ve focused on publishers in the above examples, but I hope this quick summary gets you thinking about ways that you can influence motivation, ability and triggers to achieve desired behaviors in whatever industry segment you may operate, and with whatever target groups you may seek to influence.
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For more information on the Fogg Behavior Model, see the whitepaper below:
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&lt;a href=&quot;http://bjfogg.com/fbm_files/page4_1.pdf&quot;&gt;A Behavior Model for Persuasive Design, BJ Fogg&lt;/a&gt;&lt;br /&gt;
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Photo Credit: freedigitalphotos.net: i&lt;span style=&quot;background-color: white; color: #666666; font-family: Arial, Helvetica, sans-serif; font-size: 11px; text-align: justify;&quot;&gt;magerymajestic&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/3620797498606703604/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2012/11/motivate-gamers-to-buy-your-products.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/3620797498606703604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/3620797498606703604'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2012/11/motivate-gamers-to-buy-your-products.html' title='Motivate Gamers to Buy Your Products Using the Fogg Behavior Model'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPSWZ_Pb6mxW6LLlP7zMKkuj3VCF5SB2iGcT8dRhdyg3UhbNa7tMI_K-JOJokottUQzYwJNYs2ukK7R5KjG6NauKH7jyr7eUwmH_IhWOEpcBl6Hc9t8e6sxz8U251MCpMAxxwjX7yFTBU/s72-c/ID-100103296.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-7544892560600551728</id><published>2012-11-13T08:44:00.000-08:00</published><updated>2012-11-13T08:44:19.093-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="a day in the life"/><category scheme="http://www.blogger.com/atom/ns#" term="animated films"/><category scheme="http://www.blogger.com/atom/ns#" term="animation"/><category scheme="http://www.blogger.com/atom/ns#" term="careers"/><category scheme="http://www.blogger.com/atom/ns#" term="cars"/><category scheme="http://www.blogger.com/atom/ns#" term="cars2"/><category scheme="http://www.blogger.com/atom/ns#" term="computer animation"/><category scheme="http://www.blogger.com/atom/ns#" term="computer graphics"/><category scheme="http://www.blogger.com/atom/ns#" term="disney"/><category scheme="http://www.blogger.com/atom/ns#" term="inspiration"/><category scheme="http://www.blogger.com/atom/ns#" term="john lasseter"/><category scheme="http://www.blogger.com/atom/ns#" term="making movies"/><category scheme="http://www.blogger.com/atom/ns#" term="motivation"/><category scheme="http://www.blogger.com/atom/ns#" term="pixar"/><title type='text'>Video Review: John Lasseter - A Day in a Life</title><content type='html'>Last night I watched a very inspirational short documentary that follows Pixar/Walt Disney Animation Studio director and chief creator John Lasseter through a typical day in his life. Specifically, the video shows John making numerous directorial decisions regarding the movie Cars 2.&lt;br /&gt;
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At first, I found the video to be a bit shallow -- while it was entertaining to see John&#39;s model trains and a bit disgusting to see his collection of nearly 400 shirts, I felt that the video lacked the substance that I was hoping for. However, that all changed when I caught a true gem of inspiration near the end of the video. At it&#39;s core, this is a video about a man who truly loves what he does each day. He is truly passionate about what he creates, and he says that every day he is thrilled to go to work and see what new things he can discover. This quick documentary is a must watch for anyone who needs a bit of inspiration and motivation to leave a dead-end job and follow a dream!&lt;br /&gt;
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&lt;iframe width=&quot;560&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/m5HN3-l_f-U&quot; frameborder=&quot;0&quot; allowfullscreen&gt;&lt;/iframe&gt;
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&lt;a href=&quot;http://www.youtube.com/watch?v=m5HN3-l_f-U&amp;feature=youtu.be&quot;&gt;http://www.youtube.com/watch?v=m5HN3-l_f-U&amp;amp;feature=youtu.be&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/7544892560600551728/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2012/11/video-review-john-lasseter-day-in-life.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/7544892560600551728'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/7544892560600551728'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2012/11/video-review-john-lasseter-day-in-life.html' title='Video Review: John Lasseter - A Day in a Life'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/m5HN3-l_f-U/default.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-4393826233623528456</id><published>2012-10-01T11:45:00.000-07:00</published><updated>2012-10-01T11:45:19.264-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="creative games"/><category scheme="http://www.blogger.com/atom/ns#" term="emergence"/><category scheme="http://www.blogger.com/atom/ns#" term="game design"/><category scheme="http://www.blogger.com/atom/ns#" term="game design lecture"/><category scheme="http://www.blogger.com/atom/ns#" term="game design planning"/><category scheme="http://www.blogger.com/atom/ns#" term="game design tips"/><category scheme="http://www.blogger.com/atom/ns#" term="indie games"/><category scheme="http://www.blogger.com/atom/ns#" term="making video games"/><category scheme="http://www.blogger.com/atom/ns#" term="simcity"/><category scheme="http://www.blogger.com/atom/ns#" term="the sims"/><category scheme="http://www.blogger.com/atom/ns#" term="will wright"/><title type='text'>Video Review - &quot;Game Design with Will Wright&quot;</title><content type='html'>My last video review met with excellent reviews, so I&#39;m going to charge ahead with another! In this post I review &quot;Game Design with Will Wright,&quot; from a speech Mr. Wright gave at SD Forum in 2003. Even though the video and examples contained therein are a bit dated, the concepts shared in the video are timeless. &lt;br /&gt;
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In this lecture, Will goes into detail about what it takes to achieve emergence in game design. Simply put, emergence refers to a paradoxical concept that arises when a system with a simple and straightforward ruleset and constraints can provide seemingly limitless opportunities for unique experiences. Will Wright is the king of emergence, creating franchises like SimCity and the Sims, which can be learned in a single day and yet can continue to surprise players with new experiences after months or years of play. This is a definate must-watch for anyone strategizing on ways to take their gameplay design to a higher level. &lt;br /&gt;
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&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/CdgQyq3hEPo&quot; width=&quot;420&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;
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&lt;a href=&quot;http://youtu.be/CdgQyq3hEPo&quot;&gt;http://youtu.be/CdgQyq3hEPo&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/4393826233623528456/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2012/10/video-review-game-design-with-will.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/4393826233623528456'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/4393826233623528456'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2012/10/video-review-game-design-with-will.html' title='Video Review - &quot;Game Design with Will Wright&quot;'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/CdgQyq3hEPo/default.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-6520798748701271824</id><published>2012-09-26T12:00:00.001-07:00</published><updated>2012-09-26T12:04:41.628-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="casual connect"/><category scheme="http://www.blogger.com/atom/ns#" term="creative games"/><category scheme="http://www.blogger.com/atom/ns#" term="game design"/><category scheme="http://www.blogger.com/atom/ns#" term="game design lecture"/><category scheme="http://www.blogger.com/atom/ns#" term="game design planning"/><category scheme="http://www.blogger.com/atom/ns#" term="indie games"/><category scheme="http://www.blogger.com/atom/ns#" term="making video games"/><category scheme="http://www.blogger.com/atom/ns#" term="spry games"/><category scheme="http://www.blogger.com/atom/ns#" term="video game industry"/><title type='text'>Video Review: Designing Original Games | Daniel Cook</title><content type='html'>I would like to try something new with this post. Previously I&#39;ve shared my reviews on books useful to those in the video game industry, but I find myself watching a great deal more lectures in video than reading books. Starting with this post, I am going to share quick overviews and reviews of informational videos that I find around the web. &lt;br /&gt;
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This first video review focuses on &quot;Designing Original Games,&quot; a speech given by Spry Fox&#39;s Daniel Cook at Casual Connect 2012 in Seattle. I&amp;nbsp;ran across this video as an embedded comment on an insightful post on &lt;a href=&quot;http://indiebits.com/business-is-a-system/&quot; target=&quot;_blank&quot;&gt;Indiebits.com&lt;/a&gt;.&lt;br /&gt;
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In this video, Daniel Cook shares tips and strategies for breaking genre paradigms and creating enitrely new game mechanics and systems. Daniel shares things that he and Spry Fox have done to train their minds to generate new ideas, rather than leaning on tried-and-true methods of player interaction. This video gave me insight into how to approach game design with an eye toward innovation and creativity from the start, rather than starting with a proven genre and adapting it to stand out. &lt;br /&gt;
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&lt;em&gt;Notable Byte: If you make a game in a standard genre, there will always be players who prefer your competitors&#39; offerings. If you make something completely unique, every player will have to play your game for that specific experience.&lt;/em&gt;&lt;br /&gt;
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&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/f7DFuXDN29M&quot; width=&quot;560&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;a href=&quot;http://youtu.be/f7DFuXDN29M&quot;&gt;http://youtu.be/f7DFuXDN29M&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/6520798748701271824/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2012/09/video-review-designing-original-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/6520798748701271824'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/6520798748701271824'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2012/09/video-review-designing-original-games.html' title='Video Review: Designing Original Games | Daniel Cook'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/f7DFuXDN29M/default.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-5307642665878157601</id><published>2012-07-28T15:03:00.000-07:00</published><updated>2012-07-28T15:07:07.235-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Facebook"/><category scheme="http://www.blogger.com/atom/ns#" term="fb"/><category scheme="http://www.blogger.com/atom/ns#" term="gaming companies"/><category scheme="http://www.blogger.com/atom/ns#" term="gaming news"/><category scheme="http://www.blogger.com/atom/ns#" term="gaming stocks"/><category scheme="http://www.blogger.com/atom/ns#" term="social games"/><category scheme="http://www.blogger.com/atom/ns#" term="social network"/><category scheme="http://www.blogger.com/atom/ns#" term="stock market"/><category scheme="http://www.blogger.com/atom/ns#" term="video game industry"/><category scheme="http://www.blogger.com/atom/ns#" term="video game stocks"/><category scheme="http://www.blogger.com/atom/ns#" term="video games"/><category scheme="http://www.blogger.com/atom/ns#" term="ZNGA"/><category scheme="http://www.blogger.com/atom/ns#" term="Zynga"/><title type='text'>Zynga (ZNGA) and Facebook (FB) Dive Together</title><content type='html'>&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMSGUmSo3hlyOfj1r2ai3HQC9ih9tQxeJlC1xVGf4ofxXvwWrUWGVyWJLAhORBYpVZSSbxZl7BHc_OwSmgt6rvy81T9v9bn2_mJv6LUraFRW62UWkHGmcOp-kvtIUZ95Izzwdu5DNtodY/s1600/imgres.jpeg&quot; imageanchor=&quot;1&quot; style=&quot;background-color: white; clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;200&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMSGUmSo3hlyOfj1r2ai3HQC9ih9tQxeJlC1xVGf4ofxXvwWrUWGVyWJLAhORBYpVZSSbxZl7BHc_OwSmgt6rvy81T9v9bn2_mJv6LUraFRW62UWkHGmcOp-kvtIUZ95Izzwdu5DNtodY/s200/imgres.jpeg&quot; width=&quot;200&quot; /&gt;&lt;/a&gt;One of the earlier posts in this blog asked readers to consider the possible effects on social gaming companies of the success or failure of Facebook as a public company. My postulation that gaming companies closely linked to the world&#39;s most popular social network would find much of their success out of their control seems to have proven correct over the past week, at least in a small way.&lt;br /&gt;
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I stumbled across an article on DigitalTrends.com that made me start thinking about the future of Zynga -- the phenomenal company that created an entirely new segment of the video game consumer market. The article, linked below, reveals that Zynga plans to enter the world of online gambling next year, starting with a real-money poker game to be launched in legal and regulated markets. It wasn&#39;t too long ago that people couldn&#39;t get enough of Zynga&#39;s stable of games, staring at gradually-growing landmarks for hours while dishing out hundreds of dollars, 50 cents at a time. Why, then, should the company consider serving an entirely new target market?&lt;br /&gt;
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While considering this interesting turn of events, I saw Jim Cramer on CNBC&#39;s Mad Money highlight the fact that both Facebook (&lt;a href=&quot;https://www.google.com/finance?client=ob&amp;amp;q=NASDAQ:FB&quot;&gt;FB&lt;/a&gt;) and Zynga (&lt;a href=&quot;https://www.google.com/finance?client=ob&amp;amp;q=NASDAQ:ZNGA&quot;&gt;ZNGA&lt;/a&gt;) stock took a major dive in trading on Thursday (Facebook plummeted even further on Friday). Then I remembered my earlier post, &lt;a href=&quot;http://vginews.blogspot.com/2012/01/upcoming-facebook-ipo-could-change-game.html&quot;&gt;Upcoming Facebook IPO Could Change the Game for Social Games&lt;/a&gt;, and everything started to click.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDxQeN067IEECZ2XcHCSd015Q-cOkApnC8WPVPOB2G6kb-t1QK93ZP5rxFZ3ZnYzYE6emwcGkoYNbr_NEyAVdx85ow4ZL2BWqpQFPm0KzeZOu78rCXCv0a7K7Hd_g5UrjOs4bljdVa9kE/s1600/imgres-1.jpeg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;187&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDxQeN067IEECZ2XcHCSd015Q-cOkApnC8WPVPOB2G6kb-t1QK93ZP5rxFZ3ZnYzYE6emwcGkoYNbr_NEyAVdx85ow4ZL2BWqpQFPm0KzeZOu78rCXCv0a7K7Hd_g5UrjOs4bljdVa9kE/s200/imgres-1.jpeg&quot; width=&quot;200&quot; /&gt;&lt;/a&gt;It turns out that the influence over success or failure for gaming companies linked to Facebook runs both ways. I submit that the independent success of both Facebook and Zynga indirectly rallied each other in recent years, and that we&#39;re now seeing the opposite effect. As Zynga recently cut its revenue outlook for the coming quarter and Facebook reported it&#39;s number of new users leveling off, the detrimental effects of each piece of bad news seem to be shared between the two, in addition to the expected independent effects. What&#39;s good for Facebook is good for the gaming companies that rely on it, and the opposite holds true, as well.&lt;br /&gt;
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My advice to social gaming companies is to do exactly what the social network that went public with a single productive asset did not do -- diversify your outlets. If Zynga games were as tightly entrenched in The Android Market, iPhone App Store, XBOX Live Arcade and other popular outlets, I wonder if Facebook&#39;s slowing pace of growth would affect it as much.&lt;br /&gt;
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Read More:&lt;br /&gt;
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&lt;span style=&quot;font-size: small;&quot;&gt;&lt;a href=&quot;http://www.digitaltrends.com/gaming/zynga-to-launch-real-money-online-poker-in-early-2013/&quot;&gt;Zynga to launch real-money online poker in early 2013&lt;/a&gt;&lt;/span&gt;&lt;/h1&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/5307642665878157601/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2012/07/FB-and-ZNGA-Dive.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/5307642665878157601'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/5307642665878157601'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2012/07/FB-and-ZNGA-Dive.html' title='Zynga (ZNGA) and Facebook (FB) Dive Together'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMSGUmSo3hlyOfj1r2ai3HQC9ih9tQxeJlC1xVGf4ofxXvwWrUWGVyWJLAhORBYpVZSSbxZl7BHc_OwSmgt6rvy81T9v9bn2_mJv6LUraFRW62UWkHGmcOp-kvtIUZ95Izzwdu5DNtodY/s72-c/imgres.jpeg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-428953244870568152</id><published>2012-07-17T12:46:00.003-07:00</published><updated>2013-01-08T10:56:59.126-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="game servers"/><category scheme="http://www.blogger.com/atom/ns#" term="mmo"/><category scheme="http://www.blogger.com/atom/ns#" term="mmorpg"/><category scheme="http://www.blogger.com/atom/ns#" term="new mmo"/><category scheme="http://www.blogger.com/atom/ns#" term="online games"/><category scheme="http://www.blogger.com/atom/ns#" term="server architecture"/><category scheme="http://www.blogger.com/atom/ns#" term="star wars games"/><category scheme="http://www.blogger.com/atom/ns#" term="star wars: the old republic"/><category scheme="http://www.blogger.com/atom/ns#" term="swtor"/><category scheme="http://www.blogger.com/atom/ns#" term="the old republic"/><category scheme="http://www.blogger.com/atom/ns#" term="video game development"/><category scheme="http://www.blogger.com/atom/ns#" term="video game industry"/><category scheme="http://www.blogger.com/atom/ns#" term="video game news"/><title type='text'>Lessons from Star Wars: The Old Republic (SWTOR)</title><content type='html'>&lt;div class=&quot;single_comment&quot; id=&quot;comment160046_show&quot;&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiv640_LIsNu1P7NGCOCVYuptk1kj3F3p74p9WmQS4h-x-H2TtCyZeikuDofc0pjHLGgH1Vqi5sBXtwNXfmRa9eArSn6G76l4cA4oMDts93_hs6mSZm8ici4mdlf8T7q7UWsWf1u1cDdQ/s1600/b907f0ee122590bd847dade4f0d45319%5B1%5D.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; cssfloat: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; hda=&quot;true&quot; height=&quot;255&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiv640_LIsNu1P7NGCOCVYuptk1kj3F3p74p9WmQS4h-x-H2TtCyZeikuDofc0pjHLGgH1Vqi5sBXtwNXfmRa9eArSn6G76l4cA4oMDts93_hs6mSZm8ici4mdlf8T7q7UWsWf1u1cDdQ/s320/b907f0ee122590bd847dade4f0d45319%5B1%5D.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;i&gt;&lt;a href=&quot;http://vginews.blogspot.com/2013/01/how-star-wars-old-republic-swtor-does.html&quot; target=&quot;_blank&quot;&gt;** Read my new post for an update on SWTOR&#39;s transition to Free-to-Play **&amp;nbsp;&lt;/a&gt;&lt;/i&gt;&lt;br /&gt;
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Word is out that the highly anticipated MMORPG Star Wars: The Old Republic is floundering. As Executive Producer Rich Vogel says goodbye to Bioware and subscription numbers dip, rumors are spreading about an upcoming switch to a free-to-play model. &lt;/div&gt;
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In this blogger&#39;s humble opinion, SWTOR is a great game.&amp;nbsp;I&#39;ve been a huge SWTOR fan from launch, and i still play almost every day. It boggles my mind why this awesome game is doing so poorly, but there is one 800-pound gorilla in the room, which nobody seems to be talking about, that could explain much of the game&#39;s troubles.&lt;/div&gt;
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SWTOR needed about 10 solid servers at launch, but the game launched with about 40 servers (don&#39;t quote me on the exact numbers), some with very nasty performance problems. Most players saw their home servers empty out quickly as players flocked en masse to a select few servers. Players who did not investigate the issue and make a server switch probably had the impression that the game was completely dead, and simply left. When you&#39;re on a populated server with good performance, this game is truly epic, and doesn&#39;t disappoint in a single way. &lt;/div&gt;
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Imagine subscribing to an MMO that habitually freezes, crashes and glitches, then imagine 90% of your server population disappearing several months after launch, and you will understand what a large number of launch subscribers experienced with SWTOR. This combination can only lead to player attrition with such a large number of attractice multiplayer titles on the market and the horizon.&lt;br /&gt;
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I think the main lesson to learn from SWTOR is to err on the side of caution when it comes to the number of servers at launch, and to never settle for laggy, glitchy servers for a AAA MMO. Adding servers is easy, but SWTOR proves that reducing the number servers to compensate for poor planning can alienate players and cripple a game.&lt;br /&gt;
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Bioware has recently locked all but about 10 servers. Any new subscribers should have a completely different experience from those who subscribed between December 2011 and June 2012. So there is a ray of hope that SWTOR can redeem itself. But with so many gamers making decisions based on word-of-mouth referrals, Bioware is going to be hard pressed to convince new players to try the game. Short of coming right out and saying, &quot;We messed up, but now our server architecture is designed to facilitate robust social play,&quot; I&#39;m not sure if MMO fans will truly understand how well-designed this game is. &lt;/div&gt;
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Read more about the current state of SWTOR in this Gamasutra article:&lt;/div&gt;
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&lt;span class=&quot;newsTitle&quot;&gt;&lt;a href=&quot;http://www.gamasutra.com/view/news/172482/BioWare_looking_at_freetoplay_for_Star_Wars_The_Old_Republic.php&quot;&gt;BioWare &#39;looking at free-to-play&#39; for Star Wars: The Old Republic &lt;/a&gt;&lt;/span&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/428953244870568152/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2012/07/lessons-from-star-wars-old-republic.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/428953244870568152'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/428953244870568152'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2012/07/lessons-from-star-wars-old-republic.html' title='Lessons from Star Wars: The Old Republic (SWTOR)'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiv640_LIsNu1P7NGCOCVYuptk1kj3F3p74p9WmQS4h-x-H2TtCyZeikuDofc0pjHLGgH1Vqi5sBXtwNXfmRa9eArSn6G76l4cA4oMDts93_hs6mSZm8ici4mdlf8T7q7UWsWf1u1cDdQ/s72-c/b907f0ee122590bd847dade4f0d45319%5B1%5D.jpg" height="72" width="72"/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-3188480755645743639</id><published>2012-07-11T11:41:00.000-07:00</published><updated>2012-08-06T09:02:01.295-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="android"/><category scheme="http://www.blogger.com/atom/ns#" term="android 4.0"/><category scheme="http://www.blogger.com/atom/ns#" term="android games"/><category scheme="http://www.blogger.com/atom/ns#" term="console gaming"/><category scheme="http://www.blogger.com/atom/ns#" term="kickstarter"/><category scheme="http://www.blogger.com/atom/ns#" term="mobile games"/><category scheme="http://www.blogger.com/atom/ns#" term="new consoles"/><category scheme="http://www.blogger.com/atom/ns#" term="next gen consoles"/><category scheme="http://www.blogger.com/atom/ns#" term="ouya"/><category scheme="http://www.blogger.com/atom/ns#" term="video game blog"/><category scheme="http://www.blogger.com/atom/ns#" term="video game development"/><category scheme="http://www.blogger.com/atom/ns#" term="video game news"/><category scheme="http://www.blogger.com/atom/ns#" term="video game project"/><category scheme="http://www.blogger.com/atom/ns#" term="video games"/><title type='text'>Ouya Impresses Kickstarter Backers with Revolutionary New Console</title><content type='html'>&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6xZGyUIdSV1GGRv8qdRYTssDlEZq8_EcR37d5FTz3cKuzu7e7aaxFR7dg5LcTp2c0GxhFxaalLnYrp-O5ERuftDdPCSVNPQhMEpM1ONnxdRpBjF32SRR9a54OJI4KAZnXnW0PcnsWKws/s1600/ouya_22884.nphd%5B1%5D.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; eda=&quot;true&quot; height=&quot;171&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6xZGyUIdSV1GGRv8qdRYTssDlEZq8_EcR37d5FTz3cKuzu7e7aaxFR7dg5LcTp2c0GxhFxaalLnYrp-O5ERuftDdPCSVNPQhMEpM1ONnxdRpBjF32SRR9a54OJI4KAZnXnW0PcnsWKws/s320/ouya_22884.nphd%5B1%5D.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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Ouya has burst onto the gaming scene in a big way recently, making headlines equally attractive to gamers and game developers. The company and product of the same name recently blew their Kickstarter funding goals away by over $2 million in the first several days, hooking backers with promises of a new type of console that they hope will change the face of the console-gaming market. &lt;br /&gt;
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Built on Android 4.0, Ouya is designed as an open-source console with a price point under $100. Ouya encourages and invites indie developers to enter the world of console gaming as legitimate players, rather than as small voices in a crowded market of secondary importance, as is the case with current console&#39;s indie marketplaces. Far from a&amp;nbsp;box for gimmick games, Ouya invites AAA&amp;nbsp;developers and publishers to weight in with their best titles, as well.&lt;br /&gt;
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Much has been said about the impact that Ouya&amp;nbsp;may have when it hits store shelves in 2013, but I am more interested in the game-changing undertones of this project&#39;s very existence. The tug-of-war between AAA players and Indies has not seemed to favor either side in recent years. On one side, we see things like Digital Rights Management evolving to a point where sharing games is no longer an option, for example, while on the other side we see indie developers creating more open-source games with unlimited distribution. As another example, we see platforms like the Playstation 3 becoming more difficult for indie developers to break into, while at the same time publishing on mobile platforms becomes increasingly cost effective for indie (and even basement) developers. Ouya represents a merging of these two worlds and a reconcilliation of the two divergent trends. On a mass-market, open-source platform, AAA titles can exist alongside Indie titles with casual gamers unable to tell the difference between the two. &lt;br /&gt;
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Whether or not Ouya makes the splash that many expect it to, this company has put an idea out into the world, and their success on Kickstarter shows that gamers and developers are not going to let this trend disappear. Ouya proves that the gaming industry as a whole wants to see Indie developers and AAA publishers on more of an even playing field; this can only be good for gamers and the industry.&lt;br /&gt;
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For more information, visit Ouya&#39;s Kickstarter page:&lt;br /&gt;
&lt;a href=&quot;http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console&quot;&gt;http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/3188480755645743639/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2012/07/ouya-impresses-kickstarter-backers-with.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/3188480755645743639'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/3188480755645743639'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2012/07/ouya-impresses-kickstarter-backers-with.html' title='Ouya Impresses Kickstarter Backers with Revolutionary New Console'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6xZGyUIdSV1GGRv8qdRYTssDlEZq8_EcR37d5FTz3cKuzu7e7aaxFR7dg5LcTp2c0GxhFxaalLnYrp-O5ERuftDdPCSVNPQhMEpM1ONnxdRpBjF32SRR9a54OJI4KAZnXnW0PcnsWKws/s72-c/ouya_22884.nphd%5B1%5D.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-2616760606564526358</id><published>2012-02-04T16:49:00.000-08:00</published><updated>2012-02-04T16:49:43.192-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="business books"/><category scheme="http://www.blogger.com/atom/ns#" term="mmo"/><category scheme="http://www.blogger.com/atom/ns#" term="mmog"/><category scheme="http://www.blogger.com/atom/ns#" term="mmorpg"/><category scheme="http://www.blogger.com/atom/ns#" term="video game business"/><category scheme="http://www.blogger.com/atom/ns#" term="video game development"/><category scheme="http://www.blogger.com/atom/ns#" term="video games"/><title type='text'>&quot;Online Game Development&quot; by Rick Hall &amp; Jeannie Novak - Book Review</title><content type='html'>&lt;u&gt;Online Game Development&lt;/u&gt;&amp;nbsp;was my first introduction to the Game Development Essentials Series. It was a unique learning experience, as I was soaking up as much &lt;a href=&quot;http://www.swtor.com/&quot;&gt;SW:TOR&lt;/a&gt; as I could while the book introduced me to the intricacies and nuances of making solid MMOs.&amp;nbsp;&lt;u&gt;Online Game Development&lt;/u&gt;&amp;nbsp;provides a clear and thorough overview of the many considerations that go into crafting a commercial MMO, approaching all topics from three distinct perspectives: design, technical and business. This triage of vantage points makes the book deeply insightful for anyone involved in making online games. Artists and programmers get a peek into the financial implications of design decisions, for example, while project managers gain insight into the constraints faced by server and database gurus.&lt;br /&gt;
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The book moves logically through the life span of an MMO development project, beginning with the planning phase. Authors Hall and Novak explore the constraints that influence design decisions for online multiplayer games, and discuss methodologies for working within constraints to enhance players&#39; experiences. Moving on to design and initial marketing, the book delves into such considerations as core mechanics, mechanical themes and social elements, tying the technical requirements into marketing considerations. Particularly insightful are the succeeding chapters dedicated to the pre- and post-launch phases of development, including the Alpha and Beta stages, as well as continuous content development throughout the life of the game.&lt;br /&gt;
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Anyone aspiring to enter the world of MMO development can gain from reading &lt;u&gt;Online Game Development&lt;/u&gt;. Since the book covers such a wide range of information, it is not intended to provide an exhaustive discussion of all topics. Rather, it gives you an idea of exactly what to focus on as you continue a quest for knowledge and mastery of the MMO development process.&lt;br /&gt;
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&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKQ0Xd4q1WA0qkLby02oHyBmHXgCTfbZVVx-3SEVvplp0vHwMrVAqLmzVvp4jDAiFxRZVcTop_sxvhN2iXNYaxqulR87W4o9b2o6vTFle8okWOrE_3znrHrfHov7Ery3M-WWBP5ySRoF4/s1600/51ciFD14YbL._SL500_AA300_.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKQ0Xd4q1WA0qkLby02oHyBmHXgCTfbZVVx-3SEVvplp0vHwMrVAqLmzVvp4jDAiFxRZVcTop_sxvhN2iXNYaxqulR87W4o9b2o6vTFle8okWOrE_3znrHrfHov7Ery3M-WWBP5ySRoF4/s1600/51ciFD14YbL._SL500_AA300_.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/2616760606564526358/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2012/02/online-game-development-by-rick-hall.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/2616760606564526358'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/2616760606564526358'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2012/02/online-game-development-by-rick-hall.html' title='&quot;Online Game Development&quot; by Rick Hall &amp; Jeannie Novak - Book Review'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKQ0Xd4q1WA0qkLby02oHyBmHXgCTfbZVVx-3SEVvplp0vHwMrVAqLmzVvp4jDAiFxRZVcTop_sxvhN2iXNYaxqulR87W4o9b2o6vTFle8okWOrE_3znrHrfHov7Ery3M-WWBP5ySRoF4/s72-c/51ciFD14YbL._SL500_AA300_.jpg" height="72" width="72"/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-5434435059776522429</id><published>2012-01-30T20:40:00.000-08:00</published><updated>2012-01-30T20:40:14.414-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Facebook"/><category scheme="http://www.blogger.com/atom/ns#" term="Facebook IPO"/><category scheme="http://www.blogger.com/atom/ns#" term="Facebook stock"/><category scheme="http://www.blogger.com/atom/ns#" term="social game developers"/><category scheme="http://www.blogger.com/atom/ns#" term="social games"/><category scheme="http://www.blogger.com/atom/ns#" term="social gaming"/><category scheme="http://www.blogger.com/atom/ns#" term="stock market news"/><category scheme="http://www.blogger.com/atom/ns#" term="video game blog"/><category scheme="http://www.blogger.com/atom/ns#" term="video game business"/><category scheme="http://www.blogger.com/atom/ns#" term="video game news"/><category scheme="http://www.blogger.com/atom/ns#" term="video games"/><category scheme="http://www.blogger.com/atom/ns#" term="ZNGA"/><category scheme="http://www.blogger.com/atom/ns#" term="Zynga"/><title type='text'>Upcoming Facebook IPO Could Change the Game for Social Games</title><content type='html'>Rumors of Facebook&#39;s impending (but not scheduled) Initial Public Offering (IPO) cover the news wires lately, as investors look to ride what could be a sustained wave of profitability from the seemingly unstoppable force of Facebook. With numerous social gaming companies linked to the success of Facebook, the upcoming IPO will most likely have wide-reaching effects on the currently entrenched social-gaming brands, as well as changing the game for startups looking to join the ranks of social-game developers.&lt;br /&gt;
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An IPO means two very important things -- a huge inflow of debt-free capital up front, and the ability to raise additional large sums of money for growth through future offerings. This can give Facebook a significant boost (not that it was strapped for cash) that can fuel marketing and new-customer acquisition in new markets around the world. Existing social games on Facebook could see a rush of new players from a range of geographic regions in a relatively short time. Games themed after quaint corners of North American culture or featuring core mechanics popular to U.S. players may find themselves struggling to hook customers from distant regions the way they&#39;ve hooked Americans. This can provide an opportunity for growing social-game developers to create cross-cultural gems that resonate among a wider audience.&lt;br /&gt;
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Social-game developers listed on public stock exchanges will likely find themselves facing additional stock-price pressures after Facebook&#39;s IPO (I&#39;m talking to you, ZNGA). As Facebook becomes as hot of a topic as Google among investors, stock traders may begin to react to Facebook-related news by acting on shares of entrenched companies. As Facebook&#39;s share prices rise, so too will the shares of game companies utilizing the platform. As Facebook&#39;s share prices fall, the opposite may very well hold true. Facebook&#39;s quarterly earnings may become just as important as game developers&#39; earnings at determining the developers&#39; stock prices, creating new dynamics in the financial relationships between Facebook and the gaming brands entrenched in its platform.</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/5434435059776522429/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2012/01/upcoming-facebook-ipo-could-change-game.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/5434435059776522429'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/5434435059776522429'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2012/01/upcoming-facebook-ipo-could-change-game.html' title='Upcoming Facebook IPO Could Change the Game for Social Games'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-3450583506722209702</id><published>2011-09-24T13:45:00.000-07:00</published><updated>2011-09-24T13:45:10.689-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="CPM"/><category scheme="http://www.blogger.com/atom/ns#" term="critical path method"/><category scheme="http://www.blogger.com/atom/ns#" term="development planning"/><category scheme="http://www.blogger.com/atom/ns#" term="project planning"/><category scheme="http://www.blogger.com/atom/ns#" term="video game business"/><category scheme="http://www.blogger.com/atom/ns#" term="video game development"/><category scheme="http://www.blogger.com/atom/ns#" term="video game project"/><title type='text'>Critical Path Method (CPM) in Video Game Development</title><content type='html'>Aside from covering news and providing commentary on events in the video game industry, I&#39;m going to use this blog to provide quick business tips for startup or experienced software developers. Think of these tips more as quick guides to get you thinking in new directions about the way you develop games and run your company, rather than as comprehensive tutorials. I will provide additional links to further reading on each topic.&lt;br /&gt;
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Today&#39;s post is about utilizing the Critical Path Method (CPM) in video-game development. The Critical Path Method provides a way to visualize the multiple concurrent workflows necessary to keep large-scale projects on schedule, with a focus on determining the specific sequence, or set of sequences, that must be completed on time for the entire project to finish on schedule. This crucial series of activities is called the &lt;b&gt;critical path&lt;/b&gt;.&lt;br /&gt;
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As with all timeless strategic tools, the rules of CPM are simple, but the strategic insights and possibilities are numerous. I&#39;ll give you a quick overview of CPM here, and you can follow the links at the end of the article for a more in-depth review.&lt;br /&gt;
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CPM charts use nodes to represent different activities in a multi-step process. Nodes are drawn in a diagram from left to right, beginning with the first activities and progressing to activities that require inputs from previous nodes. CPM charts can include more than one sequence of activities, with each sequence drawn above or below the others. Nodes are connected with solid lines to show the flow of materials (in the case of game development, completed components such as 3D models, CG sequences or blocks of working code) and dotted lines to show flows of information. Planners write the estimated fastest and longest completion times on each node, as well as the required manpower and any required inputs. Using the quickest and longest possible completion times, planners begin with the first activity in each sequence and determine an earliest and latest completion time for each activity, based on a set start date and time. Nodes with a buffer between the earliest and latest possible completion times are said to have slack time, and those without a buffer have no slack time. Drawing a line between each activity with no slack time reveals the critical path -- the series of activities that must meet their deadlines for the project to come in on time.&lt;br /&gt;
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Whew... that was a mouthful. Now let&#39;s move on to how this applies to you. There are two things I can say for certain about delayed video-game launches: 1) they happen all the time, and 2) customers hate them! CPM exists to avoid this very problem, making it an extremely valuable tool for video-game developers. Knowing which activities in your workflow are crucial to the timely completion of the overall project can allow you to shift resources, devote personal attention or call in outside help for your most time-sensitive activities. You can use CPM data to alter the start times of critical activities, forcing slack time into the equation to allow a margin for delay, or to set more realistic product-launch dates with less chance of disappointing customers.&lt;br /&gt;
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Rushing through a development project is never a good idea; proper planning is the best defense against the urge to cut corners at the last minute. After reading this post, there&#39;s no longer any excuse to be surprised when a specific activity pulls an entire project off track!&lt;br /&gt;
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Further Reading:&lt;br /&gt;
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&lt;a href=&quot;http://www.brighthub.com/office/project-management/articles/111028.aspx&quot;&gt;How to Determine a Project Timeline&lt;/a&gt;&lt;br /&gt;
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&lt;a href=&quot;http://smallbusiness.chron.com/cpm-pert-weaknesses-strengths-1082.html&quot;&gt;CPM and PERT Weaknesses and Strengths&lt;/a&gt;&lt;br /&gt;
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&lt;a href=&quot;http://About Process Selection and Facilities Layout in Operations Management&quot;&gt;About Process Selection and Facilities Layout in Operations Management&lt;/a&gt;&lt;br /&gt;
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&lt;a href=&quot;http://smallbusiness.chron.com/business-tools-scheduling-4524.html&quot;&gt;Business Tools for Scheduling&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/3450583506722209702/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2011/09/critical-path-method-cpm-in-video-game.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/3450583506722209702'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/3450583506722209702'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2011/09/critical-path-method-cpm-in-video-game.html' title='Critical Path Method (CPM) in Video Game Development'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1014070860562060558.post-9187016185169045179</id><published>2011-09-01T08:54:00.000-07:00</published><updated>2011-09-01T09:08:01.916-07:00</updated><title type='text'>Video Game Industry Blog</title><content type='html'>Welcome to the Video Game Industry Blog! This blog will contain news and analysis of the business side of the video game industry, focusing on new trends in marketing, project management, talent management and other issues central to success in the growing, recession-proof video game industry.&lt;br /&gt;
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Check back soon for updates!</content><link rel='replies' type='application/atom+xml' href='http://vginews.blogspot.com/feeds/9187016185169045179/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://vginews.blogspot.com/2011/09/welcome-to-video-game-industry-blog.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/9187016185169045179'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1014070860562060558/posts/default/9187016185169045179'/><link rel='alternate' type='text/html' href='http://vginews.blogspot.com/2011/09/welcome-to-video-game-industry-blog.html' title='Video Game Industry Blog'/><author><name>Dave  Ingram</name><uri>http://www.blogger.com/profile/09566355179022741862</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihtPv3xW6-wBbqaXxH9cZ4XdF49m0qRvXcuKt3JkEzR3Pj3iiUYAZ5ZbltF3wVm_UHz0CABWIHsfR_ARbDJQCvHrR7Bp7fyUWvt9XGhYUnQdPisYIFP2tm-3iJgxIbpw/s220/dave.jpg'/></author><thr:total>0</thr:total></entry></feed>