I'm Game: Most Discussed Posts

Figuring Out The Puzzles

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By John Moore

Puzzle-based games and adventure titles that feature puzzles have been a staple of gaming for years. A newer entrant to the puzzle segment is Crytek, best known for first-person shooters such as Far Cry and Crysis. The company recently branched out into mobile games with Fibble, a physics-based puzzle game that focuses on the travails of a crash-landed extraterrestrial.

Fibble, available on the iPhone, iPod and iPad, marks Crytek’s first mobile offering as well as its first puzzler. We recently talked to Kristoffer Waardahl, studio manager of Crytek Budapest, about the company’s new development direction.

Back to the Borderlands

Posted In | Blog Categories: Interviews | Site Categories: CG, Games, People, Technology

 

Image courtesy of the Borderlands 2 website.
Image courtesy of the Borderlands 2 Official Website.

 

By John Gaudiosi

At Gamescom 2011 in Cologne, Germany, Gearbox Studios unveiled the follow-up to its critically acclaimed first-person shooter, Borderlands. Running on Unreal Engine 3, the 2012 PC game is adding more depth to the story and improved visuals and gameplay to the open world experience.

Set once again on the borderland planet of Pandora, the new game picks up five years after the events of the first game. There’s a new bad guy, Handsome Jack, who runs the Hyperion Corporation, ruining the fun. It’s up to the player to change that. We talked to Anthony Burch, the writer of Borderlands 2 at Gearbox Software, about what’s in store for PC gamers in this 2012 action adventure.

Thought Leaders: Michael Mateas

Posted In | Blog Categories: Interviews | Site Categories: CG, Games, Internet and Interactive, Places, Technology
Stu Horvath
Stu Horvath

By Stu Horvath

Innovation takes many forms within the gaming space, often beginning with insight and inspiration from a single person, be they a game developer, an engineer, a sociologist or anything else within the industry. That’s why we’re tracking down thought leaders: to give you a sneak peek of the digital arts future through their eyes.

In this installment, we talk to Michael Mateas, associate professor of computer science at University of California, Santa Cruz, about the intersection of artificial intelligence, art and design -- and its impact on the future of technology.

Chair Entertainment’s Donald Mustard Discusses the Future of Multiscreen Gaming

Posted In | Blog Categories: Opinion | Site Categories: 2D, 3D, CG, Games, Home Entertainment, Internet and Interactive, Mobile and Wireless, Technology
John Gaudiosi
John Gaudiosi

By John Gaudiosi

Chair Entertainment -- based in Salt Lake City, Utah -- has catapulted to the top of the mobile game development business thanks to the success of its Infinity Blade franchise. In a little more than a year’s time, they’ve spawned a full sequel, a new iPad prequel (Infinity Blade: Dungeons), a digital book from bestselling author Brandon Sanderson, a hit soundtrack and a stand-up arcade game (Infinity Blade FX). The mobile franchise has also generated more than $30 million for Chair and its parent company, Epic Games. Donald Mustard, creative director and co-founder of Chair Entertainment, talks about the multiscreen future of gaming and how mobile, PC and console experiences will interconnect in this exclusive interview.

Gaming in Transition and Revolution: Part 1

Posted In | Blog Categories: Opinion | Site Categories: Business, Games

 

Matt Ployhar
Matt Ployhar

By Matt Ployhar

In my last blog, I talked about a spring-cleaning I did on my contacts database and observed the number of companies that have either gone defunct or underwent massive layoffs since the downturn in the economy.

This got me thinking about how or why some ISVs seem to have weathered the storm better than others.

The most interesting transitions occurring are the ones that are completely disrupting multiple platforms and business models simultaneously. However, while I’ve heard some ISVs complain about the big shifts and transitions, I’ve also heard others discussing how to embrace these shifts as an opportunity. Some platforms seem to be better positioned than others in order to address these changes. When all is said and done, it will likely end up being a survival-of-the-fittest exercise.

Here’s how I view and summarize the biggest macro-shifts impacting the games industries. There are four big standouts for me: mobile, format and business model evolutions, globalization, and innovation game-changers. We’ll start with the largest macro-shifts occurring on devices, and in subsequent blogs I’ll cover the rest of the list.

The New Mobile Landscape

Posted In | Blog Categories: Profiles | Site Categories: Games, Mobile and Wireless, Technology

The word “convergence” won’t mean quite the same thing to the next generation as it does to us. That’s because kids today will come of age in a time when phones were used to play video games, computers could double as a private movie house, and televisions were flipped on to browse the Web. Unlike us, they’ll be living in a world where “ubiquity” is the word -- surrounded by devices.

The most interesting development of the ubiquity age isn’t that we’re surrounded by screens and able to connect to the Internet in myriad ways, from smartphones to televisions to tablets. Most fascinating is that no one device serves as the ultimate Swiss Army Knife, acting as a substitute for all the rest

Rather, we collect these devices the way golfers keep clubs. On the go, we check movie times on mobile phones. On the couch, we research that movie on a laptop PC or tablet, or we play a game of “Words With Friends” while our significant other watches the big game. Rather than seek a one-size-fits-all solution for computing, consumer behavior indicates that there’s a time and a place for every kind of screen.

Developing With Construct 2

Posted In | Blog Categories: Interviews, Opinion | Site Categories: Business, Games, Internet and Interactive, Mobile and Wireless, Technology

By John Moore

Construct 2 is an HTML5 game engine and the product of Scirra, a London-based software firm launched in June 2011. The software provides a boost to beginning game-makers, as the engine does not require programming experience. But the company says Construct 2 has sufficient power to “let experts work even quicker than by coding.” We recently talked to Ashley Gullen, a director at Scirra, who provided a few tips on working with Construct 2.

The Muddy Beauty of DiRT 2

Posted In | Blog Categories: Profiles | Site Categories: Games, Technology

Rally driving is dominated by one thing: four tires. Every spectacular corner, power slide, or windshield-cracking collision is determined by the complex interactions between those spinning pieces of tread and the unpredictability of an unmade road surface. Small wonder that even after 10 years of the multi-million-selling Colin McRae Rally  games -- or DiRT, as the games are known in North America -- U.K. developer and publisher Codemasters  still maintains a laser-like focus on simulating that pedal-to-the-metal, rubber-on-the-gravel reality.

War Production: Chatting With Frank Pearce of Blizzard

Posted In | Blog Categories: Interviews | Site Categories: Games, Technology

At GDC, Arti Gupta chatted with Blizzard Entertainment’s Frank Pearce about the latest World of Warcraft expansion, Cataclysm, as well as integrating mobile phone applications to support the experience of their core games and developing for fans new and old alike.

Top Technology Predictions for 2012

Posted In | Blog Categories: Opinion | Site Categories: Business, Games, Technology
Matt Ployhar
Matt Ployhar

By Matt Ployhar

It’s that time of year, when I speculate as to what the big technology announcements and impacts are going to be for the next year. For 2012, I looked for things that will in some way have a profound short- or long-term impact on the various gaming ecosystems. So what’s in store for 2012? Some of these suggestions may seem obvious, but there are often some things taking place between the lines that may not be so apparent.