I'm Game: Most Read Posts

Ghostbusters Challenges: Game Loop Parallelization in the Infernal Engine

Posted In | Blog Categories: Tips & Tricks | Site Categories: Games, Technology

With the advent of multiprocessor computers, game programming has become a lot more complicated. Given a 3 GHz quad core and a fast video card, Ghostbusters will be able to keep all four cores 100-percent utilized in heavy action. During the development of that game, which is based upon the movie franchise, we were able to accomplish this feat.

Why Consoles as We Know Them Will Die Out

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

By Matt Ployhar

I recently read an article about one of the big console manufacturers’ finances. It reported quarterly revenue reaching more than a billion, but after all costs, it netted less profit than what some PC games will take home in a month. The math pointed to a roughly 2 percent margin of profit. And, based on its performance over the last decade, this was an awesome year for the manufacturer! Remember, it’s not always about how much revenue you generate, but what you take home that matters most.

This begs some deeper scrutiny. Are consoles really that profitable? When they are, who stands to gain the most? If we follow the money, I think the results would astound most people.

Explosion of Creativity: Power of Online Communities

Posted In | Blog Categories: Profiles | Site Categories: Business, Internet and Interactive, Technology

 

Lee Purcell
Lee Purcell

What defines a community is more than its geographic boundaries; it’s the element of people gathering together for a common cause, supporting each other’s well-being and interests, and advancing goals that strengthen both the community and its members.

In 1985, one of the landmark events was the founding of the WELL, a new computer service by the San Francisco gang that had published the Whole Earth Catalog. In his influential book The Virtual Community , Howard Rheingold described how people took to this new communication medium enthusiastically, forging friendships and relationships that spanned a wide range of common interests -- on both a professional and personal level.

Today, the online landscape is profoundly richer, deeper and more readily available to digital media artists. As bandwidths increase, processing platforms improve while becoming less expensive, Internet access becomes more affordable, and software applications create new tools for communication, collaboration and play.

Piracy, Secondary Sales and Account/Identity Theft

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

By Matt Ployhar

DRM was a response to piracy, just like free-to-play was a response to piracy. I’d like to cover some of the leading causes and reasons I’ve heard over the years for why people pirate, or make copies of, a game:

  1. They don’t want to pay for the game outright, or they feel it’s too expensive.
  2. The game isn’t available in their region.
  3. They want a digital copy of the game that they legitimately purchased.
  4. DRM game performance was invasive and/or degraded.
  5. They bought the game, then lost or scratched the disk and didn’t want to repurchase it.
  6. There wasn’t a demo available.
  7. To be malicious; they don’t like the publisher.
  8. The mafia, gray and black markets.
  9. They cracked the game because it was a challenge.
Now, here are some other anecdotal things I’ve heard over the years, firsthand, from the mouths of publishers...

Todd Howard Talks Skyrim

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

 

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By John Gaudiosi

Bethesda Softworks showcased the much-anticipated Elder Scrolls V: Skyrim at Gamescom 2011 this summer in Cologne, Germany, allowing fans to check out the successor to the award-winning blockbuster hit Oblivion. Bethesda Game Studios has been hard at work on this new role-playing game (RPG), developing a brand-new game engine -- the Creation Engine -- for the open-world experience.

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.

Creating the Baseball Simulation in MLB 2K11: Part 2

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

 

Screenshot from MLB 2K11
Screenshot from MLB 2K11

 

By Jon Lewin

In part one of my look at the simulation of an American pastime in MLB 2K11, we examined the broad strokes of creating a baseball simulation -- specifically the players and the stats. Now we turn our attention to the fine details that make the world come alive.

Hear Ye, Hear Ye: The Importance of Digital Sound

Posted In | Blog Categories: Profiles | Site Categories: Games, Music and Sound

By John Gaudiosi

New processors and advanced graphics are always a hit at the Game Developers Conference, but digital audio companies like Cakewalk, Dolby, and DTS also have a presence. With new PC games starting to take advantage of Dolby 7.1 surround sound  -- and DTS’ unveiling of 11.1 surround sound with DTS Neo:X  technology at the Consumer Electronics Show 2011 -- sound is playing a more important role in today’s video game landscape.

“We have seen the evolution of game audio go from sounds that accompany video to fully immersive musical scores that envelope the user in the action or world,” says Steve Thomas, public relations director of Cakewalk, which has Sonar X1 audio software available for game developers. “And when it comes to cut scenes, where the expectation for video and audio quality is very high, it’s like producing for TV/film. No more cheesy sound FX and simulated strings -- now you get high-quality sampling and real orchestras. Game on!”

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.

Hal Hanlin Talks Rift

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

 

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By Gus Mastrapa

Rift, the new PC MMO, launched on March 1 in the United States and days later in Europe and Australia. The game debuts on a crest of positive buzz garnered through a slew of well-received beta events. But launching a successful online game is as much about follow-through as it is about first impressions. I spoke to Trion Worlds design producer Hal Hanlin about his company’s philosophies on keeping customers happy, leveraging technologies and, of course, making great games.