Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their first-person stealth game design decisions. …
Video: Thief vs. Deus Ex – a design discussion
4K Gaming Is Possible On Xbox One, SD Gaming Isn’t

According to the specs released by Microsoft, the Xbox One only supports ultra high resolution 4K video. However, that capability may extend to gaming at some point in the future.
In an interview with Forbes, corporate vice president of marketing and strategy Yusuf Mehdi clarified the point about 4K gaming on the Xbox One. “There’s no hardware restriction there at all,” says Mehdi. So, the question isn't necessarily whether the console can support 4K gaming, but whether developers will make games at that resolution.
On the other hand, the Xbox One doesn't support standard-definition in either gaming or video. According to the information released by Microsoft, the only device only has an HDMI output, which means that it won't connect to older televisions featuring only composite or component inputs. Technically, you could buy converters that make the connection possible, but if you're considering that, your money would probably be better spent on an HDTV.
[Source: Forbes]
Super Joystiq Podcast 051 Live: Xbox One

This week’s live Super Joystiq Podcast is all about the Xbox One. This is our second show on the topic, but a lot more info has trickled out in the last two days. We’ll also get to hear the straight dope straight from our own Ludwig Kietzmann and Alexander Sliwinski, who both attended Microsoft’s Xbox Reveal event in Washington.
And since we’re on the subject of Xbox, we’ll be giving away a very limited edition Xbox 360 controller – there’s only one of them – featuring the Joystiq logo and long-lasting, built-in lithium-ion battery. Tune it to see how you can win.
The show goes live at 3:45 ET!
Super Joystiq Podcast 051 Live: Xbox One originally appeared on Joystiq on Thu, 23 May 2013 15:30:00 EST. Please see our terms for use of feeds.
The anatomy of a memory manager
Fable developer Stewart Lynch focuses on C++ memory management for console game development, offering techniques for fragmentation and allocation. …
Preorder And CE Bonuses Announced For FF XIV: A Realm Reborn

Final Fantasy XIV had some problems following release, and then it was shut down. Square Enix is preparing to re-launch the world of Eorzea on August 27, and the company is doling out bonus content for those who preorder and/or pick up the collector's edition.
The collector's edition is full of cool extras, like exclusive boxart, an art book, and a CD of music from the game. It also comes with in-game extras like a behemoth pet and a coeurl mount. For pre-ordering either edition, you get early access to the new version of the game, along with a Cait Sith pet and a moogle-themed hat.
Click the image below to see all of the CE goodies. For more about what to expect from A Realm Reborn, you can watch this 8-minute trailer focusing on the game's various locations.
Opinion: Do All Video Games Need To Appeal To Everyone?

I recently dabbled in Dark Souls for the first time. I watched my wife play a considerable amount of Demon’s Souls, and I sat near former news editor Jim Reilly, who was obsessed with the Souls games. I know a fair amount about both titles, but had never earnestly tried to tackle either game until recently.
After playing Dark Souls, I understand why the games are appealing. The quiet, foreboding atmosphere and high difficulty make the world of Dark Souls an absorbing and scary place to be. It offers a different type of survival horror atmosphere where you are cautious and concerned for your well-being, and every move requires a moment of thought, down to the most innocuous swing of the sword. It’s an intense experience.
It was also an experience I didn’t particularly enjoy. The frequent deaths and unforgiving ammunition boundaries (I had used up all of my arrows by my third of about eight tries at tackling the game’s first boss) means you have to be careful with how you approach every obstacle. Every enemy is a careful decision of resources and combat skill, making it a frustrating game that generally isn’t the experience I am looking for when I sit down to play. After beating the first boss and exploring the first area, I put the game down in favor of a more forgiving medieval open-world fantasy creature beater-upper, Dragon’s Dogma. Dark Souls isn’t for me, or at least it wasn’t the game I wanted to play at the time when I decided to give it a go, but I love that it exists for the gamer who wants that grueling experience.
Increasingly, video game creators are trying to make sure their games appeal to everyone. Even one of my favorite developers, Valve, appears to spend the majority of its development time on play testing its games to make sure that its experiences are brought down to a common denominator where nearly no one will be confused or frustrated. Admittedly, I am part of the problem. I like games that offer a streamlined experience, but I love seeing games that aren’t concerned with being universally appealing.

Capcom’s Mega Men 9 and 10 are other excellent examples of a developer eschewing the idea of games for everyone. Both of those games were created for a very small, but specific audience: players that want a brutally nostalgic trip back to their childhood. I played neither of those games to completion (mostly because my heart container belongs to Mega Man X), but I love that both games were catered to that specific audience.
The independent scene has become an excellent source of uncompromising titles like this. Games from small, focused teams (or individuals) unwilling to change their games based on the whims of publishers offer incredibly personal experiences that are clearly not meant to appeal to everyone, and that’s okay. It ultimately makes the game more fulfilling for the players that do embrace it. In art, it’s the personal projects that stand the test of time and become a showcase for what a medium can accomplish, and video games shouldn’t be afraid to try and elevate themselves to that goal.
Report: Square Enix America CEO leaves, joins Amazon
Square Enix America CEO Mike Fischer left the company this month and is now vice president of digital music and video for Amazon in Japan, Polygon reports. This follows news in April that Square Enix America eliminated “a number of positions” and Fischer was expected to leave in May. Those same reports said the head of marketing should be gone after E3, along with other employees in public relations.
In March, Square Enix President Yoichi Wada stepped down and the company announced widespread restructuring that it expected to cost $ 106 million. Square Enix posted a net loss of $ 134 million for fiscal year 2013, citing “weak” sales of major console games, including Sleeping Dogs, Hitman: Absolution and Tomb Raider, the last of which sold 3.4 million in its first month.
Report: Square Enix America CEO leaves, joins Amazon originally appeared on Joystiq on Thu, 23 May 2013 13:30:00 EST. Please see our terms for use of feeds.
Get a job: Be a Graphics Programmer for 2K Games
“2K Games seeks the talents of a seasoned graphics programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge 3D graphics.” …
Return To The 80s This June With The Iam8Bit Entertainment System Retro Art Show

If you're planning on being in Los Angeles in June and have a penchant for game-inspired art, you might want to make time to visit the latest Iam8bit exhibit. Opening on June 7, 2013, the Iam8bit Entertainment System exhibit will be held at their gallery on Sunset Boulevard.
The show will feature a number of notable artists, including Olly Moss, Aled Lewis, and over 80 others. The featured works are inspired by games from the 1980s. The opening reception will be held on June 7 from 7 PM until 11 PM, and the exhibit will be available through June 30.
For more information, including gallery hours, visit Iam8bit's website and head to page two for the full press release.

Simon Roth (VVVVVV) suggests that game programmers’ obsession with coding “to the metal” is counterproductive in the current multiplatform era — writing “it’s not the ’90s anymore.” …