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Batman: Arkham Origins’ Creative Director Shares Vision For DLC

The latest round of news about Batman: Arkham Origins revealed that the assassin Deathstroke will be playable in the game through DLC. While on the cover story trip for the game, we asked creative director Eric Holmes about his thoughts on and plans for incorporating DLC into Batman: Arkham Origins. These quotes are from before the Deathstroke DLC was announced, but they provide insight into the team's thoughts on the topic.

"I think the challenge with DLC is finding something worth saying that you didn't say in the main game, something that adds to the story or universe. Without giving too much away, I think the DC Universe is a very expansive and exciting place and we're spoiled for choice as far as opportunities," says creative director Eric Holmes.

Holmes goes on to say "I think it's important when you're building any game in any franchise to try and give yourself creative room and not say everything in the main product. One of the terms we used before was leaving a USB port on the side so something else can plug in and go somewhere else, or carving out a little hole that you can answer. If you have a narrative disconnect in your story, it doesn't necessarily mean it is a mistake. 'Well where did that character go when he went off and did that? Where did he get that gadget that he turned up with? Or that weapon? How did he find these guys to go and get help from?' That might be a question you have at the end of the game but that might be placed there intentionally so that you can answer that in a separate story. Rather than have this disconnect, it's actually a crack in the story that we go and fill in later and have this little revelation as a result of that."

What would you like to see from the newly announced Deathstroke DLC and anything else that might be coming up from the Warner Bros. Games Montreal team? Let us know in the comments below.

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Rift Creative Director On Free-To-Play Conversion

 

Trion’s fantasy MMO is going free-to-play starting June 12. We spoke with creative director Bill Fisher on the upcoming conversion and what it means to new and existing players.

Trion announced yesterday that Rift is joining the majority of its peers as a fully free-to-play MMORPG this summer. Existing players will retain their six character slots and five bag slots (free players get two characters and three bags), while anyone who has purchased the Storm Legion expansion gets to keep the new souls added in that release and that free players will have to purchase separately.

Rift is keeping its subscription option, and so-called Patron players will enjoy a suite of boosts like faster mount speed and passive reputation/money/XP gain rate increases to help them accumulate loot and experience faster than the unwashed masses. 

Rift is one of the more successful Western MMORPGs of recent years, though obviously nothing on the level of World of Warcraft. Check out GI’s extensive critical thoughts about the game here.

Read Rift creative director Bill Fisher's answers to our initial questions on the conversion below.

Why now? Rift is one of the last of the major Western subscription games to go free-to-play; what sparked the decision? 

The single biggest reason for this change is the feedback we’ve received since Rift hit alpha. Players have asked for Rift to be free since the beginning via our in-game feedback, in emails written to the dev team, and in a variety of other reports we receive, we’ve watched this feedback pile up over the years and we’ve had our eye on the competitive market. 

We’ve been working out the details of this transition for quite some time. We set out with the goal of identifying what the best possible business model was for Rift – what would be the model that made people feel like they were getting value for their money if they decided to chip in, we don’t want to force players to just pay to remove pain points. I think we’ve got that model at this point.

What are you doing to enhance the newbie experience?

Enhancing the newbie experience is an ongoing process. We’ve made tweaks over the last few months that are not super sexy or marketed – but we’ve watched the conversion of players from Rift-Lite [the extensive free trial mode introduced in 2011 – Ed.] and it’s had some serious impact on the game. Streamlining the starting zones, cutting down on pop-ups, and removing some of the aggravating aspects of Freemarch and Silverwood such as looping back into quest areas multiple times have had an overall large impact.

What are you doing to make sure the massive influx of newbie free players doesn’t irritate your existing players? 

Actually, we feel that new players will add to everyone's overall game experience. As new players start, they will be spending time learning the game's mechanics in starting zones before they can work their way up to the content in Storm Legion. However, higher level players can enjoy playing the game together with some of their friends that are just starting with Mentoring, which lets them enjoy playing together while still gaining XP and rewards at each player's respective levels. As the population grows, there will be more potential allies to raid with or even potential guild members.

What are you going to sell in the cash shop?

We will be selling quite a few things on the Rift Store: a number of new services including Weapon Transfiguration, Race Change, Sex Change, Faction Change, as well as boosts to speed up your gain rate of exp and tokens, and tons of mounts, pets, and costumes! 

We will also be offering equipment with stats – but we keep to the following rule: The best items in the game must be earned. You can’t simply log in, and buy the best weapon in the game.

Will there be any conversion available between game-earned currency and cash-bought currency, or trading of cash-currency for game-goods (or game-currency) between players?

Yes! We’re also introducing a new item: Rift Exchange (REX), which is purchasable for real money, but when consumed grants Credits (real money currency). REX can be traded or sold among players, so it allows for a more fluid exchange of currency types between players, and allows all players access to Credits at a price determined by the players. In addition, the new Rift Store offers many items for dual currency: they’ll be available for game currency and also available for credits. However, the best gear in the game won’t have a credits price – you have to go out and earn it.

What are you locking behind paywalls as far as classes, souls, or content?

We are not locking our content behind paywalls. Every continent, every quest, every raid, and every dungeon is completely free. You can play to level 60 with no restrictions on your ability to level.

The things that new users that have never tried Rift before will have to pay to unlock is a pretty short list. If you want access to more storage space, more wardrobe slots, and more role slots you can buy each of those individually. The additional four souls that came with Storm Legion are also a separate purchase – however all of the classic souls are available completely for free.

The full press release is available on page two.


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Another Ubisoft Creative Is Let Go

The casualties mount for those brought over from Ubisoft's acquisition of THQ Montreal. Today Jean-Francois Bolvin, a producer on the Assassin's Creed franchise before he moved over to THQ was let go.

Bolvin's departure was tweeted by friend and colleague Patrice Désilets, whose employment was terminated yesterday.

Bolvin's LinkedIn profile – before he moved back to Ubisoft – says he was senior producer on a triple-A project at THQ Montreal alongside Désilets.

The departure of Désilets yesterday, and now Bolvin, would seem to cast doubt as to whether the properties they were working on at THQ (1666 and Underdog) will be continued now that Ubisoft owns the studio, or if they are, that they may be different than Désilets and Bolvin intended.

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5 tips for humor, from Far Cry 3: Blood Dragon’s creative lead

Gamasutra chats with Dean Evans, creative director of the upcoming nostalgia-fueled first-person shooter Far Cry 3: Blood Dragon, on how to do 80s cheese the right way. …


Gamasutra News

Criterion creative director indicates he isn’t working on a racing game

Need for Speed: Most Wanted and Burnout Paradise developer Criterion looks to be expanding beyond the racing game genre. Studio creative director and VP Alexander Ward responded yesterday to recent speculation about a new Need for Speed: Underground game, ruling out any impending announcements of either that or a new Burnout – or at least ones that involve himself.

This morning, Ward tweeted “The key word was ‘personally’….#tothefuture #weseefarther,” underlining that some of the comments he made were only in reference to himself. His tweet may imply Criterion has separate teams working on separate games – Ward said only nine months ago the Need for Speed series was “definitely a Criterion gig” now.

“Here is what I want folks to know,” Ward wrote yesterday. “Some folks are eternally disappointed. Nothing I can do about that. So many tweets asking for new Burnout. Equally many tweets asking for a new NFS game from us. Also Road Rash. Whilst I love all of those games, I am personally not doing any.”

“After over a decade of making racing games it’s time to make something new. It is early days thus I have nothing to ‘announce’ or talk about,” Ward continued. However, he certainly didn’t sever his own ties with the genre, later saying, “I am proud of all of the Burnout games. When it feels right we will make another one. We are creative people.”

Continue reading Criterion creative director indicates he isn’t working on a racing game

JoystiqCriterion creative director indicates he isn’t working on a racing game originally appeared on Joystiq on Tue, 16 Apr 2013 11:00:00 EST. Please see our terms for use of feeds.

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The creation of a game about the struggles of being creative

Kids naturally love to play, create and imagine. But when kids grow up, that natural tendency often shrivels away. Here’s a story about a game that explores the struggle to keep imagination alive. …


Gamasutra News

The Origins Of Batman’s New Creative Director

Every hero has a beginning; look no further than the prequel to the Arkham series coming this fall with Batman: Arkham Origins to discover part of Batman's.

Every comic book nerd has a beginning. As creative director for the upcoming game from Warner Bros. Montreal, Eric Holmes has a deep passion for the world of comic books. Watch the short video feature below to learn how he fell in love with the Batman mythology and how a small story in a gaming magazine set him on the course to create Batman: Arkham Origins.

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Following Twitter Tirade, Microsoft Creative Director Adam Orth No Longer With Microsoft

If the first rule of public speaking is to know your audience, then the first rule of Twitter is to realize that you are speaking publicly. Last week, Game Informer shared a rumor that the next Xbox would require an active internet connection at all times. Following that, Microsoft creative director Adam Orth (pictured above in his Twitter profile image) took to Twitter with some impolitic thoughts on the matter.

Game Informer has learned from sources close to the matter that Orth is no longer with Microsoft. A call to Microsoft's main switchboard confirmed this fact. Our sources, who wish to remain anonymous, suggest that Orth resigned in the wake of last week's events. We haven't been able to confirm whether this was a voluntary or forced resignation. 

Microsoft isn't commenting on the "always on" rumor or today's talk of a May 21 reveal for the console. We can't say for sure if Orth's "deal with it" approach is confirmation that users will need to be online (though with news emerging today of television integration, it's becoming more likely), but we can safely assume that his employer didn't appreciate him commenting on the matter. The company issued the following apology last week in response:

"We apologize for the inappropriate comments made by an employee on Twitter yesterday. This person is not a spokesperson for Microsoft, and his personal views do not reflect the customer centric approach we take to our products or how we would communicate directly with our loyal consumers.  We are very sorry if this offended anyone, however we have not made any announcements about our product roadmap, and have no further comment on this matter."

We have contacted Microsoft and Orth regarding his departure, and will update the story with their responses should they provide them. 

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Report: Microsoft Studios creative director Adam Orth no longer with company

Adam Orth, the Microsoft Studios creative director who caused a stir among consumers last week by tweeting his opinions on “always-on” devices, is no longer a Microsoft employee, according to “two sources” speaking with Polygon.

Last week, Microsoft publicly apologized for Orth’s comments, saying that “this person is not a spokesperson for Microsoft, and his personal views do not reflect the customer centric approach we take to our products or how we would communicate directly with our loyal consumers.”

We have reached out to Microsoft for a statement on the situation and will update this story if we learn more.

JoystiqReport: Microsoft Studios creative director Adam Orth no longer with company originally appeared on Joystiq on Wed, 10 Apr 2013 21:00:00 EST. Please see our terms for use of feeds.

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“We Had Complete Creative Control,” Says Greg Zeschuk Of EA Relationship

Yesterday saw EA's second consecutive "win" in Consumerist's "Worst Company in America" contest. BioWare co-founder Dr. Greg Zeschuk spoke about his new life in beer, his thoughts about a return to game development, and BioWare's relationship with EA, in an interview with GamesIndustry. The doctor has definitely moved on, but his retrospective look at his time in the industry is all the more valuable for it.

One of the statements that stands out is Zeschuk's assertion that his studio had "complete creative control" throughout the development of key titles, including Dragon Age 2 and Mass Effect 3. Both received mixed responses from critics and consumers. Consumerist cited Mass Effect 3 in their "Worst Company" wrap-up post, claiming the endgame was rushed and that the publisher pushed it out too early. If Zeschuk's comment about EA's input on the creative product is accurate, the publisher would necessarily be absolved of guilt for the original ending of the trilogy.

He also talks about the transition that BioWare underwent when EA took over. His advice to others considering a publisher buyout is to make the decision based on the people involved. Zeschuk and his partner Dr. Ray Muzyka had worked with former EA CEO John Riccitiello before and felt comfortable with him. It might not have been that way had the pair had decided to go with someone they weren't familiar with. "The last thing you want to do is kind of blindly sell your company and not really know what you're in for," Zeszhuk stated, "because all the work you've ever done can be easily undone."

There is much more to the fascinating interview, which is available at GamesIndustry. For those that also enjoy libations, Dr. Greg Zeschuk's Beer Diaries is in full swing on his new website.

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