“I wanted the game to be playable on mobile, but making a game with so many enemies, large maps and full of effects was hardly compatible with current mobile devices, unless it was optimized from the start.” …
After roughly ten months of livestreamed small-scale development, Insomniac is gearing up to launch its first PC game, Slow Down, Bull, and donate a portion of the proceeds to charity. …
This classic Net Yaroze feature includes interviews with developers who got their start on the system, as well as academics who used it in some of the world’s earliest hands-on game dev programs. …
“Pre-vis lets us plan ahead of time these elements which makes people want to cycle through game modes, or watch that trailer a second time.” …
Yesterday, Nintendo announced a dramatic reversal in its position on mobile gaming. At a joint press conference with DeNA, Nintendo president Satoru Iwata announced that his company’s intellectual property would be the basis for a number of upcoming mobile titles.
Given DeNA’s extensive history of developing free-to-play titles, as well as Nintendo’s own dabbling with that business model, expectations of a similar focus here weren’t unreasonable. However, Iwata says that he’s not ruling out premium titles.
In an interview with Time, he explains his reasoning. “The free-to-start model will naturally be an option for us to consider,” Iwata says. “On the other hand, even in the world of smart device apps, the business model continues to change. Accordingly, for each title, we will discuss with DeNA and decide the most appropriate payment method.”
He follows with a reaffirming a statement we’ve heard from him many times. Nintendo won’t risk hurting the brand image or the value of the intellectual property, and that also goes for picking a business model.
Iwata also says that Nintendo will be in the lead with regard to development of mobile titles. DeNA will be handling the service back-end and consulting on how to attract players for short bursts on a daily basis.
The announcement yesterday was simply the introduction to Nintendo’s new venture and its partnership with DeNA. Given the company’s commitment to release at least one title in 2015, we expect to know more soon.
While Iwata says that premium is still on the table, he quickly reverts back to using language more closely linked with free-to-play. DeNA’s expertise and experience, as well as the general desire to bring people in a for a short time every day is how many engage with freemium titles.
Thankfully, Nintendo also has experience with that gameplay loop. Animal Crossing games feature that same “quick visit” mentality in a pay-once format. The question is how the company will monetize that hook in such a way that its venture into mobile is the financial windfall the company wants.
During its press conference with DeNA this morning to announce a strategic alliance, another major bit of news was revealed. Nintendo president Satoru Iwata confirmed that a new hardware platform is in development.
Nintendo is currently working on the system under the code name "NX." The company isn't yet ready to reveal additional details, other than the DeNA-developed membership service (confirmed to replace Club Nintendo later this year) will be integrated.
More details about the console (and whether it is a living room device or handheld video game hardware) will be coming in 2016.
Between the announcement of Nintendo's alliance with DeNA to create a new membership service and the announcement of NX, it seems the Wii U's life span isn't going to be as long as some fans hoped. How Nintendo proceeds from here on out is extremely important. Whether NX will replace Wii U or the New 3DS, fans are invested and expect a bit of longevity from their systems. An early move to new hardware will need to be handled delicately.
Gamasutra’s Leigh Alexander talks to game developers who also happen to be mothers, about the challenges of balancing work and life, and finding success in a male-dominated industry. …
“‘What is the purpose of game development?’ I will take a leap beyond game development and quote Alejandro Jodorowsky: ‘What is the goal of life? It’s to create yourself a soul.’” …
At GDC 2014 a panel of Brazilian game makers offered insight into how the Brazilian indie scene operates, how to nurture a game dev culture where it doesn’t exist and why it’s important to do so. …
Capcom first teased its PlayStation 4 title, Deep Down, way back on February 20, 2013. If that date sounds familiar, it’s because it was when the PlayStation 4 was formally announced by Sony in New York City.
Since then, we’ve learned the game is free-to-play and set in New York City. It has a strange time-travel vibe, with elements taking place in the future, while combat appears to occur in a gothic setting.
Unfortunately, it’s going to be a while before we get our hands on it. Speaking with Japanese outlet 4Gamer, Ono says the title has undergone some revisions. In a translation from Siliconera, Ono says that parts of the game weren’t good enough.
When it re-emerges, the concepts will be larger and what we see might look entirely different. The team is giving it more time, so that when the title launches, players will want to stick around.
We had a chance to play the game at TGS 2013. If you’re curious about what Deep Down was before it went quiet, you can read our impressions.
Deep Down needs to be a big win for Capcom, and the company is smart to take its time. Given that it’s free-to-play, the cost will be recovered over time as players stay hooked and buy in. If the game isn’t great, players won’t stick around and the R&D cost will end up being a gaping hole in the financials.