Tuesday, November 30, 2010

Super Meat Boy PC Released

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It's here! The PC version of Super Meat Boy has now been released, and you can pick it up via Steam right this second. With plenty of secret characters to unlock and a level editor coming early next year as a free add-on, this is going to be Game of the Year for many.

The Steam edition has lots of exclusive content, including Steam achievements that will make you want to cry, special characters including a Head Crab and the aforementioned level editor (coming next Jan).

What else do you need to know about the game? Well, listen to our Super Meat Boy podcast and you'll find out every single thing possible about the game, including things that you probably don't want to know too.

Source: http://feedproxy.google.com/~r/IndependentGaming/~3/QdL0wBRoVk4/super_meat_boy_pc_released.html

TECHNITROL TAKE-TWO INTERACTIVE SOFTWARE SYNTEL SYNTAX-BRILLIAN

2011 Independent Games Festival Announces Nuovo Award Jury

Organizers of the 2011 Independent Games Festival are announcing the distinguished jury panel that will determine the eight finalists and overall winner of its Nuovo Award.

This special award, part of the IGF, which takes place at Game Developers Conference 2011 next February, is dedicated to honoring abstract, shortform, and unconventional game development which "advances the medium and the way we think about games."

Now in its third year, the Nuovo Award allows more esoteric 'art games' from among the almost 400 IGF entries to compete on their own terms alongside longer-form indie titles, and has been newly expanded to include eight finalists.

The Nuovo has previously been awarded to Jason Rohrer's abstract multiplayer title Between and to Tuning [YouTube link] -- the perception-warping platform puzzler from Swedish indie Cactus.

This year's Nuovo Award jury has been selected to represent a diverse body of developers both independent and mainstream, academics, art world notables, and -- in general -- some of our industry's top thinkers on the future of art and the video game medium.

The jury will receive game recommendations from the wider body of over 150 IGF Main Competition judges (itself including notable former IGF winners and finalists including Petri Purho, Kyle Gabler, Jakub Dvorsky, Tyler Glaiel, and Dylan Fitterer).

The 2011 IGF Nuovo jury consists of the following:

Source: http://feedproxy.google.com/~r/GameDevelopersConference/~3/CmkNQ5h0M3k/2011_independent_games_festiva_2.html

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EU PlayStation Store Update - Pac Man CE DX, Funky Lab Rat, 40 Winks, Impossible Mission And More

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Big week for America, big week for Europe.

New titles include the awesome Pac Man CE DX for �7.99/?9.99 as well as the new Funky Lab Rat> for �5.49/?6.99. Both games also include a trial version.

Also this week is Dead Storm Pirates for �15.99/?19.99. This is a Arcade light gun game which also came with the Time Crisis Razing Storm package, so if you've got a Move controller you can just grab this.

There are also a few new bundles -- Burn Zombie Burn: The Diarrhea of the Dead Bundle for �7.19/?8.99, and Blue Toad Murder Files: Ep 1-6 Christmas Bundle for �17.49/?21.99.

A ton of new PSOne classics this week, which I think is highlighted by 40 Winks for �3.19/?3.99, a 3D platformer from the time which I remember being pretty good. Alongside All-Star Boxing (�3.99/?4.99), Super Slammin? Dodgeball (�3.19/?3.99), ATV Racers (�2.39/?2.99) and Miracle Space Race (�2.39/?2.99).

Two new Minis as well -- Impossible Mission for �3.19/?3.99, which I believe was a retail title at some point and is a remake of the classic title, and <em>Card Shark for �2.99/?3.59.

DLC wise the Scott Pilgrim vs. The World Knives Chau Add-On Pack is up for �1.59/?1.99, Hustle Kings Trickshot Pack for �1.59/?1.99, Lara Croft and the Guardian of Light Things that Go Boom Pack for Free, and various Joe Danger suits for �0.79/?0.99 each.

Source: http://feedproxy.google.com/~r/gamerbytes/~3/KtGYnPiCe0A/eu_playstation_store_update_pa.php

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Blitz Games Studios Announces 'One-Stop Shop' Indie Portal

Aiming to create an online portal for independent games, Blitz Games Studios has launched IndieCity, an effort it says hopes will offer gamers and developers a "one-stop shop" for indie titles. Project leader Chris Swan said IndieCity would host projects "off the beaten track, counter culture and anti-mainstream. The opposite of manufactured 'pop' games, this is about self expression and individualism," he described. On IndieCity's blog, the company said it saw a void: "We don't ...

Source: http://feedproxy.google.com/~r/GamasutraNews/~3/fy29pX-97Uk/Blitz_Games_Studios_Announces_OneStop_Shop_Indie_Portal.php

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UT Dallas ATEC Students Launch Second Serious Game Project

Students enrolled in the Arts and Technology program at the University of Texas at Dallas have released a serious game application exploring the ramifications of life-prolonging technology.

Source: http://feedproxy.google.com/~r/GameCareerGuideNews/~3/XBuTSxwjoiI/ut_dallas_atec_students_launch_.php

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UDK Support Coming to iOS; Epic Citadel Surpasses 1 Million Downloads

Epic Games announced today at the Korea Games Conference that iOS support is coming to the Unreal Development Kit. UDK, which now has more than 350,000 unique installations, will soon be capable of producing games for iOS devices. UDK is the free edition of the award-winning Unreal Engine 3, giving users uncompromised access to the professional development framework used by many of the world?s greatest video game developers.

On September 1, Epic demonstrated its newly announced game, codenamed ?Project Sword,? at the Apple Special Event at San Francisco?s Yerba Buena Center for the Arts. Developed by Epic?s Chair Entertainment, ?Project Sword? is the new action adventure role-playing game for iOS devices that will be released this holiday season.

That day, Epic also released ?Epic Citadel? a free download in the iTunes App Store and can be downloaded at http://itunes.apple.com/app/epic-citadel/id388888815 ?Epic Citadel? lets users explore one of the Unreal Engine 3-powered environments from ?Project Sword.? In its first 10 days of release, ?Epic Citadel? was downloaded by more than 1 million iOS users and hailed by the media as a milestone event in mobile gaming.

?Epic Citadel? is available for iPhone 3GS, iPhone 4, third-generation iPod touch, fourth-generation iPod touch and iPad.

UDK users already have the power of Unreal Engine 3 at their disposal and will soon be able to focus their creations on supported iOS devices. UDK is available for free download at http://www.udk.com/download.�Also at http://www.udk.com are showcase games, developer diaries and video tutorials to help users get started building their own Unreal-powered worlds.

?Dungeon Defenders? was one of Epic?s original showcase games used to demonstrate how to use the UDK. Florida-based Trendy Entertainment created several developer diaries and released the source code for the game so UDK developers could learn from their experiences.

Recently, Trendy became a full Unreal Engine 3 licensee so they could develop ?Dungeon Defenders? for Xbox LIVE Arcade, PlayStation Network and mobile platforms. The developer recently posted YouTube footage of ?Dungeon Defenders? running on iPhone and Android.

To learn more about ?Dungeon Defenders,? visit http://www.udk.com/showcase-dungeon-defense.

Source: http://www.epicgames.com/news/udk-support-coming-to-ios-epic-citadel-surpasses-1-million-downloads

AMERICA MOVIL AMKOR TECHNOLOGY AMPHENOL ANIXTER INTERNATIONAL

Monday, November 29, 2010

Microsoft revamps online game service

Microsoft is creating a new online games hub and making it more social by linking it to players' Facebook and Windows Live accounts.

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Source: http://www.msnbc.msn.com/id/40222879/ns/technology_and_science-games/

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GDC 2011 Reveals Major Roster Of Full-Day Tutorials

Organizers of the 2011 Game Developers Conference have revealed a packed full-day tutorial line-up -- including notables from Epic, Blizzard, and Valve -- for the 25th edition of the industry's leading event for game creators. With the overall session list for the event starting to fill out, organizers are taking the opportunity to reveal the full-day tutorials available to attendees during the GDC 2011 registration process. These lower-capacity, first-come first-served tutorials will once again be ...

Source: http://feedproxy.google.com/~r/SeriousGamesSourceNews/~3/WrKMa_6QrOs/item.php

ZORAN ZIONS BAN YAHOO! YAHOO

Awesome 'Halo' costumes three years in the making

There are costumes and then there are costumes. A California tinkerer and costume enthusiast has spent the last three years making an awesome set of 'Halo' costumes. Here's how.There are costumes and then there are costumes . A California tinkerer and costume enthusiast has spent the last three years making an awesome set of 'Halo' costumes. Here's how.




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Source: http://technolog.msnbc.msn.com/_news/2010/11/15/5469968-awesome-halo-costumes-only-took-three-years-to-make

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Zynga, Playdom Settle Lawsuit Over Alleged Trade Secret Theft

A year after FarmVille creator Zynga filed suit against rival social game developer Playdom over alleged trade secret theft among other charges, the two companies have settled their dispute.

In its lawsuit filed in September 2009, Zynga accused Playdom Inc. and four Playdom employees, all of whom previously worked at Zynga, of misappropriation of trade secrets, breach of contract, breach of the duty of loyalty, and inducing breach of the duty of loyalty.

It also accused Playdom of tortious interference with contract, tortious interference with existing and prospective economic advantage, and unfair competition. The company claimed a Playdom recruiter asked its former employees to provide private data for Zynga titles as assignments.

The FarmVille developer alleged that one specific ex-employee, Raymond Holmes, stole Zynga's "playbook" outlining its "secret sauce" and the key strategies behind its successes. Zynga claimed the other former workers who joined Playdom took non-public documents, too.

Not long after Disney acquired Playdom in July for as much as $762 million, the case seemed to be going in Zynga's favor when Santa Clara County Superior Court judge Mark Pierce found Holmes in contempt for destroying evidence and signing false court certificates.

Judge Pierce sentenced Holmes to ten days in county jail and a $4,000 fine before suspending the sentence. The court believed it would be "appropriate to impose a non rebutable evidentiary presumption in favor of Zynga regarding the meta data lost when Def Holmes erased his hard drive."

Neither Playdom/Disney or Zynga revealed terms for their settlement, but Zynga's released the following statement, which was posted by TechCrunch: "Zynga is extremely pleased with the final resolution of its trade secret suit against Playdom and various individuals."

"The settlement reflects the very serious nature of the conduct involved, as reflected by the preliminary injunction, restraining orders, and contempt order issued by the Santa Clara Superior Court. We have great respect for Disney and are thankful that following its acquisition of Playdom, Disney resolved the matter to our satisfaction."

Source: http://feedproxy.google.com/~r/WorldsInMotion/~3/w2411LPa_xs/zynga_playdom_settle_lawsuit_o.php

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NA PSN Store Update - Completely Ridiculous Amount Of Games, DLC, and Deals

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Right, so last week was pretty crazy with Crazy Taxi, Prince of Persia: SOT and Who's That Flying?!, but man this week takes the cake. Surely not all of these games had to come out the same day -- yikes!

Today brings SEVEN games to the PlayStation Network -- the classic Dragon's Lair in HD for $9.99, Dream Chronicles, which is currently 3rd worst reviewed XBLA game on Metacritic, for $9.99, the amazing PAC-MAN Championship Edition DX for $9.99, Beat Sketcher, a drawing title using the power of music for $9.99, Spelunker HD for $9.99, Magic: the Gathering ? Duels of the Planeswalker, finally making its way over from the XBLA for $9.99, and Auditorium HD for $9.99. Absurd, really.

Not to be outdone, this week's PSOne Classic is Arc the Lad II for $5.99, along with Arc Arena: Monster Tournament for $3.99.

DLC wise we have quite a bit -- Joe Danger suddenly got some DLC with a Chicken Costume Pack, Indian Costume Pack, Knight Costume Pack and Monkey Costume Pack which you can get for 99c each, 3D Ultra Mini Golf Adventures 2 got its Fairy Tales Map Pack for $2.99, Lara Croft And The Guardian Of Light's "Things That Go Boom Challenge Pack 2" is available for free (until 12/21), and Magic The Gathering has 23 extra pieces of DLC, much like the XBLA version, which range from $0.99 ? $4.99.

But we're not even finished! Worms: Battle Islands is available today for download to PSP for $24.99, and the popular iPhone game Jelly Car 2 is available as a Minis for $2.99.

And if that isn't enough for you, here's the giant list of PSN sales on right now:

Top Gun ? Sale (PS3) (now $7.49, original price $14.99)
PixelJunk Racers 2nd Lap ? Sale (PS3) (now $3.49, original price $6.99)
Deathspank ? Sale (PS3) (now $7.49, original price $14.99)
Gundemonium Collection ? Sale (PS3) (now $7.49, original price $14.99)
Joe Danger ? Sale (PS3) (now $7.49, original price $14.99)
Groovin? Blocks PSP ? Sale (PSP) (now $4.99, original price $9.99)
Monopoly ? Minis ? Sale (PS3/PSP) (now $2.49, original price $4.99)
Young Thor ? Minis ? Sale (PS3/PSP) (now $2.49, original price $4.99)
Hero Of Sparta ? Minis ? Sale (PS3/PSP) (now $2.49, original price $4.99)
Alien Zombie Death ? Minis ? Sale (PS3/PSP) (now $1.99, original price $3.99)
Fieldrunners ? Minis ? Sale (PS3/PSP) (now $3.49, original price $6.99)
Destruction Derby ? Sale (PS3/PSP) (now $2.99, original price $5.99)
Bomberman Ultra ? Sale (PS3) (now $4.99, original price $9.99)
Alien Havoc ? Minis ? Sale (PS3/PSP) (now $2.99, original price $4.99)
Bubble Trubble ? Minis ? Sale (PS3/PSP) (now $2.99, original price $4.99)
Freekscape ? Minis ? Sale (PS3/PSP) (now $2.99, original price $4.99)
Mahjongg Artifacts ? Minis ? Sale (PS3/PSP) (now $2.99, original price $4.99)
Caterpillar ? Minis ? Sale (PS3/PSP) (now $2.99, original price $4.99)
Gold Fever ? Minis ? Sale (PS3/PSP) (now $2.99, original price $4.99)
Panda Craze ? Minis ? Sale (PS3/PSP) (now $2.99, original price $4.99)
Rocks N? Rockets ? Minis ? Sale (PS3/PSP) (now $2.99, original price $4.99)
Shapo ? Minis ? Sale (PS3/PSP) (now $2.99, original price $4.99)
Polar Panic ? Permanent Price Drop (PS3) (now $4.99, original price $9.99)
Cho Aniki Zero ? Permanent Price Drop (PSP) (now $14.99, original price $19.99)

Source: http://feedproxy.google.com/~r/gamerbytes/~3/JUpO-0j5SKI/na_psn_store_update_completely.php

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Snail Bob


Click to play the game Snail Bob now. We offer the best free games and add 10 new games every day of the week.

Source: http://www.roundgames.com/game/Snail+Bob

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Sunday, November 28, 2010

Indie Game Pick: Commander - World 1 (Jodi Giordano)


Really loving this, so much style! Commander - World 1 is a tower defense game for both PC and Xbox 360. Asteroids are approaching planets in your solar system, and you need to build huge guns on adjacent planets to shoot them down before they hit.

The paths of the asteroids are marked as a white dotted line, and over the course of each level the path's orbit changes, meaning that the direction of the asteroids is constantly changing. Not only that, but your planets are always moving too, so guns will sometimes be in the perfect position to destroy asteroids, and other times be nowhere near. It's a brilliant idea, and makes for some very challenging play.

The game oozes charm, with menus that look like a game in progress - the planets are the selections, while asteroids move around them and enter a black hole at the end - and there are plenty of levels to play through. The PC version costs $5 and is easily worth it, although if you have an Xbox it's probably best to pick it up there, as it's only 80 MS Points ($1). Jodi will be using the money he earns to fund World 2.

Make sure you at least check out the demo - if you're into your tower defense game, you'll most likely love this. Here's the PC version, and here's the Xbox.

Source: http://feedproxy.google.com/~r/IndependentGaming/~3/0of2ii14WJc/indie_game_pick_commander_worl.html

FISERV FIRST SOLAR FINISAR FEI COMPANY

In-Depth: Neowiz's War Of Angels And Its Bridge To The West

[Our own Tom Curtis spoke with Neowiz Chief Operating Officer John Nam and Business Developer Mark Chang to discuss the company's expansion to the U.S., and how the developers "didn't actually have to make big changes" to tailor an MMO to appeal to Western tastes.]

Korean MMO developer and publisher Neowiz will begin its expansion into North America with War of Angels, its first game developed specifically for Western audiences.

Neowiz began as an Internet service provider in 1997, and has since expanded into a game publisher that operates a number of free-to-play online games in Korea and other Asian territories, including microtransaction based versions of popular EA franchises such as FIFA and Battlefield.

Hoping to expand beyond Asian markets and into the West, Neowiz developed War of Angels to suit North American audiences.

War of Angels is a free-to-play, microtransaction based fantasy MMO that features land, air, and underwater combat, and a good-versus evil system that helps players determine their faction, which will affect the game's endgame Player-Versus-Player modes.

Neowiz told us that War of Angels is the first of several games the publisher will release in North America, and four other titles are unready in development for a 2011 release.

We spoke with Neowiz Chief Operating Officer John Nam and Business Developer Mark Chang to discuss the company's history and its expansion to the U.S., how the War of Angels was developed to suit Western tastes, and the important elements of operating a free-to-play game.

Could you talk a little bit about Neowiz's history?

John Nam: We started in 1997 as a ISP provider called OneClick, and later turned into something called SayClub, which was the most popular social networking site, back then called a chatting site. That's when we first got into microtransactions. Advertising revenue was good, but we wanted to try something else, and we wondered, "Would people really pay two dollars for a hat or sunglasses?" It turned out it worked, and we ended up crashing our servers, so we found that it worked really well.

We've seen healthy expansion over the last couple years, and we recently had an acquisition in Japan with GameOn, the second largest portal in Japan. While we were preparing all these, three years ago we started a U.S. branch, and I came here to set things up, partnerships, publishing partners, acquisitions, licensing deals and all that kind of stuff.

So we are expanding globally, and now we feel like we have enough experience and data to come out to the U.S. ourselves and operate our own games. You may have heard about our deal with EA?

Yeah, you guys worked together to make an online FIFA game, right?

JN: Yeah, so the details for that deal, or at least the version I know, is that EA went around with FIFA to all the major publishers, and we looked at it and said, "No, we can't sell this, are you kidding?" EA said, "But soccer's crazy in Korea, it'll do well!" We told them we weren't interested, so they went around to the other companies. It turns out the EA guys came back to us and said," Alright, we're convinced. How do you make a game in Korea with FIFA?" We told them, "You make an online game."

We are real good at monetizing games and building the microtransaction economy and we know how this thing works. When you sell things in games, you can't sell whatever and throw off the balance of the game; there's a fine line, and we've made mistakes over the last 13 years to know enough to not make the most obvious ones. So we turned FIFA into an online game. We took the engine and the whole server structure behind it.

We made a five title deal with EA, with most of their titles, with the exception of The Sims and Spore, which we couldn't touch. So we did FIFA 1, FIFA 2, Battlefield Online, NBA Street Online, and we still have one more slot, and we are thinking about which one to do. FIFA 2, with the World Cup this year, has hit over 220,000 concurrent users, so at any given time 220,000 people were playing the game; it's been very successful.

To tell you more about why EA would join us, we were around for the invention of microtransactions, back with SayClub. We also were the first to successfully monetize a first person shooter, and you know, with games like that there is a very delicate balance, and you can't just give out things that throw things out of balance.

Right, you don't want people to buy their way to victory.

JN: Exactly, but no one will buy something if it's useless. For a long time, there were a handful of first person shooters in Korea, and they all just kind of tanked when they started introducing items. With Special Forces, which is kind of old now, we figured out how to add microtransactions without harming the balance. To this day it's still very popular in Korea.

What did you guys do differently versus the games that tried microtransactions and failed?

JN: That's kind of giving away the secret sauce, but it's all about keeping a fine balance. (laughs)

Fair enough. (laughs) In terms of bringing a game like War of Angels to North America, what was the driving motivation for you guys to switch your focus to another part of the world?

JN: We've actually been studying to get out in the U.S. for a while now, we were just figuring out the best way to do that. It's always been about expansion, like it Vietnam and China through Tencent we've seen great success. In China, one of our first person shooters called CrossFire has 2.2 million concurrent users. We've been trying to figure out our best strategy to come in. It's that something made us come in right now, we've been studying it for a while.

What sort of things were you looking when you examined the market?

JN: We did lots of market research, partnerships, indirect partnerships, some of which are public and some aren't. Some companies came in during the early 2000s and now they've come back out again, so we didn't want to make the same mistakes.

And where is War of Angels being developed? Is it being developed in Korea?

JN: Yes, it is.

What do you do to tailor the game to an American audience versus a Korean one? What are the differences between the two?

JN: So War of Angels is being developed by a partner called NJI, and what we are doing in the U.S. is we are running an extensive focus group right now with hardcore MMO players, and through these focus groups and online surveys, we are figuring out what they like, what they don't.

We also figure out what to do in terms of server management, localizations, what sort of items they may like. For example, the Gachapon system works well in Korea, but would it work here? We're looking into that kind of stuff pretty extensively. We are also using a pretty top-tier localization service. It's going through it's third iteration right now.

What's the relationship like between you guys and developer? How much influence do you guys have over the way the game takes shape?

JN: I used to work with a lot of the guys in Korea, so we talk a lot, perhaps too much. (laughs) It's an active discussion to see what's going on over there, what going on over here. I hesitate to say they have full control, but they have a good positive influence on the development process. For example, there's no Halloween in Korea, but in the game, we have items like a pumpkin head mask for the holiday.

So you are tailoring in game events to American culture specifically?

JN: Exaclty. That's an example of something that we thought would be cool, and all of a sudden it's done, it's in there.

What do you do to tailor the game systems for an American audience? Do you look at other successful MMOs in North America to see what tends to work well over here?

JN: We all play triple A titles, and the team knows what is going on. Asian gamers tend to be less averse to grinding, while American gamers are more accustomed to instant gratification. Within our focus group we had this thing called "The Pit." There was this level where it was very difficult to level up compared to what players were used to until that point, and the American users would say, "Oh my god, it was just so horrible."

We keep that stuff, and we say, "Okay, well did you know that at level 20 there is this big reward?" And they say, "No!" That is one of the solutions we could suggest, we could also add a mini quest that tells players they can get a certain item or a given a certain character advancing choice if they reach a certain level, and that would incentivize people.

It sounds like there's a lot of carrot-on-a-stick incentives for players to keep them motivated.

JN: That's one thing for sure. Korean users will just brush past those levels, saying "Ha, this is kind of taking me a long time, but whatever." But American users could rage quit at that point, and we are very aware that there are a lot of other choices out here.

People often tend to have short attention spans too.

JN: (laughs) Yeah. We want to address that issue, and the team understands what American gamers are used to.

What sort of audience do you hope to attract in terms of size and demographics?

JN: In terms of demographics, this is a 3D fantasy based MMORPG, so we expect most people to have already played or tried some free-to-play stuff. Those would be out hardcore gamers, male players from 15 to 35 years old - it's kind of broad right now. Through our focus group and research we've discovered recently that this style of game appeals to both genders, and the age range tends toward older players or at least older than 18 years.

This is good news for us, because if more women play, great. It seems like the graphical style has been well received; they thought it was charming, women thought it was nice and pretty and guys that it was kind of cool looking.

In terms of size, the bigger the better, and there is certainly a group of people out here that like to play these games, and with broadband penetration increasing every day, and with things like Facebook games, even Moms understand things like microtransactions and enjoy it. I think the market is ready to grow, and we want to be part of growing that market, and show people that "free" doesn't mean "crap," it's a different business model. For microtransaction based games, nothing is more social than a MMORPG, and I think there are a lot of people playing these games.

You mentioned you are primarily targeting a hardcore crowd, and perhaps I'm leaping to conclusions a bit, but a lot of these players are already committed to other MMOs, and they tend to stick with just one game. How do guys combat players' tendencies to stick with what they already have and convince them to try something new?

JN: Well, one of the reasons we chose this game was because first of all, we really respect the developers, we think they have so much potential, and this game has some unique features that we feel are pretty cool. For example, you can fight on land, air, and underwater, and it has a good versus evil system, where every choice you have will push you toward good or evil, and third, once you reach a certain point in the game, you can buy real estate and start building cities. These cities are limited, so you have to defend your city from other guilds.

Going back a bit to designing the game for American audiences, other than the Western-themes holiday events, were there other elements of the game that were custom-built to suit American tastes?

Mark Chang: The thing is, we didn't actually have to make big changes, because many other MMORPGs in the states are being serviced in Korea first, and everything was made for Korean gamers, so when they come here, they have to make some changes. With this game, we aren't servicing it in Korea.

The fundamentals of the MMORPG remain the same, because they come from the D&D ruleset, and it will be the U.S. audience that will play this game first. You could say that this game doesn't have any Asian or Korean ingredients in it yet. So we didn't have to make any big changes, but from the beginning we were providing input. We try to send information to the developers, saying that the game should be this way or that way.

When it comes to free-to-play games, there are a ton of games entering the market all the time, so how do you guys plan to make players aware of your product amid this sea of other titles, especially since this is your first game to launch in North America?

JN: Well, there's always the marketing, and of course talking to the press, but I believe a community grows when people genuinely enjoy something, and word of mouth is the best kind of marketing you can get. We are a significantly sized company in Korea, and we do have the marketing dollars that we'd like to come out here and spend, but we want to focus on the fact that the game is fun.

MC: One of our focus testers actually got her brother and her boyfriend to start playing with her, so as long as the game is good, people will pass on the information.

Do you have plans to release War of Angels in Korean markets after its U.S launch?

JN: Right now, we have the worldwide rights, and it's being serviced throughout the world. In Europe, it's through our partner Gamigo, but we wanted to focus on the North American market first. But for right now, the game will not be released in Korea.

Why did you decide not to launch in Korea as well?

JN: In Korea, we have more than 25 games operating right now, and we want to take time to focus on different things. Trust me, the bulk of our people at HQ are dedicated to the day to day operation of Korean games.

MC: Also, once we service the game in Korea, we'd have to suit the game to the tastes of Korean gamers. Typically, if we brought a game to the U.S. after a year, we'd have to make a lot of changes. We thought it would be better to start with the U.S. from the beginning.

When it comes to free-to-play mictrotransaction based games, how many players out of the total audience have to spend money on items to make the game financially successful?

JN: We have a lot of really good numbers, statistics, and historical data, and I can't tell you the exact numbers, but I can say that form our experience, if you take a subscription based game and turn it into a free to play game, and do it right, your player base should triple or quadruple, and your revenue would double.

What sort of plans do you have after War of Angels releases in North America?

JN: We have three more games that we are preparing for 2011. War of Angels is the first one; it's not going to be a one trick pony, so we are preparing more stuff.

How important do you consider the North American market to be when compared to the rest of the world?

JN: We consider the North American market to be one of the most interesting markets out there. Granted, free-to-play PC games are not as large as console games right now, but it's something we want to dig into. Getting a triple A title out there is risky, and there will always be a market for that, but the social aspect of creating a community and growing into a game that players want to see is the future, we believe.

Source: http://feedproxy.google.com/~r/gamesetwatch/~3/AmsDlSpN54Q/indepth_neowizs_war_of_angels.php

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UT Dallas ATEC Students Launch Second Serious Game Project

Students enrolled in the Arts and Technology program at the University of Texas at Dallas have released a serious game application exploring the ramifications of life-prolonging technology.

Source: http://feedproxy.google.com/~r/GameCareerGuideNews/~3/XBuTSxwjoiI/ut_dallas_atec_students_launch_.php

INTEL INSIGHT ENTERPRISES INGRAM MICRO INFORMATICA