Gdc 2009

Wer wird die GDC rocken?


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Iwata's Keynote steht ja unter dem Motto: "Entdecken Sie neue Entwicklungsmöglichkeiten".
Das "Spiel dich selbst"-Prinzip könnte man eigentlich als neue Entwicklungsmöglichkeit bezeichnen. Ich hoffe es bedeutet das, was ich mir erhoffe.​
 
Iwata's Keynote steht ja unter dem Motto: "Entdecken Sie neue Entwicklungsmöglichkeiten".
Das "Spiel dich selbst"-Prinzip könnte man eigentlich als neue Entwicklungsmöglichkeit bezeichnen. Ich hoffe es bedeutet das, was ich mir erhoffe.​
mehr dinge wie Wii fit? Ne besser Edutainment :P

nomario.jpg
 
Ist es aber nicht. Ist eine sehr clevere Lösung für eine Reihe bekannter Probleme. Musst Dir mal die Beschreibung und Analyse des Patents durchlesen.


@Darji:

Kann sein, dass das auch gezeigt wird. Kommt auf den Kontext an. Ein Schwerpunkt der Keynote wird's wohl nicht sein, wenn überhaupt wird's vermutlich als Fallbeispiel gezeigt.
 
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mehr dinge wie Wii fit? Ne besser Edutainment :P

nomario.jpg
Kann schon sein, dass auch soetwas kommt. Aber das geht uns überhaupt nichts an. Nintendo weiß ganz genau, dass wir das nie im Leben kaufen würden, weil das absolut an unserer Zielgruppe vorbei geht. Nintendo wird also kaum versuchen uns dieses Spiel aufzudrängen.
Wie gesagt, selbst wenn das kommt hat das nur etwas mit unseren ganz kleinen Geschwistern zu tun.
 
ok erstes Spiel wurde angekündigt und zwar von Rocksar :P

The award-winning Max Payne franchise put players in the role of Max Payne, a hard-boiled New York City detective with a penchant for violence, out to avenge the death of his family. The latest installment delivers more of the classic elements and hyper-intense action that fans have come to love, while moving the story of Max in a new direction.

"We’re starting a new chapter of Max's life with this game," said Sam Houser, Founder of Rockstar Games. "This is Max as we’ve never seen him before, a few years older, more world-weary and cynical than ever. We experience the downward spiral of his life after the events of Max Payne 2 and witness his last chance for salvation."

Since leaving the NYPD and New York itself behind, Max has drifted from bad to worse. Double-crossed and a long way from home, Max is now trapped in a city full of violence and bloodshed, using his weapons and instincts in a desperate search for the truth and a way out.

Max Payne 3 will be available in winter 2009 for Xbox 360, PS3 and PC.
http://www.worthplaying.com/article.php?sid=60990
 
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Mir ist gerade eingefallen, dass es noch dieses neue Entwicklerstudio von Nintendo gibt, mit dem Brawl-Direktor als Leiter.
Angeblich haben die ja ein ultimatives Spielprinzip, dass Nintendo nicht einmal ohne den Brawl-Direktor umsetzen könnte.
Diese ultimative Prinzip könnte man theoretisch auch vorstellen. Wer weiß...(schreibt man "weiß" im Sinne von "wissen" eigentlich mit "ß"? Schon, oder ^^")
 
Mir ist gerade eingefallen, dass es noch dieses neue Entwicklerstudio von Nintendo gibt, mit dem Brawl-Direktor als Leiter.
Angeblich haben die ja ein ultimatives Spielprinzip, dass Nintendo nicht einmal ohne den Brawl-Direktor umsetzen könnte.
Diese ultimative Prinzip könnte man theoretisch auch vorstellen. Wer weiß...(schreibt man "weiß" im Sinne von "wissen" eigentlich mit "ß"? Schon, oder ^^")

nicht "ultimativ" sondern "von nintendo selebr nicht möglich" aber ich bezweifle das die auf der gdc irgendwas zeigen...seeeeeeehr sogar :-)
 
Jo, ist sicherlich noch zu früh. Obwohl's Project Sora schon 'ne ganze Weile gab, bevor wir von der Gründung erfahren haben.
 
Creating mit Kodu

Q: What was the experience like after being catapulted into the limelight?

Matt MacLaurin: Is that what that bright thing is? We have been completely thrilled at the coverage - particularly with Sparrow's star turn in the keynote at CES in January, but at the same time we've all shipped enough commercial products that nothing really matters to us until the product is in the customer's hands. There have been a tonne of very hyped products that have not done well, and vice versa - so we're deeply and humbly dedicated to making our users really, really delighted, and we still have a lot of work to do to achieve that.

At the same time, having some positive exposure paves some roads for us inside Microsoft. It can seem from outside that being a Microsoft product means infinite resources and bottomless support, but the reality is that Kodu is run more like a small business within Microsoft - very lean staff, very ambitious goals, and a non-stop race against the clock. So a lot of doors have been opened to us, but we're still running as fast as we can to make it through while they're still open.

Q: Do you feel confident in having Kodu centre stage at CES?

Matt MacLaurin: It's shown us that we definitely have an opening, and it's on us to deliver. One thing that has been really exciting to us is to see press beyond games and consumer electronics become interested in our story. In that sense it's a validation of something the entire team has in common, which is seeing a broader role for games as a medium within the culture.

That's not to say that we think Kodu is a revelation; quite the contrary, it is a humble straightforward tool that delivers a significant leap forward in allowing a much larger and more diverse group of people to create games that have real depth - and those people are where the breakthrough will come from. Right now game-building is such a laborious and specialised industry that by-and-large the people in it tend towards a certain similarity of perspective. To the extent that we can get people from all perspectives - poets, physicists, moms and mathematicians - building games, we're all going to see a lot more fun at the end of that process.

Q: What do you think of the LBP comparisons?

Matt MacLaurin: It's just a deeper indication that there is a new wave hitting the industry and we all have some catching up to do. I'm a big music fan, with very diverse tastes, and one thing I noticed is that when you start to listen to other genres - like jazz or reggae - your first impression is that everything in that genre all sounds the same. Reggae all has that backwards bass line. Rock always has a backbeat. Jazz always has that spangalang thing on the cymbal. When you're new to the genre, that's all you hear. When you develop an ear for it, the differences leap out.

This is why my wife can't tell the difference between Halo 3 and Gears of War - or between Mario and Sonic, for that matter, yet insiders will go on for hours about the how the way aiming works in this first-person shooter is a 'revolution' when compared to that nearly identical other first-person shooter.

More fundamentally, Kodu is all about programming - a legitimately new programming language that is being patented and studied by some of the top language theorists in the world. LittleBigPlanet is a super-cool level-editor that by-and-large avoids programming, as far as I understand.

So, yeah, you can reposition objects and hit 'play' in both. Beyond that, they're about as similar as pinball and cross-country skiing. In the end, the more tools, the better.

Q: What did you think of LBP? What did and didn't it do well?

Matt MacLaurin: Well, first a caveat that I haven't actually played it. Being in a research organisation we sometimes have to be cautious about contaminating our invention process by studying other projects too closely. I watched some of the videos when it came out and thought it looked really beautiful and I am a big, big fan of that team because of the risks they are taking and their evident passion. Their ability to deliver a little modelling tool for creating new objects is great - thumbs up.

I think one area where they chose differently than we did is exactly in the area of programming, and I completely understand why. Delivering a programming experience to end users is a very, very ambitious concept. We've done usability studies with hundreds of users in several countries to try to ensure that kids - and their parents - could figure out the programming language without looking at a manual. It's really hard, and we are still eyeballing every pixel of the user-interface to smooth out every rough corner we can find. When you take on a challenge like that, you have to give up some other stuff if you want to keep the experience clean and flowing.

Q: The industry seems to be moving into age of user-generated content and trying to get gamers actively involved in game making - why do you think this has happened now?

Matt MacLaurin: Well, I'd say games are probably the least democratic medium on the planet today so, rather than being on the cutting-edge of this, our industry is kind of the latecomer to the party. We have to see things like Flickr, eBay, Facebook and the internet itself happen before we start to - slowly - think 'Maybe it's not all about the specialised professionals.'

If there is one characteristic of our new century, it's the realisation that not only does everyone get fifteen minutes of fame, but that everyone has fifteen minutes of sheer brilliant genius. The internet has given us an efficient engine for harnessing that genius, and a lot of businesses are figuring out their role in this new landscape.

I think that the games industry is coming out of a phase of being impressed with itself - "Hey, we're bigger than movies" - and starting to address deeper cultural legitimacy, and the shorthand for that is diversity. The games industry of the '90s was kind of like having the major movie studios, but not having the independents, television, HBO, PBS, or reality television. Even if you have a big old stack of DVDs, you can't watch blockbusters continuously. Everyone enjoys their documentary, their cheesy low-budget TV sci-fi, their news, their soap opera, their cartoon.

This is what mature industry looks like - movies, TV, PBS, and the rest together. In games, we have the major studios, and we're starting to have a teeny handful of different types of offerings like Xbox Live Community Games each year. This is the tip of the iceberg, and the key to making this happen is the democratisation of tools like XNA Game Studio, just like the video camera has remade mainstream media.

Q: Why create a visual programming environment for children?

Matt MacLaurin: Two reasons. One is that I have a daughter and I want her to experience how cool it is to create living worlds without having to spend a decade of her life to do it - or two decades, as I have. Even deeper, I want her to know that the computer is an explosively creative tool that is good for much, much more than simply posting clever text quips or repurposing video. I truly believe that software is the most expressive medium that has ever been created; it is in its embryonic infancy, but in software we have created a mirror of the human mind. To that extent, harnessing code for art is the deepest realization of that potential - far too valuable to leave to specialists.

The other reason is that 'designed for kids' is really just deep shorthand for 'design that doesn't suck.' When we're designing for adults, we can make all kinds of excuses for ourselves - the adult will know this, will put up with that, is used to the other. With kids, you come to play or you go away. There is zero room for self-indulgent or lazy design. As an experienced designer this is the top of the game, bar none.

Q: What sort of games can you create with Kodu?

Matt MacLaurin: Well, we try really hard to nail the classics. You can do Pong, Space Invaders, first-person racing, submarine battles, top-down arcade, side-scrollers or even first-person shooters, if you don't mind that our characters are cute. We consider ourselves toolmakers, which means that we don't get to limit the creator's intent. We are continually trying new forms of gameplay and, when we stump ourselves, we fix the tool. As we get very close to shipping, we have to let some limitations stand, but I can say that we have not seen the limit of what you can express with this language.

Q: How much control do you have over the visual side?

Matt MacLaurin: You can control the lighting and the sky; terrain can be infinitely reshaped and sized; you can pick from (at least) dozens of terrain materials, and you can tint all the characters. A goal for us was that when you look at the loader with the thumbnails for all the different games, they all look different, and we've achieved that.

That said, our palette is intentionally constrained because we did not want to tackle every tool in the game design chain in a deep way. This version is very much about programming, and if we tried to also make it about 3D modelling or emulating Photoshop, we would not achieve that clarity of focus, fluidity, and polish. Consider this your first 'box of bricks' - it's got millions of combinations, and you're going to want more. The other part is that we're part of a very major research laboratory and there is some very deep stuff kicking around the labs for other aspects of the tool chain, like 3D modelling. But that's a ways off.

Q: Is it possible to create macros or compound elements that can be reused over and over again, or is it simple enough that you don't have to?

Matt MacLaurin: We looked at having a deep library function and decided three things: one is to bake in as many examples as possible. So whenever you go to insert a character into the world you have access to a bunch of sample programs designed for that character. The second principle is that everything is adjustable. If you get your hands on a level, you can take it apart and re-tweak it. Given those things, having another library function on top of that was a little more complexity than we wanted to add.

Q: How do you handle games created with Kodu - are they shared via the Community Games channel (with peer-review) or within the Kodu package?

Matt MacLaurin: All we can say about that right now is that we've built a few different pathways for that and are working on picking the right one. We think sharing is really important.

Q: How was working on a Community Games title?

Matt MacLaurin: Well, the main difference is working in C# yet having more-or-less unfettered access to the Xbox hardware. I think that the Xbox is one of the most amazing bargains in computing power today - even several years into its cycle, it's not easy to put together a PC that performs as well as an Xbox 360 when programmed by a team that knows it. Although our team is small, we have some very deep gaming, networking, and graphics expertise and XNA Game Studio is a great vehicle for delivering that expertise in an efficient way.

One of the truly unsung strengths of XNA Game Studio is the huge productivity gain you get from using C#. A lot of corporations use C# in mission-critical, high-performance applications; it's not a beginner's language by any stretch. Having worked for decades in C, C++, and C#, I think C# is a truly amazing balance of performance and expressiveness. Much of the productivity comes from the conciseness of the language; code written in C# requires about 20 per cent fewer lines of code than C++, and we know that the fewer lines of code in your application, the fewer bugs it will have. My personal belief is that as time goes by C# will be a key differentiator in Microsoft's game development story at all levels - from hobbyist to AAA development studio.

The other wonderful thing about this language is that you can work with smaller teams of more senior people, and that's just a more fun way to work - when you can all stand in the hall between your offices and hash out a design issue without having to funnel reams of paperwork through an army of intermediaries.
http://www.gamesindustry.biz/article...ting-with-kodu
 
Q&A: The Man Behind Square Enix's New LA Studio

While Square Enix has long been an established name in game development -- with Square internally developing its own games since the 1980s, and often pushing boundaries in visual arts with each new release -- the company has not made much of a splash in Western development.

That is changing. Fumiaki Shiraishi, who's worked for Square Enix since 2000 in Tokyo, grew up in Tokyo and New York and attended MIT, giving him a unique perspective to straddle the sometimes-incompatible worlds of Japanese and American game development.

Having most recently served as lead programmer and game designer on Square Enix's successful WiiWare title Final Fantasy Crystal Chronicles: My Life as a King, Shiraishi is currently living in Los Angeles, where he's the game development manager at the company's fledgling North American studio.

Interested in recruiting staff who have the same sort of creative spark that he feels essential to Square Enix's products, he here lays out what he sees as the mission of the studio and the greater philosophy of the company, on the eve of GDC -- where the company will be recruiting.

Obviously there's been a lot of speculation about the studio you're forming in LA. I guess my first, obvious question is how many people you've recruited so far?

Fumiaki Shiraishi: We're in the mid-single digits.

How big do you intend to grow the studio?

FS: We're actually probably going to have to figure out as we go along. We're probably aiming for between 10 to 20. The idea is that we want to have the core team here, and then try to work with other companies for a lot of the more specific tasks and skills.

So you're talking about using outsourcing, potentially.

FS: Yes.

What kind of titles are you looking to work on in that studio? I read an interview that [Square Enix USA CEO] John Yamamoto did last year that talked about doing downloadable games. Is that still the plan, or has it expanded?

FS: It has expanded. We do like to have one full-size project if possible, and then have the downloadables on the side. We're still in the process of trying to figure out what the first title will be. Right now we're still in the very early phase of testing out gameplay stuff and testing out the technology. The scope of the game, and how it's going to be sold, is going to come a little bit later.

Square Enix has made a lot of different moves recently as regards addressing the Western market -- whether it be something like president Wada's comments, which are more a philosophical look at the industry in Japan and what changes need to be made, to bidding for Eidos. What's the philosophy that's guiding Square Enix's moves right now?

FS: Well, I can't talk for Wada-san, really, right. There's a lot of stuff going on in his head, I think.

I have to answer from my own little part. We do think that it's important to have our own studio, on this side, outside of Japan. On one hand, we're trying to move to acquire studios outside of Japan. At the same time we want to have an internal studio, outside, and the roles would be a little different.

My role here, already, on one hand we're trying to have a project, but at the same time some of my job is to look at technologies, to look at various information that I can pick up in the United States, and feeding that back to the Tokyo studio.

I'd read about that. Also you guys just announced that you licensed Gamebryo. Is that part of that? Obviously, I'm assuming you're not licensing it just to check it out -- you're going to make a game out of it.

FS: Yes, that is the hope. But the actual game is still going through approvals, so we can't announce it. We're still in the very early stages.

Approvals with Square Enix management?

FS: Right.

The goal of the studio in LA then almost seems to have two parts -- one is almost like a skunkworks where you guys investigate the moves you could be making for the company at large, but you are also going to be producing actual products.

FS: I think you just nailed it on the head. In my mind, I'd like to have a skunkworks kind of setup. On one hand, we do want to do some research here that we can send back to Japan, but at the same time, I don't think that pure research works well in this industry. I think it's always good to have a product to work towards, and therefore you have a framework for evaluating technologies and new methodologies.

So what you said is actually close to what I'm trying to achieve here.

In terms of the sort of freedom that you guys have in the LA studio to pursue projects... can you talk about what your focus is?

FS: I've been doing a lot of soul-searching to try and figure out what it means to make a Square Enix game.

It's because we're an internal studio. I think it's important that whatever we come up with, even though it is made by a new team with new people, it would be nice if people could look at it and say, "That game has the good qualities Square Enix is known for." So what I've been trying to do is to figure out what ht is -- what are the good things that all good Square Enix games have in common?

I think that good companies have that. I think there are companies out there that definitely have a feel to them. Even though they have a wide portfolio, there's something that kind of ties them together. I think that Square Enix has that too, and I'm just trying to put my finger on it.

One thing is that I think that Square Enix games do try to push the boundaries of stuff... I'm sure that people are going to argue with that. But we don't do straight-up fantasy. We do have strange races, and strange monsters to populate this world. Even if we do science fiction, we don't do straight-up science fiction. I think we do try to throw some curveballs in it.

And they don't always work. But the thing that I think I admire, is that the people in the Tokyo office are always willing to try. Even if their previous ideas didn't go well with the users, or something, they don't go back to the tried-and-true science fiction or fantasy formula. Every time they try to come up with a new game, they try to create a new world altogether. And also they do try creative gameplay ideas, too.

I think that spirit of challenge is what I want to try and keep intact.

Obviously, you've talked about how the studio in Tokyo has a lot of talented people making interesting creative decisions, and I'd agree with that. Obviously, bringing some people from North America into the mix, you're going to get people with a very different background, or perhaps concepts. How can you allow their ideas to flourish and still create within the context of this Square Enix ideal that you see?

FS: I don't think that there is one silver bullet for that. I'm constantly talking to the guys about that, and I tell them that's the kind of stuff I want. Even in the recruiting process, I really talk about that and try to find people that are going to buy in to that. With that said, at the end of the day, we are going to have to let whatever we come up with speak for itself. It should be interesting going forward. At this moment I don't how we can really enforce it -- we just have to try.

It's a bit open-ended, on both counts -- both in terms of maintaining that essential quality, and in terms of letting people explore their ideas. They're both very open-ended scenarios. I imagine it's the kind of thing that will arise naturally out of the plans that you end up making with the staff that you recruit.

FS: Yeah. I actually have some solid concerns. One thing that I've noticed as I speak to a lot of studios in North America are often led by people with technical backgrounds -- often the one guy who was a game designer and a programmer and maybe even did the graphics, or something. So the studios have a very technology-driven way of making games.

Whereas the Tokyo office, for instance, we don't have that. A lot of the creative vision comes from people with art backgrounds, or a straight up game design background, with no technological background.

Like [Kingdom Hearts director, illustrator Tetsuya] Nomura-san.

FS: Yes, sure. And I think that leads to different priorities. On one hand, I want to learn from some of the studios here that have found really efficient ways of doing things, and have found really technical ways of coming up with great games.

On the other hand, if we go too far down that path, then maybe there's no way to incorporate some of the Square Enix stuff anymore. Because I personally come from a technical background, I'm pretty confident that we can have a pretty efficient studio. But I'm definitely afraid of not having enough of the creative side. It's something that I'm concerned about and will constantly be working with, going forward.

I think that when you're saying things like "Square Enix stuff" you mean a sense of values of how games should be made, more than a method.

FS: I think you're right, yeah.

I think that clarifies it and makes it make sense -- because people can look at the superficial elements, or even the important elements of a Square Enix game and think that's what you're talking about, but I get the sense more that it's more that sense of values that leads to the kind of games that are made by Square Enix.

FS: Mm-hmm. One thing I've found after coming here, is that I think that the Square Enix internal development -- Square Enix as a company puts a lot of confidence in individual developers. There is actually a quite of bit of room to come up with your own ideas [for example] about what the monsters should be, should do, how they should act. There really aren't that many top-down decisions on those kinds of things, and that's what I'm going to try to keep.

One thing that the Tokyo office does -- I think the development team doesn't listen to the marketing department that well, and makes their own thing. I think that has its pros and cons. I think all of that stuff contributes to the culture and philosophies that Square Enix has. I'm sorting through these issues, and trying to figure out which ones I want to keep and which ones I want to get rid of.

You talked about about technical knowledge not being as emphasized out of the Tokyo studio. Obviously, that's hurt a lot of Japanese companies this generation. You don't want tech to overshadow the products that you make, but I think that it's a major concern -- getting technology to the point where it needs to be.

FS: I don't want to go into this as Japan versus the West, or Japan versus United States, but there are a few companies in the United States that have really taken technology to the next level. I don't think it's United States development as a whole, but there are a few companies that have really stood out on their own.

In this generation, I feel like we're trying to play catch up a little bit. And part of that is because we were really focused on consoles. And we didn't have that PC development. This current generation, I think that companies that had invested a lot of time and money into the PC side are seeing payoffs on the console side of things. The companies that just did PS2, for instance, are falling behind a little bit.

I think there are a lot of factors going into the technology issue. I think that, this generation, maybe some companies will catch up, and afterwards everyone will be on even ground again. Or maybe it's going to be a continuing issue going into the next generation -- I really don't know.

Will you guys be able to leverage the technology that's coming out of Tokyo, like the Pollux Engine or Crystal Tools?

FS: I do talk to them fairly often. We have a lot of exchange of information. So, I think right yet, so far, we haven't had so much, probably not enough, but the door is definitely open. So if there's cool stuff that we need or we want, or just want to look at it, I think we definitely can.
http://www.gamasutra.com/php-bin/new...hp?story=22849

und was von monolith^^
DS DragonBall Kai RPG
the game is developed by Monolith Soft

Official Trailer
http://www.youtube.com/watch?v=XzeBZ63WqFI&fmt=18

Official homepage
http://www.bandaigames.channel.or.jp...ragonball_kai/
 
Motion+ erscheint spätestens am 2. Juli in Europa, im Paket mit EA Grand Slam Tennis, und kostet €10 extra.
 
Max Payne 3 :aargh:

wuuha das lineup wird ja immer bombiger für die HD konsolen :o

wer soll sich das alles kaufen!

dieses jahr is eindeutig das perverseste was ich je gesehen habe :o

wii´ler am cry :cry:

:D

(mal schauen was nintendo aus dem hut zaubert) ;) )
 
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