This Week’s Releases (Aug 24-28, 2006)

  • Reading time:8 mins read

by [name redacted]

Week thirty-seven of my ongoing, irreverent news column; originally posted at Next Generation

Game of the Week:

Guild Wars Factions
ArenaNet/NCsoft
PC
Friday

This is sort of an expansion, though it’s being sold as a standalone entity. Think of it as Phantasy Star Online version 2, for the Dreamcast. With Factions installed, you can access either the normal Guild Wars campaign or a new second campaign exclusive to this release. This second bit, which ArenaNet likes to describe as a completely separate game, has your new regions, skills, professions, and whatnot and a whole new feature set for guilds and multiplayer play.

Spore: Pre-Production Through Prototyping

  • Reading time:2 mins read

by [name redacted]

Maxis Senior Development Director Eric Todd shifted foot to foot as Namco’s Keita Takahashi slowly gathered up his notes and folders, grin plastered to his face, slowed by the occasional autograph hunter. It seemed like every time Takahashi thought he was ready, he realized he had failed to retrieve something else. Eventually he cleared off the podium and exited stage left. Just as Eric Todd stepped forward, to belatedly start his lecture, Takahashi swooped by again to collect one last article before dashing to the hall doors, seeming suddenly preoccupied. Todd blinked at the audience and introduced himself.

“Prototyping”, Todd declared, “is the heart of a virtuous pre-production cycle”. He explained the premise of the lecture – that he would be discussing the value of experimental models before dedicating one’s self to any one approach to a software problem. He then explained that the following would be an “advanced” talk, that would assume you already knew what he was talking about – so he wouldn’t hold back in his explanations or references. Todd rattled off a list of books that the audience might do well reading, to better understand what he was about to say – none of which, it turned out, were altogether necessary.

( Continue reading at GamaSutra )

The Localization of Counter-Strike in Japan

  • Reading time:2 mins read

by [name redacted]

Taninami, a thirteen-year veteran of Namco’s arcade division, was assigned five years ago to find a solution to the Japanese “network game problem”. Whereas the US has enjoyed about thirty-five years of network connectivity, online games have never really caught on in Japan; for some time, received wisdom placed the blame on a nonexistent or comparably obscure architecture. And yet, now that broadband is prevalent, the market still barely exists.

So why is that, Taninami asked. Flipping the question around, he then asked what makes network games fun. He concluded that pleasure comes in part from the game itself – provided it’s a good game – and in part from the company the player keeps. He called this situation a “relationship of multiplication”: if the opponent fails to play fairly, then the game fails to be enjoyable. As far as Taninami was concerned, that social angle was the biggest problem.

As Taninami had a limited budget, he figured there was no point in wasting resources on development, when there are already so many well-made games available; instead, he poured all of his attention into the network aspect, conducting reams on ridiculous reams of research on how to ensure a fun level of competition. For the game, he selected Counter-Strike, due to its popularity elsewhere in the world. He asked Valve for a license to promote the game in Japan; they said okay and everything was in order. Almost.

( Continue reading at GamaSutra )