“Gone home” feels like the next step for “Dear Esther” but its beyond that. It feels like a fluid story telling experience made possible through a video game medium.
http://www.gonehomegame.com/
http://store.steampowered.com/app/232430/
“Gone home” feels like the next step for “Dear Esther” but its beyond that. It feels like a fluid story telling experience made possible through a video game medium.
http://www.gonehomegame.com/
http://store.steampowered.com/app/232430/
In the first part of this podcast, Chris Avellone discusses Planescape: Torment, Fallout: New Vegas, and player expectations in RPGs.
Craig Adams, creator of iPad/iPhone game Superbrothers: Sword & Sworcery joins Dan Benjamin in this podcast to talk about creating the amazing game, the importance of crafting user experience, impossible transitions, and “pretending long enough” to be successful. A lot of talk about the making of the game!
The GDC Vault service has debuted both free and subscriber-only video, audio and slides from this month’s 25th Game Developers Conference in San Francisco, including free Doom, Populous and Out Of This/Another World postmortem videos.
more stuff here!
Conference opening by Game Developers’ Association of Australia President, Tom Crago, followed by international keynote speaker, Tim Stellmach.
Tim Stellmach is now Design Director at Vicarious Visions, the New York-based developers of the new action-RPG Marvel Ultimate Alliance 2. He is an 18-year veteran of the games industry, and a principal designer of such acclaimed titles as Thief and System Shock. Tim has also worked on games as diverse as Ultima Underworld, Deus Ex and Guitar Hero.
“The video game industry comes under the microscope as Game Theory with Scott Steinberg takes a detailed look at the current reality of game development and publishing, including how just how cutthroat today’s market has become. Here, gaming’s biggest names from Peter Molyneux to David Perry debate the changing nature of the business, whether there’s still a place for indie game studios and the shifting scale of risk vs. reward. If you’ve ever dreamed of making your own video game, don’t miss it.”
From Game Theory Online.