By Mona Ibrahim on Aug 26, 2010 in Business, Culture, Game Design
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In traditional academia, students retain intellectual property rights to their term papers, artwork, screenplays, and other creative works. So why should this change when academia meets game design? According to DigiPen and other schools that have implemented similar IP policies, the institution owns all rights, titles, and interests to the games and underlying content which pupils create through the program. Many students have bitterly confronted the IP...
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By Marc Saltzman on Aug 25, 2010 in PlayStation 3, Video Games, Xbox 360
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If you’re a diehard Madden NFL fan, then you’re well aware the most recent game just debuted for all major consoles. You also know that the series has sold more than 85 million units since it debuted in ’89 and you’re probably well versed in the Madden Curse. But we’ll bet that you don’t know everything about the latest installment, so we tapped EA Sports senior producer Phil Frazier to let us in on eleven things you didn’t know about Madden NFL...
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By Kyle Orland on Aug 25, 2010 in Apple, Digital Distribution, Free Games
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Much has been made of the “race to the bottom” pricing on the iPhone App Store, which makes it hard to sell a successful app for more than a dollar or two. But I didn’t really realize how pervasive this problem was until I downloaded The Incident, a simple survival-platformer game that involves dodging and climbing heaps of junk falling from the sky. While I enjoyed the old-school graphics and sound effects, I found the gameplay to be a little...
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By Kyle Orland on Aug 25, 2010 in Business, Game Design, Game Development
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How long should a video game be, exactly? It’s an endlessly-debated topic that got more attention recently when dozens of game developers weighed in with their thoughts. The consensus opinion seems to be that dozens of hours of gameplay are not, in and of themselves, a requirement for a good game, and thus one deserving of your money. Many developers argued that shorter and smaller games like Braid, Portal and Limbo prove you can offer a wholly satisfying...
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By Chris Morris on Aug 25, 2010 in Business, Convergence, PlayStation 3
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Video games and Hollywood have always been the Woody Allen and Soon-Yi of the entertainment world. They’re together forever, but the fit has always been an odd one – and a little creepy at times.
The amount of ink wasted bemoaning the sheer volume of crappy movie-based games is copious – and I promise this isn’t more of the same. In fact, for the first time games and movies may have found a good way to co-exist.
Word came out this week from TG Daily that...
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By Joel Brodie on Aug 24, 2010 in Business, Casual Games, Digital Distribution
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Google released details for its upcoming Google Chrome Web Store at GDC Europe in Germany. There are few surprises in what was quietly announced except for one: Google will only take a 5% revenue share from the sales on any games through its store.
This bold decision may finally make Google a big player in casual games and could perhaps change the world of casual games, including downloads, forever.
The games editorial website 1Up.com videotaped and posted...
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By Scott Steinberg on Aug 24, 2010 in Cloud Computing, Digital Distribution, Disruptive Tech
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The biggest names in the gaming industry explore where digital distribution, cloud computing and streaming multimedia have the potential to take video games, movies, music, TV and more. Plus, a look at how streaming multimedia and downloadable content (DLC) promise to change home entertainment forever. Features commentary from a litany of video game business experts and insiders including Atari founder Nolan Bushnell, Electronic Arts/Digital Chocolate founder Trip...
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By Scott Steinberg on Aug 24, 2010 in Business, Culture, Video Games
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The funny part about video game history: Despite the untold millions of lives the field has touched, given the speed at which such a tech-savvy, hit-driven industry moves, few people care about reliving it. Worse, fewer still concern themselves with preserving it outside of stowing the occasional old copy of The Secret of Monkey Island or Mario 64 away on a shelf to gather dust. This is troubling for several reasons, none the least of which include that we’re...
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By Caryl Shaw on Aug 24, 2010 in Disruptive Tech, Free Games, Game Design
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I am not sitting in business class on this flight.
Heading home from my first business trip for my new job, I’m struck by a key difference between traveling for my current employer, ngmoco:), and traveling for my former employer, Electronic Arts.
It’s not just that I’m sitting back in coach that has got me thinking. It’s more about how I’ve spent my time on the flight. Sure, I had my favorite airplane cocktail (vodka cranberry, if you...
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By Scott Steinberg on Aug 23, 2010 in Culture, Game Design, iPhone and iPad
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Per earlier posts, retro gaming is back in a major way in 2010. But as we recently discussed with The Christian Science Monitor, old-school game sensibilities aren’t just being tapped in the form of series remakes, franchise updates delivered as digital game downloads and complete overhauls of your favorite old-school computer, console and arcade hits for next-gen platforms. There’s also the “Retro Revival Trend Fueled By New, But Old-Looking...
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