211w ago - Update: It appears Dylan Cuthbert is not alone on his stance towards PSN gamesharing, as David Jaffe also recently Tweeted his thoughts against it.
Recently it was reported that the PSN European Terms of Service only allowed three activations, which was quickly corrected by SCEE's MusterBuster stating it was a typo and five activations are still allowed on the PS3.
During that time Dylan Cuthbert (developer of the upcoming PixelJunk Shooter) of Q-Games commented on PSN game sharing via Twitter, to quote:
"Good news, 3 is plenty!"
When someone asked what will happen to the limit if his PlayStation 3 broke down, he responded with the following:
"If you had a lot of hardware failures Sony are actually quite receptive to resetting the count (if you ask them nicely)."
Finally, he added the following statement in regards to game sharing:
"Running on 3 accounts should be enough for anyone really, and re-downloading is unlimited - the 24hr lockout is fairest tho."
229w ago - SCEA Producer Daimion Pinnock has shared another WipEout Fury Developer Diary today, covering new game modes, a date and price.
To quote: We're back with number three in our series of developer diaries featuring the WipEout HD Fury add-on pack. This week we have Zico Liu, Programmer on the WipEout HD development team.
This is Zico Liu, programmer on WipEout HD; you all might remember me from the "Beat Zico" trophy. Before I talk about what I've been up to on the WipEout HD Fury expansion pack, I would just like to let you know that the pack will be available from PlayStation Store on Thursday, July 23rd for $9.99.
The pack will provide three new race types - Eliminator, Zone Battle and Detonator, 12 new tracks, 13 new ships, 6 new music tracks, a redesigned menu system, a new campaign to complete as well a host of new trophies to win. Oh and let's not forget the additional ranks for you to achieve online. We are really excited about the content and hope you enjoy all the new features.
Also, on Tuesday July 21st, we are releasing a free update to the existing game. If you boot up WipEout HD at around 5pm GMT, you will be prompted to download the update. It will add a number of new features and tweaks to menus of the game including a brand new statistics...
263w ago - Steve Demeter, a former banker who has created a game development house following the success of his first game called Trism.
The respective game earned the developer $250,000 in profits for just the first two months alone, as you'd expect, such figures and the democracy offered by the App Store has motivated him to pursue developing full-time.
To quote: It's also become a potential gold mine for entrepreneurs who create games for the device. Just ask Steve Demeter, developer of the popular puzzle game "Trism."
A former ATM software designer for a large bank, Demeter created "Trism" in his spare time and pitched it to Apple last spring. The company made the game available for download with the July launch of its App Store, an online provider of applications for its iPods and iPhones.
Priced at $5, "Trism" earned Demeter $250,000 in profits the first two months.
"It's done phenomenal business," said Demeter, 29, who lives in the California's San Francisco Bay area. "I'm very honored that so many people would enjoy my game. I get e-mails from 50-year-old ladies who say, "I don't play games, but I love Trism.' That's the coolest thing."
300w ago - The new March 2008 issue of Game Developer magazine has an exclusive creator-written article on the making of Infinity Ward's Call Of Duty 4, and Gamasutra has extracts from the piece, discussing a second 'new IP' team once working at the developer and the relative successes of CoD4's PC and Xbox 360 demos.
The postmortem, written by Infinity Ward's Zeid Rieke and Michael Boon, is described by the Game Developer editors as follows:
"Call of Duty 4 is one of the most critically acclaimed games of 2007, and the authors make no secret of their pride in the product. There are many important lessons in here, from sticking to your ideals for a game (even if you aren't completely in charge of the series), to maintaining focus when alluring new IPs loom."
The Evolution Of CoD4
In this first extract, the Infinity Ward team discuss the start of the project, and some of the thought processes the team went through when creating the highly rated title, which Activision is claiming is the best-selling game of 2007 at 7 million copies:
"Call of Duty 4 was Infinity Ward's third Call of Duty game, and as such we approached it knowing we needed to do something fresh. We don't want to pigeonhole ourselves any more than we have to, and many members of the team came off Call...
300w ago - Think Services' Game Developer magazine and Game Developer Research division - sister divisions to Gamasutra.com - have announced a major new study ranking the top 50 game development studios worldwide.
By combining empirical market data with a detailed survey taken by game development professionals via Webby Award-winning site Gamasutra.com, the Top 50 Developers report features a first-ever holistic view of the top game developers, using both sales and reputation data.
For the first-ever countdown, of which the Top 20 Developers are listed and detailed in the March 2008 issue of Game Developer magazine, Nintendo's Kyoto studio came out on top - thanks in no small part to incredible sales of a healthy lineup of DS and Wii software, notably Wii Play, Wii Sports, and two Brain Age games.
These titles rarely left Japanese and Western sales charts, demonstrating Nintendo's mastery of the casual games market. Survey comments heaped praise upon the Japanese giant for its focus on quality, and this was reflected in high review scores all around.
The second place went to Activision-owned developer Infinity Ward, thanks to both the resounding critical and commercial success of its 2007 release Call of Duty 4: Modern Warfare, and high scores and healthy...