297w ago - When a studio start to make a video game in the 80's they didn't face any complication; because choosing a new idea was easy due to every idea at that time was an original ...
ideas like "Mario" a character that can prove for anyone that a video game series can't be killed by the producer if he know how to create new ideas for it...
The same thing come to our mind when you think about MGS series where "Snake" represent a solider that does not care about anything for the sake of his mission, the always new story & the new technology makes the games fresh to its fans. The list goes on & on and if we need examples for the topic of originality we will need Documentary to talk about them all.
This time sure will not last forever & sure the lack of originality time will come - that's if not already come -, a time where all producers seeking the customer's bucket, a time need a savior to save this great industry from the falling in the trap of the boredom!
In times like this we need a new ideas, a new games & a new original ones, & fortunately it is there in the horizon; a game that will make you laugh at the first sight ... a game will make every developer before gamers think about sharing ideas...
The game is "Little Big Planet" & its created studio is "Media...
302w ago - Sony's senior product manager Nick Robinson has said that "LittleBigPlanet is potentially our biggest Blu-ray release of 2008. We definitely see it as a triple-A Blu-ray release and will be a full price product."
He also confirmed plans for an open beta for the game before release that will focus on the creation and sharing aspects of the game. Robinson said that he is unsure if there will be a demo of the game.
To quote: "It's not like you will get to play the full game early," he said. "It will focus on the create and share side of things. The potential for people to break the game is amazing."
However, it looks unlikely that we'll see a demo of the game. "I'm not sure," Robinson said when asked. "How do you do a Little Big Planet demo? If we put up a level people will just finish it."
He added: "You can't sum it up in a press release. And in some respects you can't sum it up in trailers."
307w ago - Speaking in a recent interview, Evan Wells of Naughty Dogs was discussing the success of Uncharted for the PS3. As well as lavishing praise on the PS3 and the importance of the team hiring the correct people, Wells remarked that they should be able to do much more in future as their engine and development environment are now in place.
He stated the effort can now be focused on what they want to do rather than how to do it and believes that within 3 years leaps between games on the PS3 will be bigger than those experienced on the PS2.
To quote: VideoGamer.com: Finally, what more can gamers expect from Naughty Dog games in the future? What will PS3 games look like in 3 years time?
EW: Well everybody is back after a hard earned vacation and the team is ready to dive into our next project. The most exciting thing for Naughty Dog's future is the strength of the team that we have assembled and the technology that we have in place as we embark on our next game.
We should be able to do so much more this time around, given the fact that we aren't trying to build our engine and development environment at the same time we are trying to make a game. The effort can be much more focused on what we want to do, instead of how we want to do it. As for what games will look like in 3 years,...
308w ago - THQ has announced it will acquire Big Huge Games (Rise of Nations, Catan) for an undisclosed sum, making the Maryland-based studio a wholly-owned subsidiary.
To quote: In May of 2007, THQ and Big Huge Games announced a development agreement for an RPG led by Oblivion developer Ken Rolston, currently anticipated for a 2009 debut on Xbox 360 and PlayStation 3.
So why bring Big Huge in-house? When Gamasutra spoke to THQ executive vice president of worldwide studios Jack Sorensen, he stated that getting to know the Big Huge team played a role in motivating the acquisition, as opposed to continuing a purely developer-publisher relationship.
Said Sorensen, "From THQ's perspective, I view this acquisition as a poster child for the way we like to approach things, which is that clearly we have a strategy of being in big genres on big, original IP, but we also have a very carefully constructed philosophy in how we look at internal developments, so working with a developer for an amount of time so we can get to know each other is a big prerequisite on internal versus external, so Big Huge Games hits all our strategy points."
Big Huge Games COO Tim Train agrees that plenty of common ground was an essential factor: "When we founded Big Huge Games, we wanted to make great games and also be...