Latest Episodes for this Channel
Tue June 03 2008
Gamasutra is proud to present the latest Gamasutra Podcast, part of our regular GDC Radio podcasts, which include both the Tom Kim-presented Gamasutra...
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Gamasutra is proud to present the latest Gamasutra Podcast, part of our regular GDC Radio podcasts, which include both the Tom Kim-presented Gamasutra Podcast show, alongside the best lectures,
tutorials, and roundtables from this and previous years' Game Developers Conferences. For today's podcast, we present an interview with Iain Simons, writer and live events coordinator of Nottingham's
GameCi...
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Gamasutra is proud to present the latest Gamasutra Podcast, part of our regular GDC Radio podcasts, which include both the Tom Kim-presented Gamasutra Podcast show, alongside the best lectures,
tutorials, and roundtables from this and previous years' Game Developers Conferences. For today's podcast, we present an interview with Iain Simons, writer and live events coordinator of Nottingham's
GameCity Festival. Besides serving as the co-creator of GameCity -- now going on to its third year, Simons is the author of three books: Difficult Questions about Videogames, BFI Film Guides 100
Videogames, and Inside Game Design -- part of which was recently excerpted on Gamasutra. He is a tireless advocate for the cultural significance of games. In the course of conversation about the
festival, which grew out of and evolved from initially more informal alcohol- and curry-fueled get-togethers, Iain speaks passionately about various subjects such as the role of game advocates as
apologists of the medium, the lack of a human face to the games industry, and the reluctance of game publishers to discuss the process of creating games as opposed to promoting finished product. He
also takes the comparison of games and cinema to task, particularly regarding what that analogy implies about the aspirations of the form. He talks about themes that have been going through his mind
recently, such as non-threatening entertainment, the removal of player-character death from modern game design, and safety and the permission to explore in-game environments. He also discusses how to
make games and game culture more palatable to non-gamer audiences. These include directly addressing the creative process of making games -- getting to questions that one might ask of any creator
working in better known contemporary mediums. Finally, Simons discusses ideas that didn't quite make it into his latest publication, Inside Game Design, and what factors defined which ideas made it
into the book or not. He also shares some wonderful personal anecdotes about developer involvement with both GameCity and Inside Game Design. And he closes with Nottingham Trent University
Undergraduate and Post-graduate programs' support of GameCity's latest project: an archive of early to current game artifacts and history.
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Thu November 15 2007
Speaking as part of an in-depth Gamasutra report on EVE Online's Fanfest held in Reykjavik, Iceland, CCP executive Hilmar PÃtursson has been di...
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Speaking as part of an in-depth Gamasutra report on EVE Online's Fanfest held in Reykjavik, Iceland, CCP executive Hilmar PÃtursson has been discussing how the complex economy and new elected
'Council of Stellar Management' bring structure (and therefore focus) to the PC space trading MMO. When discussing why the EVE Online community, which has grown steadily to over 200,000 active
subscrib...
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Speaking as part of an in-depth Gamasutra report on EVE Online's Fanfest held in Reykjavik, Iceland, CCP executive Hilmar PÃtursson has been discussing how the complex economy and new elected
'Council of Stellar Management' bring structure (and therefore focus) to the PC space trading MMO. When discussing why the EVE Online community, which has grown steadily to over 200,000 active
subscribers, is so invested in the game, PÃtursson suggested: "I would say what ties it all together is the economy. The economy of the game is very much controlled by the players. All prices
are decided on the market, CCP doesn't set a price on it... And then the game very much focuses on [the fact] that you're always at risk in terms of all the players attacking you or taking something
away from you. So that creates very interesting interactions between war and the economy." Though the economy in EVE Online is much more complex and modeled than many other MMOs, PÃtursson
suggests this leads to a more interesting and competitive game: "War and economy is something that has created a lot of events in human history. That is essentially what we maybe have put in place to
drive the storyline. But then, the players have used those systems to create something much more spectacular than we could ever have envisioned in the beginning. So I would say, the economy is the
tool to create this." Interestingly, PÃtursson also discussed how to easily garner feedback from the increasingly large player base of the game, revealing that the company is adding an
officially elected council to exchange feedback between CCP and the community: "For soliciting community feedback, we have used various methods throughout the four years. And we're trying to evolve
those as our world has evolved. You use different methods for a community of 50,000 players than you do for a community of 200,000 players. Especially when all those players live in the same world.
It's different when you have sharded worlds down to smaller shards, and you just have more shards. And you have to tackle the community of each shard. Then you can use the same method, but scale it
up. But when the community fundamentally grows as it has in our case, then you have to adapt and evolve your method of soliciting community feedback. And we're now, at this Fanfest, introducing a new
idea which we call the Council of Stellar Management which involves allowing the community to elect representatives for a council. And we'll do this through voting. So this council will then be a
venue for exchange between the community and CCP so that it is a more meaningful discussion than us talking in a non-structured way with 200,000 people which... um, achieves very little in its
current form." You can now read the full Gamasutra report on the subject, including full coverage of the Fanfest itself, as well as more comments from the CCP CEO on the state of the game and
technical and design plans for the future.
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Thu November 15 2007
For today's podcast, we present an interview with Mike Wilson, Grand Champeen of Gamecock Media Group, who we caught up in Chicago with after a market...
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For today's podcast, we present an interview with Mike Wilson, Grand Champeen of Gamecock Media Group, who we caught up in Chicago with after a marketing and promotion planning meeting with Wideload
Games. Co-founder Wilson has a vital business role in game history over the past 15 years - working at id, setting up the influential GodGames, and now running his upstart publisher (Dementium, Hail
To...
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For today's podcast, we present an interview with Mike Wilson, Grand Champeen of Gamecock Media Group, who we caught up in Chicago with after a marketing and promotion planning meeting with Wideload
Games. Co-founder Wilson has a vital business role in game history over the past 15 years - working at id, setting up the influential GodGames, and now running his upstart publisher (Dementium, Hail
To The Chimp), and this latest Podcast, he talks about his storied career and intriguing plans. Gamecock's business philosophy sees it stretching themselves to leverage very asset from box designs,
guerrilla marketing to reach untraditional audiences, and direct communications with gamer communities. It also secures approval from the developer on all phases of marketing, advertising,
promotions, and PR. This philosophy stems from Wilson's deep history in game development and publishing, starting out at DWANGO and id Software, and moving on to Ion Storm, and his first venture in
artist-driven publishing, Gathering of Developers. Wilson generously shares his personal experiences and observations working in the game development and publishing industries, and how he has refined
his personal and professional approach along the way. Although Gamecock Media Group is a new venture, Wilson reveals how the principles on which the company was founded have been in existence for
more than a decade. You can now download the Gamasutra Podcast: The Strange History Of Gamecock's Mike Wilson (.MP3, 54 minutes, 25 MB). Today's podcast is also being simultaneously offered as a
feature on Gamasutra.com. In addition, you can subscribe to the Gamasutra podcasts by clicking this link for iTunes. You can manually subscribe to our feed in your favorite RSS reader that supports
enclosures by using this URL: http://feeds.feedburner.com/GDCRadio.
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