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Showing posts with label designer. Show all posts
Showing posts with label designer. Show all posts

Monday, November 5, 2012

Peter Molyneux's Curiosity Now Available

After many months of speculation, famed game designer Peter Molyneux's Curiosity is now available on the iOS app store.

Gamers have known for some time the basic premise of the app. Curiosity presents gamers with a gigantic cube made of of many millions (or perhaps billions) of smaller cubes. Participants worldwide can chink away at the cube block my block, cooperating to reveal what's underneath each layer.

But... what the heck does this actually mean? And how does it work? Let's take a look...

This is the first screen you see when you fire up the app. It's wholly white, which obviously blends right in with IGN's page background. It also already sets up the mysterious, high-concept mood:

The stark white screen stays until you tap it. Apparently Curiosity takes your initial tap as a "yes" to the stark question above. You're next told how many people before you have downloaded and fired up Curiosity - a surprisingly powerful and compelling way to get both the cooperative and competitive juices flowing. I was the 335th person to try out Curiosity:

The cube has many layers, but getting to the center won't be easy...

What's more, only one person will get to hit that final block and see what's actually there. I certainly hope they choose to share what they see with the world...

After this enigmatic and oddly compelling into... we're finally here! On the cube itself! So... now what?

You can swipe your finger to rotate the cube, or pinch two fingers to zoom in and out. Zooming in reveals sections that other users have chipped away at that aren't visible from a distance. It's neat to see them slowly materialize.

Users are already beginning to clear away sections of the cube in an ad-hoc form of self expression:

Each layer of the cube promises to have something new underneath. A new color, a photograph, a painting... something that will satisfy each players', well... curiosity. But for now it looks like each side of the cube just has a blue-green layer underneath.

But let's get down to brass tacks. How does curiosity actually work? Blocks are deleted simply by tapping on them. Gamers start with a set amount of coins. I wholly expected to be charged a coin for each block I deleted. I expected them to refill slowly over time, and perhaps be charged real money for extra coins. But it turns out Curiosity actually does the opposite.

Each block you delete earns coins. If you delete blocks rapidly in an unbroken burst of play (work? participation?) a coin multiplier begins to tick upward. At first each block deleted just earns you one coin. But then two, three, and on upward with no upper limit that I could find.

This is a supremely interesting design decision because it means you're earning exponentially more coins the longer you play in one unbroken chunk. A user that deletes 1000 blocks a few at a time will only have 1000 coins. But a user that breaks 1000 blocks in a single chunk could earn 50 times that much currency.

But... what are these coins actually spent on?

The chisels, bombs and firecrackers in the menu above make you a more efficient block clearer for a limited time by allowing you to clear more cubelets with a single tap. These power-ups range in price from a few thousand coins up to 3 billion for the diamond pickaxe. What's a little more interesting is that even accessing the stats menu costs coins - 100, to be precise. Inside, you can see how many cubelets remain on the current layer of the cube, how many users are participating, how many cubelets you personally have cleared and plenty more.

Interestingly, the outer layer of the cube contains 100,000,000 cubelets just on its own. All of which must be cleared one by one. Anyone want to crunch some numbers and figure out how many total cubelets are contained within the cube, if it is solid all the way through?

So, there you have it. A first look at Curiosity from Peter Molyneux's new studio 22cans. The app is both absurdly simple and wildly complex. It's very silly and yet oddly compelling. Perhaps most unusual of all, given the current state of the App Store, is that Curiosity is an entirely free download, with no In-App-Purchases in sight. Yes, the entire experience is 100% free, from top-to-bottom.

Is it a video game? A piece of interactive art? To me, it feels like a commentary on mass cooperation. With millions upon millions of cubes to break, there is no getting to the center without cooperation on a massive scale.

Curiosity also makes me think about the human desire for self expression. The cube's grey face has no instructions in the same way that a canvas of wet sand has no instructions. No one tells you to write your initials in the sand with your finger. Or draw something considerably less benign and more vulgar, if that's or disposition. But it still spontaneously happens, regardless. We all want to leave our mark on the world, even if it is fleeting.

And so it is with Curiosity. Gamers don't need to be told to communicate using the surface of the cube. It just happens. And like messages written in sand, Curiosity's very nature ensures that any message left is fleeting. It will be washed away by the actions of other users, replaced with a new layer of the cube and new engravings.

Until the center is reached, at least. After that... who knows?

Spot something especially memorable on the cube? Add it to our user-powered gallery of curiosity sightings!

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter at @ErrorJustin and on IGN.


Source : ign[dot]com

Monday, October 29, 2012

Star Wars: The Old Republic F2P Restrictions Lessened

Bioware has announced that it will slightly loosen the restrictions facing free-to-play accounts due to "community and internal feedback".

In a post on the game's forums, lead designer Damion Schubert explained that changes would be made to the originally announced restrictions after they generated a mixed reaction.

It is important conversely that the subscription offers subscribers strong, tangible benefits over the Free-to-Play experience. We value our subscribers greatly, and they are crucial to the success of Star Wars: the Old Republic.

As a result, free-to-play players will now get a second quickslot bar, as well as the ability to run five Warzones each week. Under the original restrictions, there was no second bar for free-to-play accounts and only three Warzone battles could be played every seven days.

Schubert went on to address the worry that the limitations on Warzones will make queues longer, saying that if anything they should get shorter. He explained, "Our subscriber base likely will not shrink much, and for some of our competitors, converting to Free-to-Play has resulted in a subscriber increase! Which means that Warzone queues should likely see improvement from what you experience in game, and at minimum be relatively unchanged in experience.

"That being said, one of our golden rules is that the Free-to-Play experience should not cheapen the experience for paying subscribers. If it turns out that the Free-to-Play conversion results in a degraded Warzone experience once we go live for subscribers, you can rest assured that we will quickly make adjustments to the system to ensure that subscribers have an optimal experience.

"It is important conversely that the subscription offers subscribers strong, tangible benefits over the Free-to-Play experience. We value our subscribers greatly, and they are crucial to the success of Star Wars: the Old Republic."

Also addressed in the post is the potential for accounts to receive preferred status. Any former subscriber whose account has locked will automatically get preferred status, otherwise any F2P player who makes a single purchase through the game's official site will also have their account upgraded to preferred status.

Preferred status offers a range of benefits, ranging from increased server queue priority and an extra crew skill slot to obtaining the sprint ability at level 1 alongside access to your cargo hold.

No official launch date has been unveiled for the free-to-play option for Star Wars: The Old Republic, but it's expected to be available before the year is out.

Luke Karmali is IGN's UK Editorial Assistant and former SWTOR player. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Star Wars: The Old Republic F2P Restrictions Lessened

Bioware has announced that it will slightly loosen the restrictions facing free-to-play accounts due to "community and internal feedback".

In a post on the game's forums, lead designer Damion Schubert explained that changes would be made to the originally announced restrictions after they generated a mixed reaction.

It is important conversely that the subscription offers subscribers strong, tangible benefits over the Free-to-Play experience. We value our subscribers greatly, and they are crucial to the success of Star Wars: the Old Republic.

As a result, free-to-play players will now get a second quickslot bar, as well as the ability to run five Warzones each week. Under the original restrictions, there was no second bar for free-to-play accounts and only three Warzone battles could be played every seven days.

Schubert went on to address the worry that the limitations on Warzones will make queues longer, saying that if anything they should get shorter. He explained, "Our subscriber base likely will not shrink much, and for some of our competitors, converting to Free-to-Play has resulted in a subscriber increase! Which means that Warzone queues should likely see improvement from what you experience in game, and at minimum be relatively unchanged in experience.

"That being said, one of our golden rules is that the Free-to-Play experience should not cheapen the experience for paying subscribers. If it turns out that the Free-to-Play conversion results in a degraded Warzone experience once we go live for subscribers, you can rest assured that we will quickly make adjustments to the system to ensure that subscribers have an optimal experience.

"It is important conversely that the subscription offers subscribers strong, tangible benefits over the Free-to-Play experience. We value our subscribers greatly, and they are crucial to the success of Star Wars: the Old Republic."

Also addressed in the post is the potential for accounts to receive preferred status. Any former subscriber whose account has locked will automatically get preferred status, otherwise any F2P player who makes a single purchase through the game's official site will also have their account upgraded to preferred status.

Preferred status offers a range of benefits, ranging from increased server queue priority and an extra crew skill slot to obtaining the sprint ability at level 1 alongside access to your cargo hold.

No official launch date has been unveiled for the free-to-play option for Star Wars: The Old Republic, but it's expected to be available before the year is out.

Luke Karmali is IGN's UK Editorial Assistant and former SWTOR player. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, October 3, 2012

Star Wars: The Old Republic Designer Leaves BioWare

Star Wars: The Old Republic lead designer Daniel Erickson has left BioWare. Erickson made the news official on Twitter, writing “As part of leaving BioWare I'm officially starting a twitter account for job hunt and design thoughts.”

Erickson previously sparked speculation about his departure after adding "actively looking for new opportunities" to his LinkedIn page last month. He follows recent BioWare departures including The Old Republic executive producer Rich Vogel, who left BioWare in July, as well as BioWare co-founders Ray Muzyka and Greg Zeschuck, who retired from the company last month.

Star Wars: The Old Republic will transition to free-to-play later this year. Update 1.4, which adds a new high-level operation in addition to new armor went live last last week. For a full list of all the changes, see our Star Wars: The Old Republic wiki guide.

IGN wishes Erickson the best of luck in whatever he moves onto next.

Source: Joystiq

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Monday, September 24, 2012

Black Ops 2 to Simplify Multiplayer Perks

Call of Duty: Black Ops II will feature a simplified perk system that may be nerfed without warning, according to the game's multiplayer designer.

Speaking to CVG, David Vondehaar admitted that the increasing complexity of perks as the series has progressed was one of the first things he wanted to address.

I can nerf perks and I will, mark my words. A perk should never be something you need just to compete.

"Perks were pretty important for us to rethink, because they were getting too complex, " he said. "You had perks, perk pros, perks that influence you, perks that influence your gun, perks that influence team mates.

"We've simplified that so perks only ever affect your character, and more importantly, Black Ops II's perks aren't absolutes. In Black Ops our only balancing options were to remove the perk or keep it; now we can tune any perk by increments to nerf it or improve it.

"I can nerf perks and I will, mark my words," Vonderhaar continued. "A perk should never be something you need just to compete. A perk is 'I got a parking spot,' or 'the soda machine gave me free soda.' Your life shouldn't depend on it. The community helped me understand that, and that's why our new system has no absolutes. We can try to make it the most balanced CoD ever."

So it looks like any die-hard COD fan is going to need to be prepared to adapt their tactics in response to any nerfs. But whether Black Ops II can manage to be the game that finally does away with cookie-cutter strategies and builds when so many others have failed remains to be seen.

Call of Duty: Black Ops II is out on Xbox 360, PS3 and PC on November 13, and on Wii U from launch.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Monday, September 3, 2012

Valve Confirms Hardware Development

A job listing on Valve’s site confirms that the company will begin developing hardware. A listing for an industrial designer says “Valve is traditionally a software company. Open platforms like the PC and Mac are important to us, as they enable us and our partners to have a robust and direct relationship with customers. We’re frustrated by the lack of innovation in the computer hardware space though, so we’re jumping in.”

The post continues, adding that Valve is interested in creating new user experiences. “Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years,” it says. “There’s a real void in the marketplace, and opportunities to create compelling user experiences are being overlooked.”

The post specifies that the position will add “expertise in product design and manufacturing, ergonomics, usability, aesthetics, and surfacing.” Candidates are also expected to have “6+ years of professional experience shipping world-class, high-tech hardware products” and “a thorough understanding of product design principles.”

Speculation about Valve’s entry into the hardware market has been flying since March, when rumors suggested Valve was working on a Steam Box console. Valve later debunked the rumors, commenting that the world is “a long way from Valve shipping out any sort of hardware.” Later, a listing for an electronics engineer to work on "platform hardware" emerged, as well as a blog post discussing wearable computing.

We’ve reached out to Valve for comment about the job listing and will update with any additional information we receive.

Thanks to CVG for the heads up.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Wednesday, August 29, 2012

Spec Ops Dev Says Its Multiplayer "Should Not Exist"

Spec Ops: The Line lead designer Cory Davis has spoken candidly about the game's multiplayer component.

He reveals that team at Yager adamantly did not want the game to have multiplayer but ultimately it wasn't their decision to make. “The publisher was determined to have it anyway," said Davis in an interview with Polygon. "It was literally a check box that the financial predictions said we needed, and 2K was relentless in making sure that it happened – even at the detriment of the overall project and the perception of the game".

Development of the game's multiplayer was outsourced to Darkside Studios. Davis describes the experience as a "low-quality Call of Duty clone in third-person" and criticised since it "tossed out the creative pillars of the product".

it's another game rammed onto the disk like a cancerous growth, threatening to destroy the best things about the experience

Ultimately, Davis seems to be smarting from the way in which the game's multiplayer detracted from the single-player experience Yager crafted. "It sheds a negative light on all of the meaningful things we did in the single-player experience," said Davis. "The multiplayer game's tone is entirely different, the game mechanics were raped to make it happen, and it was a waste of money. No one is playing it, and I don't even feel like it's part of the overall package — it's another game rammed onto the disk like a cancerous growth, threatening to destroy the best things about the experience that the team at Yager put their heart and souls into creating".

He's not entirely down on 2K, however. He praised the publisher for backing a risky project that "other publishers would not have had the balls to take". Davis said. "I'm proud of what we were able to achieve, and it was not easy". He just sympathises with developers who are forced to create what he calls "tacked on multiplayer". He remains unambiguous that Spec Ops: The Line's multiplayer is "bulls**t, should not exist... there's no doubt that it's an overall failure".

Daniel is IGN's UK Staff Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com