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Game Developer - December 2006
DECEMBER 2006
THE LEADING GAME INDUSTRY MAGAZINE
DEFCON
POSTMORTEM:
INTROVERSION’S
>> STATE OF THE INDUSTRY
GAME PRIVACY WALKS
THE REVENUE PLANK
>> CREATE ALL HUMANS
ARTIFICIAL INTELLIGENCE
FOR OPEN WORLD GAMES
>> 2006’S BEST PRODUCTS
FRONTLINE AWARD
FINALISTS ANNOUNCED
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CONTENTS
]
DECEMBER 2006
VOLUME 13, NUMBER 11
FEATURES
13 STATE OF THE INDUSTRY:
VIDEO GAME PIRACY
Piracy has been a concern since games
were first made available for sale. The PC is
a particularly embattled platform as far as
digital piracy, though console gamemakers
have their fair share of troubles as well.
Professionals from id, Macrovision, the ESA
and other organizations explain where the
industry’s biggest concerns lie and what we
might do in the future to disrupt pirate
activities. Leave your eyepatch at home.
By Paul Hyman
13
26
21 CREATING ALL HUMANS
Artificial intelligence is of paramount
importance in all games, but flaws therein
can be even more noticeable in open-world
games, in which the player is given a wide
range of control. Using a data-driven AI
architecture, Pandemic Studios created a
flexible system for D ESTROY ALL H UMANS II
that alleviated many of the typical
problems seen in open-world games.
By John Krajewski
POSTMORTEM
21
26 DETONATING INTROVERSION’S DEFCON
Steam-distributed PC strategy title D EFCON was a completely
independent project, continuing Introversion’s reputation as “the last of
the bedroom programmers.” In this postmortem, team members from all
aspects of the game’s production weigh in about the logistics of
releasing and popularizing a game with a sub $100,000 budget in this
era of bloated budgets and gargantuan team sizes.
By Chris Delay, Vicky Arundel, Thomas Arundel, Gary Chambers, and John Knottenbelt
DEPARTMENTS
COLUMNS
2 GAME PLAN By Simon Carless
Second-Hand Bonanza
31 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Optimizing Asset Processing
4 HEADS UP DISPLAY
Front Line Award finalists, new console consolations, and serious games
existential questions
34 BUSINESS LEVEL By Greg Ballard
[ BUSINESS ]
Mobile Mindset
35 GAME SHUI By Noah Falstein
[ DESIGN ]
7 SKUNK WORKS By Tom Carroll, John Root, and Ronnie Ashlock
DAZ 3D’s Hexagon 2, Alastair Macleod’s PeelSolve beta,
and Nevercenter’s Silo 2 beta
Designer Genes
37 PIXEL PUSHER By Steve Theodore
[ ART ]
The History Channel
48 A THOUSAND WORDS
Capcom’s L OST P LANET :E XTREME C ONDITION
40 AURAL FIXATION By Jesse Harlin
[ SOUND ]
Laboring to Compete
COVER ART: MORTEN ELGAARD PEDERSEN
1
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GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
SECOND-HAND
BONANZA
EDITORIAL
EDITOR-IN-CHIEF
Simon Carles s scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scors o cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harli n jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Andy Gavin Naughty Dog
Joby Otero Luxoflux
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill e: smcgill@cmp.com t: 415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski e : amurawski@cmp.com t: 415.947.6227
SR. ACCOUNT MANAGER, SOUTHWEST, CONTRACTORS, & MARKETPLACE
Jasmin Davé e: jdave@cmp.com t: 415.947.6226
ACCOUNT MANAGER, EAST COAST, U.K. & EASTERN CANADA
Cecily Herbst e: cherbst@cmp.com t: 415.947.6215
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist e: ngeist@cmp.com t: 415.947.6223
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR Kevin Chanel
REPRINTS Cindy Zauss e : czauss@cmp.com t: 516-562-5000
Julie A. Douglas e: jadouglas@cmp.com t: 516.562.5092
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
DIRECTOR OF MARKETING Ta r a C . G i b b
CONFERENCE DIRECTOR, GDC Jamil Moledina
SENIOR CONFERENCE MANAGER, GDC Meggan Scavio
EXECUTIVE WEB PRODUCER Peter Leahy
EDITOR-IN-CHIE F, GAMASUTRA.COM Simon Carless
ASSISTANT EDITO R, GAMASUTRA.COM Frank Cifaldi
CIRCULATION
CIRCULATION COORDINATOR Miguel Mendiolaza e: mmendiolaza@cmp.com
CIRCULATION ASSISTANT Michael Campbell e : mcampbell@cmp.com
CIRCULATION ASSISTANT Andrea Abidor e: aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e : gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e : msalinas@cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
SENIOR VP, AUDIENCE MARKETING & DEVELOPMENT Bill Amstutz
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP AND GENERAL COUNSEL Sandra Grayson
SENIOR VP, CORPORATE MARKETING Lisa Johnson
SENIOR VP, CORPORATE SALES Anne Marie Miller
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, AUDIENCE DEVELOPMENT Michael Zane
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA To ny Ke efe
PRESIDENT, BUSINESS TECHNOLOGY GROUP Jeff Patterson
SENIOR VP, GROUP DIRECTOR, ELECTRONICS & SOFTWARE GROUPS
Paul Miller
SENIOR VP, GROUP DIRECTOR, COMMUNICATIONS GROUP,
Stephen Saunders
I’M LOOKING AT AN INVESTOR NOTE FROM COLIN
Sebastian of Lazard Capital Markets, who, as well
as commenting on the latest NPD reports, has
been discussing the emerging reseller market for
the PlayStation 3 and Wii, claiming that eBay might
become “the #1 new console retailer this holiday.”
Sebastian explains, “With limited supplies
expected this holiday for both Sony’s PlayStation 3
and Nintendo’s Wii consoles, we expect that many
gamers will turn to eBay (and other online
marketplaces) to locate new hardware.
“Already, our survey of completed auctions on
eBay.com indicates that nearly 2,000 pre-ordered
PlayStation 3 and Wii consoles have been resold on
the marketplace to date. In addition, the consoles are
selling on eBay for approximately two and one half
times the suggested retail price of console hardware,
on average $1,500 for Sony’s PlayStation 3 versus
$599 and $550 versus $249 for Nintendo’s Wii.”
developers, do you buy used video games or go out
of your way to buy new ones? If you do buy used,
are you concerned about the financial implications
of the used game market, or does the free market
trump revenue concerns for the game business?”
The results were somewhat surprising. According
to the column’s editor, the responses were mixed,
though developers in particular often “prided
themselves on being dedicated to buying new.
“[M]ost saw the effects of the games
aftermarket as no different from any other
consumer product market, be it music, movies, or
cars. Most replies noted, though, that not only are
direct downloads a solution and response to the
problem, but that if developers and publishers
wanted to curb used sales of newly released
games, more incentives were needed—be it lower
price or collectible insert—to make that new sale
essential.” (The published responses are available
on Gamasutra’s Question of the Week archives.)
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Harvey Smith Midway
Paul Steed Microsoft
A BIRD IN THE HAND
Okay, so that’s hardware. And a lot of people who
buy these consoles at launch are simply planning
to resell them, however insidious that is. But this
statistic brings up an even larger point: the
reselling of video games themselves.
At GDC London in September, I attended a
lecture from Mike Vorhaus of research group Frank
N. Magid Associates, who discussed the reselling
of games in North America. As part of the
company’s 2006 research, Magid looked at the
split between new and used game sales and
found that 57 percent of U.S. console users have
bought a used game in the last year, an extremely
significant portion of the market.
“Clearly,” Vorhaus said at the time, “used games
in the United States have become a major piece of
the overall pie,” especially considering retail’s
propensity to “hassle you to buy the used game,”
as retail outlets get a larger percentage from
selling used. In fact, Magid found that no less than
35 percent of its polled consumers who bought a
used game originally intended to buy it new,
meaning that over the course of a year, billions of
dollars that would have been spent on new games
are allegedly being spent on secondhand ones.
FREE BIRD, FREE MARKET
Even though a substantial amount of money—
billions—is being taken away from publishers and,
if you believe in trickle-down theory, the developers
who create the games, people are very happy to
buy used.
One respondent, for example, commented, “The
fact that I work in the industry doesn’t affect how I
purchase my games. If I can find a used copy that
looks new for a cheaper price, I have no second
thoughts about the purchase.”
But that’s the point, I guess. Free world, free
market. And until entertainment sales go
completely digital, retailers like GameStop can
take advantage of that fact.
One respondent on Gamasutra probably
summarized the scenario best, commenting, “I will
purchase a new video game over a used video game
if one exists at the time of purchase. Until there is a
new business model to combat used games sales, I
choose to support the current one. ... Ultimately, the
free market will trump revenue concerns and force
video game companies to be creative in attracting
buyers to purchase new titles over used. Digital
distribution is one way to combat the issue because
there isn’t a market for used digital games.”
Sweet, simple, and sensible, isn’t it?
TWO IN THE BUSH
So we did a little informal investigation of our own.
We posed the following question to the readership of
Gamasutra.com ( Game Developer ’s sister web site):
“As part of a community of game publishers and
*
Simon Carless
Editor-in-Chief
Game Developer
is BPA approved
2
DECEMBER 2006 | GAME DEVELOPER
[
WWW.CMPGAME.COM
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Idea:
Assemble the ultimate team to create a John Woo sequel that you can play.
Realized:
The line between video game and fi lm is offi cially blurred. When faced
with the challenge of creating a video game sequel worthy of John Woo’s
movie “Hard Boiled,” the team at Midway chose to use Autodesk ® 3ds Max ® ,
Autodesk Maya ® and Autodesk MotionBuilder™. Using this 3D arsenal,
artists are able to create graphically stunning characters, backgrounds
and animations with amazing production effi ciency. Get the full story on
this next-generation masterpiece at autodesk.com/stranglehold
Stranglehold © 2006 Midway Amusement Games, LLC. All rights reserved. Stranglehold, MIDWAY, and the Midway logos are trademarks or registered trademarks of Midway Amusement Games, LLC. Autodesk, 3ds Max,
Maya and MotionBuilder are registered trademarks or trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk re-
serves the right to alter product offerings and specifi cations at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2006 Autodesk, Inc. All rights reserved.
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Zgłoś jeśli naruszono regulamin