We have a loaded cast this week with special guest Greg Esser and an unexpected late appearance from Justin. Batman: Arkham Asylum dominates the discussion early on, but the crew moves on to lavish more love on Mario and Luigi: Bowser’s Inside Story and wax poetic about the Brutal Legend demo. Does star power help a game’s sales or not? Tom acknowledges the mysterious “Cars 3” demo (That’s Forza Motorsport 3 for normal people) and things break down from there.
The Rumble Pack Posts
Between all of the TGS news, 2010 delays and podcast alterations happening in my gaming life recently (we’ll miss you Garnett), I’ve found myself struggling over one large issue in reference to the traditionally strong fall lineup of games set for release: Rocktober.
Decapitaaaaaatiiiion!
Is it just me, or does anyone else get the vibe that October has become the new golden month for holiday gaming? Out with the family vacations “stuffed†with new titles, in with ignored trick-or-treaters, doorbells drowned out to the riffs of the newest Activision “exploitation†or gunshots of the latest Halo “sequel.â€
(originally published at Smile Politely, 9/23)
Earlier this year, the Champaign-based developer Volition, Inc. launched Red Faction: Guerrilla, the third game in the franchise and the first for the current generation of consoles. The game was absolutely packed with content – from the sweeping campaign to the jet-packing multiplayer bouts – it seemed as though there was more than enough Martian architecture to blow up. However, shortly after the game’s June debut, Volition and publisher THQ announced that three Downloadable Content (DLC) packs would be released in the fall.
Demons of the Badlands, a prequel to protagonist Alex’s storyline, was released in August, and a multiplayer pack with new modes and maps was released last week. According to Luke Schneider, lead technical/multiplayer designer on RFG, these three projects presented an opportunity to try many new ideas, but not before a number of technical and logistical issues had been addressed.
The Rumble Pack: How long did the DLC packs take develop? At what point did you start to plan out what would be included in the packs?
Luke Schneider: The first team members started on DLC in December of 2008 as we began post-production on RFG. The core team was fairly small at first – less than 10 people – but it swelled to almost 20 as production on RFG wrapped up.
We’ve been discussing the DLC packs much longer than the eight or so months it took to finish them. We certainly discussed DLC in 2007 in terms of planning how it would work.
This week: Muramasa: The Demon Blade, Mario & Luigi: Bowser’s Inside Story, The Beatles Rock Band and more.
Relevant Links: www.yokaiattack.com
Tony, Tom and Kaz have an extremely informal discussion about Scribblenauts. If you aren’t interested in listening to the three of them get in touch with their inner-children, skip ahead about 15minutes. Afterward, Tom lets everyone hear about the shame that is X-Blades, while Kaz talks about his world record cuss count while playing Mirror’s Edge. Yeah, late to the party much?
Other games discussed: Mario and Luigi: Bowser’s Inside Story, Half-Minute Hero, Darkest of Days (woof!)
No podcast this week, gang. Our very own Nicolo Accordino is getting married in Columbus this weekend, which means that the show is taking a backseat. But don’t fret! While the self-proclaimed King of Fighters will be honeymooning next Monday, the rest of the Pack will assemble to record another action/Noid packed episode.
For the full video and more info, click here.
Longtime listeners will recall that I spent many months this year working on an in-depth analysis of the New York City development scene. The end product focused on advertising and social media opportunities for smaller developers, as well as a look at how individual artists are able to eke out a living in a very crowded market. I haven’t been able to find a publisher yet, but I’m very proud of the results and wanted to share with everyone regardless. I’m working on a personal web site for professional purposes, but this will work in the meantime. At 24 pages, it’ll require some endurance, but any feedback would be very much appreciated.
BIG CITY, TINY GAMES: A look at the future of video game development in New York City
by Justin Hemenway
Originally written July 8th, 2009
In terms of sheer numbers, the New York City video game industry lags behind its west coast competitors. The city employs only 1,200 game makers and marketers, or three percent of American development, while California alone commands 40 percent. However, while the western juggernaut contends with ballooning budgets and staffs, the New York City game community has found that there are benefits to being small.
Video game development can be lucrative, but it is a chancy venture. According to the NPD Group, a consumer and retail market research firm, the U.S. game industry reached a value of $21.33 billion in 2008, 19 percent more than in 2007. Electronic Arts (EA) and other publishers have laid off thousands, but the small New York developers have remained largely insulated from the recession. In a survey conducted by the Center for an Urban Future in May 2008, of the 30 game developers and 55 marketers in the city, only seven employ 50 persons or more. Despite the limited budgets and uncertain player reactions, this may be the city’s key advantage, an emphasis on artistic or educational value. In the advertising world, agencies are turning to smaller game studios for inspiration.
Aloha, listeners! Tom is back from Hawaii (official state motto: “need a chicken, take a chicken”). He and Tony embarrassingly share their exploits with Dissidia and why it might be worth the extra 10 dollars. Nick coaxes a WoW update of of Tony and talks about the salvation of King of Fighters XII, while the other guys discuss Professor Layton and the Diabolical Box. Finally, Tony and Kaz drop the first of many updates on the League of Legends beta. (Pay attention to find out how to get a beta invite if you’re a DoTA fan.)