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News
Square Enix delays Deus Ex, admits FF XIV tanked, and reduces earnings predictions by 91% (Deus Ex: Human Revolution)
Dec 17, 2010Oh, Final Fantasy XIV, whose dreams won’t you destroy? After gamers’ tepid reception of the expensive MMO, publisher Square Enix has reduced its earnings forecasts for the remainder of the fiscal year from 12 billion yen to 1 billion (from about $142 million to $12 million)… …
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News
Square Enix delays Deus Ex, admits FF XIV tanked, and reduces earnings predictions by 91% (Deus Ex: Human Revolution)
Dec 17, 2010Oh, Final Fantasy XIV, whose dreams won’t you destroy? After gamers’ tepid reception of the expensive MMO, publisher Square Enix has reduced its earnings forecasts for the remainder of the fiscal year from 12 billion yen to 1 billion (from about $142 million to $12 million)… …
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BioWare’s co-founders, Dr. Ray Muzyka and Dr. Greg Zeschuk, have been named the 14th and 15th inductees into the Academy of Arts and Sciences (AIAS) Hall of Fame, marking the first time the academy has welcomed two inductees into its hallowed halls in the same year… …
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Altered Beast, Monkey Island, Goo also out.
Seeing as Apple isn’t allowing any new content to be posted over the Christmas week, iOS developers have taken it upon themselves to flood the App Store with games today.
As reported by Joystiq, there’s an embarrassment of relative riches up for download today.
Highlights include ports of Sonic Spinball and clunky side-scrolling classic Altered Beast from SEGA while EA is sending a miniature version of Battlefield: Bad Company 2 down to the front lines.
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Helps Take Two back into profit.
Rockstar’s rootin’ tootin’ western epic Red Dead Redemption has now shipped nearly eight million copies since its launch earlier this year, helping publisher Take Two back into its bank manager’s good books.
According to its quarterly financial report out today, net revenue was up 65 per cent year-on-year to $1.16 billion, with net profits coming in at a tidy $42.6 million.
This time last year it was looking at a net loss of $140.5 million so unsurprisingly CEO Ben Feder was pretty pleased with himself.
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Q&A: Game director Tom Chilton discusses Blizzard’s reaction to the arrival of MMORPG’s third expansion, suggests fans won’t have to wait two more years for number four.
Last Tuesday, Blizzard Entertainment flipped the switch on Cataclysm, the third expansion to its phenomenally successful massively multiplayer online role-playing game World of Warcraft. Like wildfire, the game spread to more than a dozen regions and set a new all-time PC sales record, selling more than 3.3 million units in 24 hours. Of course, with Blizzard already boasting more than 12 million active and engaged users, it’d have been more of a surprise had a record not been set.
As could be expected from the two-years-in-the-making expansion, Cataclysm was accompanied by a host of new features to WOW. Chief among the changes is the total overhaul of the in-game environment. Azeroth has been ravaged by the return of the ancient dragon Deathwing, and popular locales have been drastically altered, making the old new again. The expansion also ups the level cap to 85 and adds two new races: Goblins and Worgen.
To get a look at the game’s launch from within Blizzard, GameSpot caught up with World of Warcraft game director Tom Chilton. As part of the interview, Chilton discussed the costs of introducing new classes and races to the game, why the Draenei and Blood Elves were seemingly passed over by Deathwing, and how The Shattering ushered in Cataclysm. He also noted that WOW fans probably won’t have to wait two more years for the MMORPG’s next major add-on to arrive.
GameSpot: Cataclysm’s out, congratulations. The game sold 3.3 million units in 24 hours. What’s the sentiment around the office?
Tom Chilton: I think a lot of relief that we’ve finally burst this whale. People are generally in high spirits. It’s funny because what’s fairly normal when we launch an expansion is the company goes into a craze of playing the game. We go into game-player mode, where we’re all playing the game, and every morning, we’re all in each other’s offices talking about what we did the night before.
GS: As to the actual sales number, is there any indication whether most of those sales came from people who are currently playing or returning to the game?
TC: I don’t have any data on that yet. I really don’t know.
GS: Let’s see. Do you have any data on how digital sales went?
TC: I know we do have data, but we’re not making it public yet.
GS: OK, so to the actual shipping of the expansion itself. Any key takeaways?
TC: For sure. There was a ton of complexity in the whole process of switching over from the old world to the new world. Fortunately, it was probably a one-time kind of thing for us. It definitely caused its share of development problems–a lot of tricky technical stuff to negotiate. So that’s something I think we’ll be very careful about going into. But we’ve learned some lessons if we do that kind of thing in the future.
Aside from that, there are all the lessons about the zones themselves, and the questing and quest flow and the linearity versus storytelling versus freedom to do what you want versus how we use phasing and grouping dynamics, and all that kind of stuff. Overall, we’re very happy with how it’s gone. We definitely used some of our tech a lot more than we’ve ever used before, at least as it relates to phasing and stuff like that. We’re going to continue to learn lessons, like when [is] the best time to use that and how to best take advantage of it.
GS: How work intensive was creating this expansion compared to The Burning Crusade and Wrath of the Lich King?
TC: Definitely a larger work investment than anything we’ve done in the previous expansions. We tried to mitigate that somewhat by splitting our time between old world zones and the new zones that we added. That’s part of why we had five levels instead of 10. We really felt like we wanted to split our efforts on the level-design front and quest-design front into two different parts of the game. But the redoing of the old world ended up being a much bigger endeavor than we originally planned.
We originally planned to not do as big of a revamp as we ended up doing. Because in some ways, in our minds, some of the old content was better than it actually was. And then when we went back to actually doing it, we found that even the content that we thought was pretty close still wasn’t even very close, so we ended up doing a much more significant revamp than we originally planned. More than anything else, I’d say that’s what upped production costs.
GS: Looking forward, do you see future expansions being just as work intensive? Or do you plan to scale them down? How do you think that will play out?
TC: I definitely think that two years was longer than we’d like to see for how long it takes to get an expansion into the hands of players. On this one, we’re willing to accept that and feel like we did the right thing because we’re trying to make the right long-term decision for the game in terms of the quality of the level 1-60 content. But going forward, since we’ve already bitten that bullet, we’re going to try to hit a better pace. Exactly what that pace might be, I don’t know, but I’d definitely like them to hit more quickly than what we’ve done in the past.
GS: You’ve said something along the lines of an expansion a year. Is that still the target?
TC: That would be probably really close to ideal in my mind. I don’t know that we have the capability to do that. Maybe if we stopped doing content patches completely and just went straight from expansion to expansion, I think we would be able to do that. But we’re still committed to doing content patches, and I think that in some ways makes nailing [every] year infeasible, at least for now. So somewhere in between [a year and two].
GS: So, you’ve destroyed the old world. What are some of the ideas for where things can go next?
TC: Oh, wow. We have all kinds of ideas of where to go next. Some of these ideas have been brewing for a long time. We’re currently in the planning stages for not only our upcoming content patches–we pretty well have a very good idea of what we’re doing for our 4.1 content patch–but for the next expansion even, we’re doing our planning for that. I don’t have any details to talk about yet, but there are a number of different ideas that have been floating around for a while that we can pick and choose from and try to decide which one is the right one for the game in the next couple of years or so…what we think really hit home the most and would be something that we can get really excited about.
GS: In this expansion, you introduced two new races and no new classes. Do you like how that played out? Have you intentionally broken up expansions so that in one you’ll introduce races and in another you’ll do classes?
TC: It’s something we think about. It’s funny because the costs are very different, in terms of production costs versus game design and game-health costs, between races and classes. What we’ve found is that classes don’t have as high of a production cost, but they have a massive game-health cost. You can really damage the game by adding a new class and not doing it well, but it’s hard to damage the game by just adding new races. There’s not that much behind a race other than the assets, the zones, the content itself, and the racial abilities, which are relatively minor. It’s hard to break the game by adding races. You can break your [development] team by committing to doing races, but the game itself, it’s a lot harder to endanger.
We have to pick and choose very carefully. We know there’s no way we can do a class with every expansion because we would break the game at some point. There are a finite number of classes that the game can support before the game mechanics are just too contrived and they’re all overlapping. We definitely don’t think we’ve hit that point yet, but there’s no way that we can add a class with every expansion.
GS: One more general question. There’s been a purported Blizzard release schedule floating around the Internet, indicating the next expansion will arrive in Q2 2012. Utterly fabricated? Uncomfortably accurate? No comment?
A Blizzard PR Representative: We don’t comment on rumors or speculation.
GS: Fair enough. Getting to the game itself, before Cataclysm launched, you had this free update, The Shattering. Was that always intended to be a free update? Or was it originally designed as part of the Cataclysm expansion?
TC: That was absolutely designed to be a free update. We knew right from when we first started designing [Cataclysm] that there was no way we were going to split our player base into two, effectively–people that bought the expansion and people that didn’t buy the expansion–and have them playing totally different games. All the stuff that directly related to redoing content that already existed–that players already had access to–was stuff that we felt like, well, we’re just going to give that away and we’re going to take it on faith that we’re still doing enough new stuff that it makes for a compelling product that people would want to go out there and get.
GS: What impact do you think The Shattering had on getting players to buy Cataclysm?
TC: I would like to say that it was significant, but I don’t have any kind of data to back that up. I don’t know who’s buying Cataclysm yet, presumably it’s mostly players who are playing or have played the game. My gut is that The Shattering definitely built up a really big event to talk about. We knew going into it that one of the things it would do is light the nostalgia of having played World of Warcraft in the past…whether or not it was for somebody who is still a subscriber today or someone who had played the game in the past and had a good time but felt like they’d been there and done that…seen it all. We felt like it would reignite that sort of nostalgia for them, too. So we definitely felt like that was a very core part of the expansion and very integral to its overall success.
GS: Cataclysm impacts nearly all of Azeroth, but there was little to no change to the Draenei and Blood Elf content. What was the thinking there?
TC: The real answer is that, more than anything else, that was a bang-for-the-buck decision. Players spend very little time in that area, so it didn’t make a whole lot of sense going about redoing it. Also, that area was already at a higher quality level than the old world was because it was done for Burning Crusade, with Burning Crusade techniques and with everything we’d learned from launching the game the first time around. So it was already better off than the old content was. And anyone who makes a new Blood Elf or Draenei, they’re out of there by level 10, and pretty much no one is going back to those areas these days. That content just isn’t super relevant.
So, bang-for-the-buck wise, it just didn’t make a whole lot of sense. And then we like to rationalize it in lore terms by saying, “Well, you know, if the people aren’t there, why would Deathwing bother to go there to terrorize them?”
GS: So a few other things. Deadmines and Shadowfang Keep have been given new “heroic” versions. Why these two?
TC: Those two were for a couple reasons. Number one, they were fairly central to zones that we were doing significant revamps of. So with Westfall, we did this major change that kind of evolved the Defias Brotherhood storyline, and it wouldn’t have made a whole lot of sense to have Deadmines stay exactly as is and not have some form of evolution. The same could be said for Shadowfang Keep. There were a lot of changes in Shadowfang Keep going on, what with the introduction of the Worgen as a playable race, and Shadowfang is a very Worgen-centric dungeon, so we wanted everything to stay cohesive.
The next thing is that those are a couple of the fan favorites. Those are ones that players have enjoyed in the past a lot, and we just felt like that would be a cool bit of nostalgia to go back to.
GS: Do you think you’ll do something similar for other dungeons?
TC: Yeah, we do have hopes to do it for other dungeons. We’ll see what actually works out, but we definitely have other ideas in mind.
GS: Let’s see, I just have one more question. The community took up arms over the game’s guild-leveling system after it was changed a couple of days after Cataclysm came out. Was it that big of a concern for you guys that guilds were leveling too quickly? Why wasn’t this issue identified in beta?
TC: There’s a couple of things in play. It’s not just the speed of leveling; it’s also what the experience is like while you’re leveling. If you’re the guy that’s logging on at, let’s say, 5:00 p.m., and your guild is already capped out on experience for the day because of the tuning, then that whole aspect of the system feels kind of pointless. It feels like the guild is just magically going up in level on its own because some of the guys earlier in the day had easily capped it out way too quickly. So that was our rationale for tuning down the returns people were getting from quests. People were doing quests at an incredibly high rate, and it just wasn’t quite tuned right, I would say.
And then on the achievement point side, we definitely want for players to have ways to distinguish their guild from other guilds, and we have a slightly different plan for how we’re going to do that, at least in terms of gaining experience. Essentially, what’s going to happen is that as the guild level increases, the caps will get more and more forgiving, to the point where you effectively don’t have a cap, so that the pace of guild advancement feels reasonably steady early on, and it feels like different guilds, regardless of size or hardcore-ness, are keeping up with each other reasonably. But then, as we get further out and closer to guild level 25, those guilds start to create more and more separation, so that the hardcore have a chance to be the first ones there, but not by the massive margin that they would be if there were no limitations.
As for why some of this didn’t get seen in beta, we deliberately tuned the advancement rates to be much higher than normal, so the advancement rates being high in beta didn’t surprise us. We had cranked up those values because we just wanted people testing things out and seeing that everything actually worked. And since guilds don’t really behave the way guilds normally do in beta, it’s very difficult to get any real data about behavior from beta that actually applies to the live game.
GS: Do you think there are more changes in store for this?
TC: Yeah, there will be more changes, in that one of our small interim patches, basically one of our bug-fixing patches, is coming up. We have plans to have that cap become more and more forgiving as your guild goes up in levels so that the hardcore have a chance to shine later on down the line.
Read and Post Comments | Get the full article at GameSpot
“World of Warcraft after the Cataclysm” was posted by Tom Magrino on Thu, 16 Dec 2010 14:21:07 -0800 -
Plus, RDR hits Games on Demand.
Super Meat Boy, Comic Jumper and Castle Crashers are among the titles seeing price cuts in a festive Xbox Live sale starting next week.
The promotion will run from 21st December until 31st December and include the following deals:
On top of all that, there will be a different “surprise” offer every day, details of which will be published on Major Nelson’s blog.
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Publisher nearly $50 million in the black during non-GTA year thanks to Western adventure; NBA 2K11 ships 3 million; annual revenues up 65%.
Traditionally, Take-Two Interactive has lost money during years it hasn’t released a major new Grand Theft Auto product. This year turned out to be the exception. Today, the publisher reported earnings for the 12 months ended October 31, which saw revenue rise 65 percent to $1.16 billion. The company also turned a profit of $49.7 million, way up from the $130 million loss it suffered a year prior.
“We have achieved our goal of profitability in a year without a new release of Grand Theft Auto,” said outgoing CEO Ben Feder in a statement. “Our better-than-expected revenue growth and margin expansion were driven by strong demand for our diverse portfolio of games, including the hit new titles Red Dead Redemption and NBA 2K11, as well as strong sales of catalog titles and digitally delivered content. I am also pleased to report that our 2K Sports division was profitable during the period.”
Thanks to the cancellation of Electronic Arts’ NBA Elite 11, NBA 2K11 was unopposed in the basketball sim market, allowing it to ship 3 million units worldwide. As a result, it dominated its release month of October, according to sales rankings from the NPD Group. The game’s success contributed to August-October revenues climbing 32 percent to $373 million, generating a quarterly profit of $54.2 million–up from a $7.9 million loss the year prior.
Another factor for Take-Two’s August-October quarter was ongoing sales of such games as Sid Meier’s Civilization V, Grand Theft Auto IV: Complete, and Mafia II. Red Dead Redemption also continued to sell well, nearing 8 million in worldwide sales during the period.
Today also marks the last time Take-Two will report earnings for a fiscal year ending on October 30. In October, the company announced it was shifting its fiscal year to end on March 31 to put it better in line with other publishers’ fiscal years.
Looking ahead, the company expects $290 million to $315 million in revenues and earnings per share of $0.25 to $0.35 for the revised current October-December quarter. For the following quarter, ending March 31, Take-Two estimates revenues of $100 million to $150 million and a loss of between $0.50 to $0.60 per share. For the full revised fiscal year ending March 31, the publisher projects revenues of $1 billion to $1.1 billion and earnings per share of $0.50 to $0.65.
For the remainder of its new fiscal year, Take-Two expects to release Top Spin 4 and Major League Baseball 2K11 during the January-March quarter. L.A. Noire has a spring 2011 release, and executives said it would not be released during its current fiscal year during a post-earnings conference call. Duke Nukem Forever has a calendar year 2011 release window, with Spec Ops: The Line and XCOM both due sometime during the company’s 2012 fiscal year, which begins on April 1, 2011. Lastly, BioShock Infinite will ship sometime during calendar year 2012.
Read and Post Comments | Get the full article at GameSpot
“Take-Two posts profit, Red Dead Redemption ships ‘nearly’ 8 million” was posted by Tor Thorsen on Thu, 16 Dec 2010 13:42:07 -0800 -
Sony’s PS3 baseball sim arrives March 8 with Move compatibility, 3D support, free month of MLB.TV, baseball-themed DualShock 3 controller; PS2 and PSP versions also planned.
Major League Baseball’s opening day doesn’t come until March 31, but Sony is already making its pitch for the next installment in its long-running baseball sim series. The company today announced a March 8 release for MLB 11: The Show on the PlayStation 3, PlayStation 2, and PSP.
The PS3 version of the game will introduce Move compatibility and 3D support into the series. According to ESPN, the motion-sensing control option will be limited to a Home Run Derby mode, while a new analog stick scheme will be used to control batting, pitching, and fielding. For purists, the game’s previous button-based control scheme will be included as an option.
Minnesota Twins catcher Joe Mauer will return as the cover athlete after adding a third consecutive Gold Glove and fourth Silver Slugger award for his performance in the 2010 campaign. He was also named 2009 American League Most Valuable Player and is a three-time AL batting champion.
Sony will be rewarding those who preorder the PS3 edition of MLB 11: The Show with a free 30-day trial of MLB.TV, the streaming service that lets players watch regular season games from around the league on their PS3s or PCs with DVR-like features. In addition, Sony will be debuting a baseball-themed PS3 controller alongside the game. The MLB 11: The Show Edition Dual Shock 3 controller will sell for $54.99 and come in white with a red baseball stitching pattern on the front.
For more on the previous entry in the series, check out GameSpot’s review of MLB 10: The Show.
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“MLB 11: The Show sets opening day” was posted by Brendan Sinclair on Thu, 16 Dec 2010 13:15:07 -0800 -
Apple opening application and game mecca for its line of home computers next month; service will be available in 90 countries at launch.
Currently, Mac gaming lags far behind traditional Windows-based PCs in terms of breadth of titles. However, the former’s catalog will get a big boost soon, as Apple announced today that it will open the Mac App Store on January 6. The service will be available in 90 countries from the get-go and will offer up a shopping experience similar to those found on the App Stores for the iPhone, iPod Touch, and iPad. Games will be on tap, as will other apps for education, entertainment, and productivity.
More importantly, the Mac App Store will open up development of Mac games to smaller studios by giving them an inexpensive way to sell their wares. It will allow for cheaper games to be easily downloaded by Mac users, as developers can set their own prices and keep 70 percent of all sales proceeds. Other than a $99 annual enrollment fee, developers will not be charged for hosting, marketing, or credit card fees–or for offering games for free. The Mac App Store will allow for trial and “lite” versions of games to be distributed gratis, such as the hit Angry Birds Lite currently is for iOS devices.
How many new games will be available via the Mac App Store at launch is unclear. At an event in September 2009 in which Apple dismissed the PSP and DS as being inferior portable gaming devices, Apple said there were 3,680 games and entertainment titles available for the iOS. That number has exploded in the interim, with over 42,000 titles being available in the category as of November, according to tracking site 148apps.biz.
Read and Post Comments | Get the full article at GameSpot
“Mac App Store opens Jan. 6” was posted by Tor Thorsen on Thu, 16 Dec 2010 12:40:08 -0800