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	<title>Kotaku Australia &#187; gdc 2008</title>
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	<link>http://www.kotaku.com.au</link>
	<description>the Gamer&#039;s Guide &#124; Computer and video game news and reviews</description>
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		<title>Gears of War 2 Direct Feed Tech Demo</title>
		<link>http://www.kotaku.com.au/2008/03/gears_of_war_2_direct_feed_tech_demo-2/</link>
		<comments>http://www.kotaku.com.au/2008/03/gears_of_war_2_direct_feed_tech_demo-2/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 07:30:55 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[epic]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[gears of war 2]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/gears_of_war_2_direct_feed_tech_demo-2.html</guid>
		<description><![CDATA[   For those of you who missed GDC, the Gears of War 2 tech demos are available for free on Xbox LIVE Marketplace. For those of you who either don&#8217;t own an Xbox 360 or are too lazy to connect it to the internet, the Gears of War 2 tech demo is above. [...]]]></description>
			<content:encoded><![CDATA[<p><center> <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"><param name="allowScriptAccess" value="sameDomain" /><param name="allowFullScreen" value="true" /><param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=32198"/><param name="quality" value="high" /><embed src="http://www.gametrailers.com/remote_wrap.php?mid=32198" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"></embed></object> </center> For those of you who missed GDC, the <i>Gears of War 2</i> tech demos <a href="http://www.kotaku.com.au/games/2008/03/gdc_gears_of_war_2_vids_available_on_xblm-2.html">are available</a> for free on Xbox LIVE Marketplace. For those of you who either don&#8217;t own an Xbox 360 or are too lazy to connect it to the internet, the <i>Gears of War 2</i> tech demo is above. It&#8217;s direct feed and sweet. Another clip after the jump.</param></param></param></param><span id="more-282781"></span><center> <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"><param name="allowScriptAccess" value="sameDomain" /><param name="allowFullScreen" value="true" /><param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=32196"/><param name="quality" value="high" /><embed src="http://www.gametrailers.com/remote_wrap.php?mid=32196" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"></embed></object> </center></param></param></param></param>
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		<item>
		<title>GDC Gears of War 2 Vids Available on XBLM</title>
		<link>http://www.kotaku.com.au/2008/03/gdc_gears_of_war_2_vids_available_on_xblm-2/</link>
		<comments>http://www.kotaku.com.au/2008/03/gdc_gears_of_war_2_vids_available_on_xblm-2/#comments</comments>
		<pubDate>Tue, 25 Mar 2008 18:40:00 +0000</pubDate>
		<dc:creator>Flynn De Marco</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[cliffyb]]></category>
		<category><![CDATA[epic]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[gears of war 2]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[mike caps]]></category>
		<category><![CDATA[tim sweeney]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/gdc_gears_of_war_2_vids_available_on_xblm-2.html</guid>
		<description><![CDATA[For those of you that missed out on GDC and Cliffy B&#8217;s epic entrance (see what I did there?) you can now experience the magic for yourselves on Xbox LIVE Marketplace. In two separate videos (available for free), Epic Games President Mike Capps and Lead Designer Cliff Bleszinski tell you all about what you can [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://kotaku.com/assets/resources/2008/03/gowlogogd.jpg"  class="postimg left" />For those of you that missed out on GDC and Cliffy B&#8217;s epic entrance (see what I did there?) you can now experience the magic for yourselves on Xbox LIVE Marketplace. In two separate videos (available for free), Epic Games President Mike Capps and Lead Designer Cliff Bleszinski tell you all about what you can expect from the fllow up to one of the biggest games of 2006. Also available is a video documenting the technical aspects and features of the updates Unreal 3 engine by Epic Games CEO and Technical Director Tim Sweeney. All three clips are available now for your downloading and viewing pleasure.</p>
<p><span id="more-282687"></span></p>
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		<title>Rock Band Gets In-Game Music Store</title>
		<link>http://www.kotaku.com.au/2008/03/rock_band_gets_ingame_music_store-2/</link>
		<comments>http://www.kotaku.com.au/2008/03/rock_band_gets_ingame_music_store-2/#comments</comments>
		<pubDate>Thu, 20 Mar 2008 13:30:01 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[idolator]]></category>
		<category><![CDATA[mtv]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[playstation 3]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[rock band music store]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/rock_band_gets_ingame_music_store-2.html</guid>
		<description><![CDATA[ Along with a slew of other updates, the latest patch for the Xbox 360 and Playstation 3 version of Rock Band includes a new in-game music store. The music store will let you preview and purchase songs from inside the game by selecting the option from the main menu.

The store lets you sort all [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://kotaku.com/assets/resources/2008/03/musicstore.JPG"><img src="http://kotaku.com/assets/resources/2008/03/musicstore-thumb.JPG" class="postimg center" style="display:block;float:none"/></a> Along with a slew of other updates, <a href="http://kotaku.com/369896/">the latest patch</a> for the Xbox 360 and Playstation 3 version of Rock Band includes a new in-game music store. The music store will let you preview and purchase songs from inside the game by selecting the option from the main menu.</p>
<p><span id="more-282108"></span>
<p>The store lets you sort all of the games&#8217; music by a selection of categories, view original album art for the masters recordings, listen to song previews and check out some extended information about specific songs, like the difficulty rating for each instrument.</p>
<p>We had a chance to check it out in Harmonix suite during the Game Developers Conference earlier this year and were pretty impressed. The menu allowed you to sort by artist, song, genre, album, pack and the difficulty of the song.</p>
<p><a href="http://kotaku.com/assets/resources/2008/03/mswelcome.JPG"><img src="http://kotaku.com/assets/resources/2008/03/mswelcome-thumb.JPG"  width="500" height="280" style="display:block;float:none"/></a> Selecting the Music Store from the main menu brings you to a slick interface that allows you to quickly look at new releases, a list of songs available for purchase, song packs and, eventually, entire albums for sale. The front page of the Rock Band Store will also include a sizable box that can show off cover art for the latest album, pack or song and an place where Harmonix can add a message to gamers.</p>
<p><a href="http://kotaku.com/assets/resources/2008/03/mssongs.JPG"><img src="http://kotaku.com/assets/resources/2008/03/mssongs-thumb.JPG"  width="500" height="282" style="display:block;float:none"/></a></p>
<p>Hopping into the list of songs, gamers can quickly sort by a number of options. When a song is selected on the list, located on the right side of the screen, box art for the music swings down on the left side. It can also show the album name, genre, year it was released and other information.</p>
<p><a href="http://kotaku.com/assets/resources/2008/03/musicstorealbum.JPG"><img src="http://kotaku.com/assets/resources/2008/03/musicstorealbum-thumb.JPG"  width="500" height="281" style="display:block;float:none"/></a></p>
<p>Hopping into an actual song will bring up an option to preview a snippet of the music as well as a break down of the song&#8217;s difficulty for each instrument. It will also include a listing of which DLC pack the song is part of.</p>
<p>When Mark and I checked it out at GDC we were very impressed with what we saw, the store will not only help gamers sort through what is increasingly becoming an unmanageable selection of songs, it also looked really damn neat.</p>
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		<title>Valve Releases GDC Slides, Sheds Light On All Things Orange Box</title>
		<link>http://www.kotaku.com.au/2008/03/valve_releases_gdc_slides_sheds_light_on_all_things_orange_box-2/</link>
		<comments>http://www.kotaku.com.au/2008/03/valve_releases_gdc_slides_sheds_light_on_all_things_orange_box-2/#comments</comments>
		<pubDate>Tue, 11 Mar 2008 00:10:00 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[orange box]]></category>
		<category><![CDATA[portal]]></category>
		<category><![CDATA[team fortress 2]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/valve_releases_gdc_slides_sheds_light_on_all_things_orange_box-2.html</guid>
		<description><![CDATA[Didn&#8217;t make it to this year&#8217;s Game Developers Conference? If you were particularly excited about attending some of Valve&#8217;s various sessions, you can virtually attend through the power of the PDF. The house of Half-Life, Portal and Counter-Strike has released the slides from its four GDC presentations which cover all aspects of The Orange Box. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kotaku.com/assets/resources/2008/03/team_fortress_2_slide.jpg" class="postimg center" style="display:block;float:none"/>Didn&#8217;t make it to this year&#8217;s Game Developers Conference? If you were particularly excited about attending some of Valve&#8217;s various sessions, you can virtually attend through the power of the PDF. The house of <em>Half-Life</em>, <em>Portal</em> and <em>Counter-Strike</em> has released the slides from its four GDC presentations which cover all aspects of <em>The Orange Box</em>. The presentations &#8220;Integrating Narrative and Design: A Portal Post-Mortem&#8221; and &#8220;Stylisation With a Purpose: The Illustrative World of Team Fortress 2&#8243; may be the most layman friendly, giving regular folk a look beyond <em>The Orange Box</em>&#8217;s developer commentary. All four are worth a peek at the very least.</p>
<p><a href="http://www.valvesoftware.com/publications.html">Valve Publications</a> [Valve via GameSetWatch]</p>
<p> <span id="more-280799"></span></p>
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		<title>BioWare Weighs In On Sexuality In Games</title>
		<link>http://www.kotaku.com.au/2008/03/bioware_weighs_in_on_sexuality_in_games-2/</link>
		<comments>http://www.kotaku.com.au/2008/03/bioware_weighs_in_on_sexuality_in_games-2/#comments</comments>
		<pubDate>Mon, 10 Mar 2008 19:40:45 +0000</pubDate>
		<dc:creator>Tori Floyd</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bioware]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[mtv]]></category>
		<category><![CDATA[ray muzyka]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/bioware_weighs_in_on_sexuality_in_games-2.html</guid>
		<description><![CDATA[With so much controversy around the sexuality in Mass Effect, I&#8217;m kind of surprised it was so long before Bioware provided their thoughts on the matter. But at GDC 08, BioWare&#8217;s General Manager Ray Muzyka gave his opinion on how proud he was of the team at BioWare, and the game they&#8217;ve created. 
We&#8217;re proud [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://kotaku.com/assets/resources/2008/03/MEgreen2.jpg"><img alt="" src="http://kotaku.com/assets/resources/2008/03/MEgreen2-thumb.jpg" class="postimg left" /></a>With so much controversy around the sexuality in Mass Effect, I&#8217;m kind of surprised it was so long before Bioware provided their thoughts on the matter. But at GDC 08, BioWare&#8217;s General Manager Ray Muzyka gave his opinion on how proud he was of the team at BioWare, and the game they&#8217;ve created.<br /> <br />
<blockquote>We&#8217;re proud of the mature plots that we build into our games. They&#8217;re really appropriate for the type of story we&#8217;re trying to convey. And romance is part of that. It&#8217;s part of life. It&#8217;s part of an interaction &#8212; a healthy relationship with other people.</p></blockquote>
<p>The full interview is in a video hosted by MTV, which means if you&#8217;re in one of the unlucky countries like me (that&#8217;s anyone with an IP in Canada, the UK, or Japan), you can&#8217;t see the vid. So check it out and let me know what other fascinating things he said!</p>
<p><a href="http://multiplayerblog.mtv.com/2008/03/10/bioware-talks-video-game-romance-in-the-post-sexbox-era/">Bioware Talks Video Game Romance In The Post-&#8217;SeXbox&#8217; Era</a> [MTV Multiplayer]</p>
<p> <span id="more-280757"></span></p>
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		<title>Auran Looking For Fury Funding, Oz Sales Better Than Bad?</title>
		<link>http://www.kotaku.com.au/2008/03/auran_looking_for_fury_funding_oz_sales_better_than_bad/</link>
		<comments>http://www.kotaku.com.au/2008/03/auran_looking_for_fury_funding_oz_sales_better_than_bad/#comments</comments>
		<pubDate>Wed, 05 Mar 2008 03:45:00 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[age of the chosen]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[auran]]></category>
		<category><![CDATA[fury]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[tony hilliam]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/auran_looking_for_fury_funding_oz_sales_better_than_bad.html</guid>
		<description><![CDATA[Auran is still alive and so is its MMO Fury, despite its parent company Auran Developments throwing in the towel late last year. Even with this setback, Auran was able to produce a hefty content update, Age of the Chosen, that it believed would rectify most of the original criticisms of the game, including its [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="fury_box_small.jpg" src="http://media.kotaku.com.au/mt/images/2008/03/fury_box_small.jpg" class="left" height="227" width="160" />Auran is still alive and so is its MMO <i>Fury</i>, despite its parent company Auran Developments <a href="http://www.kotaku.com.au/games/2007/12/auran_closes_up_shop.html">throwing in the towel</a> late last year. Even with this setback, Auran was able to <a href="http://www.kotaku.com.au/games/2007/12/fury_age_of_the_chosen_update.html">produce a hefty content update</a>, <i>Age of the Chosen</i>, that it believed would rectify most of the original criticisms of the game, including its steep learning curve and dodgy performance. For good measure, it removed the subscription fee.</p>
<p>Shortly after the release of <i>Age of the Chosen</i>, Auran was <a href="http://www.kotaku.com.au/games/2007/12/future_fury_updates_to_bring_c.html">able to confirm that it had even more updates</a> in the pipeline, but surely, three months on, what developers are left have to be operating on two cornflakes and half a can of Red Bull?</p>
<p>Apparently not. MMORPG.COM managed to get a hold of Auran&#8217;s CEO Tony Hilliam at GDC 2008, and Hilliam was able to reassure the site that the 13-year old company is committed to <i>Fury</i>. Yet, my eyebrows couldn&#8217;t help but elevate at a few of Hilliam&#8217;s comments:<span id="more-280084"></span><br />
<blockquote>Tony informed me that the game has done pretty well in Australia, and wasn’t far behind their expectations for that region.</p></blockquote>
<p>According to <a href="http://www.kotaku.com.au/games/2008/02/oz_fury_sales_outstripped_the_states_asia_europe_better_places_to_develop.html">previous comments by Hilliam</a>, Australian sales <i>surpassed</i> that of the States, which the man himself conceded was far from a good thing. It also seems that Oz sales have been upgraded from &#8220;okay&#8221; to &#8220;[have done] pretty well&#8221;.</p>
<p>Obviously the game isn’t going to go much farther without additional funding or a sale, and Hilliam says that Auran has a few options:</p>
<blockquote><p> Tony said that there were several interested parties, but he couldn’t say much as nothing had been finalised at the time of the interview.</p></blockquote>
<p>I&#8217;m surprised there&#8217;s any activity at all after the <a href="http://www.kotaku.com.au/games/2008/02/oz_fury_sales_outstripped_the_states_asia_europe_better_places_to_develop.html">sledging Hilliam gave the Oz development scene</a> not long ago. Still, you have to give the guy credit for not giving up on his baby.</p>
<p><a href="http://www.mmorpg.com/gamelist.cfm?BHCP=1&#038;SETVIEW=features&#038;GAMEID=252&#038;LOADFEATURE=1800&#038;bhcp=1">Catching Up With Fury</a> [MMORPG.COM, via <a href="http://www.bluesnews.com">Blue's News</a>]</p>
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		<title>Game Industry Turns Tables On The Press</title>
		<link>http://www.kotaku.com.au/2008/03/game_industry_turns_tables_on_the_press-2/</link>
		<comments>http://www.kotaku.com.au/2008/03/game_industry_turns_tables_on_the_press-2/#comments</comments>
		<pubDate>Wed, 05 Mar 2008 02:28:00 +0000</pubDate>
		<dc:creator>Tori Floyd</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[brian crecente]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[n'gai croal]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/game_industry_turns_tables_on_the_press-2.html</guid>
		<description><![CDATA[ One of the numerous panel discussions at GDC last month did things a little bit differently, setting up a panel of video game journalists, lead by Newsweek&#8217;s N&#8217;Gai Croal, to answer some of the questions game industry professionals have for those that write about them and their work. The panel consisted of 1UP&#8217;s Garnett [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://kotaku.com/assets/resources/2008/03/croal.jpg"><img alt="" src="http://kotaku.com/assets/resources/2008/03/croal-thumb.jpg" class="posting left"/></a> One of the numerous panel discussions at GDC last month did things a little bit differently, setting up a panel of video game journalists, lead by Newsweek&#8217;s N&#8217;Gai Croal, to answer some of the questions game industry professionals have for those that write about them and their work. The panel consisted of 1UP&#8217;s Garnett Lee, MTV&#8217;s Stephen Totilo, Game Informer&#8217;s Andy McNamara, Geoff Keighly of GameTrailers.tv, and our very own Brian Crecente. </p>
<p>The group covers a variety of topics, including the responsibility of a game journalist, the role of the reporter versus that of a critic, the impact that the emerging casual game market is having on game journalism, and one question from an anonymous contributor about the pay structure of gaming sites. One of the most interesting discussions, though, surrounded the influence giving a score to a game has on not only the game, but whether people will read the article:</p>
<p><span id="more-280071"></span><br />
<blockquote>&#8220;I hate game scores&#8221;, Crecente said. He cited a film reviewer&#8217;s quote that if you put a letter or score on a review, no one will actually read it. Keighley agreed that the score-driven culture bothers him because the industry views the score as &#8220;objective&#8221;. &#8220;You never hear someone say [that] about a music album&#8221;, he noted. </p></blockquote>
<p>On the other hand, I&#8217;d think that the game score means a lot to the game industry, since that number (or letter, thanks to 1UP) may be what makes or breaks someone&#8217;s interest in the game. Those scores are also a factor for advertisers when looking around at what games and publishers to support. Having that score could potentially be what gives other games from a publisher or franchise a future. The rest of the discussion is definitely worth taking a look at.</p>
<p><a href="http://www.gamasutra.com/php-bin/news_index.php?story=17657">Best of GDC: The Game Industry Confronts The Press</a> [Gamasutra]</p>
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		<title>The Power of Free to Play</title>
		<link>http://www.kotaku.com.au/2008/03/the_power_of_free_to_play-2/</link>
		<comments>http://www.kotaku.com.au/2008/03/the_power_of_free_to_play-2/#comments</comments>
		<pubDate>Sun, 02 Mar 2008 17:30:18 +0000</pubDate>
		<dc:creator>Maggie Greene</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[second life]]></category>
		<category><![CDATA[worlds in motion]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/the_power_of_free_to_play-2.html</guid>
		<description><![CDATA[  Adrian Crook had an interesting presentation at the GDC Worlds In Motion Summit on the issue of free to play games &#8211; where they&#8217;ve been, where they&#8217;re heading, good things, bad things &#8230;.  He&#8217;s put up the slides and speech over at his website, and while the narrative redux is apparently not [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://kotaku.com/assets/resources/2008/03/freetoplaywimsummit.jpg"><img alt="" src="http://kotaku.com/assets/resources/2008/03/freetoplaywimsummit-thumb.jpg" class="postimg left"/></a>  Adrian Crook had an interesting presentation at the GDC Worlds In Motion Summit on the issue of free to play games &#8211; where they&#8217;ve been, where they&#8217;re heading, good things, bad things &#8230;.  He&#8217;s put up the slides and speech over at his website, and while the narrative redux is apparently not as zippy as the original presentation, it is an interesting listen.  </p>
<p><span id="more-279690"></span><br />
<blockquote>Crook points out some growth challenges to free to play, though he notes these are definitely not deal-breakers for the business model. First, there are virtual property challenges. &#8220;At some point that&#8217;s going to be decided by the courts. Hopefully we&#8217;re out ahead of it,&#8221; Crook said, pointing out Eric Bethke&#8217;s forward-thinking endeavor to create an avatar bill of rights. Second, there are differing broadband speeds. And rising development costs will become an issue now with the advent of Electronic Arts&#8217; highly-polished <i>Battlefield Heroes</i>. Larger-scale F2P products are going to raise the quality bar, Crook says.</p></blockquote>
<p>The talk clocks in at a little over half an hour, but if you&#8217;re interested in the free to play model, it&#8217;s definitely worth taking a look at.</p>
<p><a href="http://freetoplay.biz/2008/02/24/the-slidecast-from-my-f2p-gdc-presentation/">The Slidecast from my F2P GDC Presentation</a> [Free To Play]<br /> <a href="http://www.worldsinmotion.biz/2008/02/wim_summit_adrian_crook_talks.php">Adrian Crook Talks Free To Play</a> [Worlds In Motion]</p>
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		<title>Street Fighter IV Impressions From The Street Fighter III Perspective</title>
		<link>http://www.kotaku.com.au/2008/03/street_fighter_iv_impressions_from_the_street_fighter_iii_perspective-2/</link>
		<comments>http://www.kotaku.com.au/2008/03/street_fighter_iv_impressions_from_the_street_fighter_iii_perspective-2/#comments</comments>
		<pubDate>Sat, 01 Mar 2008 02:30:43 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[street fighter iv]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/street_fighter_iv_impressions_from_the_street_fighter_iii_perspective-2.html</guid>
		<description><![CDATA[Two days prior to my hands-on experience with Street Fighter IV, we held an impromptu Street Fighter III: Third Strike tournament at the offices of Massive Black. My Elena versus Crecente&#8217;s Ryu wasn&#8217;t so much a contest as it was a total bloodletting. (Ultimately, though, the Massive Black guys made the three Kotaku editors look [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://kotaku.com/assets/resources/2008/02/street_fighter_iv_handson.jpg" class="postimg center" />Two days prior to my hands-on experience with <em>Street Fighter IV</em>, we held an impromptu <em>Street Fighter III: Third Strike</em> tournament at the offices of Massive Black. My Elena versus Crecente&#8217;s Ryu wasn&#8217;t so much a contest as it was a total bloodletting. (Ultimately, though, the Massive Black guys made the three Kotaku editors look like scrubs.) In Crecente&#8217;s defense, <a href="http://www.kotaku.com.au/games/2008/03/street_fighter_iv_impressions_sf2_edition-2.html">he was more transfixed</a> with <em>Street Fighter II Champion Edition</em> and largely ended his love affair there. I, on the other hand, latched on to every arcade release, through <em>Super Street Fighter II</em>, <em>Street Fighter Alphas I-III</em> and all three iterations of <em>Street Fighter III</em>. Hell, I was even pretty competitive in <em>Super Gem Fighter: Mini Mix</em> for a while there.</p>
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		<title>Warhawk Gets Monster Bubble Shields</title>
		<link>http://www.kotaku.com.au/2008/03/warhawk_gets_monster_bubble_shields-2/</link>
		<comments>http://www.kotaku.com.au/2008/03/warhawk_gets_monster_bubble_shields-2/#comments</comments>
		<pubDate>Sat, 01 Mar 2008 01:00:21 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gdc 2008]]></category>
		<category><![CDATA[playstation 3]]></category>
		<category><![CDATA[warhawk]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/03/warhawk_gets_monster_bubble_shields-2.html</guid>
		<description><![CDATA[ Warhawk&#8217;s upcoming booster pack, Operation Broken Mirror, will feature an armored personnel carrier which can serve as a mobile spawning point and weapon producer and also create the &#8220;mother of all bubble shields,&#8221; the game&#8217;s producer, Dylan Jobe told me in a recent interview.
&#8220;You can roll this around a map and it&#8217;s like this [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://kotaku.com/assets/resources/2008/02/OBM_image_4.jpg"><img alt="" src="http://kotaku.com/assets/resources/2008/02/OBM_image_4-thumb.jpg" class="postimg center" ></a> Warhawk&#8217;s upcoming booster pack, Operation Broken Mirror, will feature an armored personnel carrier which can serve as a mobile spawning point and weapon producer and also create the &#8220;mother of all bubble shields,&#8221; the game&#8217;s producer, Dylan Jobe told me in a recent interview.</p>
<p>&#8220;You can roll this around a map and it&#8217;s like this clean blank canvas for combat,&#8221; he said. &#8220;When it&#8217;s driving around it works as a mobile forward spawn point and when you spawn into it you get additional equipment.&#8221;</p>
<p>Jobe said the APC will also be able to deploy a piece of equipment that is &#8220;like the mother of all bubble shields&#8221; and is a couple of hundred feet wide.</p>
<p><span id="more-279615"></span>
<p>Enemies won&#8217;t be able to shoot into it but allies will be able to shoot out and when a Warhawk gets too close to it it came become unstable and explode.</p>
<p>While the APC won&#8217;t have a weapon of its own it does have a turbo boost, Jobe said, which can turn the entire vehicle into a giant missile of sorts.</p>
<p>&#8220;I&#8217;ve had kills before where I&#8217;ve launched through a Warhawk in an APC,&#8221; he said.</p>
<p><a href="http://kotaku.com/assets/resources/2008/02/OBM_image_2.jpg"><img alt="OBM_image_2.jpg" src="http://kotaku.com/assets/resources/2008/02/OBM_image_2-thumb.jpg" width="463" height="162" class="postimg center" /></a></p>
<p>The booster pack will come with a new battlefield which has ten layouts and it will also include new layouts for existing maps.</p>
<p>While Jobe was hesitant to peg a specific date, because the pack is still being play tested, he did say that he hopes to get it out by the end of next month of the first half of April.</p>
<p>While Operation Broken Mirror won&#8217;t come with new gameplay modes, Jobe said they are talking about creating some and if they do come they will likely be released as free patches.</p>
<p>&#8220;I&#8217;d hope we would add new game modes, game modes are things I don&#8217;t think gamers should have to pay for,&#8221; he said.</p>
<p>I also asked Jobe about the possibility of a single-player campaign being released for Warhawk, which was once meant to include single-player play, either as an expansion pack or episodic content.</p>
<p>&#8220;We made a conscious strategic decision to go multiplayer only, If we were to go single player we would probably address it in another product,&#8221; he said. &#8220;As a player I don&#8217;t know if I would want to play single player through episodic content. I&#8217;d be hesitant.&#8221;</p>
<p>Jobe added that Incognito isn&#8217;t just 100 percent Warhawk nowadays either.</p>
<p>&#8220;Right now we are working on some exciting things,&#8221; he said. &#8220;But we can&#8217;t make any announcements.&#8221;</p>
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