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Interview: Little Big Planet from Guardian Unlimited: Gamesblog
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In the UK, we'll probably adopt a system similar to YouTube and Flickr where we post-moderate. Children won't be able to see sites that haven't been moderated. Once it's been moderated they'll be bale to see. For adults, un-moderated sites might have filters which warn people that there may be content that's offensive to some people. But Media Molecule have thought long and hard about this and there are tools which allow moderation very quickly, allowing Sony to scan a level for images and other content that's appropriate or inappropriate. You don't wan to nip someone's creativity, but by the same token when you're involved in publisher of any sort, you've got to be conscious of all the users. Sony will obviously do everything they can to protect the users.
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How do you imagine people will use the games industry's first mainstream independent publishing platform?
We've had an approach from a developer in the US who wanted to know if they'll be able to design a level for the game. Of course they can! Once the game's released anyone can design. We've also had a couple of bands who are interested in designing their own levels. They want to have a presence in an online community where they can give away stickers, unique images, music that can be downloaded. A reward at the end of a level. Some of the legalities about downloads are a little bit sticky at the moment, but if an unknown band or artist wants to make its products known, they can do it through us. - 2 more annotations...
Orb turns MySpace into personal radio station | The Register
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But it is likely to increase the pressure on MySpace to pay royalties to the artists. There are some similarities with Mercora, the ad-supported person-to-person streaming service. And Mercora calculates the royalties and pays the appropriate rights holders.
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jacking a user-powered radio network into an artist-powered radio network", which once you've got past the Americanism is as accurate as you can succinctly get.
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Gamasutra.com - Indie Postmortem: 'FishEd'
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rtist-friendly editor, not a programmer-centric tool.
Gamasutra - Q&A: CTXM, The Biggest XBLA Developer You Don't Know?
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Everyone on the Russian market is a self-proclaimed portal distributing endless outdated content through affiliation deals. A lot of the content is adult and consumers are really confused by such a garble
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CTXM has 120 people dedicated to game related projects and we do most of our production in-house. Our Xbox production unit never outsourced any content and our in-house casual games team sometimes outsource music. We have a separate creative unit with years of experience
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Viacom Turns to Joost, Spurns YouTube
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e media industry doesn't want to lose control of content. If anyone can upload, then anyone can upload content -- it doesn't even matter who's it is. They've been calling the shots, deciding what people should see and how the pairs of eyeballs should be divided up amongst them. Google/YouTube creates anarchy and chaos where they no longer have control over what people see and what people do with what they see.
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The idea here, is to block Google as the emerging media powerhouse.
I know it is probably ill-conceived, and the touted 'intellectual property' reasons are more secondary cover - than they are prime motivator.
Everyone is afraid of GOOG - telcos, TV and Cable channels, Hollywood and Microsoft. Watch them position and align to marginalize and even criminalize them. It is pretty pathetic. The 'content providers' especially. They want a 'pay at the gate' scenario, and will compromise/misunderstand every technology to get there.
Gamasutra.com Features - Interview: Capcom Vice President of Marketing Charles Bellfield
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We actually have one pool of development talent at Capcom and those individuals are basically assigned based on the timescales of each product we're working on, so everybody does work on a variety of content and games at Capcom
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n some instances, as a consensus between Takeuchi-san, the development team and the marketing team, some changes we agreed to make, other changes we agreed that we weren't going to make, and we explained to the consumers wh
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Gamasutra - Miyamoto Talks Violence In Games, Blogging, Nintendo Dominance
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Asked whether he ever listened to fan criticism or read online games blogs he replied, “This is a difficult subject. If a fan makes a suggestion, I will often put it in my mind, and I will take in whatever comment I feel is useful. But I make my own predictions of how a user might react to the games I create, and I would say I am sensitive to whether those reactions are in line with what I predicted.”
He also added, “Instead of reading the blogs, I would rather stand behind a person playing the games and sense how the player is reacting to the game - whether he is unhappy with the games, or if he is having fun. I can feel all of that directly. It is more useful for me to do that than to read wh
Gamasutra.com Features - Frags to Riches: An Interview with Splash Damage's Paul Wedgwood
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tried to get some businesses off the ground in my twenties, so I guess I've always had this entrepreneurial spirit, but Splash Damage was the first business I started that wasn't started to make money. It was started because I was passionate about what we were going to do as a company, and it sounded like a better job than I might be doing as an IT guy. I knew when we started Splash Damage what had caused my companies or other companies I had worked for to fail, so we've always had a strict mission to do everything by the book."
Wedgwood would not be shy about getting aid where he could. Taking full advantage of the UK's government help for small businesses, he applied for and received help from a business advisor.
"He turned up and we had three desks and a load of computer hardware, and yet for some reason he stayed on as our business advisor for over a year. We did everything by the book and hey, it worked. The business advisor showed us how to get a human resources consultant, because of the complexity of contracts and confidentiality agreements."
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In truth the community hated us," concedes Wedgwood. "We were taking this pure game that they loved, and I guess it seemed like we were just dressing it up as a portfolio piece - and there would be some truth to that idea. But we were still proud of it, we had new special effects, new models, new skyboxes. We thought we were doing something for the community.
Gamasutra.com Features - Frags to Riches: An Interview with Splash Damage's Paul Wedgwood
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up was keen to keep its fans interested and involved too, leaving a webcam hooked up during the devathons so that interested gamers could log in and see what had been ticked off on the team's 'to do' whiteboard.
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"What we would do when we were trying to get a release finished was that we had a 'devathon.' People would all fly in to my house and we would sit and eat pizza and try and get as much into the release as possible. It was a like a weekend long or week long LAN party, but we would work on the mod."
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Gamasutra.com - SOE's Station Exchange - The Results of a Year of Trading
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I would disagree that it is a bad thing. I can forsee a game where there is no subscription but you can use Exchange for non-game impacting items (clothing and such) and perhaps the in-game tailors can make real life profit by selling a uniquely designed outfit.
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oll out a service that would allow players to trade US currency for in-game currency, items, and even characters. Called the Sony Station Exchange, it has caused a good deal of debate and, it turns out, made the company a nice little pile of money.
D.I.C.E. 07: Spore is not all Wright - DS News at GameSpot
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at odds with this game. But I think there's a balance you can achieve [between deep games and pick-up-and-play games]
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When testing the editors, Gingold lived by the mantra "If you don't notice that it sucks, then it must be good."
Online exchange dumps 'Second Life' | CNET News.com
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I believe that what we may see ultimately emerge is an eBay model among such
virtual worlds where the core market--and data--is owned or controlled by the
center but where third parties are able to value-add and innovate via add-ons
regulated via a 'developer program.
Wired News: Making a Living in Second Life
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To create the most realistic simulation possible, Rufer-Bach crafted about 80
distinct objects, "from chairs (to) a forklift, plumbing, wiring," she said. The
end result is a training environment that's not only lifelike, but relatively
inexpensive. "There are substantial advantages to doing this training in the
virtual world," said UC Davis professor Peter Yellowlees. For one thing, it's
"incredibly cheaper."
Why have so many movies lost the plot? I blame the video games | Review | The Observer
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in which Glenn Close's character became the victim of a shooting rather than a
suicide, thus destroying whatever internal logic the film may have had. If it
was left to the viewers, you can rest assured that Humphrey Bogart would have
gotten on the plane with Ingrid Bergman at the end of Casablanca, or that Ali
McGraw would have experienced a miraculous recovery in the closing moments of
Love Story. Audiences cannot make movies - that's why they are audiences. Sadly,
in the current marketplace, it seems that many film-makers can't make them
either.
DirectX Developer Center: XNA Frequently Asked Questions
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You will have to compile the game once for each platform. In this release
simply create a separate project for each platform and then compile them both.
Our goal is to allow as much code as possible to be shared between those two
projects, allowing you to use the same source files in both projects, but
platform-specific code will need to be conditionally-compiled.
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