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Duke Nukem Forever Teaser Releasing Tomorrow; This is Real and We Are Not Shitting You

Update: The teaser trailer has been released. Check it out now!

Prepare to hail to the king, baby. George Broussard of 3D Realms has confirmed on his company's official forums that a teaser trailer for the long (long, long) awaited Duke Nukem Forever will be released tomorrow around noon Central time. (Update: Now released!) Read more »

"well duh, it has strippers, that strip for you. does any other FPS have that :) and maybe ..."
- hornoxe    See all 724 comments


3D Realms Hopes to Kick Ass, Chew Bubblegum with Duke Nukem on Xbox Live Arcade

Related Topics – XBLA, 3D Realms

Little has been heard about the legendary Duke Nukem Forever recently, but Duke series developer 3D Realms does want to bring its classic 1996 shooter Duke Nukem 3D to Xbox 360's Xbox Live Arcade. News of the studio's desire to develop the port came in our very own chat comments from 3D Realms' George Broussard, who said the studio could develop a Live Arcade version of the game if Microsoft is interested. "Truth be told, we've talked to Microsoft about it and have some people that would port it," he wrote. "Just waiting on the good word from Microsoft to continue." This wouldn't be the first time the series has made it to consoles. Nintendo 64, PlayStation, and Game Boys Advance and Color have all hosted Duke. Broussard confirmed the accuracy of his post to Shacknews, but declined to comment further.

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"both single and multi for me. definitely need nuts achievements like finding all hidden ..."
- verminer    See all 129 comments


ESRB Goes After 3D Realms Web Site

Related Topics – ESRB, 3D Realms

In what 3D Realms co-founder Scott Miller described as a "sucker punch", the Duke Nukem series developer has come under fire from the Entertainment Software Rating Board due to the use of outdated ESRB imagery on its official website. Last week, the developer received a letter from the ESRB, which it forwarded to Shacknews, listing over 30 instances of its website violating the ESRB's Terms and Conditions Agreement. Most of the violations stemmed from 3D Realms' use of "old pixilated" rating icons and the lack of content descriptors, such as "Blood" and "Nudity." Steps to obtain the proper rating icons and content labels were not provided, though the letter contained contact information for an ESRB representative. The ESRB specified that 3D Realms had only 10 days to comply before facing penalties. Actions available to the ESRB, as described in the letter, depend on the severity and the frequency of the infractions, but can range from mere warnings and the "temporary suspension of all ESRB rating services for any other of [the] company's products" to fines of $10,000 for repeat infractions. Miller expressed disappointment in the heavy-handed manner with which the ESRB approached his studio. "I think they came off like a school yard bully, rather than an industry partner," he told Shacknews. "Why all the threats right off the bat? If the ESRB people know what was being said about them in underground channels, so to speak, they'd see that their antics have caused them much loss of faith as an industry leader." These developments follow what seem to be renewed efforts on the part of the ESRB in governing content on video game-related websites. The ratings boards recently demanded gaming sites remove a trailer for Digital Extremes' Dark Sector, which publisher D3 claimed the ESRB had described as containing "excessive or offensive content." "The role of ESRB, as the industry's self-regulatory body, is to ensure that consumers have easy access to reliable information about the games they consider buying for their families, and that games are marketed appropriately and responsibly," said ESRB president Patricia Vance in a statement released to Shacknews. Vance referred to the ESRB's Advertising Review Council, which seeks to "monitor marketing practices of companies publishing games carrying an ESRB rating" and ensure that the organization's ratings display guidelines are followed. "The Federal Trade Commission has repeatedly confirmed that ARC marketing guidelines are being actively enforced and that the industry is now almost universally compliant with them," Vance continued. In response to inquiries as to whether the ESRB has recently taken a more stringent stance regarding online display of materials from ESRB-rated games, Vance noted, "ARC notices that are sent to publishers are merely a reflection of ESRB fulfilling its obligations to the industry to enforce the guidelines it has adopted."

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"That explains all those granny pr0n sites creeping on the Intarweb !"
- Lukiopimp    See all 108 comments


Recoil Games Interview

Formed only this past January, Recoil Games wasted no time in establishing a working relationship with 3D Realms and beginning work on its upcoming first person shooter, Earth No More, which is slated to hit PlayStation 3, Xbox 360, and PC in 2009. Founded and directed by Remedy Entertainment co-founder and ex-managing director Samuli Syvahuoko, who previously worked on Remedy's Max Payne alongside 3D Realms, the new studio marks Syvahuoko's return to PC and console development after more than half a decade in mobile technology and games. Shack: Can you tell us a bit about your history of Recoil Games? What brought you back to console and PC development after spending six years specializing in mobile games and technology at Fathammer?

Samuli Syvahuoko: Ever since my demo scene days, I have been fascinated by programmers and artists who have been able to accomplish seemingly impossible audiovisual feats in regards to the hardware that they have been developing for. I have also been an avid gamer all my life--having started with the Commodore VIC-20 and 64. So, one can understand my level of excitement when I was able to turn all this enthusiasm into a job in 1995 when I and four other guys founded Remedy. In 1997, a special opportunity came to setup a subsidiary company--Futuremark--for Remedy that would specialize in 3D graphics benchmarking programs--products that would push the visual envelope even harder than what PC/console games usually did. But being an entrepreneur at heart, I couldn't resist when in 2000 an opportunity came to setup a new company to focus on games and 3D graphics technologies for mobile devices. Of course mobile devices weren't on the cutting edge of rendering technology--quite the contrary. And in fact, this was the very reason that made the challenge so intriguing. During the six years that ensued, Fathammer developed several generations of 3D game engine technologies for mobile phones, PDAs and other such devices. Eventually, the company started full-blown development and even publishing of mobile games. It was all very exciting -- and a huge learning experience--and I regard those times as some of the best years of my life. But I missed the PC/console space. I missed the total immersion of the games and I missed the sharpest edge of technology. So, when Fathammer got acquired last year, I knew I was going to start yet another company. Having been "away" from the PC/console space for several years, I was somewhat shocked to notice that--apart from eye candy--things in games had not progressed all that much. And having always been a big fan movies and television serials (in other words great storytelling and believable characters), I started to see a clear gap that needed filling. When I was "rounding up" people to found Recoil with me, I made sure people shared my vision of creating new kinds of action-adventure games that would put a lot of focus on narrative and emotional human drama. Obviously there have been a few games that have provided good narrative, but way too few in my opinion. As a profession, the games industry has developed a lot during the past decade. I think it's only natural and logical for its products to do the same. Shack: How did Recoil Games' relationship with 3D Realms come about?
Samuli Syvahuoko: It's all based on my relationship with Scott Miller, the CEO and co-owner of 3D Realms. When I was Remedy's managing director, I formed the business relationship with Apogee / 3D Realms. This collaboration brought fruit in the form of the top-down action racing game Death Rally and after that, Max Payne. During those years, my co-operation with Scott worked extremely well. I can't recall a single negative incident or even a misunderstanding. The fundamental factors of the relationship were trust, fairness and openness. It was like we had been meant to work together. So, when I got in touch with Scott about Recoil Games--and he was immediately interested--it was a bit like coming home from a long trip. So, now the old partners are doing it again, but with upgraded levels of ambition and experience--and a ton of new ideas. Shack: What lead Recoil to choose Unreal Engine 3 for Earth No More? Will you be using any sort of custom or internally-developed modifications and technology along with it? Samuli Syvahuoko: The decision to use UE3--or licensed tech in general--came from the simple fact that we can start prototyping right away instead of a year or more from now, had we gone the "own tech" route. Fortunately, we don't suffer from the Not-Invented-Here syndrome; we are out to make the best game possible and the sooner we can nail down its core gameplay, the better--for everyone. As for new tech required by Earth No More, yes, we have identified around a dozen areas where we'll need to develop totally new tech from scratch internally. In fact, some of those systems are already well under way. However, it's way too early to delve deeper into any specifics. All you need to know at this point is that Earth No More will be gorgeous. That I promise. Shack: How has your experience with Unreal Engine 3 been thus far? Have you been happy with its performance and documentation? Do you see Recoil Games continuing to use Unreal Engine 3 in future projects? Samuli Syvahuoko: We have been very happy with UE3 so far. As for future projects, I think it's best that we simply focus on Earth No More right now and worry about the future after that. _PAGE_BREAK_
Shack: Beyond Earth No More, does Recoil Games have any other projects in development? Samuli Syvahuoko: No, and we don't intend to. We will focus all our resources into the development of Earth No More. Shack: Has Recoil Games considered developing for the Wii? Samuli Syvahuoko: No, although we think the Wii is a very cool and intriguing platform. Way to go Nintendo! Shack: With the advent of Xbox Live Arcade, Wii Shop Channel and PlayStation Network and their offerings of downloadable everything--including in-game content and downloadable games--the console market has been shifting more and more towards digital distribution. On the PC side of things, digital distribution platforms like Steam and GameTap have been gaining momentum as well. Do you see such services continuing to gain support and popularity in the future? Is this something Recoil Games plans to take advantage of, possibly through downloadable content or maybe a fully downloadable game? Samuli Syvahuoko: I think these developments are an interesting and logical step in the overall development of the market and they will still gain a lot more momentum. A channel like this is perfect for downloading small games. It's also useful for the more hardcore gamers to download additional content and updates for the "full-blown" games. But I do believe that the majority of games will still be bought from physical retail for a long time. Network speeds will remain a limiting factor. Hardcore gamers want their games the day they ship and are not willing to spend a day downloading it. And while casual gamers would be ok with the wait, they'll still prefer the physical box. And it's a bit like with newspapers and magazines. I doubt they'll ever die--at least not during our life time. As long as we humans exist as physical beings, we'll have a special fondness for things that we can physically touch. Never underestimate the psychological nature of things. Shack: Back in April, John Romero said he believed the future of consoles wasn't too bright, citing the availability of faster and cheaper PC components, specifically multi-core processors, as the primary reason. Before that, Trion World Network CEO Lars Buttler went on record and said, "There is one more generation of gaming consoles and that is it. With Recoil Games developing for both consoles and PC, what's your outlook on the PC and console market? Do you believe one is in danger of overtaking the other, or can they co-exist peacefully? Samuli Syvahuoko: Looking at how the mainstream mass markets work, I don't think for a second that consoles would be overtaken by PCs--on the contrary! A game console is a tailor-made product aimed at the mass-market consumer. It's designed to be easy to approach, buy and operate. No PC can match this. Not now, and not in the unforeseeable future.
Also, the fact that the consoles provide a standardized development environment and platform is a big benefit over the nightmarish jungle of PC incompatibility. It's just a lot more cost-effective to develop a 360 or a PS3 SKU than a PC SKU. So, I do believe that we will keep seeing more console generations for decades to come. Shack: Along those same lines, Silicon Knights president Denis Dyack has been rather adamant about his hopes for a one console future, in which one standardized platform would be made by a variety of manufacturers, a la DVD players. According to Dyack, such hardware would make development easier and would also resolve the fragmented console market. What are your thoughts on this? Do you think that the industry is moving towards a unified development platform? Samuli Syvahuoko: As a developer dealing with multi-platform challenges on a daily basis, I would like to say yes, but I can't. Honestly, this sounds like an idealistic dream that could only work in a totalitarian world. And it would not be good for the market as a whole. Having only one platform would basically kill platform competition. This would translate into a much slower development of platform capabilities and in general, the needs and opinions of the end users would be disregarded. It's interesting to theorize about things like this, but any idea that doesn't take into account the basic rules of the market economy is just a naive fantasy. Shack: Earlier this year, id Software CEO Todd Hollenshead and Epic Games president Michael Capps both stated that their companies were pursuing multiplatform development because of losses stemming from PC piracy. Do you think that widespread piracy has become a deterrent towards PC development? Was piracy a deciding factor in Recoil Games' decision to develop across multiple platforms? Samuli Syvahuoko: Piracy has always been a problem and one that I really dislike. With game consoles, platform vendors and publishers can keep a much firmer grip on software rights management. The open nature of the PC does invite a lot more trouble in this regard--and it's a big shame. But it's very difficult to measure just how much sales are lost due to piracy. I think the attractiveness of the PC as a game publishing platform is solely measured by the amount of revenue that can be gained. Unfortunately, in recent years, the sales of PC games have fallen when compared to console game sales. Perhaps Vista can alleviate this situation. Recoil Games and 3D Realms plan to release Earth No More for PlayStation 3, Xbox 360, and PC in 2009.

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"Great post! I too agree with your mmorpg comment. Their are plenty of pc gamers still. They ..."
- samduhman    See all 18 comments


3D Realms and Recoil Unveil Earth No More

3D Realms' latest title is a sci-fi themed FPS named Earth No More, company co-founder Scott Miller has confirmed to Shacknews. Developed by the recently formed Recoil Games and powered by Epic's Unreal Engine 3, the game will arrive on PlayStation 3, Xbox 360, and PC in 2009. Initial details on Earth No More surfaced in the latest issue of Game Informer, which is set to hit stores and subscribers later this week. Beginning in a small, quarantined New England town, Earth No More's antagonist comes not from space, but from nature. As a result of mankind's constant pollution of and experimentation with the environment, a growth of deadly red vines and mutating spores have overtaken the world, perverting whatever they encounter. When reached for comment, Miller told Shacknews that the Game Informer piece represents the company's official announcement of Earth No More and contains all the details that can be shared at the moment. "This game is part of our new push to work with more independent studios to co-create original IP," Miller explained to Shacknews. "More announcements along these lines should be expected." 3D Realms has three other projects in development, with a planned total of eight when the studio is at full capacity. Earth No More will include online co-op play, deathmatch, as well as the option for gamers to assume the role of an enemy and fight against other players."We're going to design almost every weapon in the game to where it's going to have a sort of collaborative mode to it," said Miller. "One gun called the Linker works like a reverse proton pack from Ghostbusters." To separate Earth No More from the number of solitary first-person shooters on the market, main character Will Forsyth will team with four other characters, each with their own unique back stories and motivations. Throughout the game, players will be able to converse with the other characters with a conversation system said to compare to that of Bioware's upcoming Xbox 360 RPG Mass Effect. According to the article, a small portion of which is posted on 3D Realms' official website, "the development team is specifically moving away from what they call the 'lone hero,' while also avoiding a squad-based direction." "The good guys aren't the only ones who can team up, however. Enemies are being designed to complement each other's skills as well," the article continues. "The team is intricately analyzing how group dynamics work in movies like the Alien, The Thing, Invasion of the Body Snatchers, and 28 Days Later, hoping to emulate that kind of tension in game form."

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"10 bucks the co-op will be cancelled 6 months before release with the excuse that its taking too ..."
- doomed    See all 32 comments


3D Realms Interview

Related Topics – Interview, 3D Realms

There's an interview with Raphael Van Lierop on Gamasutra, asking 3D Realms' new Vancouver-based creative director about his position and the company. One thing he notes, "I can say that we have a big announcement coming in the next four weeks, and I'm not sure, but I believe we have another major announcement coming in the next four to six months... while I can't say exactly what these are, are they about Duke Nukem Forever? No."

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"Considering that they spend millions on their 3rd party games and that from inception to right ..."
- Kristian Joensen    See all 13 comments


Scott Miller Q&A

Futuremark's YouGamers website has been updated with a Q&A with Scott Miller of 3D Realms. Miller is asked about his company's history, producing games, and of course the never ending development of Duke Nukem Forever.

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"Cool follow up. I'd like to think EA will do something with MULE. Casual games are huge, Xbox ..."
- Sturm08    See all 7 comments


Work @ 3D Realms

Related Topics – 3D Realms

Gamasutra's JobSeeker page has a new entry for 3D Realms, as the Duke Nukem Forever developer is looking for engineers to join the team. There are senior and junior programming positions to be filled.

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"grandmasterlee: [3DRealms, the only company that guarantees lifetime employment...]* ..."
- Kolusion    See all 26 comments


Work @ 3D Realms

Related Topics – 3D Realms

GeorgeB dropped by to let us know that 3D Realms is once again hiring for Duke Nukem Forever. Gamasutra's JobSeeker site notes an opening for an environment artist as well as a programmer while the 3D Realms Get Hired page also mentions the need for another level designer.

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"3dRealms "Alright boys, prepare yourself for a new dimension in the duke nukem series: 3D ..."
- jadefalcon    See all 55 comments


Scott Miller on...Everything

Related Topics – 3D Realms, Scott Miller

Gamasutra has a comprehensive interview with 3D Realms' Scott Miller, speaking on a broad range of topics relating to modern game development. Miller touches on 3D Realms' unique practice of partnering with smaller studios for IP creation, why he's not on board with Steam and episodic content, the importance of game-specific IP, and why developing for consoles is important these days. Despite his misgivings about Steam, Miller does see digital delivery as a crucial upcoming trend both on PC and consoles.

IÂ’d love to see Steam spin off as their own company. That would be a smart move. That removes the conflict of interest issue and it would give Steam focus as a separate company. Since theyÂ’re buried in Valve, if Valve doesnÂ’t do well for a game or two, Steam will get cut before their internal game development. They have to consider Steam secondary. I donÂ’t know why they hang on to Steam as an internal thing. TheyÂ’d probably rule the game industry if they did. A truly independent company is going to come along, and I know of a couple of start-ups. I think one of these companies will emerge as the product leader and they should be able to take SteamÂ’s spot.

My overall impression is that digital distribution is definitely going to be a huge force in the future. I’ve said for quite a while that the next generation consoles will have this built in from the start. Day one releases will be available online. I think brick and mortar places will lose a lot of business this way. Microsoft and Sony have to be saying “if we cut out the retailers, we get a bigger piece of the pie.” There’s no issue with it, you just need to get people bigger hard drives. Digital delivery is going to be a key part of console revenue.

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"The interview was conducted awhile ago. The fact that it popped up the same time as Prey did on ..."
- Joe Siegler    See all 79 comments


3D Realms Q&A

Related Topics – 3D Realms, Games: PC

There's a Q&A with Scott Miller on FiringSquad this morning, as JCal asks the 3D Realms CEO about his plans to work with more external developers on new IP.

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"Maybe they'll team up with a tiny indie developer and have them make a new ROTT. :("
- freshyk    See all 4 comments


Prey Clears a Million Units, 3DR To Guide More External Projects

Related Topics – Prey, 3D Realms

In this recent post on his Game Matters blog, 3D Realms CEO Scott Miller notes that Prey has become a big success for 3DR and Human Head Studios. Within the first two months of release, the game has sold a milion copies worldwide with Miller clarifying that the figure represents actual sell-through to customers, and not just to stores. Miller also notes his appearance on a recent Next-Generation podcast, and mentions that 3D Realms will be expanding its strategy of IP creation and funding/guiding external projects. Thanks Voodoo Extreme.

Anyway, we are often contacted by talented, experienced independent studios looking to partner with us as we've done with past studios. It has become apparent to many studios that partnering with us allows them to create an original game, and reap far more of the rewards and benefits, by getting a better overall deal, and also sharing in the ownership of the IP -- the real Holy Grail in this industry. Id went on to become an industry super star. Remedy has achieved that status, and Human Head is right at that level, too, with publishers knocking down their doors to sign them after Prey's release. So, going forward, 3D Realms will become a studio polygamist, teaming up with more than one studio, working on perhaps 4-6 external projects simultaneously, creating new IPs and hopefully helping more and more deserving, talented independent studios achieve financial independence, and the ability to call their their own creative shots in the future. I am hiring one or two additional IP Creative Directors to assist me in the management of these games. We've already been contacted by numerous highly qualified independent studios, and more are welcome to contact me. In a way, we're going back to our roots. Fun times ahead!

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"I applied but I was told 3dr was looking for someone with more UnrealED experience because they ..."
- ease_one    See all 136 comments


The Potential Profits and Perils of Digital Distribution

Last week saw two major developments in the world of digital distribution of PC games. First, we got an answer to one question that is frequently asked during discussions of the technology, "What happens when one of these services goes down?" Triton, the digital distribution service hosting Human Head's Prey as well as numerous other titles, shut down as its parent company Digital Interactive Streams folded. At that point, many people who purchased the game through Triton had as yet been unable to even play it, leaving many to wonder how they would be compensated. Following a promise from a Triton employee that some kind of patch was forthcoming, producer 3D Realms and publisher 2K Games made the surprising announcement that every person who had purchased Prey via Triton would be receiving a boxed copy of the game at no additional cost and with no further action required. 2K Games' and 3D Realms' solution to the problem is an admirable and straightforward one, but it is worth noting that it came from the game's publisher, not from Triton itself. A genuine concern remains as to what will happen when particular services cease to exist. If this becomes a common trend, it is probably safe to say that publishers will not be particularly interested in taking the risk of sending out thousands of free packaged games after signing with a digital distribution service. The other big surprise last week was that publisher Activision pledged support for Valve's Steam download service with four of its games, including three Call of Duty titles as well as Neversoft's Western shooter GUN. After gaining a reputation for attracting smaller developers using Steam as a primary or at least major distribution channel for their games, last week's announcement saw a major publisher sign on. This in itself is not remarkable; Activision games have already been available through other download services, and publishers such as Electronic Arts and Sega have made a number of their PC games available for purchase and download through their own online storefronts. More significant is the continually increasing support for Steam, now from an extremely broad chunk of the gaming spectrum. Steam also demonstrated yet another potential niche to fill. Double Fine Productions' critically acclaimed but modestly selling platform adventure Psychonauts was added to the service courtesy of publisher Majesco, which also added a few other titles. The independently developed but publisher-funded Psychonauts falls in between publisher-owned properties such as Activision's and completely indie productions such as Introversion's Darwinia and DEFCON. Long has the industry lacked any kind of "second wind" mechanism for games that performed poorly at retail but generated increased buzz after release. In the film industry, VHS and, to an even greater degree, DVD retail sales have offered such an opportunity to capture newly developed momentum without an impractical and almost surely unprofitable second theatrical release. DVD releases allow studios to refocus marketing after having gained a better idea of the product's appropriate audience. The situation is not directly comparable to games, for a variety of obvious reasons, but it is certainly analagous. One disadvantage, a disadvantage of digital distribution in general, is the lack of added value over the original retail release. In almost every case, publishers do not sell physical components alongside digitally distributed games, and on top of that, prices are not necessarily lower than they would be in a retail setting. Value comes from factors such as convenience, the knowledge that less money for the publisher or developer is intercepted by the combination of distributor and retailer middlemen, and, in the case of these "second wind" games, simply the ability to find a game that may be nearly nonexistent at retail. There are also benefits such as streamlined or automatic patching as well as a more direct line of communication and content between developers and gamers. For multiplayer games, services like Steam allow a centralized friends list. It remains to be seen if publishers will actually take advantage of the potential opportunities with "rereleasing" a game online, beyond simply making it available. Lower overhead and quicker turnaround times may mean publishers feel able to allocate new marketing funds for highly targeted online advertising, but many may instead come to the conclusion that further marketing is superfluous since any new sales are essentially "free." What is interesting to consider now is whether there is room for anyone else. Steam has amassed a gaming library that, at this stage, lacks in sheer number of available titles compared to a retail location, but in many ways is surpassing the breadth of variety found in a gaming speciality shop such as GameStop. In addition to all of Valve's first party products, Steam has casual games such as Bejeweled and Zuma, numerous titles from independent developers ranging from high concept multiplayer games to smaller scale arcade-like games, and the aforementioned games from third party publishers. There are plenty of download "portals" that have been accessible to gamers for years, and as noted some publishers and developers have their own exclusive download services, but most of them are fairly limited either to almost entirely casual games, or to games from a single company. In the last couple of years, other more fully featured services have entered the scene. Stardock's TotalGaming.net, nee The Drengin Network, offers the company's own products as well as a selection of third party strategy, adventure, and action games. Manifesto Games, formed last year by veteran designer Greg Costikyan and former Computer Gaming World editor Dr. Johnny Wilson, has the explicit goal of promoting innovative and interesting PC gaming by serving as something of a complete portal for the independent development scene. Costikyan has even given indication that at some point Manifesto would like to actually provide funding for certain titles, something that does not appear to be part of the stated business plan for its competitors. Again, though, the question remains: is there much room for anyone besides Steam? Beyond that, how practical would such a scenario be? For many gamers, one of the biggest advantages of digital distribution is convenience and being able to deal with all major game download purchases from a single application. Relying on a multitude of proprietary software and download sites would not be a particularly appealing notion for most people, and would make things all the more complicated when reformatting one's hard drive or switching to a new PC. There are some benefits to a single service being the de facto go-to point for downloadable games. If, for example, Steam manages to achieve some kind of critical mass--and Activision signing on may be an indication that mainstream success is on the way--it could become an even better platform for smaller developers who need to capture only a small amount of the market share that is necessary for a large scale, full budget game to be successful. We have already seen examples of this with Steam. Various games rereleased on Valve's service have seen success that is undeniably significantly improved from their original releases, be it online or in retail stores. The service's existing install base alone is a huge boon for developers, and the resulting amount of concentrated word of mouth that results among online gaming communities is likely greater than what could be achieved even if simultaneously releasing on several competing services. Of course, there are always downsides to any one product or service holding heavy domination over the market. As competition decreases, so does competitive pricing, and many gamers have already expressed frustration with downloadable game pricing not offering enough of a savings, and in some cases no savings, over retail purchases. There's also the issue of the problems that would occur if the dominant service suffered widespread technical difficulties or downtime. Such risks would have even more impact if digital distribution ever manages to capture a hefty chunk of the game sales market. For that matter, until it does that, certain other factors such as pricing are unlikely to improve. Particularly in the case of games that have a retail release as well as an online release, retailers and publishers handling brick and mortar deals fight tooth and nail to ensure that download services do not undercut retail stores. In the industry's current state, operators of download services have little leverage against such demands. One factor that may provide a boost to digital distribution is the advent of episodic gaming, something that in many cases not conducive to retail sales. The first installments of Valve's Half-Life 2 episodes and Ritual's SiN Episodes have each received a retail launch simultaneously with their online releases, but those games are better described as simply shorter and more affordable versions of full length games. They do not seem to have the regular release schedule and extremely short format one would expect from an "episode." Currently, Telltale Games is about to pursue a business model that is more genuinely episodic. Each of the company's upcoming Sam & Max episodes will run only a few hours in length but starting with the second episode will be delivered on a monthly basis for under $10 each. The games will be compiled into a retail package after all six episodes of the first season are complete, but will not be sold in stores individually. Appropriately, they are being initially distributed through the GameTap service, which operates on a subscription basis rather than a price-per-game basis. (A few weeks later, Sam & Max will be downloadable straight from Telltale.) GameTap takes a different approach than Steam and other similar services, giving gamers who pay its monthly fee access to its entire library of games as long as they remain members. The effectiveness of Telltale's development strategy and GameTap's distribution strategy remains to be seen, but they have some key differences from other digital distribution services and games sold over them, and they have certain advantages that are simply not possible with traditional retail. Currently, the landscape of digital distribution is something like a gold rush. It's new and exciting, there's clearly money to be made, there are a lot of people trying to run in and make it, and they all have different ideas on how to do so. The internet has proven to be remarkably good at creating situations like that, but not necessarily quite as good at sustaining them in a healthy, useful, and commercial way. Still, despite the caveats, a flourishing digital distribution scene could be just what the PC gaming industry needs to keep independent developers strong and to mitigate financial risk in order to allow for greater creative risk. Then again, it may become dominated by large publishers, and marketing dollars will take over. You just never know in this industry.

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"Steam charges $10 for transfers of single games. Which sucks. It's the ONLY thing that I really ..."
- booyaka    See all 106 comments


Late Night Consoling

  • Guitar Hero 2 Track List Announced

    [ps2] [xbox360]
    After months of slow trickles of news regarding the track list for Harmonix's upcoming Guitar Hero 2 (PS2, Xbox), the full list of music to be included in the game has been revealed. It includes selections from Danzig, Motley Crue, Wolfmother, Nirvana, Kansas, Iggy Pop and the Stooges, Black Sabbath, Rolling Stones, Guns N' Roses, Rage Against the Machine, Primus, the Allman Brothers, Rush, Dick Dale and His Del-Tones, Megadeth, and many others. It even has Lynyrd Skynyrd's Free Bird, a song against which the first Guitar Hero (PS2) recommended playing. For the names of all 40 songs, separated by in-game themes, check out the full list. It may be worth noting that Free Bird is the last song in the highest category.
  • After Burner Flies to Planet Moon

    [psp]
    This August, Sega stated that iit would be revisiting one of its "vintage brands" on PSP, courtesy of developer Planet Moon, responsible for Giants: Citizen Kabuto (PS2, PC), Armed & Dangerous (Xbox, PC), and Infected (PSP). Today, the company revealed that the game in question is classic arcade flight combat game After Burner. Planet Moon is currently developing After Burner: Black Falcon for Sony's portable console. Black Falcon will consist of a single-player campaign as well as a multiplayer component featuring cooperative and versus modes. Nineteen real world military planes have been licensed for the game. "As huge fans of the original After Burner, we are delighted to re-imagine this classic arcade franchise," said Planet Moon CEO Bob Stevenson. "Building After Burner: Black Falcon from the ground-up enables us to craft the game with PSP® features in mind with all-new multiplayer modes, customisable jets and over-the-top gameplay. Most importantly, it’s approximately 9000% more portable than the original arcade cabinet." After Burner: Black Falcon is set to ship in spring 2007.
  • Prayers for Free Prey Content Answered

    [xbox360]
    Last month, 3D Realms announced that the new downloadable content for both the PC and Xbox 360 versions of Human Head's Prey will be free of charge. Today, the Xbox 360 content went live via Xbox Live Marketplace and, as promised, it is free. It includes four new multiplayer maps--Gravity Labs, Space Oddity, Topillogical, and Tunnel Rat--as well as five multiplayer characters--Becky, Elhuit, Elite, Hunter, and Jen.
  • Dig Dug to Surface Tomorrow

    [xbox360]
    Microsoft today announced that Namco's Xbox 360 port of its classic arcade game Dig Dug will be this week's Xbox Live Arcade title. It will be downloadable for 400 Microsoft Points ($5) as of 1am Pacific time on Wednesday, October 10.
  • Superman Has a Date

    [ps2] [xbox] [xbox360] [ds] [gba]
    Electronic Arts today announced that EA Tiburon's delayed movie adaptation Superman Returns: The Videogame has finally been locked down for a final ship date. The game will be released for PlayStation 2, Xbox, Xbox 360, and Nintendo DS on November 20. A separate Game Boy Advance version entitled Superman Returns: Fortress of Solitude will be released on the same day. Previously announced GameCube and PSP versions of the game appear to have been cancelled.
  • Misc. Q&As/Features

    GameSpot chats with designer Tim Schafer (Day of the Tentacle, Full Throttle, Grim Fandango) about recently announced plans to bring Double Fine's Psychonauts (PS2, Xbox, PC) to Steam as well as his thoughts on digital distribution in general.

Misc. Media/Previews

Xbox/X360
IGN checks up on EA Tiburon's Xbox 360 version of Superman Returns: The Videogame (X360, also PS2, Xbox, NDS).
GCN/Wii
Impressions of Spike's Dragon Ball Z: Budokai Tenkaichi 2 (Wii, also PS2) come from GameSpy, IGN and 1UP./p>
Multi
GameSpot previvews High Voltage's Family Guy (PS2, Xbox, GCN, PSP, PC).

Console Game Of The Evening [Submit Yours!]

Gangster Town for the Sega Master System. "Car chase shootouts. Saloon shootouts. Dock shootouts. Tough little light gun game. Supported two players and had nice extras such as the ability to shoot out tires, windows, bottles, even the angels of fallen mobsters trying to sneak into heaven." (submitted by pyide)

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First Post!

Related Topics – XBLA, MMO, 3D Realms

Nice to see DOOM hit Xbox Live Arcade, certainly wasn't expecting that. That game will never get old. Now we need Duke Nukem 3D on there. 3D Realms, make it so. Also on FileShack

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"I know where you can get the bulbs for $100, I just got a 28a7010 off of ebay. I have questions ..."
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Top Games

  1. The Legend of Zelda: The Wind Waker
  2. Star Wars: The Old Republic
  3. Sid Meier's Civilization V: Brave New World
  4. Batman: Arkham Origins
  5. Among The Sleep
  6. The Last of Us
  7. DayZ
  8. Call of Duty: Ghosts
  9. Grand Theft Auto V
  10. Metro: Last Light

Most Anticipated

  1. Sid Meier's Civilization V: Brave New World
  2. Batman: Arkham Origins
  3. Among The Sleep
  4. The Last of Us
  5. Call of Duty: Ghosts
  6. Grand Theft Auto V
  7. Total War: Rome II
  8. Space Hulk
  9. Assassin's Creed IV: Black Flag
  10. Watch Dogs

Top Rentals

  1. Metro: Last Light
  2. Injustice: Gods Among Us
  3. Deadpool
  4. Remember Me
  5. Call of Duty: Ghosts
  6. BioShock Infinite
  7. The Last of Us
  8. Tomb Raider
  9. Dead Island Riptide
  10. Fuse