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Romero hints at MMO-style shooter as next game

Related Topics – PC, John Romero, Loot Drop
Romero hints at MMO-style shooter as next game

John Romero knows the hazards of hyping a game too much (Daikatana, anyone?). So, even though he is talking about his plans for a new game, he isn't saying too much. But what he is saying is enough to have us wanting more information.

Read more: An MMO-ish shooter »

"People are simplistic and cynical because it's the easiest way to go through life. I had my ..."
- dookiebot    See all 75 comments


Ghost Recon: Commander coming to Facebook

Ghost Recon: Commander coming to Facebook

Facebook tie-in games for triple-A releases were all the rage a couple of years ago, but fewer publishers seem to be putting time into them nowadays. Ubisoft is keeping the faith, though, with a new Facebook game titled Ghost Recon: Commander, which will connect with the upcoming Ghost Recon: Future Soldier.

John Romero and Brenda Brathwaite's studio Loot Drop is working on the game. Brathwaite is serving as lead designer.

Read more: Combat mixes real-time, turn-based strategy »

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Romero hints at old-school FPS plans

Related Topics – PC, John Romero, Twitter
Romero hints at old-school FPS plans

Shooter pioneer and hair enthusiast John Romero has been laying low lately, but he's hinted at plans to get back into first-person shooter development. His single vague comment didn't shed much light on what this mystery project is, but we certainly know what it isn't.

Read more: 'There will be no DK2!' »

"The difference is John Carmack writes the most efficient 3D engines of all time. John Romero ..."
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John Romero on Daikatana "Bitch" Advertisement

Related Topics – Daikatana, PC, John Romero

In an interview with Gamesauce magazine (via IndustryGamers), legendary developer John Romero laments over the famed Daikatana advertisement in which he claimed he was "going to make you his bitch." The ad was met with an incredible amount of adversity and led to a large amount of negative press over the game and for Romero himself. Read more »

"See, what you did right there is say it better and more briefly than I could. I was also ..."
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Romero vs. Wilson: Romero Simmers Down, Sort Of

Related Topics – John Romero

In the explosive, acidic war of words between notorious game designer John Romero and former business partner and current Gamecock head Mike Wilson, Romero has calmed down a bit and called for a truce on his blog--the site of the original post that launched the current flareup. Read more »

"I was wondering where soap operas were getting their material with the writers' strike in full ..."
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Romero vs. Gamecock's Wilson: Holy Shit

Related Topics – id software, John Romero, Gamecock

(Update: Check out part two of this story, Romero's call for peace.)

An old feud between notorious former id Software designer John Romero and his one-time id and Ion Storm business partner Mike Wilson, who was a founder of defunct publisher Gathering of Developers and who now heads up indie publisher Gamecock, has flared up this week, prompted by a blog post made by Romero regarding his feelings on Wilson's business practices. Read more »

"It was pretty damn shitty but I've honestly played much worse games. Some that have reviewed ..."
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David Jaffe Wants a Single Console Future

Related Topics – Denis Dyack, John Romero, David Jaffe

Outspoken God of War and Twisted Metal creator David Jaffe (pictured left) is the latest industry figure to show support of a single console model for the gaming industry.

"We have [an industry standard] with DVD, we had it with VHS," argues Jaffe. "Sure, you miss out on a cool feature here, a neat feature there. But weÂ’ve gotten used to this in so many other hardware products and—in doing so—reaped the many more benefits of a single system." Read more »

"I find it much more likely that PC's will get affordable and small enough to basically replace ..."
- ColoradoCNC    See all 121 comments


American McGee Presents American McGee's Grimm Interview

Related Topics – Interview, John Romero, American McGee

Late last month, developer American McGee and GameTap revealed American McGee's latest project, American McGee's Grimm, which will be distributed episodically through GameTap's subscription service beginning early next year. In development at the American McGee-founded Shanghai-based Spicy Horse studio, American McGee's Grimm harkens back to American McGee's earlier work on American McGee's Alice--modern retellings of classic fairy tales with a dark twist. Following the announcement, I caught up with American McGee to get his perspective on a number of subjects, from the appeal of twisted fairy tales and episodic gaming to the Wii and Sid Meier. Shack: Thanks for taking the time out of your hectic schedule for us, American. American McGee: Thanks Chris Faylor! American McGee is happy to participate in American McGee's interview. Interviews give American McGee a chance to talk about American McGee's projects, American McGee's ideas, and American McGee's American McGee. American McGee. Shack: What's your role in the development of American McGee's Grimm? How does that compare to the extent of your involvement in American McGee's Alice, American McGee Presents Scrapland, and American McGee Presents Bad Day LA? American McGee: Comparing previous projects to the current one--probably the biggest difference is that Grimm is being produced inside of my own development studio, Spicy Horse. As with Alice and Bad Day LA, the initial concept for Grimm is my own--whereas Scrapland was dreamt up and produced by Enric Alvarez and his team at Mercury Steam. Beyond that, Alice is probably the project that most closely resembles our production on Grimm. We're using a high-end, off-the-shelf 3D engine--something I wish we'd done with BDLA--and even have the original writer/executive producer from Alice, R.J. Berg, working in that same role for Spicy Horse. As for my personal role in all of this, I've taken a very hands-on approach to everything from building the Spicy Horse team to designing the game. Ultimately, I try to surround myself with highly creative people, give them some initial guidance, and then get out of the way while they do what they're best at. Oh, and we're trying to include at least 40% more American McGee in American McGee's Grimm. But for those who are tired of all the American McGee there is a No American McGee Mode--currently this replaces all the American McGee with John Romero, which may or may not be a good thing. Shack: So you've got R.J. Berg reprising his role from Alice, any plans to bring anyone else back? Could Alice composer Chris Vrenna return to score Grimm? His work on American McGee's Alice is easily one of my favorite video game soundtracks; it's just so haunting and spooky that it fits perfectly with the game. American McGee: R.J. is once again handling writing--something he did an amazing job on with Alice. He's also helping to guide production in his role as executive producer. R.J.'s positive influence on Alice was huge--it's really wonderful to be working with him again on this project. I'd love to work with Chris again, but we're making a point to pull all music, SFX, and VO production in-house. Our sound engineer, Jason Tai, hails from Malaysia--and brings with him a wonderful range of light and dark musical styles--something which will play a big part in the tone and feel of Grimm. Having sound production in-house is an important part of our episodic production model. Shack: Scrapland and Bad Day LA both had rather distinctive art styles and stories. What's brought you back to the dark twisted fairy tale setting? American McGee: Ever since Alice I've been intrigued by the possibilities of retelling fairy tales via video games. But it wasn't until I was approached by GameTap that the opportunity and venue seemed right. Combining episodic production and delivery with classic fairy tale narratives seems like a very natural thing to do. Shack: Can you elaborate on Grimm's combat system? The initial announcement mentioned that it was based off the concept of words as weapons. American McGee: In keeping with the literary theme of our source material, all aspects of the game--including the weapons system--derive from the building blocks of fairy tales and the books containing them. The Words as Weapons concept is elegantly simple--our main character can pluck action verbs like "BURN" from the game environment, carry them around, and hurl them at enemies and obstacles. Word weapon effects are full of variety yet are visually self-evident, an aspect which I think makes the concept ideal for episodic games. Turn the page for more on episodic gaming, the fate of American McGee's Oz, American McGee's thoughts on the Wii, and what would happen if American McGee and Sid Meier ever crossed paths. _PAGE_BREAK_ Shack: 24 episodes is a large undertaking, especially relative to other developers focusing on episodic content. The first season of Telltale's Sam & Max only consisted of six episodes, which were then released across seven months. Valve opted for only three Half-Life 2 episodes, and it's looking like the second episode will be following the first by about a year and a half. What made you go for such a large number, right off the bat? American McGee: Our goal is to build a "true" episodic game --meaning it mirrors the duration, packaging, and delivery schedule of traditional episodic content (a television series for instance)--and does so in a consistent fashion. I think audience knowledge of duration of play and delivery schedule is important because it allows people to fit playing a game into their hectic lives. Each of our 24 episodes is being designed so an average player can complete it in thirty minutes. Again, I think this is important because it gives our audience an expectation of the amount of time they'll have to invest in each episode. I think video games have had a hard time competing with traditional media because it's more difficult to find a "time slot" for game playing. We're raised on television, so we tend to think in 30 minute and 1 hour time slots. Delivering games that fit into these slots might open them up to wider audiences--something we're seeing happen with casual games in general. Ultimately, this is all uncharted territory. We, like the Telltale guys before us, are flying by the seat of our pants. But I think that's a good thing--something game development is often lacking these days. True innovation can only come from making interesting choices and taking risks. We'll see where these choices take us; hopefully somewhere fun. Shack: What's the scope of each episode? Will each episode be a self-contained game like Telltale's work with Sam & Max, or will the new episodes expand the game world with new areas and quests? American McGee: Episodes are completely self-contained. We considered this the Lost vs. South Park problem. With a show like Lost it's impossible to talk about an upcoming or previous episode with someone who isn't also into the show. With South Park you don't have to watch every episode to understand what's going on--and episodes stand on their own: there's the World of Warcraft episode, Osama bin Laden episode, etc. These are able to attract occasional viewers just on their unique premises. Because we're drawing from classic fairy tales I think we'll end up with a "spiky" audience curve. Some people will be especially interested in our take on Red Riding Hood, and we want to make sure those people can play just that episode and still understand what's going on and have a good time. Shack: Will you be distributing episodes of American McGee's Grimm through anything other than GameTap? Perhaps an online Spicy Horse store? American McGee: Not that we can comment on at this time. Shack: What are your thoughts on the Nintendo Wii? Have you considered developing games for it? American McGee: American McGee plays with American McGee's Wii all the time! And yes. If I had to chose only two platforms to develop for right now, I'd say Wii & PC. Shack: Is there any chance of Grimm appearing on consoles after those 24 episodes are complete? American McGee: Also, nothing that we can comment on at this time. Shack: Alice had that nice set of action figures and the soundtrack, and I know that a Bad Day LA movie, animated show and graphic novel were discussed at one time. Is there any Grimm-related merchandising on the way? American McGee: I'm always interested in leveraging our properties across as many mediums as possible. Sometimes it works out--like with Alice--other times, not. I think Grimm is ideally suited for film, toy, and print versions. We'll announce this sort of thing in the future. Shack: What happened to American McGee's Oz? American McGee: Atari/Infogrammes happened. They financed initial production, ran into money trouble, then dropped a bunch of their developers. Oz got the ax and we were never able to revive the project. The film version is still in development. Shack: Let's say you collaborate on a game with Sid Meier. Whose name would come first in the title and what kind of game would it be? American McGee: What sort of game it is would depend on whose name came first...an American McGee's Sid Meier's Game would likely be a turn-based strategy game where the player was required to build an empire of Hot Topic stores on a lake of lava. Sid Meier's American McGee's Game would be a 3D shooter where the player killed enemies like Genghis Khan and Alexander by laying railroad track on their heads. The first episodes of the Spicy Horse-developed American McGee's Grimm will begin appearing on GameTap in the spring of 2008.

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"Honestly If the games he made didnt have the style he brings, they would be forgotten in a ..."
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Romero: Future of Game Consoles "Isn't Too Bright"

Related Topics – id software, John Romero

Much like Trion World Network CEO Lars Buttler and Silicon Knights president Denis Dyack, id Software co-founder and renowned game designer John Romero took a moment last week to share his thoughts on the future of the video game console market. "Next-gen console is big but its future isn't too bright with the emergence of cheap PC multi-core processors and the big change the PC industry will go through during the next 5 years to accommodate the new multi-core-centric hardware designs," he told Adrenaline Vault. "My prediction is that the game console in the vein of the PS3 and XBOX 360 is going to either undergo a massive rethink or go away altogether...the hardcore gamers are going to either be playing on their PCs or a new PC-like platform that sits in the living room but still serves the whole house over wifi, even the video signal." Despite his gloomy outlook for PlayStation 3 and Xbox 360, Romero praised Nintendo's efforts with the Wii. "The Wii has the perfect design for a console that doesn't pretend to be a PC and is geared more toward casual gamers than hardcore gamers," he explained. As for the massively multiplayer game coming from Slipgate Ironworks, which he formed in 2005, Romero remained tight-lipped. "I can say that we're making a PC MMORPG," he noted, "but can't remark on specifics because we believe we're creating something that's the first of its kind and we want to be first to market with it." Earlier this year, it was announced Slipgate would utilize the BigWorld Technology Suite to aid in the development of the still-unnamed title.

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"Dang you spend allot on your PC, I usually keep my PC for over three years, and then upgrade for ..."
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Citizen Zero Cancelled, New Spy MMO in the Works

Related Topics – Sony, MMO, Games: PC, John Romero

Australia-based developer Micro Forte has disclosed that development on its long awaited sci-fi MMO shooter Citizen Zero, at one point planned for PC and Xbox, has ceased. This is the first official word on the game since 2004, when the game was confirmed for the two platforms and showcased at E3; prior to that, no news had been released since 2002. In its place, Micro Forte has been working on a new spy-themed MMO since midway through last year. Coincidentally, Sony Online Entertainment also recently revealed that it has a spy-themed MMO in the works at its Seattle studio. "Although we were sad to stop working on CZ, we are extremely excited about the progress of our spy project," said Micro Forte studio head Steve Wang. "We are at an exciting crossroads where many new game-play styles and experiences have become possible in virtual world environments. This is a great opportunity for us to leverage our 7 years of development in the MMO space to bring the social MMO experience together with game-play that has been traditionally the domain of single player games." Today's announcement comes just one day after news that John Romero's Slipgate Ironworks will be licensing the BigWorld MMO technology suite, developed by Micro Forte and originally planned for use in Citizen Zero. There are currently at least half a dozen games known to be making use of BigWorld. According to today's press release, Micro Forte has other MMO properties being developed as well.

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"Sadly, I was really excited about this one at some point. I think I lost hope a long time ago ..."
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Romero's Slipgate Ironworks to Use BigWorlds

Related Topics – MMO, Games: PC, John Romero

Little has been heard of John Romero's company Slipgate Ironworks, formed in 2005 and currently working on an unannounced MMO. Confirming that the studio is indeed still chugging along, an announcement was issued last night stating that Slipgate Ironworks has licensed the BigWorld Technology Suite, a complete development platform intended for use in massively multiplayer games. "The BigWorld solution enables a streamlined production period which brings our game to market sooner," said Romero. "We are extremely pleased with the technology offering and support BigWorld is providing on this MMO." "John Romero and his team have some very innovative ideas on what they wanted to achieve with this project," said BigWorld CTO Simon Hayes. "The solution we provided them with has allowed their team the creative freedom to create a truly unique next-gen MMOG." Other companies that recently announced licensing the BigWorlds suite for their MMO projects include Stargate Worlds developer Cheyenne Mountain Entertainment and MMO publisher Interzone.

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"That's the thing, many companies are coming out with games that resemble wow in some way in hope ..."
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Game Failures Q&As

Related Topics – Games: PC, John Romero

The latest Escapist magazine is up, and as part of the Against the Gods issue, there are interviews with John Romero and Raph Koster about things that went right and wrong for them. There's also an interview about the failure of The Sims Online and an article on the short, happy life of Infocom.

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"I have read the article about the Sims and I still don't fully understand why it bombed. Part of ..."
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John Romero Q&A

Related Topics – Quake, John Romero

The Quake Expo site has posted part 1 and part 2 of a Q&A with John Romero, asking the designer about everything Quake 1. Thanks Blues News.

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"John Romero is the Al Bundy of the gaming world...Al's 4 touchdowns for Polk High is Romero's ..."
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Romero's Company Named

Related Topics – MMO, John Romero

The name of John Romero's MMORPG company is finally out, as Planet Rome.ro links to the Slipgate Ironworks website for job openings. Slipgate Ironworks, working on a "Super Secret Mystery Project", is looking for a 3D artist and a concept artist, a senior game designer and a mid-level tools programmer. Thanks Blues News.

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"Even so, it's still too much for a temporary name. Not for a tentative, maybe, which I ..."
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Apogee Legacy Q&A

Related Topics – 3D Realms, Games: PC, John Romero

The 3D Realms website has been updated with Apogee Legacy Interview number nineteen. This week John Romero talks about his shareware past.

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"The "John at the Ion Storm Dallas offices" always makes me laugh. "
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