27.02.2008
EA Blueprint...
The world's biggest videogame publisher is placing some small bets on new ideas.
Though it's not yet talking officially about the project, Electronic Arts has started a division called Blueprint, focused on developing, at low cost, original intellectual property that can spread across multiple media.
Neil Young, the former head of EA's Los Angeles studio, is heading EA Blueprint.
"We focus on creating IP in new ways for our media and finding smart ways to spread it across the media landscape," Young said at an EA-sponsored event during the Game Developers Conference in San Francisco.
EA's biggest successes have been long-running franchises such as "Madden NFL" and "The Sims," as well as big Hollywood licenses like as "Harry Potter."
But the publisher has created very few successful new properties in the past several years. That's one of the key reasons behind its attempt to purchase Take-Two Interactive, which would bring in valuable franchises including "Grand Theft Auto."
- EA prend conscience de l'importance de créer des IPs, suite au fait que de nombreux succès commerciaux cette année ont été de nouvelles IP (d'Uncharted à Gear Of Wars, de Bioshock à Portal, d'Heavenly Sword à Mass Effect...). Les nouvelles IP ont la côte ^_^
- EA reconnait qu'il y a un problème dans le pipeline de production des jeux nouvelles génération. Soyons clair: 4 ans de production pour un jeu "next gen" - même si c'est pour produire des titres merveilleux - n'est pas une position tenable pour l'industrie.
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26.02.2008
Crytech vs bravia
Pas mal ^_^
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25.02.2008
Phil part, EA achète...

Sony Computer Entertainment Worldwide Studios president Phil Harrison has announced his formal resignation from the company, due to go into effect on February 29. Sony officially broke word of his resignation this morning.
Taking his place will be SCEI president and group CEO Kazuo Hirai, who will assume Harrison's duties on top of his own. It's unknown at the moment whether Sony will begin seeking out a replacement for Harrison, or whether Hirai's full-time responsibilities will engulf those of the former Worldwide Studios president.
Apparently, it didn't take them very long to consider Electronic Arts' somewhat hostile buyout proposal -- Take-Two's Board of Directors just responded to the offer with a press release of their own, stating that EA CEO John Riccitiello's proposal was "inadequate in multiple respects and not in the best interests of Take-Two's stockholders."
While EA's proposal listed Grand Theft Auto IV as a primary reason for the merger, as Riccitiello claimed EA could lend their help during the game's quickly approaching release, Strauss Zelnick, Take-Two's executive chairman, listed GTAIV as the primary reason why they wouldn't want to merge at this point in time, fully expecting to increase their overall value when the game hits store shelves come April 29.
- Take Two est une cible facile au sens où ils ont régulièrement des petits souçis financier. En plus, ils sont pas Français, donc pas de gouvernement dans les pattes comme avec un certain Ubisoft ;-)
- Non seulement GTA IV va cartonner, mais surtout, il est pas encore sorti. Parce ce que s'il a le succès escompté, TT sera d'autant plus cher à acheter (comme le précédent Assasins Creed, qui permet aujourd'hui à Ubi de valoir d'autant plus).
- Enfin, Activision-Blizzard numéro un ? C'est une situation absolument insupportable...
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GDC: Dev Rants....
...Halo 3 made $300 million, but at $50 copy that means it's only making one-tenth of the Lord of the Rings audience. "Do you really think a glowing dagger that can detect Orcs or a fucking +5 rope is what moved people? What people care about is that Frodo trusts Sam ... It doesn't surprise me that the most meaningful relationship we had in a AAA title this year is with a fucking cube." That last comment drew massive applaud and laughter...."When I'm in games I have all the info and feedback I need, I have superhero skills ... it's just better than real life." McGonigal explains she has been spending the last year doing research on happiness, deeming it not a warm puppy. Instead, McGonigal lays out a four-point happiness list:
- Satisfying work to do
- The experience of being good at something
- Time spent with people we like
- The chance to be a part of something bigger
"What the hell does any of this better but games? Nothing," she said. "Games are the ultimate happiness engine, and you [the game industry] are in the happiness business." McGonigal noted that it took them until 1930 that soap can be used to kill germs. For depression and isolation, perhaps games can be the same fix....
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22.02.2008
La guerre du recrutement...
Ca n'est un secret pour personne, mais le recrutement est devenu un nerf sensible ces dernières années. Aussi surprenant que ça puisse paraitre, il y a en ce moment un réel besoin du coté des ressources humaines, et vous aurez du mal à trouver un studio que ne cherche pas quelques profils en ce moment.
Du coup, là où il suffisait auparavant de publier une annonce et de trier le bon grain de l'ivraie, certains studios sont bien en peine pour trouver les personnes dont ils ont besoins. On peut imaginer que les Insomniac et autres Naughty Dog croulent sous les CVs, mais ça n'a pas l'air d'être le cas !
Les campagnes de recrutement deviennent donc de plus en plus originale, à l'image de celle d'Insomniac ^_^
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21.02.2008
XNA Tube...
At Microsoft's GDC 2008 keynote address, the company announced a "community arcade" allowing user-created games to be distributed to Xbox 360 owners worldwide. "Now, 10 million people on Xbox Live get to play your game," said Microsoft Game Developer Group General Manager Chris Satchell. Free trials of these community created games should be available on Xbox Live "immediately" according to Satchell.
"For the first time, community games will be distributed through Xbox Live," Satchell said. "'Xbox Live Community Games will give creators a huge audience to share their creativity with. Game distribution will be democratized, allowing the community to control the content. Create, Submit, Peer Review, Play are the four key steps ... We want creativity to flow through this pipeline.
Bref, ça va être compliqué, mais passionnant...
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19.02.2008
Garçon ou fille ?
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14.02.2008
The Workplace...
Le propos de "The Workplace" est d'aider à réduire cette différence entre l'image public et ce qui se passe en douce au sein du studio.
Alors, quid de la réalité ? ^_^
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09.02.2008
Little Big Planet + Peluche = kawaiiiiiiiii
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Lucas Art, dans Vanity Fair
In 2004, LucasArts went through a reorganization that one executive referred to as a “reboot.” During the late 1980s and for much of the 90s, the company had enjoyed critical and commercial success as well as status as a cutting-edge developer and publisher of games, thanks to titles such as Maniac Mansion, The Secret of Monkey Island, Star Wars: Rebel Assault, and Maniac Mansion: Day of the Tentacle.
But just a few years into the new millennium, the company was beset by internal conflicts and criticism that it was publishing too many middling Star Wars games and no longer pushing the gaming envelope the way it once had. The bottom line reportedly reflected this as well (Lucas’s companies are privately held), and in the spring of 2004, Jim Ward was brought over from Lucasfilm to serve as president of LucasArts and to clean house.
Ward, a no-nonsense executive who keeps a life-size statue of Darth Maul in his office, reportedly streamlined the staff by a fourth and refocused the troops.
It’s easy to understand why. Although video- and computer-game sales grew to $7.4 billion in 2006—almost triple what they were 10 years earlier—the business is a risky one.
A top-shelf video game costs between $15 million and $30 million to develop and publish, but unlike the movie business, where producers and distributors can recoup their costs over time via DVD sales, pay-per-view, or other ancillary markets—movies generate revenue for decades—video-game publishers currently have only one real shot at making money, the retail level, and that window is a narrow one.
Games today typically cost between $39.99 and $59.99, which doesn’t exactly make them impulse-purchase items, and they make most of their money within the first six to nine months of their release dates. New-game sales aren’t helped by retail chains such as GameStop that do a robust business in used titles, the proceeds of which they pocket.
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