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	<title>Game Design Ireland &#187; PC Gaming</title>
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		<title>Watch Dogs Review</title>
		<link>http://www.gamedesignireland.ie/?p=1244</link>
		<comments>http://www.gamedesignireland.ie/?p=1244#comments</comments>
		<pubDate>Fri, 06 Jun 2014 12:28:23 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Review(Sort of?)]]></category>
		<category><![CDATA[Assassins Creed]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[Franchise]]></category>
		<category><![CDATA[Indie Gaming]]></category>
		<category><![CDATA[Open World Genre]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Ubisoft]]></category>
		<category><![CDATA[Video Game Development]]></category>
		<category><![CDATA[Video Game Market]]></category>
		<category><![CDATA[Video Game Publisher]]></category>
		<category><![CDATA[Watch Dogs]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=1244</guid>
		<description><![CDATA[<p>It seemed like and endless span of time between the initial E3 2012 teaser for the game and its actual release last week. The executives at Ubisoft also hope that the game as a franchise will have an equally lasting lifespan, judging by some interesting comments coming out of the Montréal game developers. Although Watch_Dogs [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1244">Watch Dogs Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p style="text-align: left;">It seemed like and endless span of time between the initial E3 2012 <a title="Watch Dogs : Gameplay Trailer (E3 2012)" href="https://www.youtube.com/watch?v=gzHiGmfn62A&amp;feature=kp" target="_blank">teaser</a> for the game and its actual release last week. The executives at Ubisoft also hope that the game as a franchise will have an equally lasting lifespan, judging by some interesting comments coming out of the Montréal game developers. Although <i>Watch_Dogs</i> is new IP which is a refreshing change of pace for an industry that is becoming more and more reliant on the safe bet and established franchises. Ubisoft is seemingly taking a brave leap seen as they have becoming reliant on their now annual <i>Assassin’s Creed</i> franchise to boost their bank balance. However as far as Ubisoft are concerned <i>Watch_Dogs</i> is already been thought about in terms of an established franchise.</p>
<p><img class="aligncenter wp-image-1255 size-full" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/06/Watch_Dogs-Images-01.png" alt="Watch_Dogs Images 01" width="739" height="416" /></p>
<blockquote>
<h3><em>&#8220;The debut E3 trailer set the graphical bar high for the Ubisoft developers, as far as current gen is concerned they get a pass but the 360 and PS3 ports have come under a lot of criticism.&#8221;</em></h3>
</blockquote>
<p>The initial sales figures suggest that Ubisoft hopes of a new franchise to add to their development rooster might come to fruition. Over 4 million copies sold in its first week, making the game the best-selling new IP at launch. Ubisoft CEO Yves Guillemot commented last month that they hoped to sell as much as the first <i>Assassin’s Creed</i> title which sold more than 6 million copies. At the current rate of 4 million in a week <i>Watch_Dogs</i> should easily surpass any of Ubisoft’s predictions and with a WiiU release still to come in September. With such impressive sales and <a title="Watch Dogs Metacritic score" href="http://www.metacritic.com/game/pc/watch-dogs" target="_blank">generally positive reviews</a> there is no doubt that the Ubisoft heads will be cracking the whip for their Montréal development team to get back to work on a sequel. In fact last year the Head of Sales and Marketing at the company <a title="Watch Dogs: we won’t start a game unless we can franchise it, says Ubisoft" href="http://www.vg247.com/2013/07/15/watch-dogs-we-wont-start-a-game-unless-we-can-franchise-it-says-ubisoft/" target="_blank">Tony Key</a> made the comment “That’s what all our games are about; we won’t even start if we don’t think we can build a franchise out of it. There’s no more fire and forget – it’s too expensive.” in reference to the then in development <i>Watch_Dogs</i>. A statement that reflects Ubisoft’s current catalogue of games that are mostly made up of sequels or games based on existing properties. Nobody can really blame the publisher from taking a conservative approach when faced with new IP, video game budgets have increased tenfold in the last decade. The likes of GTA V costing Rockstar over <a title="GTA Budget" href="http://www.ibtimes.com/gta-5-costs-265-million-develop-market-making-it-most-expensive-video-game-ever-produced-report" target="_blank">$250 million</a>, with the company relying on the games accumulated reputation to shift copies and recoup the costs. Even if Ubisoft have to take a hit financially on the first release with planned sequels the can account for the initial loses in the franchise.</p>
<p><img class="aligncenter size-full wp-image-259" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/05/Xbox-One-Images-03.png" alt="Xbox One Images 03" width="739" height="416" /></p>
<blockquote>
<h3><em>&#8220;A small hitch in the games release as arisen over a bug that causes players to get stuck on the games loading screen. Uplay, Ubisoft’s digital distribution service is suspected to be at fault.&#8221;</em></h3>
</blockquote>
<p>In an interesting move the publisher has also tasked their film division Ubisoft Motion Pictures to start drafting up a film script for <i>Watch_Dogs</i>. It seems a little earlier to planning a movie adaptation for a series that is so new but then again they are already thinking of the long term plan for this would be franchise. Ubisoft have already made plans for all their other major franchises to get the silver screen treatment, the <a title="Assassin's Creed (film)" href="http://en.wikipedia.org/wiki/Assassin%27s_Creed_(film)#Theatrical_film_adaptation" target="_blank"><i>Assassin’s Creed </i>movie</a> gathering steam with a late 2015 release date announced and Michael Fassbender attached as the lead. The video game industry in fact is beginning to mirror their Hollywood counterparts in some respects. At the top end of the industry the big players favour content that will be able to offer them significant return over a long period of time as opposed to a quick flash in the pan. It would be hard to envisage the pitch session for <i>Goat Simulator </i>with the executives at EA or Activision and the publisher drawing out plans for the game as a franchise. Disney planning out a road map for their highly successful Marvel series of films right through to 2021. The big movie producers favour adaptions over original screenplay, the video game industry taking a similar stance.  At the other end of the scale the indie scene has exploded in popularity with new IP finding great success in what can be sometimes a swing and miss sector of the industry. For as many triumphs like Minecraft and DayZ there are there are ten times as many failures among them. The indie movie scene following a similar failure success rate among the films released over the last few years.  However the more important issue surrounding Ubisoft’s movie studio is will we finally see a decent video game adaption in the cinemas, the video game community doesn’t needs another <a title="Prince of Persia: The Sands of Time Rotten Tomatoes Score" href="http://www.rottentomatoes.com/m/prince_of_persia_sands_of_time/" target="_blank">Prince of Persia movie</a>.</p>
<p><img class="aligncenter size-full wp-image-1256" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/06/Watch_Dogs-Images-02.png" alt="Watch_Dogs Images 02" width="739" height="416" /></p>
<blockquote>
<h3><em>&#8220;The film is still in early pre-production with no indication of what role Michael Fassbender might be taking on; Altair, Ezio or Connor?&#8221;</em></h3>
</blockquote>
<p>Taking a look at some of the other major publishers, paints a similar picture with already establish IP getting the go ahead and financial backing. EA like Ubisoft seemed to have taken a gamble with new IP <a title="Titanfall Review" href="http://www.gamedesignireland.ie/?p=1064" target="_blank"><i>Titanfall</i></a>, but then again is it much of a gamble when working with Vince Zampella a proven hit driven developer. No doubt EA have plans for <i>Titanfall</i> to be what <i>Call of Duty</i> has become to Activision with Zampella the man behind that particular franchise. The same could be said of Take-Two interactive and their new IP <i>Evolve</i> that is set to release later this year. Not so much a gamble with Turtle Rock at the helm, the same team that was behind the highly successful <i>Left4Dead</i> franchise. These games also seem to be perfectly suited for a host of DLC releases and eventually sequels. It is becoming rarer and rarer that a game will be made with a definitive end point. Modern video games are developed with the sequel in the back of the developers mind or at least at the top end of the industry. When a publisher is given a hit by one of their studios they always want more. The video game fans also playing a part in this, the community endless speculating on sequels and follow ups. With E3 just around the corner the rumour mill is in full effect and rampant speculation abounds.</p>
<p><img class="aligncenter size-full wp-image-1257" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/06/Watch_Dogs-Images-03.png" alt="Watch_Dogs Images 03" width="739" height="416" /></p>
<blockquote>
<h3><em>&#8220;E3 could have seen the big revel of the next Assassin’s Creed game if it wasn&#8217;t for those pesky internet sleuths leaking the news early. No doubt they will still have a few tricks up their sleeves for the event&#8221;</em></h3>
</blockquote>
<p><i>Watch_Dogs</i> wowed fans at E3 2012 and the anticipation for the game only intensified over the following two years. The game has amassed encouraging sales in its first week of release and is surely on its way to recouping the development costs. Ubisoft might have been criticized for making such bold claims about the games future over a year prior to its launch. Most developers and publisher have future vision for their new IP but to come out and state those claims so boldly is not so common. If the games follow up can build upon the original and maintain the fans attention than their maybe hope for the future of the franchise. If not certain Ubisoft executives might have to back track on their previous statements.</p>
<h1>By <a title="My Website" href="http://gamingaficionado.org/" target="_blank">Colm O&#8217;Sullivan</a></h1>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1244">Watch Dogs Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Top 5: Open World Games</title>
		<link>http://www.gamedesignireland.ie/?p=1177</link>
		<comments>http://www.gamedesignireland.ie/?p=1177#comments</comments>
		<pubDate>Fri, 30 May 2014 12:22:09 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Top5]]></category>
		<category><![CDATA[Assassins Creed]]></category>
		<category><![CDATA[Avalanche Studios]]></category>
		<category><![CDATA[Bethesda Softworks]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[Fallout]]></category>
		<category><![CDATA[GTA]]></category>
		<category><![CDATA[Just Cause 2]]></category>
		<category><![CDATA[Open World Genre]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Rockstar]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[The Elder Scrolls]]></category>
		<category><![CDATA[Ubisoft]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=1177</guid>
		<description><![CDATA[<p>Open world games cover a vast array of different genres; vary greatly in terms of size and scope. Open world games can trace their roots back to Richard Garriott and his Ultima series that started this gaming trend back in the early 80’s. In 1984 Elite was created by two small time British developers and [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1177">Top 5: Open World Games</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-1214" alt="Top5 Open World Games" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/05/Top5-Open-World-Games.png" width="739" height="195" />Open world games cover a vast array of different genres; vary greatly in terms of size and scope. Open world games can trace their roots back to Richard Garriott and his <a title="Ultima Wikipage" href="http://en.wikipedia.org/wiki/Ultima_(series)" target="_blank"><i>Ultima</i></a> series that started this gaming trend back in the early 80’s.<span id="more-1177"></span> In 1984 <a title="Compendium: Elite" href="http://www.gamedesignireland.ie/?p=725" target="_blank"><i>Elite</i></a> was created by two small time British developers and helped to pioneer the 3D aspect of open world games. Since then a year doesn’t go by without a release of an open world game or even several. So of all the open world titles too have come out over the last number of years, which ones ranked better than the rest?</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1177">Top 5: Open World Games</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: The Age of 3D Myst</title>
		<link>http://www.gamedesignireland.ie/?p=1119</link>
		<comments>http://www.gamedesignireland.ie/?p=1119#comments</comments>
		<pubDate>Wed, 23 Apr 2014 13:12:40 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[3D Gaming]]></category>
		<category><![CDATA[Adventure Games]]></category>
		<category><![CDATA[Cyan Inc]]></category>
		<category><![CDATA[Cyan Worlds]]></category>
		<category><![CDATA[Myst]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Pre-Rendering]]></category>
		<category><![CDATA[Riven]]></category>
		<category><![CDATA[Video Game Graphics]]></category>
		<category><![CDATA[Video Game History]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=1119</guid>
		<description><![CDATA[<p>Myst achieved many milestones and records when it was released in September of 1993. Not only was it a revolution in video game graphics, featuring ground breaking 3D visuals in an era that still relied heavily on 2D sprites. It also stood as a rare title to have a MacOS release prior to its porting [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1119">Compendium: The Age of 3D Myst</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><i><img class="aligncenter size-full wp-image-1151" alt="The Age of 3D Myst" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Age-of-3D-Myst.png" width="739" height="195" />Myst</i> achieved many milestones and records when it was released in September of 1993. Not only was it a revolution in video game graphics, featuring ground breaking 3D visuals in an era that still relied heavily on 2D sprites. It also stood as a rare title to have a MacOS release prior to its porting onto other platforms.<span id="more-1119"></span> Although reviewing the game from a modern perspective would have any industry analyst wondering how the game was ever a commercial success. The point and click adventure game genre was not as popular as it had been and <i>Myst</i> didn’t do much to innovate on the genre aside from its graphical capabilities. Its pre-rendered graphics also taxing systems so much that the gameplay essentially took the form of an animated slideshow, which the player would have to click through. Despite the games faults seen from a contemporary context, <i>Myst</i> went on to claim the best-selling PC game title. A record it would hold for near a decade.</p>
<p><img class="aligncenter size-full wp-image-1149" alt="The Age of 3D Myst Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Age-of-3D-Myst-Image-01.png" width="739" height="416" /></p>
<h2><em>&#8220;The Myst franchise is still alive and kicking today, with the recent successful Kickstarter campaign for Obduction. Set to be the spiritual successor to the Myst series.&#8221;</em></h2>
<p>The game started as an idea by two brothers Rand and Robyn Miller who had founded their own video game studio Cyan Inc. in 1987. The pair started out by making adventure games aimed at a younger audience, <i>Myst</i> however was the game that would bring their company to the attention of the industry. The initial development started in 1991 with the brothers working out the puzzles and the level design with the narrative storyline coming later. Sound was also quite low on the list of priorities with the brothers feeling that any sort of soundtrack would distract from the core gameplay. Upon play testing the game with the music added it was soon became clear that not only did it not interfere with gameplay but actually made the game as a whole better. The games most notable feature was its graphical capabilities that stood out against previous attempts at creating 3D visuals. The technique to implement the high resolution graphics was to pre-render all the games environments, the resulting images and videos linked together by scripting commands. Essentially acting as an interactive multimedia slideshow, the regular jokes over the games “slideshow” mechanics would later lead Cyan Inc. to develop a fully immersive open world version of the game in 2000. The method of pre-rendering the games visuals was not pioneered by <i>Myst</i> but helped popularizes the technique and influenced other game developers follow suit. <i>Myst</i> also helped boost the sales and popularity of CD-ROM drive that was a requirement for anyone wanting to play the game.</p>
<p><img class="aligncenter size-full wp-image-1150" alt="The Age of 3D Myst Image 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Age-of-3D-Myst-Image-02.png" width="739" height="416" /></p>
<h2><em>&#8220;The game received its very own comic parody in the form of the 1996 release Pyst, even featuring the acting talents of John Goodman.&#8221;</em></h2>
<p>When the game was released in September of 1993 it was met with instant critical acclaim and financial success. The reviewers at the time saw <i>Myst</i> as an evolution for the medium with its engaging visuals and interactive morally driven storyline. That critical praise helped <i>Myst</i> become the best-selling PC game, racking up 6 million in sales to date. It record only broken in 2002 when it was surpassed by <i>The Sims</i>. Cyan Inc. would continue to work on the <i>Myst</i> series producing follow up titles over the subsequent years but none of them reaching the same commercial and critical heights as the original. Receiving various sequels and multiple platform ports the <i>Myst</i> series all in all would end up selling 12 million copies. Earning its place in the annals of the video game industry as a title that attempt to break new ground and usher in a new age of graphical technology for video games.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1119">Compendium: The Age of 3D Myst</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: The Elder Scrolls</title>
		<link>http://www.gamedesignireland.ie/?p=1102</link>
		<comments>http://www.gamedesignireland.ie/?p=1102#comments</comments>
		<pubDate>Wed, 09 Apr 2014 12:22:29 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Bethesda Softworks]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[The Elder Scrolls]]></category>
		<category><![CDATA[The Elder Scrolls: Arena]]></category>
		<category><![CDATA[Video Game Development]]></category>
		<category><![CDATA[Video Game History]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=1102</guid>
		<description><![CDATA[<p>What started as a risky venture for a company still finding its feat in the industry would turn out to be standard bearer for the RPG genre. The Elder Scrolls series is now making the leap to the MMO scene to compete with the likes of Blizzard. The series has established its very own extensive [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1102">Compendium: The Elder Scrolls</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-1112" alt="The Elder Scrolls" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Elder-Scrolls.png" width="739" height="195" />What started as a risky venture for a company still finding its feat in the industry would turn out to be standard bearer for the RPG genre. <i>The Elder Scrolls</i> series is now making the leap to the MMO scene to compete with the likes of Blizzard. The series has established its very own extensive back history and lore that rivals any other fantasy universe; however its initial development called for something far less ambitious.<span id="more-1102"></span> Bethesda Softworks was founded in 1986 and up until the first <i>Elder Scrolls</i> game had worked on a few sports titles and movie tie in&#8217;s. The jump to a fantasy setting was breaking new ground for the fledging developers, a gamble that paid of big when all was said and done.<img class="aligncenter size-full wp-image-1114" alt="The Elder Scrolls Images 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Elder-Scrolls-Images-01.png" width="739" height="416" /></p>
<h2><em>&#8220;The lead designer Ted Peterson had initial worries about the games development after talking to fellow industry peers who doubted Bethesda ability to deliver on such an ambitious project.&#8221;</em></h2>
<p>The original development briefs outlined an arena combat fighting style game. The player would travel around from town to town fighting with a team in gladiatorial like battles. The idea of side quest available outside the arena combat was only secondary to the initial planned gameplay. However as the development progressed these side quest started to take more precedence over the arena combat, with the explorable world expanding out to vast cities and multiple dungeons beyond in the wilderness. It wasn’t long before the idea of a medieval gladiator style fighting games was abandoned in favour of a full blown RPG fantasy title. The shift change in the games development was influenced by the games developers’ love of the dungeons and dragons series, with other fantasy games like Ultima Underworld and Legends of Valour also offering inspiration for the development team.</p>
<p><img class="aligncenter size-full wp-image-1115" alt="The Elder Scrolls Images 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Elder-Scrolls-Images-02.png" width="739" height="416" /></p>
<h2><em>&#8220;The team behind The Elder Scrolls series has always seen the importance of establishing a rich and deep narrative. The backstory and lore of the games universe seen as important as gameplay.&#8221;</em></h2>
<p>The game was not set to just emulate these influential titles but wanted to surpass them with <i>The Elder Scrolls: Arena</i>. The one design element that set Bethesda’s game apart from the competition was the sheer size of the game world. The entire map outside of the pre-set towns and cities was randomly generated populated by enemies and NPC&#8217;s. The game was one of the few in the series to allow the player to explore the entire continent of Tamriel, so large was the map that without the fast travel feature the game was near impossible to play. It could take the player several hours to walk from one town to another or several days to walk to a city in another province. The game was also known for it’s notoriously difficulty for new players, with high level enemies spawning right from the beginning unlike later titles that have enemies level up with the player.</p>
<p><img class="aligncenter size-full wp-image-1116" alt="The Elder Scrolls Images 03" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Elder-Scrolls-Images-03.png" width="739" height="416" /></p>
<h2><i>&#8220;The Elder Scrolls series is now heading into its 20th year with the release of its latest title Elder Scrolls Online a venture into the MMORPG genre.&#8221;</i></h2>
<p>Even though during development the combat fighting elements where replaced with RPG style gameplay, the original title <i>The Elder Scrolls: Arena</i> still stuck. Mainly due to the game&#8217;s material having been already printed using the original title. The misleading title and a missed Christmas 1993 launch date led to some early poor sales, only 3,000 units being shipped for the initial March 1994 launch. The subsequent negative reviews and high hardware demands made on the player’s machines didn’t help the flagging sales. The development studio heads worried about the future of the company if the game failed to boost sales, which it managed to do through word of mouth and a rerelease “Deluxe Edition” launching late in 1994. The game soon becoming a cult hit with plans for a sequel in the works in the same year. Bethesda Softworks now had a franchise to establish, with an expanding fantasy universe to explore and build upon.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1102">Compendium: The Elder Scrolls</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>The Elder Scrolls Online Review</title>
		<link>http://www.gamedesignireland.ie/?p=1104</link>
		<comments>http://www.gamedesignireland.ie/?p=1104#comments</comments>
		<pubDate>Fri, 04 Apr 2014 12:23:11 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Review(Sort of?)]]></category>
		<category><![CDATA[Bethesda Softworks]]></category>
		<category><![CDATA[Bioware]]></category>
		<category><![CDATA[Blizzard Entertainment]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Online]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[The Elder Scrolls]]></category>
		<category><![CDATA[The Elder Scrolls Online]]></category>
		<category><![CDATA[The Old Republic]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[ZeniMax Online]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=1104</guid>
		<description><![CDATA[<p>The MMORPG scene has been solely dominated by one game over the last decade. World of Warcraft is now entering into its tenth year after been launched back in 2004 and is still going strong today. However ZeniMax Online will be hoping that they can steal Blizzard’s crown with the release of their very own [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1104">The Elder Scrolls Online Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-1128" alt="The Elder Scrolls Online Review" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Elder-Scrolls-Online-Review.png" width="1400" height="369" />The MMORPG scene has been solely dominated by one game over the last decade. <i>World of Warcraft </i>is now entering into its tenth year after been launched back in 2004 and is still going strong today. However ZeniMax Online will be hoping that they can steal Blizzard’s crown with the release of their very own MMORPG set in the <i>Elder Scrolls</i> universe.<span id="more-1104"></span> It not like <i>WOW</i> has been lacking in competition over the last decade with many developers envious of Blizzard’s success and wishing to take a slice of the MMORPG market for themselves. Time and again these upstarts have failed to come anywhere close to challenging <i>WOW</i> for dominance in the MMORPG market. Most of their competitors have had to admit defeat and opt for a free-to-play subscription model in order to maintain a decent sized user base. Can the pay-to-play <i>Elder Scrolls Online</i> maintain a large enough subscriber base to save them adopting the freemium model?</p>
<p><img class="aligncenter size-full wp-image-1124" alt="The Elder Scrolls Online Images 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Elder-Scrolls-Online-Images-01.png" width="739" height="416" /></p>
<h2><em>&#8220;Those gamers hoping to pick up where they left off in Skyrim are going to disappointed about the lack of dragons and the powers that come with been the Dovahkiin.&#8221;</em></h2>
<p>The answer has to take various factors into consideration and look at the MMO’s that have tried to emulate <i>WOW</i> but ultimately failed. The first aspect that has to be addressed is that this article is only taking western released MMO’s into consideration as Japan and the East Asian market has released to many MMO’s to mention. Although I would still wager that <i>WOW</i> holds more sway then many of these regionally released games. The most recent case sample for judging the potential success of <i>The Elder Scrolls Online</i> would be Bioware’s <i>The Old Republic</i>. The MMORPG based in the highly popular <i>Star Wars</i> universe and what seemed like concept that couldn’t fail. Despite the fact the game idea was not new with <i>Star Wars Galaxies</i> launching in 2003 to only be shut down in 2011 due to lagging subscriber numbers. Nonetheless the fanfare and anticipation that surrounded Bioware’s new game prior to launch would have more than eased the concerns of any anxious executives. Four years after its initial announcement, in December of 2011 it was launched and less then twelve months later it switch to the free-to-play model. Initially it saw its subscriber base growing to 1 million within the first three days, making it the fastest ever growing MMO to date. Those numbers failed to increase significantly enough over the following months and prompted the publishers EA to <a title="'Star Wars: The Old Republic' Goes Free-To-Play, But Not Too Free" href="http://www.forbes.com/sites/erikkain/2012/11/21/star-wars-the-old-republic-goes-free-to-play-but-not-too-free/" target="_blank">reconsider their options</a>, eventually making the game free-to-play. Not to say that problems faced by one game will be the same for another, but those at ZeniMax Online might take heed and not count their chickens before they have a solid subscriber base.</p>
<p><img class="aligncenter size-full wp-image-1125" alt="The Elder Scrolls Online Images 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Elder-Scrolls-Online-Images-02.png" width="739" height="416" /></p>
<h2><em>&#8220;For a franchise that has proved so popular in various different video game genres and other forms of media, Star Wars MMO&#8217;s seem to be cursed.&#8221;</em></h2>
<p>A slight advantage that ZeniMax Online might have is that their MMO is based on a game series that has a long establish history in the industry. Granted it’s not like <i>Star Wars</i> was new IP and Bioware had worked on the very successful <i>Knights of the Old Republic</i> previously. The <i>Elder Scrolls</i> franchise however has a twenty year long history of giving fans the best RPG experience in the genre. The question is can a series that has been solely been based on a singleplayer experience make the crossover to the multiplayer realm. From the early beta testing and <a title="The Elder Scrolls Online: Review in Progress" href="http://ie.ign.com/articles/2014/03/31/the-elder-scrolls-online-review" target="_blank">tentative reviews</a> of retail game it seems like ZeniMax Online might be onto something. It’s too early to tell if the game is a success with <i>The Old Republic</i> seeming like a sure bet in its first few months post launch. Other MMO’s series have even managed to maintain a solid user base without massive number. <i>Guild Wars</i> opted for the one time purchase subscription method, it has allowed them to maintain 400,000 concurrent users and even produce a sequel. All the same I’m sure ZeniMax Online will want to do better and compete in the big league alongside <i>WOW</i>.</p>
<p><img class="aligncenter size-full wp-image-1126" alt="The Elder Scrolls Online Images 03" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Elder-Scrolls-Online-Images-03.png" width="739" height="416" /></p>
<h2><em>&#8220;Once again Elder Scrolls fans will be able to explore the rarely visited corners of Tamriel, from the sands of Hammerfell to the swamps of the Black Marsh.&#8221;</em></h2>
<p>The Blizzard team on the other hand are surely not wiping sweat from their brow with worry over the launch of <i>ESO</i>. <i>WOW</i> is a game that came out nearly ten years ago and still has nearly 8 million subscribers according to figures from the end of last year. The subscriber base has actually increased in the last number of months; most likely due to interest peaked with the announcement of the next expansion <a title="World of Warcraft Subscriber Numbers Rise to 7.8 Million" href="http://ie.ign.com/articles/2014/02/07/world-of-warcraft-subscriber-numbers-rise-to-78-million" target="_blank"><i>Warlords of Draenor</i></a>. The <i>Elder Scrolls Online</i> beta received <a title="The Elder Scrolls Online: 5 million people sign up for beta, Bethesda tweaks its &quot;constrained&quot; tutorial" href="http://www.gamespot.com/articles/the-elder-scrolls-online-5-million-people-sign-up-for-beta-bethesda-tweaks-its-constrained-tutorial/1100-6418323/" target="_blank">5 million registered users</a>, which is not a bad start but turning those players into long-term subscribers is another matter. This is the essential problem faced by any developers wishing to get into the pay-to-play market; the gameplay experience must live up the monthly subscription fee. ZeniMax Online is taking a risky venture by charging $14.99(€10.87) per month to play <i>ESO</i>. <i>WOW</i> only charging $12.99(€9.42) in comparison, not to mention that Xbox One users will have to cough up for an Xbox Live subscription alongside the $14.99/mo. fee. The developers stating that ‘significant’ DLC set to be regularly released post launch justifies the high price point. Bethesda Vice President of PR, Pete Hines has <a title="Elder Scrolls Online defends subscription fee with regular, &quot;significant&quot; content" href="http://www.gamespot.com/articles/elder-scrolls-online-defends-subscription-fee-with-regular-significant-content/1100-6418221/" target="_blank">stated</a> that there is no intention of using the free-to-play approach in regards to <i>ESO</i>. Reasoning that quality is better than quantity, creating better gameplay experiences at the expense of a larger user base. It’s a gamble that might work with the <i>Elder Scrolls</i> series known for its richly detailed worlds and immersive game experiences. However in the MMO game it’s all about the numbers and it will be interesting to see how certain opinions might change if <i>ESO</i> fails to gain any traction.</p>
<p><img class="aligncenter size-full wp-image-1127" alt="The Elder Scrolls Online Images 04" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/04/The-Elder-Scrolls-Online-Images-04.png" width="739" height="416" /></p>
<h2><em>&#8220;Blizzard’s last expansion pack didn&#8217;t go down that well with gamers; however they will hope Warlords of Draenor be a hit for the aging MMO.&#8221;</em></h2>
<p>It stands to reason that a highly successful RPG franchise should have no problem taking their dedicated fan base and bringing them over the MMO genre. Then again the average video game fan is a fickly beast that could easily see <i>The Elder Scrolls Online</i> detracting from the series. Other <i>Elder Scrolls</i> properties that tried to make the jump over to other genres, like <i>The Elder Scrolls Travels</i> games that failed to gain any favour with critics and gamers alike. All of the questions about ZeniMax’s venture into the MMORPG genre will be answered over the coming year. Will the game be able to hold the attention of its subscribers, facing tough competition with the <a title="World of Warcraft Warlords of Draenor Expansion: Game Will be a Massive Hit, Developer Says" href="http://www.theepochtimes.com/n3/594201-world-of-warcraft-warlords-of-draenor-expansion-game-will-be-a-massive-hit-developer-says/" target="_blank">upcoming expansion</a> for <i>WOW</i> due to launch sometime this year.</p>
<h1>By <a title="My Website" href="http://gamingaficionado.org/" target="_blank">Colm O&#8217;Sullivan</a></h1>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1104">The Elder Scrolls Online Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Smite Review</title>
		<link>http://www.gamedesignireland.ie/?p=1084</link>
		<comments>http://www.gamedesignireland.ie/?p=1084#comments</comments>
		<pubDate>Fri, 28 Mar 2014 13:32:51 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Review(Sort of?)]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Early Access]]></category>
		<category><![CDATA[Hi-Rez Studio]]></category>
		<category><![CDATA[Indie Gaming]]></category>
		<category><![CDATA[Kerbal Space Program]]></category>
		<category><![CDATA[Minecraft]]></category>
		<category><![CDATA[MOBA]]></category>
		<category><![CDATA[Mojang]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Simulation Games]]></category>
		<category><![CDATA[Smite]]></category>
		<category><![CDATA[Squad]]></category>
		<category><![CDATA[Steam]]></category>
		<category><![CDATA[Video Game Development]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=1084</guid>
		<description><![CDATA[<p>Although that this week did see the official release of the MOBA (Multiplayer Online Battle Arena) title SMITE. I would argue that most people within the gaming community didn’t take much notice. Not because the game is of poor quality or too small to make any waves within the industry. In fact so far it [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1084">Smite Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-1099" alt="Smite Review" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Smite-Review.png" width="1400" height="369" />Although that this week did see the official release of the MOBA (Multiplayer Online Battle Arena) title <i>SMITE</i>. I would argue that most people within the gaming community didn’t take much notice. Not because the game is of poor quality or too small to make any waves within the industry. In fact so far it can boast over two and half million registered players.<span id="more-1084"></span> Obviously nowhere near competing with the big boys; <i>League of Legends </i>or <i>DOTA,</i> but still a very respectable number in that genre. The lack of fanfare over its release might have something to do with the fact that the game has been available to play for the last two years, during its extensive beta period. A perfect illustration of the current video game industry, were the doors of the development studios are being thrown open and the gamers have come flooding in.</p>
<p><img class="aligncenter size-full wp-image-1095" alt="Smite Review Images 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Smite-Review-Images-01.png" width="739" height="416" /></p>
<h2><em>&#8220;The MOBA genre has seen a huge increase in popularity over the last few years and Hi-Rez studios will hope that SMITE can be a part of that growth.&#8221;</em></h2>
<p><i>SMITE</i> was launched with a closed beta in May of 2012 after debuting the game at PAX East the previous month. Although the term closed beta would denote a restricted number of players testing the game, when the game finally moved to the <a title="SMITE moves to open beta today" href="http://massively.joystiq.com/2013/01/24/smite-moves-to-open-beta-today/" target="_blank">open beta stage</a> the following January its player base was already up to 900,000. <i>SMITE</i> has been free-to-play throughout its beta stage, although like many other free-to-play games it relies microtransactions to help finance the continued development of the game. Due to the games increase in popularity it gave the development studio the impetuous to continue development and release regular content updates. No doubt development may well continue after the games official launch, to help maintain a strong player base. The games developers <a title="Hi-Rez Studios Website" href="http://www.hirezstudios.com/" target="_blank">Hi-Rez Studios</a> may have also noticed that the gaming community might see the <i>SMITE</i> launch go unnoticed. In response they have organized a <a title="SMITE Launch Tournament" href="https://www.hirezstudios.com/smite/nav/launch-info/launch-details" target="_blank">LAN Tournament</a> to be held in Atlanta over the weekend to celebrate the momentous occasion. Upholding their openness with the gaming community they have given players the chance to chip in on the cash prize on offer at the event. Initially set at $100,000, players can buy a custom skin for one of the game characters with the money going towards the prize fund. Now the cash prize is sitting at $185k, it is a question of how far will this level of community involvement lead too. Of course the contributors do receive a piece of DLC for their donation, but what’s next. If the development studio is late on the electricity bill or has to call out a contractor will there be a Kickstarter to raise funds to pay the bills or fix the plumbing. An overexertion of course but the video game industry has changed so dramatically over the last five years. From what was traditionally an obscured development process to now involving mass community engagement.</p>
<p><img class="aligncenter size-full wp-image-1096" alt="Smite Review Images 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Smite-Review-Images-02.png" width="739" height="416" /></p>
<h2><em>&#8220;Mojang have achieved legendary status within the industry not only because of their highly successful game but the method by which it was developed.&#8221;</em></h2>
<p>The obvious example to point to as the origin of this current trend is the Swedish based developers Mojang and their game <i>Minecraft</i>. There is no doubt that <i>Minecraft</i> acted as a watershed moment for the video game industry, the extended and open development process of that game influencing many other to do the same. The game was available online to buy while the game was still in development. Players not only helped the development process by giving Mojang a few dollars to play the game, but also through community discussion and game mods gave the developers a clear idea of what the players wanted. Instead of hiring a number of QA testers to play an in house version of the game, the entire <i>Minecraft</i> community became Mojang’s bug testing team. The game continues to shaped by community driven feedback. In fact it’s hard to believe that <i>Minecraft</i> actually had an official release over two years ago at this point. For those players who bought the alpha version of the game for less than $15 back in 2010, they can still expect new and upcoming features for no additional cost. It is a question if the development process for <i>Minecraft</i> will ever cease, will there be a <i>Minecraft 2</i> or is this game set to be in development indefinitely. Another game with a seemingly never ending development cycle is the much loved by gamers and NASA scientists alike, <a title="To the Mun and Back: Kerbal Space Program" href="http://www.polygon.com/features/2014/1/27/5338438/kerbal-space-program" target="_blank"><i>Kerbal Space Program</i></a>.</p>
<p><img class="aligncenter size-full wp-image-1097" alt="Smite Review Images 03" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Smite-Review-Images-03.png" width="739" height="416" /></p>
<h2><em>&#8220;<a title="Squad Website" href="http://www.squad.com.mx/SquadSite/index.htm" target="_blank">Squad</a> a company based out of Mexico City operate as a marketing firm, who just happen to take a chance on a video game pitch from one of their employees.&#8221;</em></h2>
<p>The game has now remained in the alpha stages of development for the past two and half years. No beta or official launch has been announced, which hasn’t stopped the game from racking up impressive game sales. Normal industry conventions would state that alpha builds of a game are for in house testing only and that releasing an unfinished buggy version of the game will hurt eventually retail numbers. This traditionally ideology surrounding the development cycle is been challenged by games like <i>Kerbal Space Program</i>, who buck the trend set by the major AAA studios. The move towards digital distribution spurred on by services like Steam has given developers the opportunity to offer their games for sale at increasingly earlier stages of development. What would have been financially impossible in the cd and cartridge days of the industry, selling an early build of a game can now in fact help fund the continued development of a particular project. The conversion of the <i>ARMA II</i> mod <i>DayZ</i> into a standalone title has benefited from such an approach. Released in December of last year on Steam as an early access alpha, <i>DayZ</i> sold over a <a title="DayZ's 1 million sales: A 'shots fired moment' for publishers" href="http://www.gamasutra.com/view/news/208685/DayZs_1_million_sales_A_shots_fired_moment_for_publishers.php" target="_blank">million copies</a> within a month. No longer do developers have to keep their fingers crossed throughout the development process, hoping that when the game is launch that it is a success. Instantaneous feedback can be received very early into the games development, reducing the financial risks that would have previously held back many developers.</p>
<p><img class="aligncenter size-full wp-image-1098" alt="Smite Review Images 04" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Smite-Review-Images-04.png" width="739" height="416" /></p>
<h2><em>&#8220;The hype surrounding DayZ was a major factor in its high number of sales, but will gamers be turned off after buying an incomplete buggy version of the game?&#8221;</em></h2>
<p>The modern video game industry has caused the standard terms of alpha and beta to be redefined in a new context. No longer just versions of an incomplete game that would not be seen outside of the development studio save for a short testing period open to the public. Most AAA studios still stick to this model with information about an upcoming game only available through a few scant reports or planned media announcements. In the past it was only through unofficial leaks that gamers could get a chance to get hands on with a game prior to its official launch. Now the indie game scene has taken it a step further an offered up their games to the public from the get-go, with warts and all. The developers no longer keeping their game hidden behind the curtain until launch day but allowing the public to join them on the journey, to see that the game evolves to meet their wants and desires.</p>
<h1>By <a title="My Website" href="http://gamingaficionado.org/" target="_blank">Colm O&#8217;Sullivan</a></h1>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1084">Smite Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: Doom Knee Deep in Development</title>
		<link>http://www.gamedesignireland.ie/?p=1067</link>
		<comments>http://www.gamedesignireland.ie/?p=1067#comments</comments>
		<pubDate>Wed, 26 Mar 2014 13:04:09 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[First Person Shooters]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[id Software]]></category>
		<category><![CDATA[John Carmack]]></category>
		<category><![CDATA[John Romero]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Shareware]]></category>
		<category><![CDATA[Tom Hall]]></category>
		<category><![CDATA[Video Game History]]></category>
		<category><![CDATA[Wolfenstein 3D]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=1067</guid>
		<description><![CDATA[<p>Although Wolfenstein 3D was the game that put id Software on the map, it was Doom that cemented their place within the industry. Doom followed in the footsteps of its predecessor but took the First Person Shooter genre to a whole new level. Whereas Wolfenstein 3D had been an attempt to prove that the technology [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1067">Compendium: Doom Knee Deep in Development</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-1071" alt="Doom Knee Deep in Development" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Doom-Knee-Deep-in-Development.png" width="739" height="195" />Although <i>Wolfenstein 3D</i> was the game that put id Software on the map, it was <i>Doom</i> that cemented their place within the industry. <i>Doom</i> followed in the footsteps of its predecessor but took the First Person Shooter genre to a whole new level.<span id="more-1067"></span> Whereas <i>Wolfenstein 3D</i> had been an attempt to prove that the technology to run such a game was possible, <i>Doom</i> demonstrated how far lead programmer John Carmack wanted to push the bounds of possibility.</p>
<p><img class="aligncenter size-full wp-image-1069" alt="Doom Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Doom-Image-01.png" width="739" height="416" /></p>
<h2><em>&#8220;The player takes on the role of a nameless space marine fighting through hordes of the damned set on invaded the realm of man.&#8221;</em></h2>
<p>The development for the game began in 1992 after the release of <i>Spear of Destiny</i> the sequel to <i>Wolfenstein 3D</i>. As with the companies previous titles it was the engine that powered the game, which would be as crucial as the game itself. Prior to the start of development Carmack had carried out some research and experimentation for the companies next engine. The result was the ShadowCaster engine that featured improved graphical elements but was too slow for their action orientated games. It was not used by id but was licenced to Raven Software and used in their game titled <i>ShadowCaster</i>. The experimentation would lead Carmack to build out the far superior Doom engine also known as id Tech 1. Differing level heights , full texture mapping, varying light levels and non-perpendicular walls all helped set <i>Doom</i> a field apart from their previous effort <i>Wolfenstein 3D</i>. The level designer could now implement atmospheric conditions and visual aesthetics to improve on what was in some ways a static experience in their previous 3D titles. <i>Wolfenstein 3D</i> was the base on which id built the far more technically and graphically advanced <i>Doom</i>. During the development process a level of conflict arose between the creative director of the game Tim Hall and the rest of the team. Hall was unhappy about the level of violence featured in the game and wished for the company to return to the <i>Commander Keen</i> series of games. Initially opposed to the games themes, Hall conceded and set out to write up a comprehensive design document known as the ‘Doom Bible’. Hall set out in it a highly detail backstory and narrative for the game, however when presented to the rest of the team it was rejected. Carmack feeling that such a detailed plot was unnecessary for what was a fast paced action type of game.  Hall left the company just months before the games release; he would later use material from the ‘Doom Bible’ in his own games such as <i>Rise of the Triad</i> and <i>Terminal Velocity</i>.</p>
<p><img class="aligncenter size-full wp-image-1070" alt="Doom Image 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Doom-Image-02.png" width="739" height="416" /></p>
<h2><em>&#8220;The level of violence in Doom not only lead to the resignation of tier creative director, but also caused some in the medium to question its influence on violent behaviour.&#8221;</em></h2>
<p>Hype for the game had been steadily building prior to its release, with even an unauthorized alpha build of the game find its way onto the web. Just as with its previous titles <i>Doom</i> was distributed through the shareware model, with the first part of the game released online on December 10 1993. Although most users just played the free version, over a million copies of the full game were sold. The popularity of <i>Doom</i> was in no question with the game becoming wide spread within a matter of months. It addictiveness with gamers causing some companies to set policies banning the game from the workplace. One company in particular whose employees were utterly obsessed with the game was Microsoft. So much so Microsoft’s owner Bill Gates had contemplated buying id Software, ultimately Microsoft went on to develop a Windows 95 port of the game to help sell their operating system. Bill Gates appearing in a Windows 95 showcase presentation, superimposed into the one of the games levels as part of promotional video. It marked a point at which games were moving beyond their own sphere of influence. Companies and individual not directly linked with the video game industry could now see the growing popularity in the medium. <i>Doom</i> helped video games breach the divide between their own industry and the wider world.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1067">Compendium: Doom Knee Deep in Development</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Titanfall Review</title>
		<link>http://www.gamedesignireland.ie/?p=1064</link>
		<comments>http://www.gamedesignireland.ie/?p=1064#comments</comments>
		<pubDate>Fri, 14 Mar 2014 13:31:18 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Review(Sort of?)]]></category>
		<category><![CDATA[2015 Inc.]]></category>
		<category><![CDATA[Activision]]></category>
		<category><![CDATA[Call of Duty]]></category>
		<category><![CDATA[Cloud Computing]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[First Person Shooters]]></category>
		<category><![CDATA[Infinity Ward]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Respawn Entertainment]]></category>
		<category><![CDATA[Titanfall]]></category>
		<category><![CDATA[Video Game Development]]></category>
		<category><![CDATA[Vince Zampella]]></category>
		<category><![CDATA[Xbox One]]></category>

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		<description><![CDATA[<p>Titanfall is set to change the face of the FPS genre, something its creators at Respawn Entertainment have done in the past. Rewind back to the early 2000’s and a small Oklahoma based development studio 2015 Inc., of the back of their first game SiN: Wages of Sin started work on their next title. A WWII themed FPS [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1064">Titanfall Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><i><img class="aligncenter size-full wp-image-1081" alt="Titanfall Review" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Titanfall-Review.png" width="1400" height="369" />Titanfall</i> is set to change the face of the FPS genre, something its creators at Respawn Entertainment have done in the past. Rewind back to the early 2000’s and a small Oklahoma based development studio 2015 Inc., of the back of their first game <i>SiN: Wages of Sin</i> started work on their next title.<span id="more-1064"></span> A WWII themed FPS that was set to redefine the genre, that game was <i>Medal of Honor: Allied Assault</i>. The game had a helping hand from renowned movie director Steven Spielberg who had just produced his own WWII award winning movie <i>Saving Private Ryan</i>. Part of the 2015 team were two aspiring video game developers Jason West and Vince Zampella, the pair would continue to be at the cutting edge of the FPS genre for the following decade.</p>
<p><img class="aligncenter size-full wp-image-306" alt="The Dawn of a New Medium Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/07/The-Dawn-of-a-New-Medium-Image-01.png" width="739" height="416" /></p>
<h2><em>&#8220;Medal of Honor marked a turning point in video game narrative, were games could now attempt to emulate Hollywood in terms of grandiose storytelling.&#8221;</em></h2>
<p>Following the release of <i>Medal of Honor: Allied Assault</i> some of the developers including West and Zampella decide to leave 2015 Inc. and form their own studio. The limitations imposed on them by their employers and the control on the creative process by the publisher EA, forced 22 members of the development team to break away and establish Infinity Ward in 2002. Interestingly <a title="List of 2015 Inc. Games" href="http://en.wikipedia.org/wiki/Category:2015,_Inc._games" target="_blank">2015 Inc.</a> has only produced one game since the mass departures and has not seen the same level of success as it had with <i>Medal of Honor</i>. Infinity Wards funding was boosted in the beginning when the publisher Activision bought up 30 percent of the company. The studio went straight to work on its first title a WWII themed FPS, following on from the experience gained with their previous game. <i>Call of Duty</i> was released in October of 2003 and was an instant classic, with mission structures and narrative techniques that their previous publisher EA had disagreed with. The most iconic mission of the game, forcing the player to fight through the besieged city of Stalingrad with only a clip of ammunition and no weapon. An idea that was unthinkable in the FPS genre, a reason why the game was a success and spawned an acclaimed franchise. When WWII shooters became too commonplace West and Zampella decided to shake things up and produce <i>Call of Duty 4: Modern Warfare</i>. Again Infinity Ward proved to be the studio at the forefront of the FPS genre setting the trends and game design conventions that others would attempt to emulate.</p>
<p><img class="aligncenter size-full wp-image-1078" alt="Titanfall Review Images 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Titanfall-Review-Images-01.png" width="739" height="416" /></p>
<h2><em> &#8220;The original title in the series received its very own rerelease on the next gen system in 2009, known as Call of Duty Classic.&#8221;</em></h2>
<p>Just as the second <i>Modern Warfare</i> title was breaking all sales records decent was brewing between Infinity Ward and their publishers/owners Activision. West and Zampella were aggrieved about the lack of royalties afforded to them by Activision, based on the success of the latest <i>Call of Duty</i> release. The ensuing conflict resulted in Activision firing both West and Zampella on the grounds of “breaches of contract and insubordination”. The reason for the dismissals was in reaction to a supposed meeting that took place between the pair and EA, to which Activision was not privy too. The subsequent <a title="Infinity Ward Vs. Activision" href="http://www.gameinformer.com/b/news/archive/2010/03/01/news-what-s-going-down-at-infinity-ward.aspx" target="_blank">legal battle</a> of lawsuits being filed by both parties would mar the establishment of West and Zampella’s new venture Respawn Entertainment in April of 2010. Just as in the case of 2015 Inc. a large number of Infinity Ward’s <a title="Who remains at Infinity Ward" href="http://www.cynicalsmirk.com/who_remains_at_infinity_ward.html" target="_blank">development team</a> left the company, 48 resigning from Infinity Ward with 38 of them joining West and Zampella at Respawn Entertainment. Activision has tried to maintain the high level of quality and strong sales figures for its <i>Call of Duty</i> franchise even bringing in another development studio to help get the games to market. Although sales figures have been annually smashed with each subsequent release aside from <i>Call of Duty: Ghosts</i>, the critical acclaim and public opinion has waned of late. Now after four years in the making <a title="Polygon Review of Titanfall" href="http://www.polygon.com/2014/3/10/5467906/titanfall-review" target="_blank"><i>Titanfall</i></a> is finally on the market, but can the Respawn team do what they have already managed multiple times before and reshape the FPS genre.</p>
<p><img class="aligncenter size-full wp-image-804" alt="Top5 Upcoming Games Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/01/Top5-Upcoming-Games-Image-01.png" width="739" height="416" /></p>
<h2><em> &#8220;It&#8217;s a game of cat and mouse between the fast and agile pilots; and devastation brutal giant titans.&#8221;</em></h2>
<p>The development of <i>Titanfall</i> has not been without its level of turmoil with long time development partner Jason West leaving the company for personal reasons. Although the nature of his <a title="Respawn founders had tense relationship before West's departure" href="http://www.gamesindustry.biz/articles/2013-06-19-respawn-founders-had-tense-relationship-before-wests-departure" target="_blank">resignation</a> has been a matter of rumour and speculation, with West’s erratic behaviour and discord with Zampella possible reasons for his split with the company he co-founded. Zampella is now flying solo and we will get to see if he can do it on his own. Judging from the response of the beta released in late February and from the early <a title="Titanfall Metacritic Scores" href="http://www.metacritic.com/game/xbox-one/titanfall" target="_blank">Metacritic</a> scores it looks like Respawn is on to a winner. Just as Zampella and his team have always done in the past they have not settled just to follow along with the crowd. The FPS genre of late has becoming increasingly stagnant, with little in the way of innovation coming out of the genre for the last number of years. A few gameplay tweaks and graphical improvements seem to be enough for most developers, with new IP falling by the wayside in the face of established franchises. <i>Titanfall</i> is attempting to draw influence from a myriad of different sources to push forward the evolution of the FPS genre. The most distinctive feature of the new Zampella title is the lack of a singleplayer narrative, with the game only featuring multiplayer gameplay. Not that this is something new in the FPS genre with the original titles in the <i>Battlefield</i> series featuring only multiplayer modes. However for Zampella this is breaking new ground since the singleplayer narrative has been as much a crucial part of his previous games successes as the multiplayer component. Iconic gaming moments such as the storming of the Normandy beaches and the first-hand experience of a soldier post nuclear blast, have helped Zampella earn his high ranking status in the industry.</p>
<p><img class="aligncenter size-full wp-image-1079" alt="Titanfall Review Images 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/Titanfall-Review-Images-02.png" width="739" height="416" /></p>
<h2><em> &#8220;Will we see a reunited West and Zampella in the future, somewhat debatable with the apparent success garnered by Titanfall under the solo leadership of Zampella?&#8221;</em></h2>
<p>Probably the far more interesting point about <i>Titanfall</i>’s<i> </i>online elements is that the game relies on some of the AI components to be handled by Microsoft’s Azure cloud computing platform. Essentially this means that the game is online only, with the AI hosting and physics calculations handled by <a title="Respawn: Titanfall's server stability is in Microsoft's azure hands" href="http://www.joystiq.com/2014/03/10/respawn-titanfalls-server-stability-is-in-microsofts-azure-ha/" target="_blank">Microsoft’s servers</a>. It is also bad news for gamers living in regions without the Azure service like South Africa, who have understandable become quite upset. They have even gone as far as to <a title="Titanfall not coming to South Africa due to poor network performance" href="http://www.gamespot.com/articles/titanfall-not-coming-to-south-africa-due-to-poor-network-performance/1100-6418168/" target="_blank">petition</a> EA and Respawn to have a South African release of the game. Not helping the issue is the fact that Xbox Live experienced a momentary <a title="Xbox Live recovers after connection woes threaten to spoil Titanfall US launch" href="http://www.computerandvideogames.com/453409/xbox-live-sign-in-issues-plague-titanfall-launch/" target="_blank">technical hitch</a> on launch day. Aside from the few regional grumbles and Xbox Live outages, nothing much has been made of <i>Titanfall</i>‘s always online requirement. This is good news for Titanfall publisher EA who suffered a calamitous PR disaster due the resulting backlash that followed the botch launch of their always online title SimCity. It’s interesting that prior to launch nothing has been made of <i>Titanfall</i>’s method of offloading some of its processing tasks to the cloud. Granted from the outset Titanfall is sold as a multiplayer game so certain level of internet connectivity is expected from the outset. All the same the video gaming community was ready with torches and pitchforks at the announcement that the Xbox One would need to be connect online at least once a day. Never mind the fact that for much of the western world regular online connectivity is pretty standard. Here we are less than six months post launch and a game that requires a similar feature, no angry mob in sight. It is amazing how video game fans can go from extreme statements of vitriolic fury to quiet and subdued acceptance. Obviously <i>Titanfall</i> is just that good of game that such heated opinions can put aside. Gamers are clearly very enamoured by giant mech’s, to let go of such issues.</p>
<h1>By <a title="My Website" href="http://gamingaficionado.org/" target="_blank">Colm O&#8217;Sullivan</a></h1>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1064">Titanfall Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: The Age of 3D Wolfenstein 3D</title>
		<link>http://www.gamedesignireland.ie/?p=1056</link>
		<comments>http://www.gamedesignireland.ie/?p=1056#comments</comments>
		<pubDate>Wed, 12 Mar 2014 13:02:43 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[3D Gaming]]></category>
		<category><![CDATA[Apogee Software]]></category>
		<category><![CDATA[Commander Keen]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[id Software]]></category>
		<category><![CDATA[John Carmack]]></category>
		<category><![CDATA[John Romero]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Shareware]]></category>
		<category><![CDATA[Video Game Development]]></category>
		<category><![CDATA[Video Game History]]></category>
		<category><![CDATA[Wolfenstein 3D]]></category>

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		<description><![CDATA[<p>Very often cited as one of the earliest First Person 3D games, Wolfenstein 3D the title that defined an entirely new genre. Although it certainly helped popularize the First Person Shooter genre in the early 90’s, it was not the first attempt by video game developers to make 3D perspective game. Games like Maze War [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1056">Compendium: The Age of 3D Wolfenstein 3D</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-1061" alt="The Age of 3D Wolfenstein 3D" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/The-Age-of-3D-Wolfenstein-3D.png" width="739" height="195" />Very often cited as one of the earliest First Person 3D games, <i>Wolfenstein 3D</i> the title that defined an entirely new genre. Although it certainly helped popularize the First Person Shooter genre in the early 90’s, it was not the first attempt by video game developers to make 3D perspective game.<span id="more-1056"></span> Games like <i>Maze War</i> and <i>Spasim</i> developed nearly two decade previously take that honour, <i>Spasim</i> even featuring multiplayer gameplay over the university PLATO network.  In fact it was not even the first attempt at a 3D game by the games programmer John Carmack. Regardless of whether <i>Wolfenstein 3D </i>was the first to develop the technology, it was the game that changed how the industry viewed the First Person genre.</p>
<p><img class="aligncenter size-full wp-image-1058" alt="The Age of 3D Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/The-Age-of-3D-Image-01.png" width="739" height="416" /></p>
<h2><em>&#8220;Although not the company first game it was the title that brought them to the attention of the wider industry and media alike.&#8221;</em></h2>
<p>The history of <i>Wolfenstein 3D</i> is intrinsically linked with the fortunes of the games creators’ id Software. The company was founded by four employees of Softdisk, a publisher and developer of disk based games sold with computer magazines. John Romero, Adrian Carmack, Tom Hall and John Carmack all came together to form id Software in February of 1991. The four had developed and released their first title <i>Commander Keen</i> the previous year and instead of pitching it to their bosses, had used a third party publisher. Scott Miller of Apogee Software had been impressed by the teams work and offered to publish their games through his shareware model. A method were a small part of the game was released for free with the rest of the game sold by mail order. Due to the success of <i>Commander Keen</i> Softdisk soon realised the potential in their four employees and offered to form a new venture with them. The four declined and went their own way with id Software, publishing their future games on the shareware model with Apogee Software. The <i>Commander Keen</i> series would help the company establish it’s self in the early days and gain some level of recognition within the industry. A key part of the company’s business strategy has been the licensing of their game engines that power their various titles. The “Id Summer Seminar&#8221; in the summer of 1991 was an event held to find prospective buyers of id Software’s <i>Keen</i> engine. It spiritual successor QuakeCon is the annual event were new information on id’s latest projects and new game engines are announced.</p>
<p><img class="aligncenter size-full wp-image-1059" alt="The Age of 3D Image 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/The-Age-of-3D-Image-02.png" width="739" height="416" /></p>
<h2><em>&#8220;Commander Keen originally started out as a tech demo by Carmack and Romero, aiming to emulate the side scrolling technology of Nintendo’s Super Mario on the PC.&#8221;</em></h2>
<p>As part of the breakaway deal that led to the formation of id Software the company agreed to produced future titles that their former employers Softdisk would publish. Two of these games would have a direct impact on the advancement of video game technology, that paved way for the development of <i>Wolfenstein 3D</i>. <i>Hovertank 3D</i> and <i>Catacombs 3-D</i> both feature a first person 3D perspective that show an evolution in the technology that would eventually lead to <i>Wolfenstein 3D</i>. The games developed began soon after the release of <i>Catacombs 3-D</i> in late 1991, Apogee Software the games publisher offered $100,000 upfront to help jump start the process. The game was based on an earlier set of 80’s titles produced by Muse Software called <i>Castle Wolfenstein</i>. They contained a heavily stealth based gameplay which id had originally aspired to emulate. The gameplay proved to be too difficult to implement and the game evolved into an action based shooter. As with their previous <i>Commander Keen </i>titles,<i> Wolfenstein 3D</i> was released on the shareware model.</p>
<p><img class="aligncenter size-full wp-image-1060" alt="The Age of 3D Image 03" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/03/The-Age-of-3D-Image-03.png" width="739" height="416" /></p>
<h2><em>&#8220;Mecha-Hitler is often cited as one of the seminal video game bosses in the history of the video game industry.&#8221;</em></h2>
<p>By the end of 1993 after a year on the market the game had broken all previous shareware sales records, selling over 100,000 copies and garnering much critical acclaim. Even though the game was a massive success within the industry, picking up numerous awards and honours it was not without its own controversy. Due to the games depiction of a SS prison set in WWII and featuring Hitler as the main antagonist the game was banned in Germany. Nintendo decided to heavily edit the game for the SNES version sold in Germany. Removing all references of the Nazi content, including a retextured Hitler renamed “Staatmeister”. Despite this minor setback the game was an outstanding success for the company and laid the tenants that all future First Person Shooters would be judged by. It gave credibility to the shareware business model and boosted the popularity of the pc market. <i>Wolfenstein 3D</i> is without out a doubt a landmark title in the history of the video game industry and cemented id Software’s place within it.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1056">Compendium: The Age of 3D Wolfenstein 3D</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Banished Review</title>
		<link>http://www.gamedesignireland.ie/?p=1025</link>
		<comments>http://www.gamedesignireland.ie/?p=1025#comments</comments>
		<pubDate>Fri, 28 Feb 2014 13:22:46 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Review(Sort of?)]]></category>
		<category><![CDATA[AAA Games]]></category>
		<category><![CDATA[Banished]]></category>
		<category><![CDATA[City-Management Game]]></category>
		<category><![CDATA[Indie Gaming]]></category>
		<category><![CDATA[Luke Hodorowicz]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Settlers]]></category>
		<category><![CDATA[Shining Rock Software]]></category>
		<category><![CDATA[Sim City]]></category>
		<category><![CDATA[Simulation Games]]></category>
		<category><![CDATA[Video Game Development]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=1025</guid>
		<description><![CDATA[<p>The public outcry over the DRM issue arising from the latest SimCity release, will surely live long in the memories of EA executives. The gaming community treats DRM like a vampire towards garlic. Why gamers side step it like the plague is beyond me when they hand over so many other rights along the way. [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1025">Banished Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-1029" alt="Banished Review" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/02/Banished-Review.png" width="1400" height="369" />The public outcry over the <a title="SimCity DRM: &quot;Always Online&quot; Mode Results in Disaster For Gamers" href="http://www.policymic.com/articles/29213/simcity-drm-always-online-mode-results-in-disaster-for-gamers" target="_blank">DRM issue</a> arising from the latest <i>SimCity</i> release, will surely live long in the memories of EA executives. The gaming community treats DRM like a vampire towards garlic. Why gamers side step it like the plague is beyond me when they hand over so many other rights along the way.</p>
<p><span id="more-1025"></span> Anti-Piracy measures are nothing new, with a service like Steam requiring the player to sign in to authenticate their account and access their games. Nonetheless <i>SimCity</i> was a <a title="EA: &quot;DRM is a failed dead-end strategy&quot;" href="http://www.gamesindustry.biz/articles/2013-03-27-ea-drm-is-a-failed-dead-end-strategy" target="_blank">dismal failure</a> as far as EA’s PR department was concerned, with the company already in a rocky relationship with the gaming community. It is no surprise then that it has been the indie game sector that of late has had a massive surge in popularity. Mainly due to its non-corporate approach to game design, where player experience is top of the list of priorities. AAA development budgets are now astronomically high in comparison to indie developers, rivalling Hollywood productions in terms of money spent on the project. Many indie developers are working on nothing more than shoestring budgets, with passion and determination the only driving factors.</p>
<p><img class="aligncenter size-full wp-image-1027" alt="Banished Images 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/02/Banished-Images-01.png" width="739" height="416" /></p>
<h2><em>&#8220;Even the most well planned out village won&#8217;t save the townsfolk from a harsh winter or natural disasters.&#8221;</em></h2>
<p><a title="Banished on Steam" href="http://store.steampowered.com/app/242920/" target="_blank"><i>Banished</i></a> is the perfect game for those who have become dismayed at what has become of the <i>SimCity</i> series without Will Wright at the helm. Take <i>SimCity</i> and rewind a few hundred years, <i>Banished</i> is a city-building game that takes the concept and refines it down to it most basic components. Instead of managing an entire metropolis your task is the make sure a small village doesn’t go cold or hungry. That’s its most appealing characteristic, with no financial or macro management the game strategy is boiled down to a few core gameplay mechanics. The game operates on a barter and resource system where money is not present which makes sense for its pre-industrialisation setting. The balance between resources management and population growth is very finely balanced; with one harsh winter, an unexpected outbreak of disease or sudden fire can bring the village to its knees. It is this balancing act that makes the gameplay very additive. Its style of gameplay reminiscent of the <a title="The Settlers WIkipage" href="http://en.wikipedia.org/wiki/The_Settlers" target="_blank"><i>Settlers</i></a> series of games where the layout of your village can have a drastic effect on how the game plays. Place your villager’s homes to far from their place of work and good luck keeping your supplies stocked up. The games difficulty is as rewarding and it is frustrating, if it was too easy to build up a new settlement in the middle of the wilderness where would the fun lie. The only complaint would be that the villagers are all given randomly generated names, it’s like they say not to name the animal you kill for meat so you don’t become attached personally. When that notice pops-up that Lamberly the Miner or Sandell the Farmer died from hunger it really hits a nerve. Like an omnipotent god you’re responsible for their fate and take each death as a personal failure. The strive to do better is always present, with a harmoniously functioning village taking multiple failed attempts. The most amazing thing about this game aside from its well-crafted art design and gameplay mechanics, is the fact that it was solely developed by one man. Luke Hodorowicz is the one man team behind <a title="Shining Rock Software Website" href="http://www.shiningrocksoftware.com/game/" target="_blank">Shining Rock Software</a>, founded in 2011.</p>
<p><img class="aligncenter size-full wp-image-1028" alt="Banished Images 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/02/Banished-Images-02.png" width="739" height="416" /></p>
<h2><em>&#8220;I build them a fancy tunnel but yet they decide to ignore it and walk over the hill instead, ungrateful villagers.&#8221;</em></h2>
<p>Typically indie games by their nature feature small development teams, solo development is quite commonplace in this sector of the industry. However to make a comparison to a big budget title like <i>SimCity</i> or even some of the latest games in the <i>Settlers</i> series it is a wonder where half that money goes. How much marketing attributes to the over inflated budgets of these AAA titles. If a sole developer can produce a game as complex and rich as <i>Banished</i>, is there something to be learned by the big time developers. Of course a game like <i>SimCity</i> has far more complexity to it than a game like <i>Banished</i>, but it is a wonder if companies might consider returning to their roots and produce smaller titles. Ken Levine&#8217;s decision to close down AAA developer <a title="http://www.theguardian.com/technology/2014/feb/20/bioshocked-ken-levines-irrational-games-decision" href="http://www.theguardian.com/technology/2014/feb/20/bioshocked-ken-levines-irrational-games-decision" target="_blank">Irrational Games</a> and his pursuit of a smaller more streamlined approach to game design, is an example of this. Levine commenting that he wishes to re-engage with the gaming community and a return to his development roots.</p>
<p><img class="aligncenter size-full wp-image-1049" alt="Banished Images 03" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/02/Banished-Images-03.png" width="739" height="416" /></p>
<h2><em>&#8220;Who knew how much food it takes to keep a small village of people alive? Apparently it’s a lot, either that or these villagers are just greedy.&#8221;</em></h2>
<p>The increasing amount of openness in the development process of indie games, is a trend that doesn’t transfer easily to a major AAA game development. A multiplayer beta or early demo is as close as gamers get to the development process of typical AAA titles. Unlike the plethora of smaller indie titles that have early access builds of their game available to buy on platforms like Steam. <i>DayZ</i> a game not even in the beta stage of development has already raked up over a million sales at this point. Interestingly enough <i>Banished</i> is the one game that has managed to knock <i>DayZ</i> of the number one spot on the <a title="Banished Knocks DayZ Out Of Steam's Top Sales Spot" href="http://www.cinemablend.com/games/Banished-Knocks-DayZ-Out-Steam-Top-Sales-Spot-62439.html" target="_blank">Steam sales chart</a>, a place <i>DayZ</i> has occupied for the last three months. <i>Rust</i> another indie game rounds out the top three, with <i>Call of Duty: Ghosts</i> one of the biggest budget games on the list lagging behind the three small time developers. It is a clear indication that the indie game scene is thriving in an industry that is supposedly controlled by the big time publishers.</p>
<h1>By <a title="My Website" href="http://gamingaficionado.org/" target="_blank">Colm O&#8217;Sullivan</a></h1>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1025">Banished Review</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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