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	<title>GameSlice - Geoff Keighley &#187; Uncategorized</title>
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	<link>http://www.gameslice.com</link>
	<description>Videogame Journalist Geoff Keighley</description>
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		<title>Jason Rubin Responds to Bonus Round Commenters</title>
		<link>http://www.gameslice.com/2010/02/17/jason-rubin-responds-to-bonus-round-commenters/</link>
		<comments>http://www.gameslice.com/2010/02/17/jason-rubin-responds-to-bonus-round-commenters/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 18:41:07 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[bonus round]]></category>
		<category><![CDATA[jason rubin]]></category>

		<guid isPermaLink="false">http://www.gameslice.com/?p=583</guid>
		<description><![CDATA[<p>GameTrailers users love to comment on the Bonus Round. The latest segment caused quite a few viewers to write in with their thoughts on Jason Rubin&#8217;s comments.   ... <a href="http://www.gameslice.com/2010/02/17/jason-rubin-responds-to-bonus-round-commenters/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gameslice.com/wp-content/uploads/2010/02/bonusround_jasonrubin.jpg"><img class="alignright size-thumbnail wp-image-585" style="margin: 5px;" title="bonusround_jasonrubin" src="http://www.gameslice.com/wp-content/uploads/2010/02/bonusround_jasonrubin-150x150.jpg" alt="" width="150" height="150" /></a>GameTrailers users love to comment on the Bonus Round. The latest segment caused quite a few viewers to write in with their thoughts on Jason Rubin&#8217;s comments.  Was Jason saying that all games should be &#8220;pay as you go?&#8221;  Did he really just say that all games should be run like FarmVille on Facebook?  Jason is reading your thoughts, and sent me the below response to the comments on GameTrailers:</p>
<blockquote><p>To Bonus Round Viewers,</p>
<p>I’d like to apologize, because I don’t think I did a good job of explaining what I was suggesting, and the panel quickly turned it into an argument about business models I didn’t suggest and game balance, rather than a fair price for games and the industry’s ability to survive.</p>
<p>Additionally, there were arguments made on the panel against suggestions that were not mine, but somehow I got blamed for: for example Shane suggesting that I would approve of games that shut off if you didn’t pay or paying for prestige.  These are not my beliefs and if you watch the panel you can see that I never suggest either and denied that they were good ideas.   I want to clear that up.</p>
<p>It is a discussion of industry financial survival that I was brought onto the show to discuss, and it is here that any discussion of what I really believe has to begin.</p>
<p>The first misconception from those that have commented is that the industry can stay as is.  The most common comment has been that many gamers like the current model of game pricing.   Were the industry in good shape financially right now, then I would agree that there is no reason to change.  Unfortunately, this model is not currently working very well and may not support continued game creation.  This is not my opinion alone, and I didn’t invite myself to the panel to ask myself these questions.  These are unfortunately blatantly obvious facts.  Michael Pachter specifically pointed to EA’s recent earnings (or lack thereof) as an indication that something is indeed broken.   EA and Activision’s large recent layoffs (Activision after the show’s taping) also point to less AAA games getting made and changes ahead.   Losses and layoffs are not a sign of a healthy industry.</p>
<p>Certainly, all of us understand that if a company loses money continually it must either 1) change the way it behaves or 2) cease to be.  We can all agree that ceasing to make games is not what we want, so we have to look for a change of behavior that makes the company healthy and profitable so we can all get the games we want to play.</p>
<p>This does not necessarily have to be digital distribution or other payment models.  It could be something nobody has thought of yet.  But making games at a loss is not a business that can survive so SOMETHING clearly has to change.  It is my suggestion that alternate business models and digital distribution are a possible solution.</p>
<p>The second misconception is that I somehow advocate letting people buy their way through games, to get ahead of others through payments, or somehow unbalancing the game, for example by “buying prestige.”  Anybody who took this out of the panel was not listening to my continual protests.</p>
<p>I have never believed that game balance should be influenced by cash.</p>
<p>Possibly the most misconstrued (and most unintended) moment was when we discussed WOW gold mining and I conceded that life isn’t fair.  This was not a suggestion that games shouldn’t be fair.  Nor was it a suggestion that people with money should be able to buy advantage.  I was referring to the same unfairness that allows some people to pay $60 for a game while some are unable to afford that pleasure – EVER.  That is unfair, so there is already unfairness in the system today.  But I would endeavor to make the system more fair rather than stick with the current unfairness.  I don’t believe that digital distribution and alternate business models leads us away from that goal.  In fact, I believe they may lead us towards it.</p>
<p>To be clear:</p>
<p>I have been a game maker for my entire life and balancing games has been the most important skill I have learned.  Over 40 million people have played the games I made and thought my balancing was fair and fun.  I am aware that is no less ridiculous to let people buy completion of a level of a game or to buy “prestige” than it is to try to sell them the end of a movie plot before they go into a movie theatre.  Furthermore, since many games today are multi-player, unbalancing a game will have tragic results not only for the person buying the advantage, but also for those that did not.   In short, it screws up the whole game for everyone.</p>
<p>Buying bullets, buying advancement, buying better guns, and tons of other ideas were shot down by the panel, and those that have commented, but those ideas were never raised by me.  It is really easy to rail argue something I didn’t say, but it says nothing about my suggestions.</p>
<p>The third misconception is that while many of the comments have assumed that alternate business models must mean higher costs to gamers on average.  We do not know this to be true.   I do believe that the model will distribute costs differently, and hopefully a model that is as good for the gamer and better for the industry can be found.</p>
<p>If anything, the current model is not fair pricing.  The small number of heavy users for each game get an incredible deal, while the majority of gamers, who are searching for a game they love, can try less games because of the price point.  There is a real cost to publishers for multiplayer games in servers and infrastructure, which is unevenly borne by those that don’t play the game as much as those that do.  This was not true with the old offline game model, and it is not true with DVD’s. That inefficiency is great for hard core gamers (who of course are overrepresented in the Bonus Round audience) but bad for the industry.<br />
My comments that the industry must take chances and create new experiences, which I was lauded for in the comments in section 1 of this panel, are at direct odds with the current model.</p>
<p>For example, when researching a recent online game I calculated that the highest volume user (who had played 150+ 8 hour days in the games 190 days of release!) was paying less than a nickel per hour.  Now of course this was only the highest volume user, but it is insane to argue that this is fair pricing.  This user was costing the publisher money based on server and bandwidth costs.  Who was paying for this usage?  Users that played less and the publisher were paying.  That may have been you.<br />
The fourth misconception is that I was suggesting a specific model for specific games.</p>
<p>While a subscription may work for some games (WOW is one), it is not the cleanest or nicest model, and may not fit for many other games.  Just a reminder, I never suggested subscription or pay as you go during the panel.   And I certainly never suggested your game should “turn off” after a period of time.  I don’t like that idea either. Nor was I suggesting that FarmTown’s model would work for any specific game.  Every game is different, and every game might need a different solution.  But I think there are solutions.</p>
<p>In fact, I was vague on specific implementations not because I don’t have ideas, but because one solution cannot possibly fit all games. There are many, many examples of digital distribution and alternate business models that are better and are working for gamers and game makers, from inexpensive games to full sized games.   There are billions of dollars in income in such games with tens of millions of users… some with more users than the biggest console game.  Anyone who denies this has not done any research.</p>
<p>I believe that game developers are some of the smartest people on earth.  If they spent as much time being creative with business models as they are with content then I think that they would find solutions that made gamers and game makers happier… even those who dismiss the concept without giving it a chance.</p>
<p>PS:  If you would still like to call me an idiot directly you can find me at <a href="http://www.facebook.com/thejasonrubin">www.facebook.com/thejasonrubin</a> or on twitter at <a href="http://twitter.com/jason_rubin">jason_rubin</a>.</p>
<p>Jason</p></blockquote>
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		<title>Bonus Round: Year in Review 2009</title>
		<link>http://www.gameslice.com/2010/01/14/bonus-round-year-in-review-2009/</link>
		<comments>http://www.gameslice.com/2010/01/14/bonus-round-year-in-review-2009/#comments</comments>
		<pubDate>Thu, 14 Jan 2010 16:47:40 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[bonus round]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[GameTrailers]]></category>
		<category><![CDATA[pachter]]></category>
		<category><![CDATA[year in review]]></category>

		<guid isPermaLink="false">http://www.gameslice.com/?p=552</guid>
		<description><![CDATA[<p>What were the big stories of 2009 in the gaming industry? Our 2009 year-end Bonus Round on GT.com recaps the headlines, the top games, and the trends that  ... <a href="http://www.gameslice.com/2010/01/14/bonus-round-year-in-review-2009/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p>What were the big stories of 2009 in the gaming industry? Our 2009 year-end Bonus Round on GT.com recaps the headlines, the top games, and the trends that are changing the business. Guests are Michael Pachter from Wedbush Securities, Shane Satterfield from GT.com, and Garnett Lee from Shacknews.  Sit back, relax, and enjoy the near hour-long discussion embedded below or viewable at <a href="http://www.gametrailers.com/episode/bonusround/311?ch=1">GameTrailers.com</a></p>
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		<title>Video Game Awards World Premieres!</title>
		<link>http://www.gameslice.com/2010/01/13/video-game-awards-world-premieres/</link>
		<comments>http://www.gameslice.com/2010/01/13/video-game-awards-world-premieres/#comments</comments>
		<pubDate>Wed, 13 Jan 2010 17:41:51 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[vga]]></category>
		<category><![CDATA[video game awards]]></category>

		<guid isPermaLink="false">http://www.gameslice.com/?p=560</guid>
		<description><![CDATA[<p>The 2009 VGAs featured more than a dozen world premieres and even surprise announcements, like the sequel to BATMAN: ARKHAM ASYLUM.  Over on GameTrailers.com you can view  ... <a href="http://www.gameslice.com/2010/01/13/video-game-awards-world-premieres/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p>The 2009 VGAs featured more than a dozen world premieres and even surprise announcements, like the sequel to BATMAN: ARKHAM ASYLUM.  Over on <a href="http://www.gametrailers.com/game/spike-tv-video-game-awards/12349">GameTrailers.com</a> you can view all the world premiere trailers including HALO REACH, STAR WARS: THE FORCE UNLEASHED II, TRON: EVOLUTION, SPEC OPS: THE LINE, MEDAL OF HONOR and many more!</p>
<p>Pulling together our VGA world premieres takes the better part of 6 months, as publishers and developers create custom trailers and assets just for the worldwide broadcast! We hope you enjoyed all the premieres for some of the most anticipated games coming in 2010 and 2011.</p>
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		<title>Spike Video Game Awards (VGAs) Coming 12/12</title>
		<link>http://www.gameslice.com/2009/11/17/spike-video-game-awards-vgas-coming-1212/</link>
		<comments>http://www.gameslice.com/2009/11/17/spike-video-game-awards-vgas-coming-1212/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 17:00:04 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.gameslice.com/?p=519</guid>
		<description><![CDATA[<p></p>
<p>Spike&#8217;s Video Game Awards are coming back this Saturday, December 12th at 8 PM on Spike.  Stay tuned for many more details in the days to come.  ... <a href="http://www.gameslice.com/2009/11/17/spike-video-game-awards-vgas-coming-1212/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-521 alignleft" title="logo_email" src="http://www.gameslice.com/wp-content/uploads/2009/11/logo_email.jpg" alt="logo_email" width="396" height="180" /></p>
<p>Spike&#8217;s Video Game Awards are coming back this Saturday, December 12th at 8 PM on Spike.  Stay tuned for many more details in the days to come. We have some amazing world premiere titles and announcements in the show, and of course awards for the best games of 2009.</p>
<p>What world premiere titles would you like to see?</p>
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		<title>Spike Special: Batman: Arkham Asylum</title>
		<link>http://www.gameslice.com/2009/09/07/spike-special-batman-arkham-asylum/</link>
		<comments>http://www.gameslice.com/2009/09/07/spike-special-batman-arkham-asylum/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 00:59:28 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[arkham asylum]]></category>
		<category><![CDATA[batman arkham asylum]]></category>
		<category><![CDATA[dark knight]]></category>
		<category><![CDATA[eidos]]></category>
		<category><![CDATA[jamie walker]]></category>
		<category><![CDATA[joker]]></category>
		<category><![CDATA[rocksteady]]></category>
		<category><![CDATA[sefton hill]]></category>
		<category><![CDATA[warner bros]]></category>

		<guid isPermaLink="false">http://www.gameslice.com/?p=514</guid>
		<description><![CDATA[<p>Easily one of the most talked about games of 2009 is Batman: Arkham Asylum.  It&#8217;s an early contender for game of the year.  A few months  ... <a href="http://www.gameslice.com/2009/09/07/spike-special-batman-arkham-asylum/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p>Easily one of the most talked about games of 2009 is Batman: Arkham Asylum.  It&#8217;s an early contender for game of the year.  A few months ago I was lucky enough to visit the game developer Rocksteady in London for a behind the scenes look at the making of the game.  You can see the full 30 minute Spike TV special on the game below &#8212; it&#8217;s currently the #1 most downloaded TV show on PlayStation Network!  Enjoy &#8211; and if you click through you can watch the show in HD.</p>
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		<title>New GTTV: Valve on Left 4 Dead 2</title>
		<link>http://www.gameslice.com/2009/08/15/new-gttv-valve-on-left-4-dead-2/</link>
		<comments>http://www.gameslice.com/2009/08/15/new-gttv-valve-on-left-4-dead-2/#comments</comments>
		<pubDate>Sat, 15 Aug 2009 16:16:47 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.gameslice.com/?p=508</guid>
		<description><![CDATA[<p>This week&#8217;s GTTV is now online.  We headed up to Valve in Seattle for a new look at Left 4 Dead 2 (the reveal of the Carnival  ... <a href="http://www.gameslice.com/2009/08/15/new-gttv-valve-on-left-4-dead-2/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p>This week&#8217;s GTTV is now online.  We headed up to Valve in Seattle for a new look at Left 4 Dead 2 (the reveal of the Carnival campaign) and a chat with Gabe Newell.  Also, this is the first GTTV where we are including your Twitter questions as part of the show.</p>
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		<title>E3: Nintendo, A Love Letter to the Hardcore?</title>
		<link>http://www.gameslice.com/2009/06/13/e3-nintendo-a-love-letter-to-the-hardcore/</link>
		<comments>http://www.gameslice.com/2009/06/13/e3-nintendo-a-love-letter-to-the-hardcore/#comments</comments>
		<pubDate>Sat, 13 Jun 2009 18:21:56 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[E3 2009]]></category>
		<category><![CDATA[mario]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Reggie Fils-Aime]]></category>
		<category><![CDATA[zelda]]></category>

		<guid isPermaLink="false">http://www.gameslice.com/?p=480</guid>
		<description><![CDATA[<p>Despite record sales for the Wii in 2008, last year&#8217;s Nintendo E3 briefing didn&#8217;t exactly fire up the masses with Wii Music and Animal Crossing. This year Nintendo  ... <a href="http://www.gameslice.com/2009/06/13/e3-nintendo-a-love-letter-to-the-hardcore/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gameslice.com/wp-content/uploads/2009/06/nintendo-e32009.jpg"><img class="alignright size-thumbnail wp-image-481" title="nintendo-e32009" src="http://www.gameslice.com/wp-content/uploads/2009/06/nintendo-e32009-150x150.jpg" alt="nintendo-e32009" width="150" height="150" /></a>Despite record sales for the Wii in 2008, last year&#8217;s Nintendo E3 briefing didn&#8217;t exactly fire up the masses with Wii Music and Animal Crossing.<span> </span>This year Nintendo was determined to please the hard-core and appeal to its expanded audience.<span> </span>That&#8217;s not an easy balance to strike, and I&#8217;ve publicly wondered if Nintendo even needs to focus on E3. I mean let&#8217;s face it: Most Wii owners who pick up Wii Fit don&#8217;t even know or care about the trade show.</p>
<p class="MsoNormal">So how did Nintendo do?<span> </span>There&#8217;s no question there was much more for the hardcore Nintendo gamer at E3 2009, including the shock announcement of Metroid: Other M &#8212; probably the best kept secret in any of the first party briefings.<span> </span><span> </span>Add in Mario Galaxy 2, the first hints at a new Wii Zelda (which was mentioned the next day at a Miyamoto roundtable), and a 2D Super Mario Bros for Wii, and Nintendo certainly has a lot of games in the pipeline.<span> </span></p>
<p class="MsoNormal">Here are my thoughts on the briefing:</p>
<p class="MsoNormal"><strong>STAGECRAFT: </strong><span> </span>The cramped Club Nokia stage combined with high-placed teleprompters made it look like the Nintendo executives were talking to the heavens for most of the briefing.<span> </span>Still, Nintendo always delivers the quickest (75 minutes) and most polished E3 briefing. This year&#8217;s show was no exception.</p>
<p class="MsoNormal"><strong>GOOD THINGS COME TO THOSE WHO WAIT: </strong>For most of the briefing hardcore Nintendo fans were up in arms.<span> </span>Half way through the presentation I was getting Tweets like &#8220;This is worst than last year!&#8221; But then, in the final 10 minutes, Reggie saved the show with Mario Galaxy 2 and Metroid: Other M.<span> </span>Before I knew it, the positive Tweets were flowing, such as &#8220;Give Reggie a bear hug for us hardcore guys!&#8221;</p>
<p class="MsoNormal"><strong>CHECK YOUR FACTS:</strong> When discussing Wii Fit, Cammie Dunaway said that with 15 million sold, the Balance Board now ranks alongside other home systems in terms of worldwide installed base.<span> </span>What system is she referring to?<span> </span>While the Wii Fit numbers are impressive, both the PS3 and 360 are beyond 15M sales worldwide.<span> </span></p>
<p class="MsoNormal"><strong>SPECIAL ACHIEVEMENT AWARD: </strong>You have to give props to Reggie and Cammie for actually playing games during their briefing.<span> </span>Rival execs just read prompters, but the two Nintendo figureheads actually picked up controllers and played their products.</p>
<p class="MsoNormal"><strong>STRANGEST SEGUE: </strong>From Cammie Dunaway: &#8220;We admit we haven&#8217;t quite figured out how to move [Mario] into a fourth dimension. But that number, 4, that&#8217;s the key to Mario&#8217;s next surprise.&#8221;<span> </span>Is this a hint that the next Wii will include a water sprayer to add 4D effects to your Mario experience?</p>
<p class="MsoNormal"><strong>E</strong><strong>LEPHANT IN THE ROOM: </strong>Nintendo spent ample time hyping up the multiplayer in New Super Mario Bros. for Wii&#8230;.but conveniently forgot to mention that there is no online multiplayer support.<span> </span></p>
<p class="MsoNormal"><strong>ELEPHANT IN THE ROOM, PART 2:</strong> Reggie said, &#8220;&#8221;Third party publishers are drawn to opportunity. And right now there&#8217;s no opportunity larger than Nintendo.&#8221; The only problem?<span> </span>Third parties can&#8217;t seem to crack the opportunity and make non-Nintendo games a blockbuster hit on the Wii or DS.</p>
<p class="MsoNormal"><strong>BIGGEST OMISSION, PART 2: </strong>When Iwata revealed the Wii Vitality sensor he only showedphotos.<span> </span>But apparently there is a video of a Vitality Sensor demo, which Iwata showed to some European press behind closed doors.<span> </span>He edited the video himself on the plane trip over from Japan.</p>
<p class="MsoNormal"><strong>MOST OVERSHADOWED GAMES: </strong>Nintendo is getting into user-created content in a big way.<span> </span>Both Minis March Again: Mario vs. Donkey Kong and Warioware: DIY encourage user creativity, but the message seemed to be lost during the briefing.</p>
<p class="MsoNormal"><strong>BEST LINE: </strong>&#8220;I&#8217;ll be honest, I read the blogs too.&#8221; &#8212; Reggie,<span> </span>as he began to introduce the &#8220;hardcore&#8221; section of Nintendo&#8217;s briefing with Dead Space, The Conduit, and Metroid: Other M.</p>
<p><strong>WHAT NINTENDO DOESN&#8217;T WANT YOU TO CALCULATE: </strong>Sure there are some big first party Wii games in the pipeline, but the vast majority are coming in 2010 like Sin and Punishment 2, Endless Ocean, Super Mario Galaxy 2, and Metroid: Other M.<span> </span>The second half of 09 looks very light for hardcore first-party games.</p>
<p class="MsoNormal"><strong>MOST QUESTIONABLE GREENLIGHT:</strong> C.O.P THE RECRUIT from Ubisoft for the DS.<span> </span>With GTA: Chinatown Wars off to a slow start, does Ubisoft really think it can be successful with a new original GTA knock-off on the DS?</p>
<p class="MsoNormal"><strong>ONLY IN JAPAN: </strong>Where&#8217;s the news on new Wii Channels for the US?<span> </span>Japan has been rolling out new content like the Wii No Ma video channel and even a channel to order Pizza online.<span> </span>But Reggie didn&#8217;t even mention Nintendo Channels during the briefing.</p>
<p class="MsoNormal"><strong>BEST REVEAL OF E3: </strong>The setup for the Metroid: Other M trailer was brilliant.<span> </span>Reggie didn&#8217;t give up the surprise with his introduction, and it took a good 10-15 seconds of the trailer before it was clear a new Metroid game was afoot.<span> </span>Bravo!</p>
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		<title>The Origins of Molyneux&#8217;s Milo</title>
		<link>http://www.gameslice.com/2009/06/10/the-origins-of-molyneuxs-milo/</link>
		<comments>http://www.gameslice.com/2009/06/10/the-origins-of-molyneuxs-milo/#comments</comments>
		<pubDate>Wed, 10 Jun 2009 20:23:25 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[Milo]]></category>
		<category><![CDATA[peter molyneux]]></category>
		<category><![CDATA[Project Natal]]></category>
		<category><![CDATA[Xbox]]></category>

		<guid isPermaLink="false">http://www.gameslice.com/?p=448</guid>
		<description><![CDATA[<p>Most of the world met Milo for the first time last Monday at E3.  I first encountered him about five years ago at GDC. That&#8217;s when Peter  ... <a href="http://www.gameslice.com/2009/06/10/the-origins-of-molyneuxs-milo/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gameslice.com/wp-content/uploads/2009/06/molyneux.jpg"><img class="alignright size-thumbnail wp-image-450" title="molyneux" src="http://www.gameslice.com/wp-content/uploads/2009/06/molyneux-150x150.jpg" alt="molyneux" width="150" height="150" /></a>Most of the world met Milo for the first time last Monday at E3.  I first encountered him about five years ago at GDC. That&#8217;s when Peter Molyneux introduced me to Dimitri, a young boy who was furiously working on his math homework in Peter&#8217;s hotel room.  &#8220;Hello, it&#8217;s nice to meet you,&#8221; the young lad said before turning his eyes back to a ruled notebook.</p>
<p>Little did I know that half a decade later I&#8217;d meet Dimitri again &#8212; albeit this time in virtual form.</p>
<p>Molyneux is a big idea guy.  And Milo (renamed from Dimitri for legal reasons) is his most ambitious and riskiest concept to date. It&#8217;s a natural outgrowth of the artificial intelligence-driven creatures in Black &amp; White and the dog in Fable II. But those AIs were supporting characters in a larger game world. Milo (or Milly if you select a female) <em>is </em>the game.</p>
<p>What inspired Molyneux to build Milo? Dimitri, who&#8217;s now in college, sees Peter as a role-model.  Over the years, as Peter spent more and more time with Dimitri, he began to reflect on his own childhood and the choices he made growing up.  How would Peter&#8217;s life have changed if he made different choices?  It&#8217;s a question we all ponder at some point.</p>
<p>Milo, I expect, will give us a chance to re-examine our own choices by guiding a young avatar through life.  He will ask questions, seek advice, and, if the technology works, form a bond with the user.  And when I refer to the technology, I&#8217;m talking about the AI &#8211; not the Natal camera.  Milo has been in development for years and the camera support was only just added in the past 5 months.</p>
<p>Here&#8217;s what makes me the most curious about Milo: What limits will Peter place on the game&#8217;s choices and the character&#8217;s actions?  It&#8217;s one thing to slap around a creature in Black &amp; White to condition him, but what will the tolerance be for such extremes in a game like Milo? Peter has already said there will be limits.  But could your Milo end up being a criminal?  Could he mistakenly drown in that beautiful fish pond?  Or, will Milo go off and meet a girl (or boy) at school, live happily ever after, and forget to come back and visit you?</p>
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		<title>3D Realms Statement on Duke Forever</title>
		<link>http://www.gameslice.com/2009/05/18/3d-realms-statement-on-duke-forever/</link>
		<comments>http://www.gameslice.com/2009/05/18/3d-realms-statement-on-duke-forever/#comments</comments>
		<pubDate>Mon, 18 May 2009 21:14:45 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[3d realms]]></category>
		<category><![CDATA[duke forever]]></category>
		<category><![CDATA[take 2]]></category>

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		<description><![CDATA[<p>See the below statement just sent to me by George Broussard:</p>


<p style="text-align: left;">3D  Realms Release – Pertaining to Recent Events Surrounding Duke Nukem  Forever</p>
<p style="text-align: left;">Dallas,  ... <a href="http://www.gameslice.com/2009/05/18/3d-realms-statement-on-duke-forever/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p>See the below statement just sent to me by George Broussard:</p>
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<p style="text-align: left;"><span style="font-family: Calibri; font-size: small;"><strong>3D  Realms Release – Pertaining to Recent Events Surrounding Duke Nukem  Forever</strong></span></p>
<p style="text-align: left;"><span style="font-family: Calibri; font-size: small;">Dallas, TX (May 18, 2009) – In light  of recent press articles and statements by Take-Two (to the media and  in a lawsuit), we want to set the record straight on some issues. </span></p>
<p><span style="font-family: Calibri; font-size: small;">Despite rumors and statements to the  contrary, 3D Realms (3DR) has not closed and is not closing. 3DR retains  ownership of the Duke Nukem franchise.  Due to lack of funding,  however, we are saddened to confirm that we let the Duke Nukem Forever  (DNF) development team go on May 6th, while we regroup as a company.   While 3DR is a much smaller studio now, we will continue to operate  as a company and continue to license and co-create games based upon  the Duke Nukem franchise. </span></p>
<p><span style="font-family: Calibri; font-size: small;">As some of you may know, Take-Two filed  a lawsuit last week containing various accusations and claims against  3DR and the uncompleted DNF game.  Take-Two never paid 3DR advances  or any signing bonus or any other funds related to DNF, up until July  2008, at which time they paid $2.5m in connection with another agreement  for an unannounced game.  This is the sum total Take-Two has paid  3DR in connection with DNF.  Take-Two claims that they paid $12m  to GT Interactive/Infogrames to acquire the publishing rights for the  DNF game. To be clear, 3DR was not a party to that transaction and did  not receive any money from it.  When the DNF game was originally  signed with GT Interactive in 1998, GT paid 3DR a $400,000 signing bonus.  Up until July 2008, this was the only publisher money we received for  the DNF game.  Meanwhile, 3DR put over $20m into the production  of DNF. </span></p>
<p><span style="font-family: Calibri; font-size: small;">Take-Two retains publishing rights  for the DNF game, although 3DR retains certain rights to sell the game  directly to the public.  Late last year, 3DR began negotiations  with Take-Two to provide funding to complete the DNF game. In the meantime,  3DR was hitting mutually-agreed milestones, despite not having a new  agreement finalized.  Take-Two was well aware that 3DR needed the  funding to continue the DNF game development.  Suddenly, after  months of negotiations, Take-Two materially changed the parameters of  the proposed funding agreement.  3DR informed Take-Two that it  could not financially afford the changes Take-Two was suggesting and  would be forced to release the team if an agreement was not reached.  Take-Two made a last minute proposal to acquire the Duke Nukem franchise  and the 3DR development team.  Take-Two’s proposal was unacceptable  to 3DR for many reasons, including no upfront money, no guarantee minimum  payment, and no guarantee to complete the DNF game. From 3DR’s perspective,  we viewed Take-Two as trying to acquire the Duke Nukem franchise in  a “fire sale.”  Those negotiations fell through on May 4<sup>th</sup>,  a deal never materialized, and the DNF team was sadly released a few  days later.</span></p>
<p><span style="font-family: Calibri; font-size: small;">Less than a week after the DNF team  was released, Take-Two filed its lawsuit in New York, seeking immediate  temporary injunctive relief.  The court denied Take-Two’s request  for a temporary restraining order.  While we cannot comment on  the details of the ongoing lawsuit, we believe Take-Two’s lawsuit  is without merit and merely a bully tactic to obtain ownership of the  Duke Nukem franchise. We will vigorously defend ourselves against this  publisher. </span></p>
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		<title>Bonus Round E3 Preview Begins</title>
		<link>http://www.gameslice.com/2009/05/10/bonus-round-e3-preview-begins/</link>
		<comments>http://www.gameslice.com/2009/05/10/bonus-round-e3-preview-begins/#comments</comments>
		<pubDate>Mon, 11 May 2009 03:48:05 +0000</pubDate>
		<dc:creator>Geoff Keighley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[bonus round]]></category>
		<category><![CDATA[e3 expo]]></category>
		<category><![CDATA[e3 preview]]></category>
		<category><![CDATA[GameTrailers]]></category>
		<category><![CDATA[N'Gai Croal]]></category>

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		<description><![CDATA[<p>The E3 Expo is only a month away, and this episode of the Bonus Round on GameTrailers.com is devoted to previewing what you can expect from the industry&#8217;s  ... <a href="http://www.gameslice.com/2009/05/10/bonus-round-e3-preview-begins/"><strong>More</strong></a>]]></description>
			<content:encoded><![CDATA[<p>The E3 Expo is only a month away, and this episode of the Bonus Round on GameTrailers.com is devoted to previewing what you can expect from the industry&#8217;s biggest trade show.  Joining me for the discussion are Andy McNamara, Editor-in-Chief of Game Informer; Brian Crecente, Managing Editor of Kotaku; and noted video game journalist N&#8217;Gai Croal. You can watch part 1 below via our embeddable GT player:</p>
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