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Entries in modding (2)

Monday
Dec142009

From Mod to Retail: Tripwire Interactive Builds Videogame Business on Old Blueprint (You Can Too)

 People often ask me “how do I get into the videogame industry?” Having entered only three years ago, I try to formulate a response concocted from two parts quotes I’ve read and heard, mixed with one part my own story and experiences. I feel it’s a winning combination – chewy, spicy, and textured enough to reveal new flavors upon repeated tastings. If you possess the necessary cooking skills (any kind of industry experience), give the recipe a try. But keep in mind, the better you know your audience the better the dish.

Budding audio engineers, mixers, masters, noise makers, and sound mavens comprise most of mine. I know these guys and gals, and not only from inhabiting their school as a teacher. I once wore their shoes. As a student here at the Institute of Production and Recording, I wanted nothing more than to make Ben Burtt’s contribution to film audio seem tiny and inconsequential compared to my involvement in videogames.

As an outsider looking in, I obsessively approached the profession of “game audio dude” from every possible angle. I applied a critical ear to every game I played, listened and watched every interview and podcast involving an industry professional, and joined any and every relevant community. I contacted people too, asking for career advice, tips, and more contacts. And then I graduated, became an employee at Activision, and subsequently discovered people would pay me to write about videogames, another lifelong dream. I may pursue the audio career path once again in the future, but right now the student body can benefit from the information I acquired.

To my young game audio kin, I often recommend joining the modding community – groups of game designers, young and old, who take existing title assets and code and add, change, or dismantle content to suit their artistic vision. Modifications may be small – a reskinned weapon or minor gameplay adjustments, and sometimes they’re much larger – former “world’s most popular online action game,” Counter-Strike,” began as a mod in 1999.

Immeasurable experience and contacts may be gained from participating in a mod’s development, regardless of the product’s ultimate quality. All that and a self-inflicted pat on the back may be all you receive for your first project, depending on distribution, popularity, and the originality of the content. Oh well.

Copyright’s a nasty, pervasive little bugger who’ll prevent the sale of mods utilizing any number of the original title’s assets. If monetary return sounds more delectable, seek employment in the development of total conversion mods, where all assets used are original and lawsuit-free. Ideally, you want to take this route. The potential’s incalculable.

In fact, the financial success of one total conversion mod, Red Orchestra: Combined Arms, warranted the opening of an entirely new development house.

After winning the “Make Something Unreal” competition, and the $50,000 prize money, the Red Orchestra developers founded Tripwire Interactive and decided to take the “franchise forward as a retail game.” According to the company site, the subsequent release “achieved both critical and commercial success garnering several awards including “Multiplayer Game of the Year” and “FPS of the Year” for 2006.

Most recently, Tripwire developed and released Killing Floor, a cooperative first-person shooter built on a “survive as long as you can” gametype and infused with qualities most often found in role-playing games, such as class-based play, leveling, and an in-game store with purchasable guns, grenades, ammo, and body armor.

 

Pre-sales catapulted Killing Floor to...

Read the rest at IPR's Multimedia Blog.

Wednesday
Sep162009

Anti-piracy measures by Batman developer unearth bugs in player morality. This isn’t a first.

I can’t wait to play Batman: Arkham Asylum this week. The potential game of the year hit those not-so-cutting edge consoles almost a month ago, but I didn’t want to touch it. My new PC’s a much more comfortable home for Batman and his incomparable rogues gallery of villains. Here, with the help of my GTX 275 graphics card and intel i7 920 processor, he can spread his bat-legs and show off significantly improved bat-graphics and added support for Nvidia’s Physx system. Check out the video below to see what I mean.

The differences may seem slight to some, but even the most insignificant of changes can improve a title’s perceived immersion. And, in a title like this, aren’t we all looking to wade in the deepest immersion waters as possible? So, “yes,” a more realistically flowing bat-cape matters.

Oh, and did I mention I can modify the PC version with custom-built content? Last month, with only an asset and gameplay-limited demo in their hands, the modding community designed dozens of costumes for Batsy Watsy – transforming him into Dark Claw, a Green Lantern, Batzarro, Nightwing, and many others (none of which will scar villains with sharp protruding nipples). Now, with the full release in absurdly capable hands, I expect much, much more. Are community-architected expansions and gameplay improvements less than six months away? Definitely.

Apparently a “leaked” PC version of the title hit the torrent communities last week. I could’ve downloaded, installed, beaten the game, and prepared a review for release date in just a few days, but I didn’t.

Plausible justification even lied within arm’s reach. If I pursued this potentially shady route, I wasn’t technically becoming a pirate, right? The PR team at fortyseven communications, who are working with developer Rocksteady, guaranteed me a free copy!

Deciding against tossing another game on my immediate platter (more lie on shelves, in closets, and somewhere in a plethora of internal and external hard drives), I decided to wait for my copy to arrive via snail mail.

Late last week, a funny news item surfaced regarding Arkham Asylum and piracy. According to multiple complaints on the various forums, a growing number of PC users began encountering various bugs in some of the game’s most simplest features. One in particular, prevented Batman from gliding over poison gas. Instead, he’d fall directly to his death. They needed a solution.

Read the rest of the article at IPR's Multimedia blog.