기획이란 단지 재미있는 컨셉을 생각하거나, 혹은 누가봐도 쉽게 눈에 들어오는 쉬운 문서를 만들거나, 혹은 논리적으로 오류가 없는 문서를 만드는 것이 아님을 다시한 번 깨닳았습니다.그렇다고 정치를 잘 하는 것도 아니고, 언변이 뛰어나서 모두를 쉽게 설득하는 것도 아닙니다.
제가 생각하는 기획자로서의 목적은 개발에 관련된 모든 의사결정자. 관리자, 작업자 들이 너무 재미있어 보여서, 너무 믿음이 가서, 너무 친절해서 매일매일 스스로 열정을 피울수 있도록 도모하는 것을 말합니다.
마비노기 영웅전. 게임 시작시 디폴트가 전체화면 윈도우 모드이다. 유저 편의를 고려한 섬세한 배려 마음에 든다.
첫 시작 패치시. 런처 화면에 동영상. 아주 좋은 발상인 듯. 게임 오프닝 못지 않게 살펴 보게 될 듯, 뭐랄까 wow에서설치등이나 기존 페키지 게임에서 설치할 때 이런 시도가 많았는데, 난 보통 설치를 걸어 놓고 화면 내리고 웹서핑을 하기 때문에거의 보지 않는다. 마비노기 영웅전도, 패치는 10~20초인데, 동영상이 4~5분쯤 했던 것 같다. 뭐 처음 플레이니 예의(?)상 기다려 줬지만. 동영상도 10~20초로 짧게 하면 좋지 않을까.. 라는 생각이 든다.
칼 휘두르는 사운드와 나무에 부딪치는 사운드가 아주 좋다. 스페이스로 자동으로 적찾아 주는 기능이 아주 느낌이 좋다. 잡아서 던지는 것도 감동이다. 어렸을 적 더블 드래곤을을 다시하는 느낌
에니메이션에서 얼굴표정 감동이다 전체적으로 프롤로그 의 동영상이 특별히 돈을 많이 들인 건 아니고, 자체 툴로 제작했음직한 아트웍인데, 연출이 좋아서 그런지 상당히 감동적이다. 개발자리스트 마음에 드는 군.. 판에 박힌 스크롤링이 아니라서.. 영화등에서 모티브를 얻은 듯.. 내가 나중에 꼭 창의적으로 하고 싶었던 부분이기도 했는데 얘네들도 마찬가지인듯
케릭터 생성 감동이네, 위아래 움직이는게 신선하다. 표정을 볼 수 있는 것도 신선함. 실게임에서 어떻게 쓰일지 기대된다. 설마 아무 필요 없지는 않겠지? 플레이어는 이런 곳에서 감동을 먹는 듯
유로해어가 끝나면 기본해어로 돌아간다...라.. 얼마나 팔릴까?
프롤로그 전투시 기본 키보드 컨트롤로 선택을 했고 키보드로 모든걸 할 수 있었는데, 대화시에 마우스를 다시 잡아야지만 대화가 넘어가는 점은 좋지 않네... 이런 자그마한 실수는 많은 게임에서 보이네.. 이런게 어렵나..?
Orbitwheelsare some kind of weird marriage between inline skates and a skateboard,and if you haven't quite got the idea just yet, we can't blame you.It'll be interesting to see the response to these. Will we be havingcompetitions for Orbitwheels in the future? You'll need to shell out$99.95 for one of these. Seeing that Christmas is just around thecorner, you could try emailing Santa a request for one of these.
All-in-one multiplatform development solution now available for educational institutions
Frankfurt a. M. (Germany), November 18th 2009 - Crytek GmbH (“Crytek”) announced today that the recently released all-in-one development solution CryENGINE 3 is now available to educational institutions free of charge. The CryENGINE 3 Educational SDK is for educators wanting to ensure that their students gain experience with the state-of-the-art in game development and real-time 3D technology. For courses and research projects in game development, 3D graphics, simulation, architecture, animation, film and design, CryENGINE 3 is the most up-to-date, real-time 3D technology available. CryENGINE 3 is the first game development platform for Xbox 360, PlayStation 3, MMO, DX9/DX10 that also is truly Next-Gen-Ready - with scalable computation, graphics and state-of-the art AI and physics for all major upcoming platforms. It provides the complete game engine to create AAA quality next generation games, and includes the redesigned CryENGINE 3 Sandbox™ level editor, a production-proven, 3rd generation “What you see is what you play” (WYSIWYP) - tool designed by and for professional developers.
Carl Jones, Director of Global Business Development - CryENGINE commented: “Crytek has always been a strong supporter of education – as evidenced by our commitment for many years to share CryENGINE tools with universities.We are continuing that commitment now by releasing the brand new CryENGINE 3 tools to any university in the world, for free! Here at Crytek, we work hard to enable all our licensees to achieve their vision with CryENGINE 3, so we aren’t considering this Educational SDK as a product we “fire and forget” - we will be looking for strong educational partners to work together with Crytek in the future - and we will soon be announcing exciting programmes for students working with CryENGINE 3."
“Students and educators using the engine will become part of our larger CryENGINE community, so they can create their own innovations and train to become the developers of the future. With the CryENGINE 3 Educational SDK, the same cutting-edge technology that the world’s best developers are using now in games, movies and simulations will now be in the hands of the next generation of creators and engineers.” added Ury Zhilinsky, R&D Manager at Crytek.
As well as the new Educational SDK Crytek offers a Game Development SDK for professional game developers and a Simulation SDK for serious games applications. More information can be found on the recently launched www.mycryengine.com website.
About Crytek GmbH
Crytek GmbH ("Crytek") is one of the world’s leading independent development studios for interactive entertainment with its headquarters in Frankfurt am Main (Germany) and additional studios in Kiev (Ukraine), Budapest (Hungary), Sofia (Bulgaria), Seoul (South Korea) and Nottingham (UK). Crytek is dedicated to creating exceptionally high quality video games for the PC and next-generation consoles, powered by their proprietary cutting edge 3D-Game-Technology CryENGINE®.
Since its foundation in 1999 Crytek created the multi-award winning PC titles Far Cry®, Crysis®, awarded best PC Game of E3 2007 and Best Technology at the 2008 Game Developers Choice Awards and Crysis Warhead®, awarded Best Graphics Technology at IGN Best of 2008 Awards.
Development teams and companies interested in obtaining a commercial license for the CryENGINE® game development solution can find more information on www.mycryengine.com.
Crytek and CryENGINE are registered trademarks or trademarks of Crytek GmbH in the USA, Germany and/or other countries. All other trademarks are the property of their respective owners.
타 모 게임사들의 게임과는 다르게, 팀 포트리스 2는 출시일부터 97번의 업데이트가 실시되었다. 이건 발매후 1주일당 한번정도의 업데이트율 이다.
제이슨 홀트맨은 현시대에 와서부터 게임은 발매까지가 개발의 끝이라고 보면 안되고, 게이머를 위한 지속적 서비스라고 봐야된다고 했다.
팀 포트리스 2가 97번의 업데이트를 실행하였음에도 불구하고, 스팀은 온라인에 접속한 모든 유저들이 똑같은 버젼을 플레이 하고 있을수 있도록 심리스한 게임 환경을 만들어준다.
또한 전자가격 책정을 통해서 배운게 있다면, 게이머들은 이런 변환적 가격에 매우 긍정적이며, 게임 업계의 미래가 될것이라고 했다.
흥미로운 정보가 있었는데, 품귀될수 없는(매진될수없는) 제품은 값이 낮을수록 제품의 질을 높인다는 것이었다. 이는 제품을 사용하는 커뮤니티가 더욱 더 커지기 때문이라고 설명했다.
[역:예로, 플레이어 수가 많아지면 버그잡을 사람들도 많아지고, 친구들에게 추천할 사람들도 많아짐]
그리하여 제품의 가격이 다시 평소로 돌아가도, 더욱더 크게 자란 커뮤니티는 할인 전보다 잠재 구매자들에게 더욱더 큰 매력을 준다는 것이었다.
이런 변환적 가격은 소매상등 다른 판매자들에게도 별 영향을 안끼치고, 결과적으로 게임업계에 큰 도움이 될것임.
"누군가가 져야만 하는 산업이 아닙니다. 모두가 위너가 되는거죠"
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Original
alve's Holtman: Digital Direct Gives Developers More Pricing Freedom
Service is becoming everything," claimed Valve's Jason Holtman during a Montreal International Game Summit keynote. "It's going to impact every line of business and every line as you think about your game."
As the director of business development at the company responsible for Steam, the PC digital distribution service that now boasts more than 20 million users and 950 games, Holtman has an intimate familiarity with the avenues being made available to game developers by emerging service-driven models, particularly on the PC.
"In the old world you'd have an indirect customer relationship with a product orientation. The most I'd be able to do in the old world is get some feedback with some forms, and make some patches, and then boy I hope people get the patches," he said.
"The direct customer relationship means now that you shouldn't think of your product as 'finished' -- a single piece that goes out monolithically. You should think of your product or the game you're making as an ongoing service to your customer."
Valve has released around 97 updates for Team Fortress 2 since the game was released, and since the game is constantly connected through Steam, users don't need to worry about patches or versions, and Valve can be assured its entire online userbase is playing the same version of the game.
When a game is kept live to that extent, traditional attitudes towards pricing and marketing break down. "Currently, pricing is a function of friction in the system," Holtman said of the retail model. "You've got to sell a certain amount of crates and get a certain amount of shelf space. Mostly, if you're trying to manage a big product, you're doing a bunch of step functions."
"You launch at $50 or $60, then you sit around for a few months until someone says, 'It's time to go to $30,' and you can never go back. Then someone says, 'It's time to go to the Platinum Series at $20,' and then you're praying it stays there, and then eventually it drops off and it's gone."
Traditional retail wisdom says that lower price points are associated with lower perception of value, and price adjustments are only downward over the long term.
"But in a connected market, you can shift prices up and down, and people don't care. You can change prices instantaneously," Holtman pointed out. "Customers are incredibly sensitive to pricing. You can adjust the price by five dollars, or a dollar, and you can see the demand curve shift."
Over Halloween, Valve held three two-hour sales, during which Team Fortress 2 was sold for $2.50 rather than its usual $20. The company hadn't announced the sale ahead of time using its traditional marketing methods.
"We just did a funny blog post," Holtman said. "It just drove people insane." Sales of the game skyrocketed for that period, unsurprisingly, but they also remained at higher levels in the following weeks than they were in the weeks leading up to the sales.
That phenomenon demonstrates a new, somewhat-paradoxical, property of product value in a fully-connected service economy: devoid of the scarcity of goods, a lower-priced product actually increases the overall product's value, because it increases the size of the community that surrounds that product.
The more players there are playing Team Fortress 2, the more attractive that game is to a potential buyer, even after the price has risen back to its normal level.
That phenomenon also applies to single-player games, since a user who is hooked into the Steam (or another community-driven service) will see more and more of his friends buying the game, playing the game, and possibly earning achievements in the game. "Pricing as a service allows you to do radical things you would never do in the boxed world," Holtman said.
And, contrary to some assumptions, a sales boost in one channel does not seem to adversely affect performance in another channel. In February, Valve held a half-price Left 4 Dead sale on Steam. It was extremely successful, but it also illustrated the nature of the sales model.
"We didn't have any store promotion, because that's hard to set up. How would you get enough boxes into the retailer to do that?" Holtman explained. "But retail [sales] were unaffected. What this fundamentally says is you can actually have lots of extra sales on top of things, and it doesn't mean you're sacrificing one for the other."
"This is not a zero-sum game," he concluded. "You don't have to hurt somebody to win. It actually makes everybody win."