iPod, iPhone & iPad games round-up
Chillingo, iPod & iPhone, ?1.99, iPad ?2.99
Feed Me Oil
Designed like a cubist painting, this strangely sentient-looking planes, whose eyes follow your fingers when you held fans, magnets and other BRIC-a-brac, lead to a flow of oil to its destination, the liquid as a changeable toys that tease you into impossible shapes.
Chillingo, iPod & iPhone 69p, ? 1.49 iPad
Zookeeper DX Touch Edition
Although sorting 'sound t immediately like something you' animal faces in rows of three or more doesn \ fun d do for, are Zookeeper 's addictive properties, so long playing a trance-like state in which the animals almost seem to induce sort.
Moonlights
3DS price cut by almost a third as Nintendo reports loss
In the past, Nintendo has tended to leave the price of its handheld consoles constant until they are replaced by new variants (which was the case with the original DS, released in March 2005 and superseded by the DS Lite in late 2006).
How to survive in the games industry for 35 years
Graduating from the University of California, Berkley, with a degree in electrical engineering and computer science, he started out designing aerospace control systems before beginning his career at Atari in 1977. There, he coded early titles for the 2600 console like Basketball, Surround and Hangman, but, frustrated by the lack of royalities at the company, co-founded Activision. In 1984, he moved on to launch seminal publisher Accolade.
Recently, I spoke to Alan about his incredibly career in the industry, and his views on where he sees game development heading. Here's what he had to say.
Did you apply for a job at Atari?
Yes, I worked in the valley for three or four years, then saw that Atari was advertising, and it was a very interesting display. When I was growing up, I was the oldest of six children and part of my job was to get my younger brothers and sisters amused so I 'd Art has been creating fun activities for kids my whole life - this is one of the reasons was I was very interested in Atari. The other attraction was that they were products based on microprocessor technology, which was something I wanted to get into.
What you have to program?
There were no personal computers back in those days. When I started at Atari, was largely the work on a timesharing system. We have terminals in the office, we would enter our code, it would be to go to a central computer that we would be the time from an assembler program and let it transform our source code in assembler code. We would then be downloaded to the development for the Atari 2600, we have worked. Over time some of us thought that this was pretty kludgy, so that we based our own in-house development of systems designed to PDP-11 minicomputer - we have to develop after a few years.
There was a sense of camaraderie there? Was it fun?
What did that teach you about online games?
Are there universal laws of game design that run through from your time at Atari?
Jeez, the future is very interesting. I think we're going to see a lot more people playing games on mobile devices duh but they're becoming more sophisticated, the data networks are faster and so it will be much more of a seamless experience. Whether you're playing on a mobile device or on your computer at home. And at some point in the future I do think advertising will become a significant monetisation source for games. I mean, it does tremendously for Google they're not a game publisher but they're starting to make some very aggressive moves toward the games industry. It will be interesting to see where they go with that. Mobile phones are also developing the capability to wirelessly send information to HD televisions people are going to be using their phone as a controller and looking at the game on a screen ten feet away that's going to be a very interesting change for the industry. The console publishers face a very challenging future.
The most interesting game I designed was Law of the West. I incorporated a system in which the player could do bad things you could shoot lots of people but it had consequences. And I think that was interesting to develop a darker story. I also tried to have all the characters react differently to you depending on what you had done previously. But the C64 wasn't such a wonderfully robust machine and we didn't have a lot of space.
The Legend of Mulida
Where I Go At Night
Handcircus founder tells games developers to hang onto their IP
Why move from iPhone to console when so many developers are moving the other way as fast as they can? This was the key subject for Oliver's talk, as he explained how the financial security provided by that early App Store success gave Handcircus the time and space to pick its future direction, including going it alone after releasing Rolando through iOS publisher ngmoco.
He also talked about Angry Birds, and pointed to developer Rovio Mobile's decision not to assign full rights to the IP to the game's original publisher Chillingo: a decision that has since proved hugely lucrative for the Finnish developer.
Back to the question most often asked of Handcircus: why move from iPhone to console? "We're not moving away from iOS, but is it the best place to launch new IP?" asked Oliver, although he noted that games like Infinity Blade have managed to make a splash on the App Store, albeit with a bigger budget than most indie developers would have access to.
Oliver also said that hand Circus is superior to what other digital products could spin-off of games like Okabu. During its development, he took from a week to book an iPad app to create his characters, more than a creative interlude as a commercial endeavor. This could go further in the future, however.
"If you own property you do what you want, may continue," said Oliver. "If you show an animation or do something else, you can do it."
No Respawn-ing at E3
Vince Zampella and Jason West 's nascent studio won' t have anything on tap next month 's convention.
Valve Corporation announced earlier this month, it wasn 't attend the Electronic Entertainment Expo. Now another important independent developer has announced that it confab also be skipping the all important game industry, which runs June 7 to 9.
Vince Zampella may at E3, but that will be new studio won 't.
"For those who ask, Respawn \ won 't be \ # any announcements at E3 this year," the official Twitter feed of Respawn Entertainment was this afternoon. "We will walk the floor though!"
Free-to-play trial version of Lego Universe coming in August
The Lego Group has elected to make the game's client a free download rather than a retail product, alongside this free tier. This may upset those who previously purchased the game for real, tangible currency, but think of it this way: You were basically just paying a premium to get a head start on picking up the best bricks. These freeloaders will have to settle for those sticky Stones, most of which all kinds of bric-a-brac filed into their hollow chassis.
World of Warcraft goes free-to-play until characters hit level 20
-- for instance, free players can create Draenei and Blood Elf characters, two races added in said expansion. Should you decide to upgrade, you can get the core game and
Already a hardened WoW veteran? There's plenty more in the update to slake your thirst -- check out WoW Insider's handy FAQ for a rundown.