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<channel>
	<title>Inside the Game Developer Studio &#187; Inside the Studio</title>
	<link>http://alwaysongames.com/blog</link>
	<description>making sense of the video game business</description>
	<pubDate>Sat, 18 Oct 2008 18:55:12 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.3</generator>
	<language>en</language>
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		<title>Making Games Look Fun</title>
		<link>http://alwaysongames.com/blog/2008/10/18/making-games-look-fun/</link>
		<comments>http://alwaysongames.com/blog/2008/10/18/making-games-look-fun/#comments</comments>
		<pubDate>Sat, 18 Oct 2008 18:55:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/10/18/making-games-look-fun/</guid>
		<description><![CDATA[Video games are suppose to be fun to play, but what about to watch? A famous name in Japan&#8217;s video game culture is Takahashi-meijin who&#8217;s special gift is making games look fun.
In shooting games, if you want to get high scores, you shoot the enemies as soon as they appear on the screen, but if [...]]]></description>
			<content:encoded><![CDATA[<p>Video games are suppose to be fun to play, but what about to watch? A famous name in Japan&#8217;s video game culture is <a href="http://blog.wired.com/games/2008/10/meet-takahashi.html">Takahashi-meijin</a> who&#8217;s special gift is making games look fun.</p>
<blockquote><p>In shooting games, if you want to get high scores, you shoot the enemies as soon as they appear on the screen, but if I did that, the audience would just see the bullets and the explosions. So I wait until the ship is halfway down the screen before I shoot it. You can&#8217;t get a high score that way, but it looks more exciting.&#8221;</p></blockquote>
<p> <a href="http://alwaysongames.com/blog/2008/10/18/making-games-look-fun/#more-45" class="more-link">(more&#8230;)</a></p>
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		<title>Game Developers Are From Mercury and Marketing Is From Neptune</title>
		<link>http://alwaysongames.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/</link>
		<comments>http://alwaysongames.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/#comments</comments>
		<pubDate>Sat, 20 Sep 2008 17:53:46 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<category><![CDATA[game developer]]></category>

		<category><![CDATA[marketing]]></category>

		<category><![CDATA[okami]]></category>

		<category><![CDATA[psychonauts]]></category>

		<category><![CDATA[publisher]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/</guid>
		<description><![CDATA[One of the big bogeymen in stories that developers tell each other is the &#8220;Marketing Department.&#8221; The story always ends up the same way, &#8220;and then we had to change the game &#8230; for the worse.&#8221; If you read any developer&#8217;s blogs, it is clear that most don&#8217;t hold marketing in high esteem. They are [...]]]></description>
			<content:encoded><![CDATA[<p>One of the big bogeymen in stories that developers tell each other is the &#8220;Marketing Department.&#8221; The story always ends up the same way, &#8220;and then we had to change the game &#8230; for the worse.&#8221; If you read any developer&#8217;s blogs, it is clear that most don&#8217;t hold marketing in high esteem. They are the enemy, an agent of &#8220;The Man,&#8221; suits sent to crush the creativity of us geniuses. I wasn&#8217;t particularly kind to them either in my <a href="http://alwaysongames.com/blog/category/inside-the-studio/the-lies/">previous</a> <a href="http://alwaysongames.com/blog/category/inside-the-studio/">posts</a>.</p>
<p>Why is there such acrimony between these two groups? This is actually by design, if you look at it from the publisher&#8217;s perspective. <a href="http://alwaysongames.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/#more-42" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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		<item>
		<title>Why Carmack&#8217;s iPhone Visual Tour De Force Will Flop</title>
		<link>http://alwaysongames.com/blog/2008/08/07/why-carmacks-iphone-visual-tour-de-force-will-flop/</link>
		<comments>http://alwaysongames.com/blog/2008/08/07/why-carmacks-iphone-visual-tour-de-force-will-flop/#comments</comments>
		<pubDate>Thu, 07 Aug 2008 05:02:23 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<category><![CDATA[battery]]></category>

		<category><![CDATA[carmack]]></category>

		<category><![CDATA[crysis]]></category>

		<category><![CDATA[DS]]></category>

		<category><![CDATA[god of war]]></category>

		<category><![CDATA[GTA IV]]></category>

		<category><![CDATA[iphone]]></category>

		<category><![CDATA[mgs 4]]></category>

		<category><![CDATA[Nintendogs]]></category>

		<category><![CDATA[PSP]]></category>

		<category><![CDATA[soulcalibur 4]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/08/07/why-carmacks-iphone-visual-tour-de-force-will-flop/</guid>
		<description><![CDATA[Two words, &#8220;Battery Life.&#8221;
I have no doubts about Mr. Carmack&#8217;s technical ability. His games defined &#8216;cutting edge&#8217; graphics on the PC for many years. But even he can&#8217;t fight against the biggest weakness of the iPhone, a short battery life.
]]></description>
			<content:encoded><![CDATA[<p>Two words, &#8220;Battery Life.&#8221;</p>
<p>I have no doubts about Mr. Carmack&#8217;s technical ability. His games defined &#8216;cutting edge&#8217; graphics on the PC for many years. But even he can&#8217;t fight against the biggest weakness of the iPhone, a short battery life.<br />
 <a href="http://alwaysongames.com/blog/2008/08/07/why-carmacks-iphone-visual-tour-de-force-will-flop/#more-38" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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		<item>
		<title>Why the Games Industry Needs E3</title>
		<link>http://alwaysongames.com/blog/2008/07/19/why-the-games-industry-needs-e3/</link>
		<comments>http://alwaysongames.com/blog/2008/07/19/why-the-games-industry-needs-e3/#comments</comments>
		<pubDate>Sun, 20 Jul 2008 03:58:17 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<category><![CDATA[E3]]></category>

		<category><![CDATA[ESA]]></category>

		<category><![CDATA[games industry]]></category>

		<category><![CDATA[hollywood]]></category>

		<category><![CDATA[video game culture]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/07/19/why-the-games-industry-needs-e3/</guid>
		<description><![CDATA[Apprently it is news to some people that E3 is dead. I wrote my own eulogy to E3 a couple of month ago, around the time E3 is suppose to take place. The real E3, not whatever just happened last week.
E3 was important to the industry because it represented gaming as a &#8220;Culture&#8221; and that&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>Apprently it is news to some people that <a href="http://www.joystiq.com/2008/07/18/the-political-game-e3-is-dead/">E3 is dead</a>. I wrote my own <a href="http://alwaysongames.com/blog/2008/05/22/remembering-e3-why-it-was-the-best-of-times-and-worst-of-times/">eulogy to E3</a> a couple of month ago, around the time E3 is suppose to take place. The <strong>real</strong> E3, not whatever just happened last week.</p>
<p>E3 was important to the industry because it represented gaming as a &#8220;Culture&#8221; and that&#8217;s why we need it back.<br />
 <a href="http://alwaysongames.com/blog/2008/07/19/why-the-games-industry-needs-e3/#more-36" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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		<title>Have Sony Been Preparing Gamers for Losing the Final Fantasy XIII Exclusive?</title>
		<link>http://alwaysongames.com/blog/2008/07/15/have-sony-been-preparing-gamers-for-losing-the-final-fantasy-xiii-exclusive/</link>
		<comments>http://alwaysongames.com/blog/2008/07/15/have-sony-been-preparing-gamers-for-losing-the-final-fantasy-xiii-exclusive/#comments</comments>
		<pubDate>Tue, 15 Jul 2008 19:06:41 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<category><![CDATA[E3]]></category>

		<category><![CDATA[exclusives]]></category>

		<category><![CDATA[Final Fantasy XIII]]></category>

		<category><![CDATA[marketing]]></category>

		<category><![CDATA[metal gear solid 4]]></category>

		<category><![CDATA[microsoft]]></category>

		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/07/15/have-sony-been-preparing-gamers-for-losing-the-final-fantasy-xiii-exclusive/</guid>
		<description><![CDATA[Square-Enix announced that Final Fantasy XIII is coming to 360 during Microsoft&#8217;s E3 press conference yesterday. It came as a surprise to many people and has already gotten plenty of reaction from people.
But I bet it wasn&#8217;t a surprise for Sony, since a deal between Square-Enix and Microsoft must have been in the works for [...]]]></description>
			<content:encoded><![CDATA[<p>Square-Enix announced that <a href="http://gamasutra.com/php-bin/news_index.php?story=19413">Final Fantasy XIII is coming to 360</a> during Microsoft&#8217;s E3 press conference yesterday. It came as a surprise to many people and has already gotten plenty of <a href="http://kotaku.com/5025233/final-fantasy-xiii-is-a-traitor-square-must-apologise">reaction</a> from people.</p>
<p>But I bet it wasn&#8217;t a surprise for Sony, since a deal between Square-Enix and Microsoft must have been in the works for a while. So have Sony been preparing for this moment?<br />
 <a href="http://alwaysongames.com/blog/2008/07/15/have-sony-been-preparing-gamers-for-losing-the-final-fantasy-xiii-exclusive/#more-35" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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		<title>Cast of Characters pt 2 : the Broken</title>
		<link>http://alwaysongames.com/blog/2008/07/02/cast-of-characters-pt-2-the-broken/</link>
		<comments>http://alwaysongames.com/blog/2008/07/02/cast-of-characters-pt-2-the-broken/#comments</comments>
		<pubDate>Thu, 03 Jul 2008 03:52:46 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<category><![CDATA[The Characters]]></category>

		<category><![CDATA[bioshock]]></category>

		<category><![CDATA[Burnout]]></category>

		<category><![CDATA[game developer]]></category>

		<category><![CDATA[games industry]]></category>

		<category><![CDATA[Irrational]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/07/02/cast-of-characters-pt-2-the-broken/</guid>
		<description><![CDATA[If you want to work in the games industry, know that it is filled with geeky guys. Be prepared to put up with a certain amount of ‘eccentricities.’ In this series, I offer up a sampling of the types of people you might meet in your journey.
Last time I talked about the &#8216;Burnout&#8217;, this time [...]]]></description>
			<content:encoded><![CDATA[<p>If you want to work in the games industry, know that it is filled with geeky guys. Be prepared to put up with a certain amount of ‘eccentricities.’ In this series, I offer up a sampling of the types of people you might meet in your journey.</p>
<p>Last time I talked about the <a href="http://alwaysongames.com/blog/2008/06/18/cast-of-characters-pt-1-the-burnout/">&#8216;Burnout&#8217;</a>, this time I&#8217;ll be talking about a close cousin to the &#8216;Burnout&#8217; I like to call the &#8216;Broken.&#8217;</p>
<p>The inspiration for the name comes from something that Dan, a fellow gameplay programmer on BioShock, told me. After I was hired at Irrational, I learned that there was long search to fill the position I was hired for. When I asked Dan why it took so long, he explained that it was hard finding experienced people that still had the passion to make great games, and the person they interviewed right before me was &#8216;broken and bitter.&#8217;<br />
 <a href="http://alwaysongames.com/blog/2008/07/02/cast-of-characters-pt-2-the-broken/#more-34" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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		<title>Make Better Games by Reducing Interactivity</title>
		<link>http://alwaysongames.com/blog/2008/06/29/make-better-games-by-reducing-interactivity/</link>
		<comments>http://alwaysongames.com/blog/2008/06/29/make-better-games-by-reducing-interactivity/#comments</comments>
		<pubDate>Sun, 29 Jun 2008 18:04:43 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<category><![CDATA[bioshock]]></category>

		<category><![CDATA[game design]]></category>

		<category><![CDATA[game developer]]></category>

		<category><![CDATA[GDC]]></category>

		<category><![CDATA[Inafune]]></category>

		<category><![CDATA[miyamoto]]></category>

		<category><![CDATA[portal]]></category>

		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/06/29/make-better-games-by-reducing-interactivity/</guid>
		<description><![CDATA[Most people believe that interactivity is what separates games from other kinds of media, so how can you make games better by taking away that advantage?
Back when we were creating the interface on BioShock, Ken was the one who always pushed for a simpler interface. The main method we used was to remove options from [...]]]></description>
			<content:encoded><![CDATA[<p>Most people believe that interactivity is what separates games from other kinds of media, so how can you make games better by taking away that advantage?</p>
<p>Back when we were creating the interface on BioShock, Ken was the one who always pushed for a simpler interface. The main method we used was to remove options from the main in-game menu and placing them into the UI of machines you interacted with instead.<br />
 <a href="http://alwaysongames.com/blog/2008/06/29/make-better-games-by-reducing-interactivity/#more-33" class="more-link">(more&#8230;)</a></p>
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		<title>Making Flash Games into a Platform</title>
		<link>http://alwaysongames.com/blog/2008/06/25/making-flash-games-into-a-platform/</link>
		<comments>http://alwaysongames.com/blog/2008/06/25/making-flash-games-into-a-platform/#comments</comments>
		<pubDate>Wed, 25 Jun 2008 21:41:54 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<category><![CDATA[Programming]]></category>

		<category><![CDATA[online flash games]]></category>

		<category><![CDATA[savegames]]></category>

		<category><![CDATA[SteamCloud]]></category>

		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/06/25/making-flash-games-into-a-platform/</guid>
		<description><![CDATA[Today, I finally announced a project I&#8217;ve been working on. It is a service called &#8220;AlwaysOn SaveGames&#8221; that provide remote storage of save data similar to Valve&#8217;s SteamCloud but open to Flash developers. You can read the announcement for more details, or the about page for an overview of what I am trying to provide.
This [...]]]></description>
			<content:encoded><![CDATA[<p>Today, I finally <a href="http://alwaysongames.com/news">announced</a> a project I&#8217;ve been working on. It is a service called &#8220;AlwaysOn SaveGames&#8221; that provide remote storage of save data similar to <a href="http://www.gamasutra.com/php-bin/news_index.php?story=18841">Valve&#8217;s SteamCloud</a> but open to Flash developers. You can read the <a href="http://alwaysongames.com/news">announcement</a> for more details, or the <a href="http://alwaysongames.com/about">about page</a> for an overview of what I am trying to provide.</p>
<p>This post is about why I created the service.<br />
 <a href="http://alwaysongames.com/blog/2008/06/25/making-flash-games-into-a-platform/#more-32" class="more-link">(more&#8230;)</a></p>
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		<title>Why Sky High Development Budget is Good for Publishers</title>
		<link>http://alwaysongames.com/blog/2008/06/22/why-sky-high-development-budget-is-good-for-publishers/</link>
		<comments>http://alwaysongames.com/blog/2008/06/22/why-sky-high-development-budget-is-good-for-publishers/#comments</comments>
		<pubDate>Sun, 22 Jun 2008 23:37:03 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<category><![CDATA[development budget]]></category>

		<category><![CDATA[games industry]]></category>

		<category><![CDATA[GTA IV]]></category>

		<category><![CDATA[marketing]]></category>

		<category><![CDATA[microsoft]]></category>

		<category><![CDATA[monopoly]]></category>

		<category><![CDATA[publisher]]></category>

		<category><![CDATA[Punisher]]></category>

		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/06/22/why-sky-high-development-budget-is-good-for-publishers/</guid>
		<description><![CDATA[The cost of developing a game has increased exponentially over the past few years. The first game I worked, &#8216;The Punisher,&#8217; had a development budget of six million dollars. I would say that&#8217;s in the middle range of development cost during that time.
Nowadays, just marketing a high profile game will cost that much, with twenty [...]]]></description>
			<content:encoded><![CDATA[<p>The cost of developing a game has increased exponentially over the past few years. The first game I worked, &#8216;The Punisher,&#8217; had a development budget of six million dollars. I would say that&#8217;s in the middle range of development cost during that time.</p>
<p>Nowadays, just marketing a high profile game will cost that much, with twenty million dollars being a reasonable estimate for the development cost of a competitive console title.</p>
<p><a href="http://www.gamesindustry.biz/articles/next-gen-business-models-are-embarrassing-says-brennan">Many</a> <a href="http://www.gamasutra.com/view/feature/3607/moving_the_industry_forward_peter_.php?page=4">developers</a> have remarked on this huge increase and thinks it is bad for the industry, however I believe that big budget titles plays right into the hands of large publishers.<br />
 <a href="http://alwaysongames.com/blog/2008/06/22/why-sky-high-development-budget-is-good-for-publishers/#more-31" class="more-link">(more&#8230;)</a></p>
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		<title>Cast of Characters pt 1 : the Burnout</title>
		<link>http://alwaysongames.com/blog/2008/06/18/cast-of-characters-pt-1-the-burnout/</link>
		<comments>http://alwaysongames.com/blog/2008/06/18/cast-of-characters-pt-1-the-burnout/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 04:53:58 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
		
		<category><![CDATA[Inside the Studio]]></category>

		<category><![CDATA[The Characters]]></category>

		<category><![CDATA[bioshock]]></category>

		<category><![CDATA[Burnout]]></category>

		<category><![CDATA[career]]></category>

		<category><![CDATA[game developer]]></category>

		<category><![CDATA[games industry]]></category>

		<category><![CDATA[Saint's Row]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/06/18/cast-of-characters-pt-1-the-burnout/</guid>
		<description><![CDATA[If you want to work in the games industry, know that it is filled with geeky guys. Be prepared to put up with a certain amount of &#8216;eccentricities.&#8217; In this series, I offer up a sampling of the types of people you might meet in your journey.
The first personality I&#8217;d like to talk about is [...]]]></description>
			<content:encoded><![CDATA[<p>If you want to work in the games industry, know that it is filled with geeky guys. Be prepared to put up with a certain amount of &#8216;eccentricities.&#8217; In this series, I offer up a sampling of the types of people you might meet in your journey.</p>
<p>The first personality I&#8217;d like to talk about is the &#8220;Burnout&#8221;, which technically you won&#8217;t meet in the games industry since he has already left it. A Burnout is someone who has worked as a developer for many years and then leaves the industry entirely. </p>
<p>Working in as a game developer can be an <a href="http://slashdot.org/features/99/08/20/143215.shtml">unforgiving and thankless job</a>, so some turn over is to be expected, but one group in particular seems to be susceptible to becoming a Burnout, the programmers.</p>
<p><img src='http://alwaysongames.com/blog/wp-content/uploads/2008/06/lightmatter_burningman.jpg' alt='Burning Man by Aaron Logan' /><br />
 <a href="http://alwaysongames.com/blog/2008/06/18/cast-of-characters-pt-1-the-burnout/#more-21" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
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