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viernes, 11 de marzo de 2011

Juego Conferencia del desarrollador: día 4

El silencioso zumbido volando alrededor de Moscone Center el día final del GDC Nintendo tuvo una apertura para un nuevo escritor de discurso. Decir comentarios de que Iwata sobre plataformas de juego sociales y móviles y la necesidad de que los desarrolladores centrarse en juegos reales (nuestra traducción, no su) no le sienta bien a la organizaciones de producción, los responsables de la herramienta, los desarrolladores que tenían juegos de smartphone en el mercado o en desarrollo. La otra consola gente no salta a su defensa sólo alentaron a los asistentes para desarrollar juegos para sus unidades que establecerían el mundo en llamas. Lo que hicieron en su tiempo libre... La jornada de clausura de la mayoría de las conferencias es algo como todos corriendo recogiendo cambio suelto y shotzkys (gratis). Pero los asistentes GDC parecen absorber tanta información como sea posible. Gran cosa es que hay un fuerte grupo de personas del sector dispuesto a compartir sus ideas en sus éxitos y sus deficiencias.

Uno de los anuncios que siempre nos preguntamos — no sólo sobre la industria del juego, pero la industria de software completo — fue que Electronic Arts (EA) ha firmado más de 600.000 jugadores para la versión beta de Play4Free de campo de batalla. Estamos seguros de que había 600.000 probablemente otra más gente que no hace el corte. Desafiando la lógica personas – inteligente y bien informado, rush para convertirse en un usuario de la versión beta o permanecer en una larga cola para obtener una copia del software que por definición es todavía un trabajo en progreso. Los usuarios de la versión beta proporcionan un servicio valioso/voluntario no sólo para el desarrollador, sino también al consumidor final cuando se publique la versión de oro. Encuentran errores, problemas, problemas y incluso aportar ideas, trucos que hacen el juego mejor, más divertido, más placentero para jugar. Aunque el software siempre es un trabajo en progreso. No son errores de características sólo indocumentados. La gente de comercio o seguridad federal no exige una recuperación en su lugar obtendrá parches o una solución. Nuff dijo.

GDC no es enorme por muchas de las normas de la Convención, pero es realmente grande si tenemos en cuenta el hecho de que las personas provienen de todo el mundo para aprender los trucos más recientes, herramientas, ideas sobre lo que se necesita para que la matriz creciente de altamente implicados, interesantes juegos. Cuando no son en los períodos de sesiones o redes estén en el lugar las cabinas freakin de embalaje. Viejos y jóvenes, hombres y mujeres pasan mucho tiempo en las cabinas intentando averiguar cómo el hardware y software hará su tiempo de desarrollo subyacente en el asiento más fácil y más gratificante (para ellos y para nosotros). Hubo dos sesiones este día final que nos espera que cuando primero analizamos el programa hace meses:
-Presentación y discusión de Chris Crawford de ayer, hoy y mañana
-Los Premios GDC

Fundadores del GDC
El fundador de CGDC (equipo Game Developers Conference) y un diseñador de juego bastante impresionante en su propio derecho no sólo nos dieron destellos de lo que él – y nosotros – trabajó con "los viejos tiempos" y su visión del futuro. A veces, con lo que parecía un nudo en la garganta habló acerca del trabajo con los primeros microcomputadores incluyendo Atari Stella, Apple II, Commodore PET, TRS-80. Trajo lágrimas a nuestro eyes…tears de dolor pasado, no placer! Crawford dijo la joven bucks y buckettes en la audiencia lo que era el programa Asamblea (con papel y lápiz) y haciendo la mayoría de los trabajos en la cabeza, contando en hexadecimal…backward. Habló sobre cada pocas mejoras de la industria como los búferes de línea como si fueran monumentales avances. Por supuesto, su discusión de estar encantado cuando vendió una friolera 150 ejemplares de un juego en una ziplock de $15 hizo más que unos pocos en la audiencia se trata de control sobre la realidad.

Crawford fundó la Conferencia en 1988 como la industria del juego estaba empezando a recuperarse de los despidos masivos cuatro años antes. Hoy se siente que la primera ley de desarrollo de software permanece sin cambios, al diseñar un juego constantemente preguntarse "qué hace el usuario?". Sentía que después de la primera ley es fundamental porque la gente no ver juegos, no leerlos, no escucha, jugar! Pero eso es probablemente la única constante en la industria del juego porque hoy se compone de grandes empresas bien financiadas y particulares con ningún dinero pero el fuego en su intestino para hacer un juego increíblemente gran. Mientras que la profundidad, amplitud, calidad, intensidad (y gastos) de desarrollo de juegos ha crecido con los años no se sentía lo que hace el jugador y satisfacción de los jugadores ha cambiado.

Si crees que la intensidad y la emoción de la noche de Oscar reciente fueron impresionantes que nunca has visto anual Game Developers Choice Awards del GDC. OK es una total falta de tuxes, vestidos de moda, alfombras rojas, estatuillas de oro y paparazzi pero distinto …por del mismo. Gran ganador de la noche fue Red Dead Redemption de Rockstar. Red Dead marchó con el juego de la mejor tecnología del año, mejor diseño de juego. Otros grandes ganadores fueron:
-Minecraft: mejor juego de Debut, mejor descargables juego, innovación
-Cortar la cuerda - mejor juego de mano
-Mass Effect 2: mejor guión
-Limbo: mejores artes visuales

Yu Suzuki de saga ganó el premio por su trabajo en clásicos como Run, Space Harrier, Shenmue Series. Lifetime Achievement Award fue a Peter Molyneux por su trabajo de diseño en Populous y fábula.

Publicado por Andy Marken el 03/04/11 a las 04:03 PM en tecnología de Software & comentarios (0) | URL de retroacceso | Un amigo
andymSobre el autor:
Andy ha trabajado en delante y detrás el micrófono de radio y de la cámara de TV. A diferencia de la mayoría de la gente PR escucha y entiende la perspectiva de los consumidores en el uso real de los productos. Ha escrito más de 100 artículos en la prensa de negocios y el comercio. Durante este tiempo también ha abordado cuestiones de industria y tecnologías no como listas de deseos corporativa, pero cómo se puede utilizar por personas normales. No se ha podido celebrar un regular trabajo de 9-5, ha sido un consultor de marketing y comunicación para más de...

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Juego Conferencia del desarrollador: día 2

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The bad thing about events in Northern California is that there are always a number of them going on in the tech industry and usually they have a knack to overlap. Take today. Yes GDC is still on but then down in San Jose is a two-day OTTCon (over the top conference) taking place. No biggie you say but these are the guys/gals who are going give us a hint on what we’ll be watching, where we’ll be watching it, how we’ll be watching it. Affects the way you work with games too!

OTTCon Snapshot
These folks have a huge challenge ahead of them. They’re busting each other’s chops trying to figure out exactly what tomorrow’s TV entertainment is going to be like especially since people seem to want to push it to every screen you have (and even will be thinking about). That’s not so bad but they’re really trying to figure out how they’re going to get their money out of it! And how does it fit into/compete in the YouTube online spectrum? It does! They were an energetic crowd but the first thing you realize is that they don’t have any better idea where TV is going than you do…but they say it with confidence/conviction so it “feels” so!

Diffusion Groups says there will be 100 million households with iNet connected TVs by the end of this year. The connected devices like your game console or Roku box makes it a lot easier to download streams from the Net. The cable guys in the audience were a little worried because some of the analysts were saying 20 percent or more of the customers could cut their cords and that means $1 billion less in revenues. Two of the box producers going head-to-head were Boxee which recently received a venture capital infusion wants to be the connecting device with an under $200 box. They hope to have three million users by the end of the year. Of course Roku countered by saying people don’t want a box, they already have enough of them. Instead they want a viewing, entertainment experience. Roku officials noted that the industry is still at the early adopter phase and that to bridge the gap the solution – whatever it is – has to be simple and bulletproof. TDG Research said it is less about cutting the cord than it is replacing Pay TV with OTT or add services/capabilities to expand the market. TDG says that by 2014 OTT revenues should be about $5.8 billion but the picture isn’t exactly crystal clear. The best – most thought provoking part of the 1st day’s activities was a panel discussion on what our TV was going to be like in 2030.

2030 is interesting and challenging but they may have picked a period 20 years out because no one would remember when the date arrives to tell them they were right or wrong. Intel told the audience that by 2015 there was going to be 500 billion hours of video available OTT. Cisco’s Scott Puopolo made the brilliant observation that that was a lot of video for us to try and find what we wanted. It’s also going to play havoc with pay TV operators, broadcasters and content owners. He said that OTT viewing would become very fragmented and highly specialized by interest areas. The practical result would be the old CPM ad formula would quickly disappear because the mini-markets didn’t fit the old market model. To give us some ideas as to what we can expect, Puopolo showed the results of a recent Cisco survey of 50 TV experts on what the TV industry would look like in 20 years. For the most part their report said the experts – spread across the industry – agreed.

- Channel surfing will become an exercise of the distant past. They feel device makers like Roku and Apple will really move units but no one mentioned Google TV in the mix…hhmm! Replacing the exercise the on-demand streams will be customized to what you want to/like to watch, what friends/family watch and even where you’ll be enjoying it. Right now it looks like Roku’s space to lose or win.
- Remote controls will disappear because…they’ll be an app for that. All of the players already have iPhone, iPad and Android apps so no need for the dumbed down remote. The majority of the experts said that by 2030 TV could go beyond the minority Report experience and the TV would simply deliver up content that was appropriate for your mood.
- This one defies our “conventional logic” but you’ll just have one screen, “your screen.” It could be a mirror, painting or … Some thought it might be expandable, flexible or ..worn! Of course with all of that said no one sees bandwidth still sucking (our word, not theirs) and no one was optimistic that the cost would be overly “reasonable.”
- Big concern from the content owners/pipe providers and ad folks is how they were going to “invest’ ad dollars when everything is becoming more contextual, interactive. A number of the experts said that advertising would become more personalized with an inventory of ads sitting somewhere that would be provided to you based on your viewing activities/habits. That’s probably okay as long as people can be 100 percent assured that their personal data isn’t being shared…that’s a tough sell!
- Since you no longer channel surf you’ll also do away with just crashing on the couch with chips and a drink. Instead you’ll become a part of the entertainment like gamers are today using social networking so that you are completely involved in making the romance happen or solving the crime. The experts agree that it won’t be long that we’ll be experiencing storytelling across multiple media but perhaps a little better than this year’s Oscar event. It can only get better as we get more involved.
- Like what you’re watching, enjoying with our constantly evolving social media you can share the experience with friends/family in the future. Not teleporting but telepresence which may be okay for the time being.
- We’ll finally get to the point where you’ll smell, taste and feel the activities, food, roller coaster, car driving down the road. And you’ll be able to watch/examine events from various points of view without special glasses.
- You watch the TV commercials where you move from room to room, home to bus to airplane watching your show on an endless variety of shapes, sizes, locations of screens. Expect that…and more.
- In case you haven’t noticed there is a tsunami of use generated content and more and more of it is pretty darn good. HD cameras and HD lenses on your smartphone make it fast, easy to capture spot news or complete stories. The new more powerful processors are also capable of easily handing editing/authoring and uploading to the “cloud.” One of the panelists noted that this was already with smartphones in Asia where smartphone manufacturers have included copies of muvee’s automatic video production software that does all the work, including adding a sound track in just a few minutes. Executives said we would probably see phones with the bundle in the U.S. mid-year and it would improve from there.
- With the interactivity, executives are increasingly confident that viewers will begin “helping” to write the show’s episodes using social network activities and online collaboration.

It was surprising how much of this seemed like “well yeah, so???” It also gave us an opportunity to look at GDC in a different light. We’ll probably view each session and each HW/SW solution we see a whole lot differently the rest of the week.

Tools, Platforms
Whether it was for the Nintendo, Sony, MS, PC, Android or IOS platform there were more than 100 development, production, distribution tools introduced at GDC (ok maybe more but they just keep breeding). Sitting on the floor, standing in line, seated in one of the sessions one of the most widely discussed topics seemed to be which platform you should develop your next great winner for. Everyone agreed that to develop your game play for every available platform was the sure path to mediocrity at the least and disaster at the worst. Executives advised the developers to pick their platform or platforms carefully and then use their social/marketing skills to build the playing audience.

For example Spry Fox developed a successful release of Triple Town and we wouldn’t even think of the Amazon Kindle as a playing platform…who knows today? If you ask the platform folks for advice they’re going to tell you they are out to change the world and they believe it and will do what it takes to help you help them succeed. Of course when they’ve achieved their success then it’s a whole different ballgame and suddenly you’re the stepsister who can’t go to the ball. Even platforms like Zuch’s Facebook has been known to shutdown sites with little or no notice so you’re left with a game that desperately needs a new home which means all new development work. One person noted you don’t make the game you want to make you make the game that will optimize their platform and make them look the best. Then your success or failure is in the hands of the gods!

We all know of people, games, concepts that have been thrown out or blocked by various platform owners. It also means your profits suffer and your creative control decreases. By the same token when the platform begins to become more successful and your game becomes more popular the platform folks also are more helpful in promoting your games…they want to highlight leaders/winners just like everyone else. Of course there are times when operations like Zynga (which we discussed yesterday) becomes so strong, powerful, far reaching that the viral marketplace. Of course because of Zynga’s dramatic success, Facebook has changed their rules but that’s to be expected. Within platform organizations – as they become more “corporate” there is more big business play and less of the “feel” you got into game development for but that’s to be expected.

One of the speakers – who wasn’t too subtle – noted that within any large corporation or major platform firm there was a department responsible for “legal screwage.” Legal departments are far too professional to all it legal screwage but they do know how to do it … very well! They’ve trained in it. They’ve specialized in it. They’ve honed their craft to a fine art. Why? Well let’s see there’s money to be made and they figure they might get it before you do. Of course it isn’t “all” bleak. If you don’t like the contract or the terms…walk away.  If it’s a good idea the next team you approach will listen a little more closely. There are more solid platforms out there today than there are good/insanely great games. The packed session seemed to have more people taking notes than any one we’ve sat in on…to date.  Our guess not many people came to GDC to play.

AutoDesk – Middleware Kings
It’s a good thing GDC isn’t far from Autodesk’s Hq because they rolled out a humongous number of very robust, exciting products in their Entertainment Creation Suites…and more! They must have had every team in the organization working on game development solutions because they rolled out:  
- Global illumination middleware Beat 2012
- HumanIK 2012
- 2012 Entertainment Creation suites
- A slew of modeling, animation, rendering 2D, 3D software products
- Softimage 2012 (a company they rescued from Avid) rolled out a wide array of tools and solutions
- Laundry list of movie, video game, broadcast products that will allow people to produce multiplayer, interactive content for the TV environment of 2030

Nvidia Came To Play
Ok it’s a cheap shot to keep your attention but we did want to show that the audience seemed to be fairly well divided into both sexes. The game industry is no longer for bleary eyed, shallow skinned guys (if it ever really was)! But Nvidia announced a series of strategic alliances with firms to show off and support their PhysX, APEX, 3D vision technologies. It’s become easy to see why really ambitious developers use their platforms for system development and soon for smartphone development/play. Nvidia has the right mixture of cross-platform physics and expertise to maximize game play realism and enjoyment. One executive said that one of the divisions is also working closely with Hollywood and the content industry to help them deliver totally interactive social media entertainment, involvement. Not sure what we’ll call the company then.

Eyes Have it
While it certainly wasn’t part of GDC there was a strong wave of interest in the announcement Lenovo and a firm called Tobii made today at CeBit (the big trade show in Europe). Tobii (get it two eyes?) demonstrated a new eye-tracking technology that would allow you to control computer functions just by looking at points on the screen. The company isn’t bashful, they want to take eye-tracking and eye control to anyone/s/everyone’s computer and viewing environment. It’s just in its infancy but reports are that you really can control the computer simply by having it follow your gaze. It will automatically brighten and dim depending on how you look at the screen. If and when it takes off it really could be a big step forward in eye-recognition and become a truly natural interface for folks. Initial eye control is limited to simple functions/tasks but you can imagine what it will do for people with limited capacities if they can point, select, scroll, communicate, develop/play games. The new Lenovo/Tobii prototype is truly proof of concept of eye-tracking technology and it has the potential of becoming one of our standard system interfaces very quickly. The key then will be to make it smaller, less expensive, more versatile, more reliable. Don’t know but we’d love to get our hands – ooppss eyes on one and see if it’s half as good as the early reports say. If it is next year’s GDC may have a whole new level of education sessions.  Tomorrow? Again we’ll have to divide our time…GDC and the “quiet gorilla” in town …Apple!!!!

Posted by Andy Marken on 03/04/11 at 04:03 PM in Software & Technology Comments (0) | Trackback URL | Tell a Friend
andymAbout the author:
Andy has worked in front of and behind the TV camera and radio mike. Unlike most PR people he listens to and understands the consumer’s perspective on the actual use of products. He has written more than 100 articles in the business and trade press. During this time he has also addressed industry issues and technologies not as corporate wishlists but how they can be used by normal people. Unable to hold a regular 9-5 job, he has been a marketing and communications consultant for more than ...

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Juego Conferencia del desarrollador: día 3

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This is a report on GDC so we’re going to start with the show’s keynote speaker, Nintendo’s president Satoru Iwata, then quickly cover the poorly kept secret of the iPad 2 announcement – there was excitement there though – then back to GDC.

GDC Keynote
While we may have been “Mortal Enemies” back when he was a kid in the industry and we were promoting Atari, the years have been kind to him! Heck he’s survived in the game industry for 25 years and that says a lot for anyone! As the industry changed from game systems to mobile to social media he’s learned a lot from the mistakes of others and his own. Bake in the early years it was all about technically superior, adrenaline kicking in and heart throbbing games. Only an idiot would roll out a family friendly set of games like Wii.

What do we know? But he noted that he learned well from the gaming master Shigeru Miyamoto. Primarily that content is king! Over the years he came to understand that the games must appeal universally across all ages, nationalities, sexes because game play, especially in today’s social environment is even more important. He pointed out to the attendees that a game must appeal to a person the first time he or she begins to play and have the levels, expertise designed in to constantly keep the player excited and involved. “When this is achieved,” he noted, “the game will sell itself. Then you sit back and determine what is needed to keep the game fresh and exciting.”  Iwata recalled that in the early days games were generalized to handle programming, art, sound design. Today there is a stratification of these areas which has its cost emotionally and financially. Iwata believes the day when one person can understand the personality of the entire game is long gone and that highly skilled specialists are necessary to optimize user enjoyment. The problem and challenge for Iwata is to ensure that everyone involved understands not only his/her role but also the overall plan and strategy of the game so everyone can develop in unity. He pointed out that today some of the craftsmanship of game development has been diluted and complicated production has put game development costs up with those of major movie releases. This makes it difficult for the next master game creator to emerge! During his keynote he expressed concern that the concept/idea of the game has value and that often gets lost somewhere in the long, tedious process. He explained the obvious – developer’s hours are too long, stress is too high, feeling of true competition is lost and the individual becomes a pawn in the larger process. Not by design or plan he noted but rather it just happens. Iwata commented that there are only a few hundred titles on the major dedicated game systems and tens of thousands of titles on the major mobile app libraries. Referring to Screen Digest’s game study, he pointed out that 92 percent of the popular mobile content games are free.

“Freenomics is a rotten way to turn a profit and pay the bills, “ he noted sadly. It’s little wonder that game development is drowning in volume rather than quality. He called for the mobile, social platform producers to do something to motivate, encourage high-value game software rather than cheap stuff. Iwata felt most of these platform owners were only looking to fill their inventory, library with volume, not quality/value. He emphasized that “as we produce value, we must protect that value!” By emphasizing value the industry and developers can really invest in innovations for the industry and the consuming public.

Of course during his keynote speech he also snuck in the introduction of the new Super Mario game for the 3DS. But unlike most keynote presentations he didn’t bore the audience with senseless self company/product promotion. It really was subtle, tasteful. And for those who were dwelling on his earlier advice of how to add value to their technology, their ideas, their passion…you probably missed the sneak announcement! There were a lot of other Nintendo announcements at the show but since everyone in the venue was wondering what was going to be announced…next door!

Steve’s iPad 2
Everyone knew the new iPad 2 was going to be announced and there were more pre-guesses as to what it would/would not include that the actual announcement (as with most of Apple’s orchestrated marketing events) was almost anti-climatic. Yeah almost! If you were Valley savvy running over to get into the auditorium for the Apple event you noticed an Astor Martin sitting nicely in one of the parking spaces. OMG…Ya Think???? Yes there aren’t many folks that can drop that kind of bread and Jobs is one of them!!!

When Steve strolled onto the stage with his belt and shoes matching you would have thought that everyone’s favorite rock star had arrived. It was a standing ovation and you know what? He looked like he enjoyed it…and he needed/deserved it (and no we’re not Apple diehards!) Jobs took more shots at the “second” tier tablet players with no mercy. Everyone else is and will be dissecting all of the many new features/shortcomings but this was one of Apple’s finest moments. We felt it was a little unkind to take shots at the 100+ tablets that are being announced when the company has such a clear market leadership and they’ve done a lot to reinforce that leadership for the next few years.

What? Well the venerable touch screen that is almost the heart and soul of the tablet. Apple has already locked up by consignment for an estimated 60% of the world supply for the next couple of years. That means everyone else will have to fight over the remaining 40 percent of capacity at some cost…bet it won’t be cheap. No one takes that into consideration when they say all of those tablets are going to flood the market and kill notebooks.

Sure you can surf, play with your photos/videos/content, do some modest typing and what the heck in the right light even read a book. But real, real work? We’ll keep our notebook…and our smartphone…and eventually our tablet (we aren’t saying what kind…yet!!!) There’s no need to rehash the new features, capabilities because unless you live under a rock you’re going to be inundated with all of the wonders for the next MONTH!!!!

Yes it’s a neat little unit. It went on a diet so it’s a little thinner…has a more powerful processor…doesn’t have a USB port, still runs 3G (come on who in the **** has 4G anyway?) In the U.S. the majors – AT&T, Verizon – will have the units starting March 11. By March 25 they’ll be rolling it out in over 25 countries – Australia, Austria, Belgium, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Iceland, Italy, Ireland, Hungary, Japan, Luxembourg, Mexico, Netherlands, new Zealand, Norway, Poland, Portugal, Spain, Sweden, Switzerland, UK. That’s huge! Nuff said. Check your local papers for time, channel, details!!!! Oh yeah…still 10 hours of use time. Starting at $499 (and change). Despite the fact that Steve is the front man for the organization, Apple has an in-depth team of very good, very strong executives and possibly because he needed the rest or more likely he wanted to show off his talent he set up his key people to discuss all the sexy features. But at the end he again took control of the stage and had his team stand up in the audience and they also received a good round of applause. Of course he could have thanked Nintendo’s Iwata for setting up the game industry for him and maybe even timing the end of his session so he wouldn’t run too much over but…

Reflecting
Having heard from the two executives, a member of the Nintendo development team and one of the GDC attendees talked about how the lay of the land for game development kept shifting. Bottom line is there looks to be room for both of the companies in the marketplace. When the noise died down, Nintendo again took to the what’s new/educational platform and after announcing a number of new 3D solutions that will be available this year. Then there were a series of major/minor sessions:
- AMD rolled out new open source solutions for Maya 2011 as well as a number of collaborative activities and programs (translation nice but nothing earthshaking)
- EA also made a series of mobile and social relationship announcements which should boost opportunities for game developers and players. They acquired Chllingo and Playfish which will open developer opportunities especially for people interested in developing games for the Facebook social media front.

One thing this year’s GDC showed is that there are no safe harbors for developers with fantastic ideas. Platforms such as Sony’s PlayStation or Microsoft’s Xbox or Nintendo’s play system and portable have their strengths, weaknesses/good points, bad points. Social media as open and friendly as that may sound like a quiet, refreshing walk in the park but you gotta understand even in the park bad things can happen! Social media and let’s be honest we’re sorta talking about the Facebook platform wasn’t formed to be a bunch of nice guys. But then they never told their people, “do no evil.” Social gaming may even be good for the game developer – let’s say that for sake of argument – but it may not be good for a certain number/type of people out there who play the games. It’s no better, no worse than watching soap operas and at least you’re honing your eye/hand coordination and stimulating your mind so that’s a good thing. But anything can be carried too far including hanging around your keyboard waiting for emails, texting on your smartphone, watching YouTube videos or well just about anything. The key for the game developer is that he/she has to constantly work to add new features, new ideas, new depths to keep the player interested, excited, involved. That takes one heckofa lot of innovation and work. Who knows game development perfection may even be addictive !!!!

Posted by Andy Marken on 03/04/11 at 04:03 PM in Software & Technology Comments (0) | Trackback URL | Tell a Friend
andymAbout the author:
Andy has worked in front of and behind the TV camera and radio mike. Unlike most PR people he listens to and understands the consumer’s perspective on the actual use of products. He has written more than 100 articles in the business and trade press. During this time he has also addressed industry issues and technologies not as corporate wishlists but how they can be used by normal people. Unable to hold a regular 9-5 job, he has been a marketing and communications consultant for more than ...

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