Quake

Todd Hollenshead Explains Why Quake Live Isn't a Success YetQuake Live is a browser based free-to-play version of the classic FPS Quake III Arena that has been out of beta for a year. In a recent interview with VG24/7 id CEO Todd Hollenshead discussed what hasn't gone right.


"The thing for us with Quake Live is that there's one specific thing that can be isolated here," said Hollenshead. "The in-game advertising model hasn't delivered as promised."


While the service has been popular, it hasn't been as financially successful as other ad based online games. Due to different gameplay styles, ads are are easier to pass over in fast paced game like Quake Live. "For Farmville and those types of games embedded into Facebook—which are pretty pervasive about advertising—there' s a different model than what we have in Quake Live. You're playing through the game, and we're dynamically delivering ads to you."


Id has had their fair share of bad luck with the service as well. The advertising companies they work with were hit hard by the financial crisis. And four years after in-game advertising company Massive Inc. was acquired by Microsoft, the company was shut down.


"So that [shutting down Massive Inc.] had ramifications for us, because we used Massive. And if that was more successful, that'd have had some significant impact on what Quake Live is."


Quake Live isn't the only new gaming platform id has explored in recent years, as their iOS games have been extremely successful. But those games play more to id's strength. "Our skillset is leveraging our ability to create unbelievable graphics on, like, iOS devices," said Hollenshead.


Does a lack of success mean id is turning away from free-to-play Quake? They've already implemented an optional subscription model, added video advertising, and put ads on the Quake Live website. But the future is still unclear, but that doesn't mean the service is close to dying.


"So I still think the jury hasn't come in and given the verdict yet. As long as I've got an opportunity to try and do something with Quake Live—because I love the game—[I'll do it]." Said Hollenshead. "The game is an entertainment success, so now we have to figure out how to make the business model work."


Id's Superego: Todd Hollenshead on all things id Software [VG24/7]


Kotaku

Five Disappointing Things About My First Hours on Dead IslandFrom its bittersweet debut trailer to its brutally gore-ified combat, Dead Island has captured the attention of zombie gamer around the globe. Earlier this week it captured my attention for several hours, and I wasn't entirely pleased.


We've seen plenty of Dead Island here at Kotaku since it made a splash earlier this year. Drew Cohen talked about its rich atmosphere. Michael McWhertor called it the "Zombie Apocalypse of (his) Dreams", citing its technical prowess and the overall feeling of being a normal human in the face of overwhelming odds.


I noticed all of those things in my play through of the most recent one-hour timed demo of the game. I also noticed several things I didn't like.


Aside from all the damn zombies.



Say My Name, Bitch

Before the demo begins I was asked to choose one of four characters — not avatars, but characters, each with a lengthy biography describing their upbringing, their motivations, and what brought them to the Island of Banoi. Sam B is a tough-as-nails, down-and-out rapper known for his one hit single, "Who Do You Voodoo, Bitch". Xian Mei is a police woman from Hong Kong tasked by her unappreciative superiors with spying on high profile tourists. Logan is a former NFL star from Texas that shattered his career and his left leg during a reckless street race. Purna is a half-Aborigine bodyguard that blew her police detective job by firing on a well-connected businessman that had sexually abused his underage daughter.


Each of these four is a strong figure with emotionally engaging biographies. I wanted to know more about them, explore their tales. Get inside their heads as they were placed in this hopeless situation.


That certainly didn't happen within the first hour of the game.


Each of the three characters I played as — Xian Mei, Purna, and Sam B — woke up in the same hotel room, underwent the same starting experience, and performed the same tasks, the dialogue adjusted only as far as using the correct male and female pronouns. Aside from the odd exclamation during zombie battles, the only difference between them was in the skill trees available to sink points into and the hands and feet wielding the game's various weapons. Speaking of which...


The Level Five Pipe

Sam B is listed on the character selection screen as an expert in blunt weapons. He is the master of all things blunt. He speaks bluntly. He might even smoke blunts, as rappers have been known to do. He effortlessly wields oars, odd bits of wood, hammers, and sticks modified into nail maces via the game's weapon crafting system.


But then I came across this pipe. The level five pipe.


Now I understand role-playing games need to put limits on the power of weapons that characters can wield at any given time, and with experience points and levels, Dead Island certainly qualifies as an action role-playing game.


But this is a pipe. I was swinging around one much like earlier, until it was broken beyond my ability to repair it. What about this new pipe made me incapable of hitting a zombie with it? Is it magical? Did I need to develop my pipe affinity? I am a master of blunt weapons, dammit. It's not like you're going to tell throwing expert Logan that he's too low level to forcefully drop something.


I understand the need to impose artificial constraints in game design, but this is a little silly. Damn pipe.


Oh Look, a Beach Ball

I like to fiddle with things, so when I stumbled across a beach ball lying in the blood-spattered sands of Banoi Island, I couldn't resist poking at it. It skittered out of my way in a rather unrealistic fashion, but at least it skittered.


It was a nice touch, but for me it also reminded me that so much of Dead Island's expansive environment is static and unchanging. Books, dishes, and various other props lie scattered about the beaches and beach houses of the island, rooted firmly in place. The swing of a weapon at them did absolutely nothing — it was as if I was swinging through air. In the grand scheme of things this is a small annoyance, but it also carries over to some of the game's larger bits of scenery.


Take beach chairs, for instance. They weren't nailed down. They aren't particularly heavy. Yet a rampaging undead creature still had to go around them in order to reach my sweet, succulent flesh. It's the same thing with bar stools, randomly placed surfboards, beach umbrellas, et cetera. These are things that should be flying out of the way as decomposing fiends charge towards their next meal.


I guess that's just something I need to get over, like the fact that the survivors are holed up in a lifeguard shack at the beginning of the demo, protected from the hordes by only a flimsy pair of wooden-slatted doors.


Play Area? You Think This is a Game?

I got incredibly excited when I realized I could swim in the ocean.


Give me an open-world game, and the first thing I do is test its boundaries. I know there has to be boundaries, but I'm always interested to see what form they will take. Is the bridge out? Is there a fence?


In Dead Island's case, as I waded out into the crystal clear waters of Banoi I fully expected to encounter water too deep for me to navigate. Perhaps they'd have water zombies, waiting to drag me beneath the waves! Maybe I'd swim until I ran out of stamina and drown!


Nope.


A warning flashed on the screen, alerting me to the fact that I was exiting the play area. A few seconds later, the screen faded to black and I was deposited back at the lifeguard shack I started from.


Out of bounds? In this day and age? What a lazy way to corral the player. That amazing atmosphere I mentioned earlier just took a serious hit.


Note: This play area limitation may have just been for the demo build I played. I've reached out to Deep Silver for clarification.


Update: Deep Silver's PR person extraordinaire, Aubrey Norris, explained the reasoning behind this mechanic, which does appear in the full game. " I suppose the game could just kill you when you swim out too far like I've seen in other games, but in Dead Island dying costs you money, and since money is so scarce to begin with, the teleport option is used so as to not penalize the player too badly in that situation."


And This is Me Nitpicking

The rest of my problems with my Dead Island demo are smaller annoyances that might simply be me being injecting a bit too much "anal" into my analysis. Things like having to spend money at work benches in order to upgrade your equipment. I understand gathering cash to buy supplies from a particularly opportunistic survivor, but why am I spending cash at a standalone work bench? Is there a miniature Home Depot in there?


I also didn't like the fact that the very first mission presented me with the option to take it or decline it, the former advancing the game and the latter locking me inside that lifeguard shack until I changed your mind. Do they really think those flimsy doors are going to hold a guy that regularly kills zombies with his bare hands?


And perhaps the smallest, cheapest nitpick of them all, when you kill a zombie and it falls into one of the resort's many swimming pools, there's no cloud of blood to accompany the spray generated by whatever weapon I did the deed with. I want blood in the water. Hell, I want zombie sharks. There's just no pleasing some people.


Problems aside, I was still pleased with my brief time on Dead Island.


I enjoyed attempting to drive the pickup truck down onto the beach, getting stuck between railings while zombies slowly chipped away at my health from the sides.


I loved the tension of having my sole weapon shatter in the face of my first encounter with an undead bodybuilder.


I reveled in having relative free reign to go where I wanted to in the environment, limited only by my bravery and the staying power of my chosen weapons.


I even had fun finding flaws.



You can contact Michael Fahey, the author of this post, at fahey@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Portal

During the creator's commentary in Portal 2, Valve animator Richard Lord called the eye portion of lovable personality sphere Wheatley's design a physical impossibility. Cosplayer Furin's talking Wheatley puppet seems to have done well enough.


After Portal 2's release made her switch gears from her planned Fullmetal Alchemist cosplay for this year's Dragon*Con, cosplayer Furin switched a few gears of her own, transforming Valve's brilliant though admittedly-flawed design into a living, blinking, and quipping machine. She's managed to capture all of the personality voice actor Stephen Merchant and animators like Lord (the original voice of Wheatley) instilled in the glowing mechanical eyeball in one conveniently portable package.


Furin will be making an appearance next month at Dragon*Con in Atlanta, Georgia, so I might get a chance to drool over Wheatley in person. Hit up the link below to see the hours of painstaking work she put into creating this most human of machine "intelligences".


Wheatley [Furin Cosplay - Thanks, Tim!]



You can contact Michael Fahey, the author of this post, at fahey@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Kotaku


The new Resistance 3 Dev Diary says it's about the game's motion capture. And yes, for the most part, that's true. But it also spends a fair amount of time delving into something that I feel isn't shown nearly enough by devs in this era of AAA titles that routinely feature plots in which entire universes blow up: stunt work.


I'm serious. I want to know more about video game stunt work. You should too.


Watch the Resistance 3 Motion Capture Documentary via The PlayStation Blog


Kotaku

PlayStation 3 Gets Exclusive September Assassin's Creed Revelations Multiplayer BetaIn a sign that either the PlayStation 3 version of Assassin's Creed Revelations needs more public beta testing than the Xbox 360 version or that Sony and AC publisher Ubisoft are—gasp—using a beta as a marketing stunt, the Assassin's Creed: Revelations multiplayer beta will launch next month only on PS3, initially to a subset of PS3 owners.


Only those with a paying PlayStation Plus or non-paying Ubisoft Uplay account will be able to test the beta starting September 3 before it expands to all PS3 users on the 12th. No beta for the Xbox 360 or PC versions, which launch alongside the PS3 version on November 15 have been announced.


The beta, Ubi's announcement indicates, includes subsets of Revelations's full multiplayer offering, providing, for now, just nine characters (The Sentinel, The Vanguard, The Guardian, The Vizier, The Thespian, The Deacon, The Bombardier, The Trickster and The Champion), three maps (Knight's Hospital, Antioch, Constantinople) and four modes (Wanted, Manhunt, Deathmatch, and Artifact Assault).


Multiplayer was introduced to the Assassin's Creed series last year. It played differently than the average competitive mass-market game, making each player a secret assassination target of another amid crowds of innocent computer-controlled civilians. The game rewarded patience and stealth, though the entire experience was framed in a similar progressive rewards and unlocks structure popularized in the more agressive Call of Dutys. The expanded multiplayer in Revelations will include stronger defense options for people who are under assassination attack, a revamped interface and expanded friend-networking options, among other things.


PlayStation 3 Gets Exclusive September Assassin's Creed Revelations Multiplayer Beta
PlayStation 3 Gets Exclusive September Assassin's Creed Revelations Multiplayer Beta
PlayStation 3 Gets Exclusive September Assassin's Creed Revelations Multiplayer Beta
PlayStation 3 Gets Exclusive September Assassin's Creed Revelations Multiplayer Beta


Kotaku

On August 16th Dance Central will add "Sex Machine" by James Brown, "Get Busy" by Sean Paul and "Get It Shawty" by Lloyd to the in-game store. The tracks will also be compatible with the upcoming sequel, Dance Central 2.


Kotaku

OK, Full Deck Hold'Em certainly isn't meant to be a strip poker game. It is the latest game from Graeme Devine, creator of The 7th Guest and former game guru at Apple. But when you combine live video streaming with poker, you've got to expect that at least a little nudity might happen.


Full Deck Hold'Em, which hits iTunes on Thursday for $2.00, is a Texas Hold-Em poker game that uses the front facing camera of the iPad 2 to let you see and talk to the person you are playing against. You can chat play with up to four friends at a time.


The game also has 16 unique iPad-controlled characters that you can play as well. Other features include limit and no limit tables, extra card sets for download and play, achievements, leaderboards, ranking among friends, Facebook friend and avatar integration, auto matchmaking and public and private tables, you know, for the strip poker.


I mean, come on! Video and poker and live stream. It's gonna happen.


Hit the Gym. You're Going to Be Able to Play Video Strip Poker on the iPad 2 Tomorrow
Hit the Gym. You're Going to Be Able to Play Video Strip Poker on the iPad 2 Tomorrow
Hit the Gym. You're Going to Be Able to Play Video Strip Poker on the iPad 2 Tomorrow
Hit the Gym. You're Going to Be Able to Play Video Strip Poker on the iPad 2 Tomorrow


Call of Duty® (2003)

From the Director of Alien, Blade Runner, New Content for Call of Duty Elite Call of Duty Elite, Activision's bid to make their billion-dollar shooter more community driven, will be getting some "exclusive episodic entertainment" from the likes of Will Arnett, Jason Bateman and Ridley Scott, the company said during a recent presentation.


Speaking to a gathering at the 13th Annual Pacific Crest Global Technology Leadership Forum in Vail, Colorado, Activision publishing CEO Eric Hirshberg said that Activision is developing "exclusive episodic entertainment built just for the Call of Duty community. We are working with the likes of Will Arnett, Jason Bateman, Ben Silverman and Ridley and Tony Scott to create this content."


"Just like any other passion, just like any other thing that people spend a lot of their free time doing, Call of Duty players share a common language and a common experience and we think we can create some entertainment content that they will love and talk about and share."


We've reached out to Activision to find out what we can about this content. It could mean anything from new maps or missions to an interactive experience or film short. I'm sort of hoping for the latter, especially from Scott.


Hat tip to USA Today for finding this.


Kotaku

Stardrift Empires, the Sequel to the Best Facebook Game You Never PlayedThere's only been one Facebook game I've ever set an alarm for in real life: Starfleet Commander made me get up in the middle of the night to check my fleets and send out new attacks. What made the space fleet combat game—sort of a combination of EVE Online and Trade Wars 2002—so compelling? For me, it was the chance of actually losing. Losing ships, losing planets, losing time. Unlike most Facebook games that only use multiplayer as a sort of marketing scheme, Starfleet Commander encouraged you to sink time into its game—and then risk that investment to win.


Now developer Blue Frog Gaming is following up SFC with a quasi-sequel: Stardrift Empires will be launching in partnership with Syfy Games. Kotaku's Facebook Multiplayer Fleet Combat Correspondent Michael Schulte talked to Blue Frog's CEO, Matt Maroon in this exclusive first look at the game.


There has been some smoke-and-mirrors stuff hiding exactly what Blue Frog Gaming is doing with the Starfleet Commander universes [servers/shards]. Level with us. Are we looking at a new game entirely or are things changing within the current game? Tell us about the new adventure.


As for what we're launching Wednesday, we think of it sort of as "Starfleet Commander 1.5". It's called Stardrift Empires and we're publishing it along with Syfy. It's going to run on Facebook and eventually SyFyGames.com, which is in the process of being heavily updated. We got most of our original customers by advertising to people who like their TV shows, so we're really excited to have them as a partner.


We're going to continue maintaining the old Starfleet universes indefinitely. We're going to keep updating them and giving them new features. We have more than half of our company working full time on it, so things will be progressing quickly. We're probably going to focus on making the game even more social by reducing friction. The killer thing about Starfleet is that it's actually a social game thanks to alliances. People actually meet people and work together to accomplish things. We want to improve that with better communication tools and more rewards for group accomplishments.



We've given the game a complete redesign. We now have an in-house art team, so we've done entirely new illustrations too. We think it will be our best looking Facebook game to date, by far.


We're also going a little more hardcore with this one. No more diplomacy mode will be a big change from the original universes. We're limiting alliances to 50 people to try to make war more valuable and avoid the massive groups of newbies getting pummeled for easy points.


I personally am thrilled to hear that Stardrift Empires will no longer have a Diplomacy mode of play. One of the main things that makes Starfleet Commander stand out compared to all the others in this genre is the risk of actually losing. Will the game mechanics be the same as Starfleet Commander? In addition to the upgraded graphics, will there be any new technology or ships for the SyFy games launch?


The game mechanics will be pretty much the same. We're tossing in a lot of improvements for new users. We've added in new quests and a much improved tutorial system that we hope, along with the improved art, will make the game more enjoyable for new players.


We've got a ton of new achievements and badges and a profile page to display them, so we're going to give users reasons to stick around longer and experiment more. We're adding some more functionality to wars, which we've already improved in the last month, so you'll have options on the rules when declaring and accepting wars.


We've been testing out most of the new features by rolling them out to Starfleet universes, so we're not going to have a ton of stuff that long time players haven't seen before on launch day.


Going forward we're looking at ramping up the social elements. We're going to build a chat server into the game so you can plan attacks in real time with friends. We want it to be a passive one like Facebook's that persists throughout the game. We're also working on integrating a forum system into the game and improving alliance communication with that as well.


We've also got two commanders launching tomorrow. One that reduces hydrogen costs for moving your ships around and one that makes moonshots more likely to succeed.


Most new features will be rolled out to all universes except the art, so even longtime Starfleet players will get the improvements going forward.


The current universes have been at it for nearly two years now. People have amassed huge a number of ships and resources. They've constructed all of the buildings and unlocked all the technology in the game. Even with the extremely helpful wiki playbook, it's intimidating for a new player to coming in to catch up or even learn to play. What changes are being made in the new adventure to ensure that new players don't get obliterated by the old guard?


It is tough for a new player. We're totally revamping the startup flow and tutorial to do a better job of getting them into the game, teaching them how to play, and then helping them find an alliance to get them off the ground. We're also expanding newbie protection all the way up the chain, so they won't be able to be attacked by people much larger than them.


Facebook credits have barely impacted our revenue as a result, most of our players are playing off-site.

Though there are stand alone versions of your games that can be played without Facebook, it would seem that the model of the company still relies heavily on that interface. Is that terrifying or what? What is the future for Blue Frog Gaming?


Yes, it is terrifying. We've done a fantastic job of pushing people off of Facebook, which is yet another advantage of a hardcore game. They don't want to play in Facebook since the chrome there is just annoying. Facebook credits have barely impacted our revenue as a result, most of our players are playing off-site.


I think the future definitely consists of bringing Starfleet to people wherever they want to go. We'll probably explore doing a mobile version next.


Tell us some Blue Frog Gaming history, how did you get from your beginnings in Fantasy Football to Massive Inter-Galactic Conquest? Is there any truth to the atom splitting microwave? I thought that only happened in Sweden.


We got into Facebook gaming to promote our fantasy football product (Draftmix) when we launched an NFL Survivor Pool app. It was something we built and launched in a few days and it did a pretty good job of spreading so we went ahead and built our first full-fledged Facebook game, Football Tycoon. It never did a good job of promoting Draftmix but it did manage to monetize directly so we decided to switch to doing Facebook apps full time.


The microwave in our office is ridiculously powerful. It knocks out Wi-Fi and we have reason to believe it has proven the existence of the Higgs boson judging by the internal temperature of a hot pocket Wendy made one time.


With the advent of 'The Facebook Game' an entirely new demographic of gamer, many of which had never gamed previous, flooded the market. In the click heavy, spam your friends with requests world of Zynga, what did you and your team do to insure Starfleet Commander appeals to not only the avid strategist, but the religious Facebook farmer, city builder or chef?


To be honest, we really haven't done a good job of appealing to the Farmville Crowd. We largely don't try. I'm convinced that the core gamers are just a better way to go for a small company that doesn't have Zynga's marketing muscle and Facebook connections.


Now that Facebook has greatly reduced virality on the platform, to get customers you more or less have to buy them via Facebook ads (which is obviously good for Zuckerberg and company). It's really hard to outbid Zynga on the mass market side, especially knowing they get a cut of Facebook ad revenue that runs alongside their app (which is rather substantial relative to the low RPU those games make).


Core gamers will spend a lot more, so you're better off building a high RPU, high engagement game and drilling down your demographics to target them. Facebook's interest-based advertising lets you do this pretty well. If your game makes 5x per customer what Farmville does, and you're only targeting 18-35 year old males who list sci-fi shows in their profile, then you're in pretty good shape to outbid the mass market advertisers and still turn a profit.


Stardrift Empires goes live today. See you inside.


Play the game [StardriftEmpires.com]


Stardrift Empires, the Sequel to the Best Facebook Game You Never Played


Stardrift Empires, the Sequel to the Best Facebook Game You Never Played


Stardrift Empires, the Sequel to the Best Facebook Game You Never Played


Stardrift Empires, the Sequel to the Best Facebook Game You Never Played


Stardrift Empires, the Sequel to the Best Facebook Game You Never Played


Stardrift Empires, the Sequel to the Best Facebook Game You Never Played


Kotaku

Fallout: New Vegas' Lonesome Road Delayed The Lonesome Road add on won't be hitting this month as originally planned, Bethesda says on their blog. We don't know why exactly it's being delayed, but we do know that they hope to get it out as quickly as possible.


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