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inXile General Discussion Thread

Fry

Arcane
Joined
Aug 29, 2013
Messages
1,922
Right, but who is that? Some mystery community manager or an actual producer?
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
UI design?

michael-jordan-laugh.gif


Wouldn't want that shit on my resume
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
With his recent obsession for VR, I hope nobody will be surprised when W4 is Occulus exclusive.
 
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Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

Yeah, and finished it, back in the day. Why?
I'm watching the show and had never heard of it, was wondering if it was actually decent.

Oh, it's primitive and very weird. I doubt it can be considered a "great" adventure game by the usual standard. It's still very cool, though. Here's a video about it: https://www.youtube.com/watch?v=NdiMAzDFPNU
 

Fry

Arcane
Joined
Aug 29, 2013
Messages
1,922
They expect people to pay to watch D-list celebrities give infant-level primers on vidya games?
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Fargo does one good thing: http://www.museumofplay.org/press/r...ment-founder-donates-collection-strong-museum

Interplay Entertainment Founder Donates Collection of Games and Company Records to The Strong Museum

ROCHESTER, New York—Brian Fargo, influential video game designer and founder of Interplay Entertainment and inXile Entertainment, has donated to The Strong in Rochester, New York, hundreds of materials that document the history of Interplay and the development of many of its iconic games, including notable titles such as the Bard’s Tale Series and Battle Chess. The collection includes extensive materials documenting the course of Fargo’s career at Interplay, which he founded in 1983, and that illustrate how he ran the company and guided their game development. Examples are on view in the museum’s eGameRevolution exhibit.

“Interplay was one of the leading computer game software companies of its era, and it was a significant publisher of games and an incubator of programming talent,” says Jon-Paul C. Dyson, director of The Strong’s International Center for the History of Electronic Games. “The items in this collection provide a unique look at how one of the most influential gaming companies of the 1980s and 1990s made its games and ran its business.”

Fargo%20Collection%20Newsletter%20Image.jpg


Fargo and three programming colleagues launched Interplay Entertainment (then Interplay Productions) in 1983 and produced their first published game, Mindshadow, in 1984. They built a name developing role-playing video games, including The Bard’s Tales, for Electronic Arts. Later, they began to publish their own games, including Neuromancer and Battle Chess. In the late 1990s, they worked with other studios to develop the iconic Fallout, which launched the still-popular series, and Baldur’s Gate, which spawned an entire franchise of sequels and spin-offs.

“Most of us were kids when we started into the games business, inventing the procedures of development and experimenting before genres were set in stone. We could barely imagine that we would actually get to make a living from making games much less that it would become the biggest entertainment industry in the world,” says Fargo. “Thankfully I kept records that went back 30 years so future historians or developers could glean insight into the early days. I am grateful that we have an organization like The Strong museum to preserve and communicate the history of our medium.”

The Brian Fargo Papers (1983–2012) includes development disks and printed documents for games (released and unreleased) such as Demon's Forge, Software Studio (Software Theater), Shadow Snare, Bard's Tale, Crossbones, Track Meet, Trog, Battle Chess, Storyteller, Model Builder, Mindbender, Swords and Serpents, Mind Shadow, Destiny Knight, Dragon Wars, Bridge, Pebble Beach Golf,and The Moon is a Harsh Mistress; game proposals submitted from outside sources; press releases and news clippings; annual reports; staff photographs; daily planners and calendars; business agreements; letters from players talking about the games; materials related to the company's acquisition by MCA; and financial statements.

“This collection enhances the museum’s rich collection of other major company collections such as those from Broderbund, Sierra Online, Her Interactive, and Strategic Simulations, Inc.,” says Dyson. “It will provide a unique resource for anyone interested in studying the history of electronic games.”

Some samples posted on their blog: http://www.museumofplay.org/blog/ch...ry-with-the-brian-fargo-collection-1983-2012/

Fargo-Collection-Newsletter-Image.jpg


Fargo_02_0001.jpg


Fargo_01_0001.jpg
 
Weasel
Joined
Dec 14, 2012
Messages
1,865,735
That's the melonhead institute which took all the Sir-Tech docs, incl Cleve's resignation letter, off the market and buried them in their deepest vaults, then threw away the key. Wouldn't get too excited.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Chris Avellone and TToN writers will do a narrative panel talk at next year's GDC: http://schedule.gdconf.com/session/everythings-on-fire-and-no-one-knows-what-to-do

Everything's on Fire and No One Knows What to Do

George Ziets | Lead Designer/Writer, inXile Entertainment
Leanne Taylor-Giles | Scriptwriter, Ubisoft Montreal
Chris Avellone | Narrative Designer, Freelancer
Colin McComb | Narrative Designer/Creative Lead & President, 3lb Games LLC
Gavin Jurgens-Fyhrie | Lead Writer, inXile Entertainment

Everything's on Fire and No One Knows What to Do is about developing a common knowledge base for game writers, narrative designers, and cross-discipline communication. This panel focuses on the day-to-day aspects of game writing and working within a team, namely problem-solving, clear communication, and uncovering constraints after all the dialogue has already been recorded. Five industry experts share their experiences working on everything from AAA to indie and tabletop, discuss their strategies for remaining creative on varying budgets, and define common terms that may just result in you not needing to set everything on fire after all.

Takeaway
Attendees will come away with a deeper understanding of core narrative terminology, as well as insight into the different challenges faced by writers in the industry. They will also learn varied approaches for finding solutions to complex narrative problems, across a wide variety of budgets and genres.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Btw it's off-topic; apparently GDC Europe is no more. But I guess there are already a plenty of dev conferences in Europe (including ones MCA attended this year) anyway.
 

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