Bringing XCOM to iOS


“The first is that we feel like turn-based strategy games are a natural fit for mobile devices because you can always pause the game and pick it right back up where you left off.  In addition, the turn-based play allows you the time to be reminded of what you were doing and make decisions on next steps. Secondly, and this is the part that amazes me, technically and design wise it turned out to be for a good fit for the iOS. Playing a game that came out for console and PC last year on your phone? That still blows my mind, seriously.”

Firaxis’ Jake Solomon on bringing XCOM: Enemy Unknown to iOS. (Shacknews)

Project Titan Reboot


“We’ve come to a point where we need to make some large design and technology changes to the game. We’re using this opportunity to shift some of our resources to assist with other projects while the core team adapts our technology and tools to accommodate these new changes.”

Blizzard’s Shon Damron explains the Project Titan reboot, with significant job losses. (GamesBeat)

The Appeal of Tales of Xillia


“I would like players to experience the fantasy adventure of swords and magic, which we developed based on our unique Japanese culture. For Tales of Xillia specifically, I would like players to pay attention to how we characterize the cast and the messages relating to the themes throughout the adventure. Please enjoy playing through the game and experience what “conviction” means at the end.”

Tales of Xillia producer Hideo Baba. (GameInformer)

How to be a Game Entrepreneur


“A lot of the people for whom it is really about the money tend to make lousy entrepreneurs. In my view, great entrepreneurs are focused on ideas that the world needs, and then they relentlessly pursue their commitment and their vision about those ideas. As a result, they’re really focused on the execution of the idea, and if it ends up making money, it’s a byproduct of that process.”

EA founder Trip Hawkins (GamesIndustry)


What Could 4A Have Created?


“If 4A had been given a more competitive budget, in a saner environment, hadn’t wasted a year-plus chasing the irrational requirement of THQ’s original producers to fit multiplayer and co-op into the same deadline and budget, hadn’t had to deal with the transition to a new publisher in the crucial few months before final, what could 4A have created?”

Jason Rubin on Metro: Last Light (GamesIndustry)

Farewell, EA Online Pass


“Initially launched as an effort to package a full menu of online content and services, many players didn’t respond to the format. We’ve listened to the feedback and decided to do away with it moving forward.”

EA senior director of corporate communications John Reseburg, on the death of EA’s Online Pass. (GamesBeat)


Take Two Tighter

Strauss Zelnick, Men's Fitness, November 1, 2008

“We don’t have any reason to believe our development budgets will change significantly. If anything we have become – group-wide – much tighter in terms of how we spend our money. We can’t say specifically, but no we don’t expect to see a meaningful change in what it costs us to release these top quality products.”

Take Two chief Strauss Zelnick. (Develop)

Indie Platform Revenue Splits


“With our revenue being spread relatively evenly among different platforms, going multiplatform was a strategy that worked well for us. It allowed us to get more out from our initial investment of designing and developing the game and to reach more people enjoying the game.”

Spaces of Play’s Andreas Zecher reveals full visual breakdown of platform sales for Spirits, originally launched in iPad. (Andreas Zecher)

Double Fine is Just Fine


“Every game we’ve made at Double Fine has made a profit. We just haven’t had a blockbuster yet. Luckily our business plan isn’t dependent on blockbusters. You can make a lot of money off a game that sells less than that if you keep your costs down and plan ahead.”

Tim Schafer, when asked about Double Fine’s lack of blockbuster hits. (Destructoid and Reddit)

Blood Swimming Pool


“Capcom are thrilled to able to create the world’s first blood swimming pool…To non-zombies, the swimming pool will be shocking, gory and an incredibly disturbing experience – the perfect way to show that survival horror is back with a bang for Resident Evil Revelations”.

Capcom’s UK PR manager Adam Merrett on a promotional stunt to fill a pool with ‘blood’ and ‘gore’. (MCV)

World of Tanks Legal Salvo


“Copying is evidenced by the fact that the designers of Project Tank copied historical inaccuracies found in WoT, each of which does not affect game play, but which was included in WoT to simplify the tank modeling and rendering process. Copying is further evidenced by the fact that the designers of Project Tank copied tanks from WoT that never existed in real life, and which included features original to WoT.”

Complaint from World of Tanks’ publisher Wargaming against Gamease’s Project Tank. (Polygon)

New Looks at Watch Dogs


“A lot of games give us extreme answers to very nuanced questions, and that’s easy to do, but we’re trying to give more balanced answers to those situations, which, I think, is closer to what people actually think. I think we can relate to a character that is flawed a lot better than we can relate to someone who is either ultimately evil or absolutely good.”

Watch Dogs’ senior producer Dominic Guay. (Polygon)

More Inside Info on THQ’s Demise


“The mistakes that were made long before I joined, like the incredible losses attached to uDraw, massive wasted capital in the unpublished MMO that was cancelled, sticking with children’s and casual titles far after mobile and tablets had killed the business, bad, late, or otherwise inferior titles like Homefront, and a generally haphazard and inefficient approach to deal making, left the company with too much negative hanging on its books.”

Danny Bilson, formerly of THQ. (Eurogamer)

Bilson on the End of THQ


“It’s hard. It’s hard for me — I gave it all I had, but it didn’t work, and I think they couldn’t change fast enough from a culture of kids’ licensed games to a culture of core games. And then, the business was changing faster than we could change.”

Ex THQ honcho Danny Bilson, on the end of that company. (Polygon)

Patrice Desilets: Ubi Fired Me


“Contrary to any statements made earlier today, this morning I was terminated by Ubisoft. I was notified of this termination in person, handed a termination notice and was unceremoniously escorted out of the building by two guards without being able to say goodbye to my team or collect my personal belongings. This was not my decision. Ubisoft’s actions are baseless and without merit. I intend to fight Ubisoft vigorously for my rights, for my team and for my game. “

Patrice Desilets on his parting of ways with Ubisoft, which the publisher previously painted in less stark hues. (Polygon)

Darwinism at Work


“You can’t stop evolution. Console game companies are standing on the same ground as others that were disrupted before them. Borders was shuttered by Amazon, Blockbuster buried by Netflix, and Encyclopedia Britannica withered by Wikipedia. When consumers get something faster and cheaper via the Internet, disruption occurs, and the companies that don’t evolve quickly inevitably decline. The cycle of change is rapid and relentless. This is industry Darwinism at work.”

Andrew Shepherd, president of Kabam, which specializes in free-to-play. (GamesBeat)


Keyboard Cat Scribblenauts Lawsuit

“For the past three years, WB, along with game developer 5th, have knowingly and intentionally infringed plaintiffs’ copyrights and trademarks by using ‘Nyan Cat’ and Fatso’s image in WB’s top selling ‘Scribblenauts’ games.”

Lawsuit by the Keyboard Cat guys against Warner Bros and 5th Cell for Easter Eggs on Scribblenauts. (Eurogamer)