<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" 
	xmlns:cc="http://web.resource.org/cc/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" >

<channel>
<title>Gamasutra Podcast on GDC Radio</title>
<link>http://fatpixelsradio.com</link>
<description>A podcast covering a variety of video and computer game topics. A new show every two weeks.</description>
<language>en</language>
<copyright>(c) 2005-2007 Tom Kim, Inc.</copyright>
<managingEditor>podcast@gamasutra.com</managingEditor>
<generator>Liberated Syndication - libsyn.com</generator>
<webMaster>podcasts@libsyn.com (Liberated Syndication)</webMaster>
<lastBuildDate>Tue, 03 Jun 2008 20:27:00 GMT</lastBuildDate>
<ttl>180</ttl>
<itunes:subtitle>Not just another game news podcast.</itunes:subtitle>
<itunes:summary>A bi-weekly podcast covering a range of video and computer game topics.</itunes:summary>
<itunes:category text="">
	<itunes:category text="Arts &amp; Entertainment" />
</itunes:category>
<itunes:category text="">
	<itunes:category text="Games" />
</itunes:category>
<itunes:keywords>videogame videogames computer video game games</itunes:keywords>
<itunes:author>fatpixelsradio</itunes:author>
<itunes:owner>
<itunes:email>fatpixelsradio@gmail.com</itunes:email>
<itunes:name>Tom Kim</itunes:name>
</itunes:owner>
<itunes:image href="http://libsyn.com/podcasts/fatpixelsradio/images/fpr_title_vert.jpg" />
<image>
<url>http://libsyn.com/podcasts/fatpixelsradio/images/fpr_title_vert.jpg</url>
<title>Gamasutra Podcast on GDC Radio</title>
<link>http://fatpixelsradio.com</link>
</image>
<itunes:explicit>No</itunes:explicit>
<item>
<title>Gamasutra Podcast Talks With GameCity Director Iain Simons</title>
<link>http://fatpixelsradio.com/index.php?post_id=346150#</link>
<description><![CDATA[<br/>Gamasutra is proud to present the latest Gamasutra Podcast, part of our regular <a href="http://www.gdcradio.net/">GDC Radio podcasts</a>, which include both the Tom Kim-presented <a href="http://www.gdcradio.net/gamasutra_podcast/">Gamasutra Podcast show</a>, alongside the best <a href="http://www.gdcradio.net/free_gdc_recordings/">lectures, tutorials, and roundtables</a> from this and previous years' Game Developers Conferences.

<p>For today's podcast, we present an interview with <a href="http://www.iainsimons.com/">Iain Simons</a>, writer and live events coordinator of Nottingham's <a href="http://www.gamecity.org/">GameCity Festival</a>. Besides serving as the co-creator of GameCity -- now going on to its third year, Simons is the author of three books: <a href="http://www.iainsimons.com/Difficult_Questions_About_Videogames">Difficult Questions about Videogames</a>, BFI Film Guides <a href="http://www.iainsimons.com/100_Videogames">100 Videogames</a>, and <a href="http://www.iainsimons.com/Inside_Game_Design">Inside Game Design</a> -- part of which was <a href="http://www.gamasutra.com/view/feature/3046/book_excerpt_inside_game_design_.php">recently excerpted</a> on Gamasutra. He is a tireless advocate for the cultural significance of games.</p>



<p>In the course of conversation about the festival, which grew out of
and evolved from initially more informal alcohol- and curry-fueled
get-togethers, Iain speaks passionately about various subjects such as
the role of game advocates as apologists of the medium, the lack of a
human face to the games industry, and the reluctance of game publishers
to discuss the process of creating games as opposed to promoting
finished product. He also takes the comparison of games and cinema to
task, particularly regarding what that analogy implies about the
aspirations of the form.</p>



<p>He talks about themes that have been going through his mind
recently, such as non-threatening entertainment, the removal of
player-character death from modern game design, and safety and the
permission to explore in-game environments. </p>



<p>He also discusses how to make games and game culture more palatable
to non-gamer audiences. These include directly addressing the creative
process of making games -- getting to questions that one might ask of
any creator working in better known contemporary mediums.</p>



<p>Finally, Simons discusses ideas that didn't quite make it into his
latest publication, Inside Game Design, and what factors defined which
ideas made it into the book or not. He also shares some wonderful
personal anecdotes about developer involvement with both GameCity and
Inside Game Design. And he closes with <a href="http://www.ntu.ac.uk/">Nottingham Trent University</a>
Undergraduate and Post-graduate programs' support of GameCity's latest
project: an archive of early to current game artifacts and history.</p>

]]></description>
<category>podcasts</category>
<pubDate>Tue, 3 Jun 2008 20:27:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=346150#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gamasutra_Podcast_Talks_With_GameCity_Director_Iain_Simons.mp3" length="33169335" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Interview with John Davison of What They Like</title>
<link>http://fatpixelsradio.com/index.php?post_id=336516#</link>
<description><![CDATA[<br/>November 8th interview with John Davison of <span style="font-style: italic;">What They Like</span> / <a href="http://">WhatTheyPlay.com</a>. <br/>Copyright (c) 2007-2008 CMP Media LLC.<br/><br/><hr style="width: 100%; height: 2px;"/><br/><span style="font-weight: bold;">Full transcript of interview:</span><br/><br/><span style="font-weight: bold;">Gamasutra: </span>You're listening to the Gamasutra Podcast on GDC Radio. This is Tom Kim and today I'm talking to John Davison. John is the president and co-founder of <span style="font-style: italic;">WhatTheyLike</span> and jointly manages the daily operation of the company and directs all the content generation for the brand and its various products.<br/><br/>John brings more than seventeen years of experience in the interactive entertainment industry to his role at <span style="font-style: italic;">WhatTheyLike</span>. With expertise in every sector in videogame media, he's contributed to a variety of well-respected print and online consumer and trade publications in the U.S. and Europe. Prior to WhatTheyLike, John was Senior Vice-President Editorial Director of Ziff-Davis Game Group. John and his wife have two sons. <br/><br/>I think that last little blurb might be the best qualification you have for <span style="font-style: italic;">WhatTheyLike.</span><br/><br/><span style="font-weight: bold;">John Davison:</span> That I have two sons?<br/><br/><span style="font-weight: bold;">Gama:</span> That you're married and have two sons.<br/><br/><span style="font-weight: bold;">JD:</span> Yeah. That was a big part of... both myself and Ira Becker who's the other the other co-founder of <span style="font-style: italic;">WhatTheyLike,</span> we both have two kids each. We'd been thinking about how our own attitudes towards entertainment in general -- and we've been hearing a lot of stuff anecdotally -- we were both at the 1UP network. Ira was the General Manager. He ran the sales team. And we'd been talking to a lot of people and it was clear that there was a big shift going on in gaming in a lot of areas, both on the development side and also, just the media mix.<br/><br/>Increasingly we were seeing that there was this huge hole. And that was that the 18-34 year old core gamer is more than sufficiently catered to in terms of media coverage. But there's this growing need from other demographics for information about games. Particularly parents. And we would talk to people that were either just terrified of games 'cos they don't understand them. Or there's actually a big sector in our generation coming through that have grown up with games but they're sort of lapsed gamers, where they would play 5... 10 years ago, and were really into it. And then as they settled down and had a family, they just stopped.<br/><br/>And now, there's a generation of kids going through that who have never known a time where videogames aren't a big part of entertainment. You know? It's been there since birth. And the kids are demanding it, and it's becoming more and more part of the way franchises are being developed. And there's nowhere really for parents to go to be like, &quot;Alright, I don't care if it's good or not. My kid just wants it. What do I need to know about it?&quot; That was the core of it, really. <br/><br/><span style="font-weight: bold;">Gama:</span> Was that decision based off of just your anecdotal observation of trends in the industry? You're talking about serving a growing, and perhaps a different market. So, were you seeing financial evidence there of the need to cater to this broader audience?<br/><br/><span style="font-weight: bold;">JD: </span>The Entertainment Software Association published a bunch of data about how much more powerful the parents were in terms of making buying decisions, and so that really helped! We were just seeing more and more, there were parents that were getting a lot more engaged, and we were seeing more research. But then also, when we were speaking to publishers and retailers, that they were like, &quot;Hey, the untapped thing is definitely the whole family thing.&quot;<br/><br/>I think early on, it was easy to just generalize that there's the Wii and DS effect on everything, and everyone was thinking about family games a little more seriously. Much to the disappointment of a lot of hardcore gamers who are definitely pushing back a lot on a lot of what we're seeing happening right now. You know, I was reading a piece about <span style="font-style: italic;">Smarty Pants </span>the other day where people were like, &quot;This is another symptom of the decline of the way games are being built.&quot; <br/><br/><span style="font-style: italic;">Smarty Pants </span>is a Wii game from EA and PlanetMoon Studios. And it's a trivia game that uses the Wii remote as like, a buzzer. And it's designed so that the questions can be tailored for families to play together. So there are kids' questions and grown-up questions. And it's all an &quot;E&quot;-rated thing and it's all done in kind of a jokey, silly way, but in a way that's very family-friendly. And I think it's indicative of a lot of the kind of things that we're starting to see, particularly on the Wii.<br/><br/>There's a lot of these experiences being made now by developers and publishers that want to tap into different areas and grow out of the core demographic. I think some of it also is driven by the fact that as an industry, we've all grown up together and we're all at an age now where we're settling down and having kids and starting to look at things differently. And, you know, there's a lot of guys on the development side that I've spoken to that are like, &quot;You know what? You know what I'm working on at work's not for me anymore.&quot; And I think that... that's a really important part of the culture shift that's going on in the industry right now.<br/><br/>It's not very long before... you know, I think we're starting to see it across everything. The really important part of, I think, the evolution of videogames. And, you know, you hear a lot of people with the sound bites about let's bring the consoles out of the bedroom and into the living room. Well, you've got to bring a certain kind of experience with it for that to work. And I think there's these trivia games, these quiz games, these party games and they're important: they're the first stages. But I think they're the things that are going to bring the consoles into the living room and get parents looking at videogames and going, &quot;Okay. This isn't the thing that I thought it was.&quot; You know. 'Cos they read all the bad press and they'll hear about how awful <span style="font-style: italic;">Grand Theft Auto</span> and <span style="font-style: italic;">Manhunt</span> is, and make sweeping generalizations about videogames based on that. I think it's good to be able to get these more positive experiences in front of parents.<br/><br/><span style="font-weight: bold;">Gama:</span> Perhaps you could talk about how <span style="font-style: italic;">WhatTheyPlay</span> functions, or how <span style="font-style: italic;">WhatTheyLike</span> functions in terms of just organization. Because there seems to be two sides of it. There's the side which is kind of editorially covered by you and your writing partners and contributors. And then there's a community side which is covered by the people who participate in the site. Maybe you could explain why you did that separation and exactly what kind of services you're hoping to offer.<br/><br/><span style="font-weight: bold;">JD:</span> Sure. So the company name is <span style="font-style: italic;">WhatTheyLike.</span> The intention is for <span style="font-style: italic;">WhatTheyLike</span> to be a platform. The reason we did games first with <span style="font-style: italic;">WhatTheyPlay</span> is I think it's a part of the media that's under-served. Secondly, the data structure for organizing a database for videogames is really complicated. You have multiple SKUs and things that have the same name, but have different functionality. So we wanted to nail that one. Plus it was kind of our core competency anyway. So, we built a database, and the goal is editorially, to be completely objective. We're not going to offer any criticism on the editorial side of the product. The goal is to put the information that parents need into context. So, look at what they're faced with: the demands that are coming from the kids -- if they do want to do any research, the things that they're going to be bombarded with; or, if they're in a store and they pick up the box, what it is that they're going to be faced with -- and try and help them understand it a little more. It's parents, so they're definitely time constrained. So we want things to be quick and really easy for them to find.<br/><br/>The write ups of the games are going to be descriptions of the experience, descriptions of just kind of the themes that come out of the game, and then also to address the ESRB rating and the ESRB content descriptors. Just be able to say, &quot;Alright, so my kid wants <span style="font-style: italic;">Gears of War</span>. And it's 'M'-rated and it says, 'blood and gore, intense violence and strong language' on the back. Alright, I got a pretty broad idea of what that means, but what specifically is it?&quot; And just be able to say, okay, so this is what happens in a game that warrants those descriptors. <br/><br/>And for the &quot;M&quot;-rated stuff... you know... you have different degrees of violence and blood and gore in different games. But then, when you get down into the &quot;T's&quot; and &quot;E's,&quot; some of the descriptors you get there... It can be kind of tough to work out what it is exactly, that you're being faced with when you have, &quot;Mild Suggestive Themes,&quot; or uh, &quot;Comic Mischief.&quot; And it tends to be very different from game to game. I think it's important to know, specifically what you are being faced with. The &quot;Mild Suggestive Themes&quot; can be anything from a piece of dialog buried three hours into the game, to a girl with a huge cleavage and a low cut top. You know? It can vary very much from game to game. <br/><br/><span style="font-weight: bold;">Gama: </span>The ESRB already exists. There is already a ratings system in place. Why do you feel that parents might need an extra layer of qualification above looking at a ratings system which to most gamers would appear to be fairly clear in terms of how it delineates what kind of content's inside that experience?<br/><br/><span style="font-weight: bold;">JD: </span>We came at this with, we didn't want to reinvent a ratings system, we didn't want to challenge the ratings that they were giving. It was to help parents understand it a little more. Particularly because the descriptors aren't really a constant from game to game. The words on the descriptors are, but what they relate to can be very different. So if you look at &quot;violence&quot; as a term, and you look at a game like <span style="font-style: italic;">Halo 3.</span> and then you look at a game like <span style="font-style: italic;">Jericho</span>, or <span style="font-style: italic;">Manhunt</span>, and what you're faced with is... you know, there are some similarities, but the effects can be very different. So I think it's important that, because the ESRB rates within the context of the product so there's no sort of general line in the sand for, you know, this is what it means when it's &quot;violence,&quot; and as soon as you step over here it's &quot;intense violence.&quot; It's not communicated where that line is. So we just want to be able to say, &quot;Okay, this is what this game has in it. If you allow this game into your house, this is what's in it.&quot; So it's got, hacking people up with chainsaws, or it's got girls with big boobs.<br/><br/>Our attitude throughout the whole things is that the best possible parental control is parents. You have all these tools, you have all this information. But I think the more context you have, so that you as a parent are able to make an informed decision about something... Very often, I've found that the best way with some things is to sit down and play the damned things, you know? To know whether it's okay, A: if my kids can play it; B: if it's okay for me to play it with my kids in the room... There's a lot of games where me, personally I wait 'til everyone's gone to bed to play them. There's lots of different needs that parents have in terms of letting the games into their house, and then the situation in which they can be played. So I think the more information they have, so that they can say, &quot;Okay, I'm cool with this being on.&quot; You know?<br/><br/><span style="font-weight: bold;">Gama: </span>The converse way of looking at this is, these ratings systems exist for other media as well. To some degree for music, but certainly for motion pictures. And parents don't seem to have a difficultly with making a judgement call on movies, even though an &quot;R&quot; rating might be very different for one movie versus another. Just like ratings on the games side are context-sensitive based on the product or the experience as well. <br/><br/><span style="font-weight: bold;">JD:</span> Uh huh. And I think this is something that the ESRB would acknowledge if you tried to push them on it. And I think there is a gap right now between &quot;T&quot; and &quot;M.&quot; And I think there's a pretty good chance, I would think, that they are going to do something about this. And I think it's important because I think of any of the ages in that scale, I think that time between 13 and 17 is when, as a family, your line in the sand is likely to be the most different from the family next door. I think to be able to make a judgement of just how able to deal with this is your 14-year-old. And I think there are very mature 14-year-olds, and there are very immature 14-, 15-year-olds. <br/><br/>So I think whether it comes to making a judgement as to whether, particularly an &quot;M&quot;-rated game is okay, I think parents that are really engaged, that are really paying attention to this stuff, they need to think about, &quot;How is my kid going to respond to this specific type of content?&quot; It's probably a really difficult time for a lot of reasons for parents. And I think to be able to, you know, have the information to make that judgment...<br/><br/>In movies, they have PG-13, which increasingly is a way of slipping out an &quot;R&quot;-rated movie with a little bit taken out. I think &quot;T&quot; kinda does that. I think there's some room for something in between. to kind of help with some of these experiences where they're a little bit violent.<br/><br/><span style="font-weight: bold;">Gama:</span> And also to have the comfort that you're not the only one who's got to make these judgements and have a context of a number of voices to talk about their situation. I think that could be very helpful. &nbsp;&nbsp;&nbsp; <br/><br/><span style="font-weight: bold;">JD:</span> Yeah.<br/><br/><span style="font-weight: bold;">Gama: </span>So what do you think is going on there in parents' heads and why are they not quite getting it to the degree that perhaps they should with games? And how do you think that interfaces with the kind of service that you'll be offering?<br/><br/><span style="font-weight: bold;">JD: </span>The first point you made about movies... this was actually one of the little epiphanies about starting the company as a network of these things as opposed to just focusing on games. And that was, I started to notice the way that my kids would react to things that you make assumptions are kid-safe or kid-friendly. I noticed that in the Pixar movies, in order for them to establish the pace of the story, there's always a scary bit. In Finding Nemo, it's the sharks, in Cars, it's Frank the combine harvester thing. And, uh, my kids were terrified of 'em. And my wife had said, &quot;Why does no one ever tell anyone that?&quot;<br/><br/>It's &quot;G&quot;-rated, so there's this assumption, okay it's perfectly fine. But it's very hard to find any anecdotal stuff where it's like, &quot;This is what a movie is about, uh, but it's got this bit in it that if you've got little kids, they might find it's a bit scary. &quot; And I think just knowing that, 'cos like my little one, when the DVD was on, he'd know when the Frank part in Cars was coming. And he'd ask us to skip it forward so he didn't have to watch it. And it was just like one of those little moments when you're like, okay, there's a little bit of this in everything. There's these pieces of information that particularly, if you don't have kids, you don't notice it.<br/><br/>Before you or I had kids, if we sat down and watched Cars, we probably wouldn't have even registered that there was a scary part in it. And it's not a big deal, but I think just need to know, hey there's this one bit and it's about 20 seconds and it's got... you know, this happens. Your kid might be a little spooked by it. And I think there's... all entertainment there's a little thing like that in it and I think there's a tendency for the media, because it's focused for the most part on criticism, saying whether it's good or not, as opposed to... I think there's a lot of things in entertainment, particularly where kids are involved where the decision about whether to consume it or not is made irrespective of quality.<br/><br/>We are going to go and see Ratatouille whether it gets reviewed well or not. My kid is going to want to play PokÃmon whether it's great or not. I think there's a lot of that now. So I think as a parent, you're like, &quot;Alright, what I need to know is, what's in it. Is there gonna be a part that spooks them?&quot; <br/><br/><span style="font-weight: bold;">Gama:</span> Your service, at least from an editorial perspective is to provide kind of an independent, informative resource.<br/><br/><span style="font-weight: bold;">JD:</span> Uh huh...<br/><br/><span style="font-weight: bold;">Gama: </span>You're not interested so much in making those qualitative judgments?<br/><br/><span style="font-weight: bold;">JD: </span>Not at all. We won't be telling you if it's good or not. We also won't be telling you if it's appropriate or not. What we're gonna do is just give you the information that you need as a parent in order to make that judgement yourself. I think some of the mistakes that have been made in the past, having to do with videogames is, people have come in and they've tried to make sweeping judgements. <br/><br/>But every family is different. Every family's line in the sand of tolerance for different things is in a different place. So who am I to come in and tell you that this is too violent for you or that this is too sexy for you? But I'll tell you what's in it so you can make that call, so you don't have to play through it. <br/><br/>And some of this stuff is buried really deep in the game. We were just playing <span style="font-style: italic;">Final Fantasy Tactics</span> on PSP. And one of the content descriptors on the back is &quot;Drug Reference.&quot; And we were playing it, and playing it, and playing it. And we were looking at each other, and we were like, &quot;There's no drugs in this. What the hell were they talking about?&quot; And you play through it a bit more, and you start to be like, &quot;What was this though? Is it potions? Is that what they're talking about? Is it the fact that you're taking these, like...&quot; And then twenty hours into <span style="font-style: italic;">War of the Lions,</span> you encounter the opium trade. But it's that deep into the game that the reference is made.<br/><br/>To me, it's kind of innocuous. Fine, the opium trade. Whatever. But to some parents it might be like, &quot;Okay, I don't want my kid seeing that.&quot; But you do have to play them to find them. So the, I mean the ESRB does it's job and, you know, when people submitting, they're saying it has this, this, this and this in it, I think it's important to talk about in a little more detail than you can fit into that tiny little box on the back of the packaging. Talk about the nature in how it appears. 'Cos drug reference can be Bioshock, where you're jabbing a needle into your arm every five minutes, or it can be a five minute scene in Final Fantasy where it's a bunch of guys peddling opium. <br/><br/><span style="font-weight: bold;">Gama:</span> On that qualitative side, is that more of a resource that you're leaving for parents to hash out amongst themselves? Namely, among your community features?<br/><br/><span style="font-weight: bold;">JD:</span> Yeah, so the model is um, it's kind of <span style="font-weight: bold;">Trip Advisor</span> for games in a lot of ways. So we'll do an objective description of the experience. And then, what we want is for all the subjectivity to come externally. We are going to reference external criticism. If it's warranted, we'll talk about that the game has generally been reviewed really well, or acknowledge criticisms that might've been made, but not make them ourselves. So then, what we want to encourage more than anything is for the parents to share their subjective views on the game. <br/><br/>So we'll say, &quot;This game has this, this, this and this.&quot; And we want the parents to say, &quot;We have this game, and I was fine with it because of these reasons.&quot; Or, to actually get into the specifics so that people tend to not think of. LIke some parents have issues with the soundtrack. Very often you hear, &quot;Yeah, I really liked <span style="font-style: italic;">Burnout</span>, but the music was quite angry. I'm not sure if I wanted all that angry punk and metal. You know? I'm not sure if I want my kids...&quot; Because that's where their sensitivity is on that. Whereas other people are like, &quot;Yeah, <span style="font-style: italic;">Burnout</span> was fine.&quot; Or it'd be like, &quot;Oh, the car crashes made my kid start slamming his car into the furniture.&quot; And there's a lot of things that anecdotally, they're like, after playing this game, this is kinda how it affected my kids. Or this is how my kids felt about it, or how I felt when I walked in the room and saw this particular part. I think there's a lot of that anecdotal stuff...<br/><br/>What we found in the enthusiast stuff, when I was doing 1UP and EGM, is we found increasingly that with the core, that the coverage was validation more than it was advice. If you're saying that something was good, very often the core would be like, &quot;Well I already decided that's good, so you know, you just validated my opinion of that.&quot; I think what we're going to find on the parent's side is that when parents see their peers expressing something that they feel the same way about a game that they did, there's some validation there as well. You know, they don't feel alone in being oversensitive to something or to being okay with something. <br/><br/>They're like, &quot;My kid plays <span style="font-style: italic;">Halo</span>. Am I weird for letting him do that?&quot; And I think the community can confirm, &quot;Okay, it's 'M'-rated. But I think it's okay for a... 14-year-old, say.&quot; And then to have the parents to be able to say, &quot;Yeah, you know, it's okay. It's mostly blue and green blood so it's fine.&quot; And I think the more of that that comes out, and to get that kind of dialog and parents talking about, &quot;Look, it's okay for us all to have our threshold somewhere different. And this is where mine is, and these people agree and these people don't.&quot; That's kinda where we want the subjectivity to come out.<br/><br style="font-weight: bold;"/><span style="font-weight: bold;">Gama: </span>How much of that are you getting in real life? Like, among parents that you know, do they hit you up because they perceive you know more about the subject than they do?<br/><br/><span style="font-weight: bold;">JD: </span>I used to talk about this stuff on 1UP Yours. Every Friday when the show went out, if I talked about playing <span style="font-style: italic;">Crackdown</span> in the middle of the night, or I talked about how my growing <span style="font-style: italic;">Oblivion</span> habit was taking place at 2... 3 o'clock in the morning because it was the only time I could play, all these dads would come out of the woodwork and be like, &quot;Thank god you said that, 'cos I do that, too!&quot; And then, when the news came out that I'd left, I started getting the same kind of outreach through Facebook as well. Like a lot of people have been like, &quot;Hey, you know I heard that you were doing this.&quot; And so there are a lot of parents coming out just sort of unprovoked in that fashion. And then the other thing is just, as we are getting the information out about it, we're hearing from parents groups wanting for us to come talk to them about it because it is a big part of what's going on in their homes, you know? They're like, &quot;Oh, my kid really wants to play videogames. But I know nothing about it. Can you come and help me?&quot;<br/><br/>Everyone we reach out to, it's like, &quot;Yeah, don't tell me what to think. Just help me think better.&quot; And we've actually been able to grow, um, Tom Byron who's our VP of marketing, he's been building this kind of mom's group as like, an advisory group for us. Which is growing very quickly because, you know, we invited some people in and asked them to invite some more. So there's a very viral effect to this advisory thing. And it's, what do you want to know? What's important to you? What are the things that really bother you? And being able to reach out to parents and concerns tend to come in the same places. There's the obvious stuff, which is all the stuff in the press like, do I really need to worry about the violence, or whatever. <br/><br/><span style="font-weight: bold;">Gama:</span> What are some of the things they've told you that have really surprised you?<br/><br/><span style="font-weight: bold;">JD: </span>The thing that surprised me the most, I guess, it being the first thing on the list is almost everyone has been like, &quot;How long is too long? My kid locks himself up in a room for hours and I wanna put a time limit on it. But because I have no frame of reference for the experience, I don't know where to put a cap on it. My gut is, I dunno, an hour.&quot; We hear anecdotally that, &quot;I told my kid he can only play for an hour. And then I call up and say, you gotta turn it off now. And he'll say he's not played it yet. How is that possible?&quot; And you go, like, &quot;Well, you know, what games has he been playing?&quot; &quot;He's playing <span style="font-style: italic;">Forza 2</span>.&quot; And I'm like, &quot;Well, he could be spending an hour painting his car.&quot;<br/><br/>And what's coming out of that is there's a need for parents to understand that the games aren't just the action. There's a lot of thinking about piecing things together an setup. And in <span style="font-style: italic;">Forza</span>, it's making the car you want and in a sports game, it's setting up the team to be the perfect way that you want. So I think the flip side of that is, there's an opportunity there for parents who are intimidated by the controller and, you know, they don't wanna go, &quot;Hey, let's play a game together&quot; and be rubbish. But to be able to say, &quot;Hey, let's sit down together and set up a team together.&quot; Or, &quot;Let's sit down in <span style="font-style: italic;">Forza</span> and build the car I had when I was 18.&quot; I think there's ways to reveal to parents that there are ways to use games to bring the family together that aren't just playing.<br/><br/><span style="font-weight: bold;">Gama:</span> Well there seems to be such a... I don't know, <span style="font-style: italic;">lack</span> of information out there. Because just anecdotally on my side, it's not so much products I get asked about when I go to my local EB -- some of the managers know me and send parents my way. It's things like, if I were a parent and I didn't know much about the industry, I'd be tremendously confused about product SKUs right now. Of course, a big question is, which console to get for my kids. So are you planning on having any kind of content on hardware, or anything other than just the games, themselves?<br/><br/><span style="font-weight: bold;">JD:</span> Yeah. And we want to come at it from... For a parent that has a rough idea of what it is, we just wanna be able to say, &quot;Okay, this is what the console is. These are the costs. These are the hidden costs that you might not know about. Here are the parental controls that it offers.&quot; You know, just a lot of the things that as a parent, you might need to know. But then, there's another layer down from that, and this is the... the grandma, kind of, part of this. <span style="font-style: italic;">[Laughs] </span>Which is that, &quot;My kids love videogames.&quot; &quot;Okay, what do they want?&quot; &quot;Well, they want this new... they really love Cars. They want this... this <span style="font-style: italic;">'Mater' </span>game.&quot; &quot;Okay, well what console do they have?&quot; And at that point they're like, &quot;Well, I have no idea.&quot; &quot;Well is it white? Is it black? Does it have a green ring on the front?&quot; You know, &quot;Is it hand held?&quot;<br/><br/>Just to be able to get into the... providing a resource for these people so they can come and just be like, &quot;Alright, what is an Xbox?&quot; <span style="font-style: italic;">[laughs]</span> You know? And from my enthusiast background, I think there's some stuff where the first instinct is like, &quot;Well, duh. Of course.&quot; But there's a lot of people out there that just don't know. They have absolutely no idea what it is that their kids have. Even if it's in the living room under the TV, they probably couldn't tell you what it is.<br/><br/>I think there's a lot of education that needs to be done because it is so confusing. And beyond the hardware, if you sort of do stray into the enthusiast communities... Or you know, anything that is more enthusiast focused, it has its own language, it has its own attitudes. It's kind of intimidating. <br/><br/><span style="font-weight: bold;">Gama: </span>Yeah. Very much so. I mean, it's perhaps yet another lever that kids use to assert their individuality from their family and parents.<br/><br style="font-weight: bold;"/><span style="font-weight: bold;">JD: </span>Oh yeah. Big time. <br/><br/><span style="font-weight: bold;">Gama: </span>That might be disconcerting for the players that their parents are actually speaking in an informed way about their personal hobby. <br/><br/><span style="font-weight: bold;">JD:</span><span style="font-style: italic;"> [laughs]</span> Can you imagine how spooky it would be to a 14-year-old boy if dad walked in and went, &quot;Hey, the animation on that's kinda janky, huh?&quot; <br/><br/><span style="font-weight: bold;">Gama:</span> That could be terrifying. They might take up macrame as a response. Personally, what do you play with your kids?<br/><br/><span style="font-weight: bold;">JD: </span>My kids are young. My oldest is four. My little guy is two.<br/><br/><span style="font-weight: bold;">Gama: </span>So a little young to be playing some of the more traditional deep game experiences then.<br/><br/><span style="font-weight: bold;">JD: </span>Yeah. They kind of started with Leapster -- Leapster has a handheld that has these Flash-based games that are... You know, there's a <span style="font-style: italic;">Spongebob</span> one and a <span style="font-style: italic;">Cars</span> one and a <span style="font-style: italic;">Dora</span> one. So they kinda started with that. And then my oldest is obsessed with anything to do with cars, like me. So, when I would be playing -- if I was playing for work or just myself -- so if I was playing <span style="font-style: italic;">Need for Speed</span> or <span style="font-style: italic;">Forza</span> or <span style="font-style: italic;">Burnout</span>, he would want to sit with me. And that was kind of his entry into wanting to play console games. He wanted to play driving games with me. And he picked it up remarkably quickly. The thing about driving games is that they're all pretty much &quot;E&quot;-rated. And if they do get anything more than that, it's usually because of the soundtrack. I think <span style="font-style: italic;">Burnout's</span> an &quot;E-10&quot; because it has some... I think lyrics is the justification for why it gets the &quot;10.&quot; So it was a good place for him to start and for him to learn the controls. <br/><br/>And then, obviously when we brought the Wii into the house, there was a way for him to really feel like he was doing something. So we've been playing, um... He's really been getting into sports right now. He's kind of discovering soccer and football, and we've been playing the family mode in <span style="font-style: italic;">Madden</span> and in <span style="font-style: italic;">NBA Live</span>. You know, the thing that just lets you use the Wii-mote and kinda press a button, and you're not really controlling. You're just timing shots or timing a pass or whatever. And he's kinda getting into that, and we play <span style="font-style: italic;">Mario Party.</span><br/><br/>And he kinda got into the DS as well. It's really surprised me, 'cos I thought some of the DS stuff might be a little complex. Again, some of the sports stuff -- he's been playing <span style="font-style: italic;">Winning 11,</span> believe it or not, on the DS. Because it has the touch screen thing, so that the penalty shooter in <span style="font-style: italic;">Winning 11,</span> it's like a six piece grid, and basically you pick where you wanna shoot, or where you want your goalie to jump. He gets that. So he's starting to understand how the interfaces work. So then, as we've kinda moved into other games, he's relating to other things that he's had. <br/><br/>The thing about the Wii that was really unusual for him. I mean, he's young so... But his first kind of video game experience was joypad and controller oriented. So when we brought the Wii into the home, it was a bit alien to him. It took him a while to get used to the fact that you were pointing at the screen. So it was kind of the flip side of the sort of intuitive thing that Nintendo wants for you to point the thing at the screen. If you have any experience with previous videogames, it's a little alien at first. <br/><br/><span style="font-weight: bold;">Gama: </span>How do you feel about the Wii? There's been some talk online about... Sure, it's a big enough install base that publishers can't ignore it now. But some people seem to think it's a fad, some people seem to think that there's no quality control on the platform. But it would seem, especially for your product and your service, that it's something you're definitely keeping an eye on.<br/><br/><span style="font-weight: bold;">JD: </span>Well, yeah! I mean, I think it's great. A lot of the things that the real enthusiast in me kind of was like, &quot;another one, really?&quot; But I think anything that makes people... It's almost, anything that makes people think of videogames as not videogames is good. You know, there's this barrier in a lot of people that they associate videogames with a certain kind of experience and behavior. And if we can kind of get past that, so that they don't think of it that way, then I think we're on the right track. You know, there are these people that will play -- kind of the cliched argument -- they play <span style="font-style: italic;">Minesweeper</span> and they play <span style="font-style: italic;">Bejeweled</span> and they play <span style="font-style: italic;">Zuma</span>, but they don't think of that as videogames. <br/><br/>But I think if they were to expand that into all of these other experiences so that the market kind of moves in that direction... And it's like, &quot;Yeah, we'll sit around and we'll play <span style="font-style: italic;">Smarty Pants...</span>&quot; We've been playing Buzz on Playstation 2. Have you played that? Another trivia game... I think &quot;trivia&quot; is the new &quot;party&quot; right now. But it's great because there are ways that you can bring four people together and they're playing a videogame, but they don't realize it. I think that's really important. And the fact that the Wii caters to that so well, I think that's the real benefit to it. It's this kind of transparency of the experience. <br/><br/>A really good Wii party or trivia game means that you never have to actually have to think about the mechanics of the game, ever. And that's what videogames really need. I think when the enthusiast press, in particular reviews a videogame and it comes under fire, it's that it gets too bogged down in the mechanics. The reviewers... why are they talking about frame rate? And why are they talking about all the mechanical bits? <br/><br/>I think the reason that you can't review a game purely on the emotion and the experience or the artistry is that very often it gets interrupted by something technological. The underlying technology isn't completely transparent yet. Until it is, games criticism is always gonna veer into the mechanical. It's like, &quot;This is fantastic, this is fantastic, but it choked here. Or it did this thing I didn't want it to do here.&quot; And I think it's necessary in games criticism in a way that it's not really necessary in any other kind of entertainment criticism. So I think one of the good things about the Wii is that the types of games that are being designed are that they bypass that. Because it is just about pointing at something and pressing a button and having fun. You never really have to think about it.<br/><br/>I think this is what we're starting to see some of the casual guys doing. You look at the way a lot of the casual games -- and it blows me away that there are casual game franchises now where there are games with multiple sequels -- and what I've noticed on the casual side is that these games are becoming the games that I played 20 years ago with different skins on them. If you look at <span style="font-style: italic;">Luxor 2,</span> it's like matching gems or whatever, but it plays like an old Amiga shooter. It's what was 20 years ago would've been a hardcore gamer game with a pretty skin on it. And I think that the ways these games are developing on it, they're kind of dragging the audience into more complex game experiences. And I think that's good. I think that there's a lot going on in gaming right now beyond the real core enthusiast stuff. I think, three, four, five years from now, I think it's all gonna come to a head and everything will be mixed up pretty nicely.<br/><br/><span style="font-weight: bold;">Gama:</span> You said something interesting earlier about games criticism being bogged down in the mechanics, and I think it's an interesting thing to look at how the community at <span style="font-style: italic;">WhatTheyPlay</span> will talk about games because it is a different audience. Perhaps there'll be a different kind of discourse about the content.<br/><br/><span style="font-weight: bold;">JD:</span> For a start, just describing the games... I think the first time through when we try and write one of these things, I found that I was reverting into the language that I knew, and it'd be like... Just recently I was writing up <span style="font-style: italic;">Orange Box, </span>and my first inclination was you know, &quot;<span style="font-style: italic;">Orange Box</span> is unique... It's five first-person games.&quot; And it's like, &quot;Well, what's a first-person game?&quot;<br/><br/>So you have to kind of get into, not being condescending or patronizing in any way. But you do need to think about how you communicate these concepts that we all take for granted as gamers or as part of the games industry. Then it's just like, well how do I characterize that? You have to talk about how this is a game that you see as though it's through your own eyes. This is how the experience is relayed. And you don't have to go on at great length, but I think that you have to kind of keep double checking yourself on the language that you're using. So that an important part of bringing parents in is subtly educating them on the terms. <br/><br style="font-weight: bold;"/><span style="font-weight: bold;">Gama:</span> I'm sure you can't completely contain your player's instinct or your journalistic instinct to give some kind of a qualified, or I guess a critical overview of some of the products you present. But your model right now is really to provide an objective resource. Is there a mechanism on <span style="font-style: italic;">WhatTheyPlay</span> where you can actually talk criticism -- about context -- in a different way than just presenting an informational overview of a product?<br/><br style="font-weight: bold;"/><span style="font-weight: bold;">JD: </span>Not when we launch, but soon after. So the core of the site when we launch is going to be a product database and feature. The features are gonna be experience based... educational... so things like, you know, the terminology and the language. We want to shed some light on that. We want to interview people and talk about, sort of more parent-friendly videogame features. <br/><br/>And then soon after we're gonna launch a small blog network. You know, maybe three, four blogs. We'll start with one and then see where it goes. You know, there might be a dad blog and a mom blog and a teacher's blog or something. And that's the place where I want the subjectivity to come out from the editorial side. And I think the way for us to do it there is... Full-time editorial staff right now is myself and Zoe Flower. People might know, she worked for me back on <span style="font-weight: bold;">Official Playstation Magazine,</span> and she's been around the industry a long time. She's a mom, and I think a lot of people know her and really respect her. And we want to talk about a lot of these experiences from a personal standpoint in those blogs.<br/><br/>So, the <span style="font-style: italic;">WhatTheyPlay</span> position will always be the objective broad description. And what I want to establish is that, you know, the only place where I or Zoe can lay down the law and say this is how it's gonna be is in our own homes. And I think in the blog what I want to be able to do is talk about, alright so this game came into the house, and this is how I dealt with it. So that it's not saying, &quot;This is violent. No one should play it.&quot; Which tends to be what happens, you know, in a lot of places when this subject comes up. <br/><br/>So I think what I was saying going back to what I was saying earlier on about the sort of validation of seeing how somebody else responded to something, I want to be able to say, this is what happened when we played <span style="font-style: italic;">Rock Band</span> together. Or this is what happened when this game that had you know, one tiny bit of touchy content in it, this is how I chose to deal with it. I think it's important for people to say, as well, you know, &quot;Okay, well I probably would've responded that way as well.&quot; But I don't want to be making these sort of blanket judgements and saying, &quot;This is how everyone should think.&quot;<br/><br style="font-weight: bold;"/><span style="font-weight: bold;">Gama: </span>On a side note, from a gaming journalism standpoint, a lot of sites, magazines, publications have kind of an editorial voice that they put on, you know, certainly previews. I'm not sure about reviews -- policies differ between publications. But to introduce a first-person writing perspective into that kind of discourse, I think that's another interesting diversification of <span style="font-style: italic;">WhatTheyPlay</span> and how you plan to cover this material that isn't being done in a traditional games journalism way, certainly.<br/><br style="font-weight: bold;"/><span style="font-weight: bold;">JD: </span>It's something that's come out of -- I need to be honest -- out of doing podcast stuff and seeing how an audience can relate. How they relate to individuals when you do a podcast. And I'm sure you've found it as well doing this, and I found it doing 1UP Yours and this stuff. Sometimes you would say something and people would relate directly to you and said, &quot;I want to talk about this more.&quot; And to be able to have the editorial voice, but then also to be able to bring out this personal stuff. And to establish it as, this isn't the blanket opinion of everybody here, but this is just my opinion. <br/><br/>And I think, you know, it's coming out a lot in the blogs. And I think it's happening a lot in the videogame blogs right now where we're really getting to learn who Brian Crecente the staff around him really are in just the way they insert themselves into the blogs. And I think it's a great luxury to have editorially. I think when you're set up as a 1UP or an IGN or a GameSpot, there's a different set of pressures on what you represent when you're writing. So it was good to kind of push reset on the whole thing and be like, &quot;Alright, starting from scratch, thinking about a completely different kind of audience, how do we want to talk to them?&quot; And it's been quite a cleansing experience to be able to do that. <br/><br/><span style="font-weight: bold;">Gama: </span>What's going to happen in the future when everybody who, as parents has grown up playing games? How soon do you think that's going to happen, and what do you plan to do with yourself then?<br/><br/><span style="font-weight: bold;">JD: </span><span style="font-style: italic;">[laughs] </span>Oh, I don't know. Well hopefully, there'll be a lot of people contributing stuff on the user submitted side. I think it would be great to have the audience building a lot of the content for us so that early on we're prioritizing stuff based on what's selling right now, and what's in demand right now. But we want to backfill a lot, and particularly I think one of the big challenges for us moving forward is, as more and more back catalog is opening up online, the focus isn't always what's coming out this week anymore. It's the need for backfilling a database on what's available is going to be really important. So without getting all Web 2.0 about it, I think it's important to have an audience that is getting increasingly engaged and into it so that they wanna contribute. So I think that's a big part of it.<br/><br/>But to the point of, how long before... I don't think we're that far away from a generation that kinda came up with videogames from day one. I mean, games are what -- 20-30 years old? I think over the course of the next 10 years, we're gonna have a lot of shifts in a lot of different areas that impact videogames, whether it's families or politics or where, you know, people are familiar with it and they aren't afraid of it.<br/><br/><span style="font-weight: bold;">Gama:</span> Thanks for sharing your time today and talking about <span style="font-style: italic;">WhatTheyWant</span> and <span style="font-style: italic;">WhatTheyPlay</span>.<br/><br/><span style="font-weight: bold;">JD:</span> It's been a pleasure! Thanks, Tom.<br/>]]></description>
<category>podcasts</category>
<pubDate>Tue, 6 May 2008 17:28:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=336516#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/JohnDavisonInterview.mp3" length="17414712" type="audio/mpeg"/>
<itunes:author>Tom Kim / CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>CCP's Petursson: Economy, Council Bring Structure To EVE</title>
<link>http://fatpixelsradio.com/index.php?post_id=278542#</link>
<description><![CDATA[<br/>Speaking as part of <a href="http://www.gamasutra.com/view/feature/2069/winter_in_reykjavik_eve_fanfest_.php">an in-depth Gamasutra report</a> on <i>EVE Online</i>'s
Fanfest held in Reykjavik, Iceland, CCP executive Hilmar PÃtursson has
been discussing how the complex economy and new elected 'Council of
Stellar Management' bring structure (and therefore focus) to the PC
space trading MMO.<br/>
<br/>
When discussing why the <i>EVE Online</i> community, which has grown steadily to over 200,000 active subscribers, is so invested in the game, PÃtursson suggested:<br/>
<br/>
<i>&quot;I would say what ties it all together is the economy. The economy
of the game is very much controlled by the players. All prices are
decided on the market, CCP doesn't set a price on it... And then the
game very much focuses on [the fact] that you're always at risk in
terms of all the players attacking you or taking something away from
you. So that creates very interesting interactions between war and the
economy.&quot;</i><br/>
<br/>
Though the economy in <i>EVE Online</i> is much more complex and
modeled than many other MMOs, PÃtursson suggests this leads to a more
interesting and competitive game:<br/>
<br/>
<i>&quot;War and economy is something that has created a lot of events in
human history. That is essentially what we maybe have put in place to
drive the storyline. But then, the players have used those systems to
create something much more spectacular than we could ever have
envisioned in the beginning. So I would say, the economy is the tool to
create this.&quot;</i><br/>
<br/>
Interestingly, PÃtursson also discussed how to easily garner feedback
from the increasingly large player base of the game, revealing that the
company is adding an officially elected council to exchange feedback
between CCP and the community:<br/>
<br/>
<i>&quot;For soliciting community feedback, we have used various methods
throughout the four years. And we're trying to evolve those as our
world has evolved. You use different methods for a community of 50,000
players than you do for a community of 200,000 players. Especially when
all those players live in the same world. It's different when you have
sharded worlds down to smaller shards, and you just have more shards.
And you have to tackle the community of each shard. Then you can use
the same method, but scale it up.<br/>
<br/>
But when the community fundamentally grows as it has in our case, then
you have to adapt and evolve your method of soliciting community
feedback. And we're now, at this Fanfest, introducing a new idea which
we call the Council of Stellar Management which involves allowing the
community to elect representatives for a council. And we'll do this
through voting. So this council will then be a venue for exchange
between the community and CCP so that it is a more meaningful
discussion than us talking in a non-structured way with 200,000 people
which... um, achieves very little in its current form.&quot;</i><br/>
<br/>
You can now <a href="http://www.gamasutra.com/view/feature/2069/winter_in_reykjavik_eve_fanfest_.php">read the full Gamasutra report</a>
on the subject, including full coverage of the Fanfest itself, as well
as more comments from the CCP CEO on the state of the game and
technical and design plans for the future.<br/><br type="_moz"/>]]></description>
<category>podcasts</category>
<pubDate>Thu, 15 Nov 2007 21:56:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=278542#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Hilmar_Petursson_Interview.mp3" length="8037149" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>The Strange History Of Gamecock's Mike Wilson</title>
<link>http://fatpixelsradio.com/index.php?post_id=278541#</link>
<description><![CDATA[<p>For today's podcast, we present an interview with Mike Wilson, Grand
Champeen of Gamecock Media Group, who we caught up in Chicago with
after a marketing and promotion planning meeting with Wideload Games.</p>


<p>Co-founder Wilson has a vital business role in game history over the
past 15 years - working at id, setting up the influential GodGames, and
now running his upstart publisher (<em>Dementium, Hail To The Chimp</em>), and this latest Podcast, he talks about his storied career and intriguing plans.</p>


<p>Gamecock's business philosophy sees it stretching themselves to
leverage very asset from box designs, guerrilla marketing to reach
untraditional audiences, and direct communications with gamer
communities. It also secures approval from the developer on all phases
of marketing, advertising, promotions, and PR. </p>


<p>This philosophy stems from Wilson's deep history in game development
and publishing, starting out at DWANGO and id Software, and moving on
to Ion Storm, and his first venture in artist-driven publishing,
Gathering of Developers. Wilson generously shares his personal
experiences and observations working in the game development and
publishing industries, and how he has refined his personal and
professional approach along the way. Although Gamecock Media Group is a
new venture, Wilson reveals how the principles on which the company was
founded have been in existence for more than a decade. </p>


<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_037.mp3">download the Gamasutra Podcast: The Strange History Of Gamecock's Mike Wilson</a> (.MP3, 54 minutes, 25 MB). Today's podcast is also being simultaneously offered as a <a href="http://www.gamasutra.com/view/feature/2131/the_strange_history_of_gamecocks_.php">feature on Gamasutra.com</a>.</p>


<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/gamasutra_podcast/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>
]]></description>
<category>podcasts</category>
<pubDate>Thu, 15 Nov 2007 21:48:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=278541#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gama_037.mp3" length="26233457" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast Talks To Penny Arcade Adventures, EVE Devs</title>
<link>http://fatpixelsradio.com/index.php?post_id=263368#</link>
<description><![CDATA[<p>For today's program, we wrap up our interviews from this year's
Penny Arcade Expo with double-header conversations with both president
and CEO Vlad Ceraldi and COO Joel DeYoung of <i>Penny Arcade Adventures</i> developer Hothead Games, and CCP Whitewolf's Peter Golan and Noah Ward, marketing director and lead game designer of <i>EVE Online</i>.</p>


<p>In the first part, Hothead Games' Ceraldi and DeYoung describe the
challenges studios faces from quality of life for older employees with
families, staffing and outsourcing pressures, new technologies, and
as-yet still small installed bases. The two talk particular Hothead
strategies such as taking advantage of alternate distribution
platforms, adopting novel production models for games using a best-fit
supplier model and scalable staffing to maximize efficiency. They also
discuss how these strategies don't mean that a developer has to
sacrifice on quality. </p>


<p>Next, Peter Golan and Noah Ward discuss the longevity of their lead franchise, <i>EVE Online</i>. <em>EVE</em> has been on the marketplace since 2003, far longer than most MMOs. Interestingly, <em>EVE</em>
has always had great subscriber retention and a steadily growing base
since its launch. Golan and Ward explain how they aren't afraid to make
a specialized experience for a hardcore audience, and in fact how their
focus has lead to their ongoing success. </p>


<p>In their upcoming expansions, they state that CCP has no plans to
simplify their game, but are interested in providing tools to the
player to more clearly introduce new players to the options their game
has to offer. Although they don't seek to make their game more
mainstream, they discuss their efforts to ensure that everyone has a
significant role, regardless of their experience or rank. </p>


<p>They talk about how most of the changes to the game to date have
been directly driven by their player base and how their design
philosophy has always allowed their players to dictate a remarkable
level of input and control over the lore and design of the EVE universe.</p>


<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_036.mp3">download the Gamasutra Podcast: PAX 2007 Interviews with Hothead Games and CCP Whitewolf</a> (.MP3, 32 minutes, 14.8 MB).</p>


<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/gamasutra_podcast/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>
]]></description>
<category>podcasts</category>
<pubDate>Fri, 5 Oct 2007 15:32:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=263368#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gama_036.mp3" length="15605517" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast Talks Indie Spirit With Gamecock, Flying Lab</title>
<link>http://fatpixelsradio.com/index.php?post_id=255988#</link>
<description><![CDATA[<p>Today we present a two-part show featuring live interviews at PAX
with Richard Iggo of GameCock Media Group and Joe Ludwig and Rick Saada
of Flying Lab Software, developers of the upcoming MMO, Pirates of the
Burning Sea.</p>


<p>Much has been made of the cavalier attitude and indie spirit of
GameCock Officers, Mike Wilson, Harry Miller and Rick Stults. After
taking some hard licks with the implosion of their previous publishing
venture, Gathering of Developers, the founders of the new company are
capitalizing on their experience and giving indie publishing another go.</p>


<p>Prior to its untimely demise, GodGames's PR antics often upstaged
the fact that they managed to make the relationship-based publisher
model work and released a number of critically and commercially
successful games.</p>


<p>Likewise, Gamecock certainly attracts its share of interesting PR.
But there seem to be some more serious activities going on behind the
scenes. GameCock VP of Marketing, Richard Iggo takes a moment from his
duties wrangling his bosses at PAX to talk about GameCock's efforts to
repeat the behind the scenes successes of GodGames with the benefit of
its founders' hard earned experience.</p>


<p>For the second interview, Joe Ludwig and Rick Saada of Flying Lab
Software share a long and storied history of the independently
developed MMO, Pirates of the Burning Sea. Starting out as a
small-scale casual title, Pirates of the Burning Sea has grown to a
full-blown MMO with loads of content and an impressive set of features.
Joe and Rick talk about how the growth of their game influenced the
growth of their company, and what they have learned along the way. </p>


<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_035.mp3">download the Gamasutra Podcast: PAX 2007 Interviews with Gamecock Media Group and Flying Lab Software</a> (.MP3, 34 minutes, 16 MB).</p>


<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/gamasutra_podcast/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>
]]></description>
<category>podcasts</category>
<pubDate>Thu, 13 Sep 2007 03:46:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=255988#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gama_035.mp3" length="16584099" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast: 'Does The New E3 Work?'</title>
<link>http://fatpixelsradio.com/index.php?post_id=255986#</link>
<description><![CDATA[For our July 30, 2007 show, we present a round table on the new format of the E3 Media and
Business Summit. The panelists discuss the new format of the show and
reflect on their impressions resulting from these changes. 

<p>Representing the gaming press, we have Susan Arendt of Wired's News
Blogging team at Game | Life, N'Gai Croal, General Editor of Newsweek
and John Davison of the Ziff Davis Game Group's 1UP Network. From the
developer and technology services side, we have Todd Northcutt,
Director of IGN / GameSpy Multiplayer Technology and Denny Thorley,
President of Day 1 Studios.</p>


<p>This year's E3, spread out over several hotel suites and the Barker
Hanger at Santa Monica was an effort by the event's organizers to offer
a more viable environment for exhibitors to present their products and
to conduct business. </p>


<p>Susan Arendt of Wired commented initially on the changes in the
podcast: &quot;E3, to me this year, felt more like it was being done out of
habit than anything else. There weren't any big surprises, really. Just
about every game that we saw we knew was coming had already seen at a
game day event. With rare exception, we pretty much had already heard
everything everyone had to say. It just felt like we were all kind of
there because we all get together for E3 every year.&quot;</p>


<p>The panelists discuss how access to materials was affected by both
the invitation-only attendance as well as the physical layout of the
expo, spread out as it was between multiple locations.</p>


<p>Newsweek's N'Gai Croal added of these issues: &quot;Obviously there was
no Kentia Hall, so there goes a lot of the obscure, the Korean, the
sort of the variety of stuff that you would see over in Kentia Hall.
That was deliberate on the part of the ESA. In previous years they had
allowed a range of smaller publishers to draft on their coattails as
they saw it, and this year they decided not to do that... For me,
coming from Newsweek I tend to have to cover some of the bigger games
with a mix of smaller games, and I am personally more interested in
indie games than I've been in the past, and again, because I couldn't
get over to Barker Hanger I couldn't see those.&quot; </p>


<p>Their reports weren't all critical. Particularly from the developer
side, the panelists go into some specifics about how well the format
worked for them in terms of doing business. And on the press side, the
journalists appreciated the quality of access they got unfettered
access they got directly with the developers themselves.</p>


<p>The panelists wrap up their commentary by speculating on how the ESA
could address some of the perceived deficiencies of this year's format,
and some of the challenges they might have to face to do so.</p>


<p>Newsweek's Croal particulary noted: &quot;I go to a news conference for
news, and little news was being made... You have all these companies,
these video game publishers that are based in the United States, yet
Sony and their third parties just announced a whole slew of new games
in Japan [immediately following E3] and it's not even Tokyo Game Show.
What does that say when those games could have been announced at E3?&quot; </p>


<p>He concluded: &quot;I know the Japanese market needs a boost as far as
the PS3 is concerned, but what does that say about North America's
position in the global game market - when Sony can just have its own
event not even a full week after E3 and unveil a slate of new games
from itself and third parties, and itÃââs not even TGS?&quot;</p>


<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_034.mp3">download the Gamasutra Podcast: 'Does The New E3 Work?'</a> (.MP3).</p>


<p>In addition, you can subscribe to the <a href="http://www.gamasutrapodcast.com/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>

                              
                              
                                 <span class="post-footers"><!-- Posted by Simon Carless at  6:43 AM</span> <span class="separator">|</span>--> </span>]]></description>
<category>podcasts</category>
<pubDate>Tue, 31 Jul 2007 03:38:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=255986#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gama_034.mp3" length="21351288" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast: Costikyan Preaches His Manifesto</title>
<link>http://fatpixelsradio.com/index.php?post_id=255985#</link>
<description><![CDATA[<p>For our July 6, 2007 show, we feature an interview with <a href="http://www.manifestogames.com/">Manifesto Games</a>
now open for a couple years, we check in with Greg Costikyan to see how
the independent digital distribution service has fared. In the years
since the service has opened its doors, the gaming landscape has
changed perceptibly, though even with many more distribution channels
emerging on both the PC and consoles and a broadening of the market,
Manifesto Games still offers titles that appeal to particular interest
groups that conventional games don't. </p>



<p>Despite the varied offerings of casual games portals such as Pogo,
online distribution services such as Steam, and classic games and new
content services such as GameTap, Costikyan says that he does not feel
that the marketplace is crowded. Rather, he feels that games are now
common cultural currency, perhaps to the degree where people can be
convinced to check out games in subjects that appeal to them, whether
they are self-identified &quot;gamers,&quot; or not, and says success is really a
matter of identifying the right markets for the titles that each
service offers. </p>



<p>Costikyan explains that one of the most significant challenges for
the indie space is to convince the public that games produced by
independent, smaller teams don't equate to poor quality, but instead
says that individual creators can work with a more singular vision to
craft worthwhile experiences. The games that have done best for
Manifesto, such as Impact Games' <em>PeaceMaker</em> and Wadjet Eye's <em>The Shivah</em>, says Costikyan, distinguish themselves by being particularly innovative in theme and topic or game play. </p>



<p>In the course of the interview, Costikyan addresses Manifesto Games'
plans to appeal to community building to foster a relationship with the
audiences who are most interested in the kinds of games Manifesto
offers. He talks about his general impressions about the indie games
scene, and the emergence of digital distribution services such as Xbox
Live Arcade and Sony's PlayStation Network. And he shares what
accomplishments he is most proud of, and what we might expect out of
Manifesto in the future. </p>



<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_033.mp3">download the Gamasutra Podcast: Interview with Greg Costikyan</a> (.MP3, 32 minutes, 15 MB).</p>



<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/gamasutra_podcast/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>


                              
                              
                                 <span class="post-footers"><!-- Posted by brandonb at  1:44 PM</span> <span class="separator">|</span>--> </span>]]></description>
<category>podcasts</category>
<pubDate>Sat, 7 Jul 2007 03:20:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=255985#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gama_033.mp3" length="15704104" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast: 'Pachter, Pricing, And The Power Of Predictions'</title>
<link>http://fatpixelsradio.com/index.php?post_id=232415#</link>
<description><![CDATA[<p>For today's show, we feature an extensive interview with Wedbush Morgan analyst Michael Pachter. </p>


<p>His unvarnished opinions and gutsy predictions have garnered him and his firm a high profile among the gaming community. </p>


<p>But, says Pachter in the course of the interview, &quot;I don't solicit
all this press coverage. The press finds me. I think that the press
finds me because I'm colorful, I'm not shy, I have an opinion and I
frankly really don't care if someone agrees or disagrees with it. I'm
willing to share.&quot; </p>


<p>&quot;The controversy - the invective - that I get comes primarily from
the games industry people always writing me emails and asking me, 'what
do you think about this?' You know, 'what do you think when one of your
competitors said &quot;something&quot;' that I thought was stupid. I wrote back
that the guy was naive. And boy, headline: 'Pachter calls other analyst
naive.' Today someone asked me, 'what do you think about the Sega
marketing guy saying the Wii is a fad,' and I responded. Boy, headline.&quot;</p>


<p>We talk about the method behind his madness, delving into some of
the thinking and methodology behind his analysis. He talks about how
his coverage of the entertainment sector, and games in particular,
differs from other categories covered by sales side analysts. We
discuss his thoughts on investor-friendly publishing and consumer
desire, and why the two might not be mutually exclusive. </p>


<p>In true Pachter-ian fashion, he straightforwardly addresses his cult
of personality among message boards and gaming communities. </p>


<p>&quot;I publish my monthly console and handheld hardware numbers because
the NeoGAF guys think it's so fun,&quot; says Pachter of the infamous
messageboard. &quot;But no one's ever asked to see my annual forecast for
all those things. I'm spot on, for my annual forecast. I'd love to see
those guys put out a contest for annual forecasts for the next five
years and then we'll compare my numbers to theirs, because I've been
spot on for five or six years now.&quot;</p>


<p>&quot;The average NeoGAF visitor isn't equipped to actually prepare those
things,&quot; says Pachter, &quot;because it requires you to make an assumption
about pricing, and I've been great on that as well. It's hard to do.&quot;</p>


<p>Pachter shares some of his biggest industry surprises of the past
few years, and his personal pick for most under-rated company in the
game industry:</p>


<p>&quot;I love the innovation. I love the opportunistic rapid market
response. I think this company's going to earn a lot more money than
most people do.&quot;</p>


<p>And, finally, responds to earlier comments he's made that next-gen
game prices are too low and that &quot;consumers are getting a gift&quot;: </p>


<p>&quot;I'm just making an economic argument, not so much a suggestion,&quot;
says Pachter. &quot;[Prices of next-gen games] aren't going up. You're
seeing collectors editions at $70 -- you're seeing the <i>GTA</i> collector's at $90. <i>Guitar Hero</i> -- $90. People don't even blink. They stand in line for the thing.&quot; </p>


<p>&quot;I just meant that the public is willing to spend more for the
content that they want,&quot; he adds. &quot;Again, adjusted for inflation, the
old PSone game in 1995 that came out at $49.99 would be probably about
70 bucks right now, just at 3 percent inflation compounded for the last
12 years, you'd be up over $70. On an apples to apples basis, $60 is a
bargain. And the content of a PS3 game is a lot greater, or an Xbox 360
game, than the content of the first generation PSone games.&quot;</p>


<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_032.mp3">download the Gamasutra Podcast: Interview with Michael Pachter</a> (.MP3, 48 minutes, 22 MB).</p>


<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/gamasutra_podcast/">GDC Radio podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>

                              
                              
                                 <span class="post-footers"><!-- Posted by brandonb at  3:10 PM</span> <span class="separator">|</span>--> </span>]]></description>
<category>podcasts</category>
<pubDate>Thu, 5 Jul 2007 20:17:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=232415#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/32_Gamasutra_Podcast__Pachter_Pricing_And_The_Power_Of_Predictions.mp3" length="23020103" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast: 'Somatone's Kane Minkus'</title>
<link>http://fatpixelsradio.com/index.php?post_id=232414#</link>
<description><![CDATA[<p>For today's show, we feature an interview with Kane Minkus, principal and founder of Somatone Interactive Audio. </p>


<p>Although you might not be familiar with Somatone, you are probably
quite familiar with their work. Somatone scores and produces music,
sound effects, and voice overs for over 120 titles a year, including
some of your favorite console, casual and downloadable games, such as
EA's <em>Medal of Honor</em> series, PlayFirst's <em>Diner Dash</em> series, 3-Rings' best of IGF winner, <em>Bang Howdy</em>, and PopCap's fiendishly addictive <em>Peggle</em>. </p>


<p>Not only does Somatone handle music composition, sound design, voice
overs, and mixing and mastering, but they are also responsible for
developing a highly optimized, high quality sound and music technology
specifically tailored for downloadable games. </p>


<p>In the interview, Kane talks about his motivation for starting up
Somatone, specifically with an eye, or ear, toward servicing the game
industry. Kane explains how their movement into the downloadable casual
space has been a great challenge to the sound designers and composers
at Somatone in terms of the breadth of styles and the diversity of the
audience for those games. Also, how Somatone's tight integration of
technology for their clients allows them a more cooperative and
creative role in working with the game development team. </p>


<p>He addresses some of the technical considerations in the development
of their audio technology for downloadables, and how it shapes the
feature set of their production tools. The end result being a highly
optimized, very efficient and surprisingly flexible solution. </p>


<p>Kane also talks about some of the unique process that Somatone
applies to score games, including their use of Laban Movement Analysis,
a systematic means of describing and deconstructing motion. Finally, he
talks about the musical inspiration behind the score for <em>Peggle</em>, which turns out to have the same controlled randomness as the game itself. </p>


<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_031.mp3">download the Gamasutra Podcast: Interview with Kane Minkus</a> (.MP3, 36 minutes, 16 MB).</p>


<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/gamasutra_podcast/">GDC Radio podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>

                              
                              
                                 <span class="post-footers"><!-- Posted by brandonb at  2:49 PM</span> <span class="separator">|</span>--> </span>]]></description>
<category>podcasts</category>
<pubDate>Thu, 5 Jul 2007 20:15:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=232414#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/31_Gamasutra_Podcast__Somatones_Kane_Minkus.mp3" length="17193324" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast: MTV News' Stephen Totilo</title>
<link>http://fatpixelsradio.com/index.php?post_id=213649#</link>
<description><![CDATA[For today's show, we talk with Stephen Totilo, reporter for MTV
News. Stephen is perhaps the only full-time reporter hired by a
mainstream news outlet to cover games exclusively. He covers online,
on-air, and broadband offerings with MTV News, as well as posting his
own Player Two blog at stephentotilo.com. 

<p>Newsweek General Editor N'Gai Croal calls him, &quot;the best cultural
correspondent covering games.&quot; Given Stephen's strong convictions about
bringing in more enterprise and initiative into gaming news, his
stories consistently define a unique perspective within the games
press. </p>



<p>We address the ongoing debate about the role of formal schooling and
training in journalism, how to bring more relevance to entertainment
media coverage, the power of effective reporting and the true values of
journalism, the proper separation between games journalism and game
development, and the need to address the curiosity and concerns about
game-related cultural experiences. Stephen also talks about his
editorial freedom covering gaming news outside of the traditional
enthusiast press. </p>



<p>We talk about the recent departure of more seasoned and talented
games journalists from the field directly into game development or the
game industry overall, and some of the possible factors behind this
flight. </p>



<p>Stephen brings up the need to feature more people in game reporting,
and some of the obstacles that might apply specifically to the gaming
press to cover that kind of story. And the balance between that sort of
coverage and the typical reportage seen in the games press. </p>



<p>He proposes some access to alternate coverage that he would like to
see from game developers and publishers regarding more interesting ways
to talk about their products to the gaming press. And how they could
perhaps leverage their fans' deeper curiosity about the process and the
people involved with making games to get beyond canned statements and
product points. </p>



<p>We discuss how games coverage might differ from traditional news
reporting, specifically with regard to blogging and non-traditional
first person writing. And lastly, we talk about what might hold games
back from being a truly mainstream entertainment and how games might
become more accessible to a larger audience.</p>
]]></description>
<category>podcasts</category>
<pubDate>Tue, 8 May 2007 15:01:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=213649#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gama_030.mp3" length="28436705" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast: GameRecruiter's Mencher Talks Industry Careers</title>
<link>http://fatpixelsradio.com/index.php?post_id=207776#</link>
<description><![CDATA[<p>For today's interview, we get some advice from veteran game industry
recruiter, Marc Mencher. Marc and his staff at GameRecruiter.com have
18 years of experience recruiting the technical, production, and
executive talent who make up game industry companies. </p>


<p>Marc and his firm specialize in strategically important and
un-advertised jobs in all segments of the game industry. These are the
kinds of positions you won't find in the classifieds or on job boards.
Marc believes in a career-building approach, rather than placing
candidates in one-off positions. </p>


<p>Marc draws on his 25 years of experience to impart advice to anyone
looking to get, and keep, a job in the game industry. We discuss the
absolutely crucial role of networking, how to introduce and sell
yourself at industry events, how to use job postings as a lead source
to take control of your job hunt, and how to stand out among the
hundreds of candidates applying for a given position. </p>


<p>In separate segments, Marc shares some practical tips on how to
break into the game industry, how to build your skills with the goal of
assembling the right work samples, and how to start building your
industry mentors and contacts. And he gives his opinion on the value of
attending a specialized game school. </p>


<p>For those of you with a few releases under your belt, we talk about
how to track industry trends very specifically, and how to keep
yourself employable and valuable in the market. We also discuss the
impact, from a hiring perspective, due to new consoles, production
pathways and agile development, outsourcing, and freelancing. </p>


<p>Marc also provides some insight into the career viability of new
growth sectors, such as the mobile and MMO markets, and some of the
forces defining the influx of talent from other entertainment fields,
and the departure of veterans from gaming into other industries. To
round out the discussion, Marc shares his take on this year's <a href="http://store.cmpgame.com/product.php?id=2422&cat=18">Game Developer Magazine annual salary survey</a>, and how it stacks up against his experience. </p>


<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_029.mp3">download the Gamasutra Podcast: Interview with Marc Mencher</a> (.MP3, 63 minutes, 29 MB).</p>


<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/gamasutra_podcast/">GDC Radio podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>
]]></description>
<category>podcasts</category>
<pubDate>Tue, 24 Apr 2007 21:33:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=207776#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gama_29.mp3" length="30492683" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast: Intel Talks Games, K2 CEO Talks Free Play</title>
<link>http://fatpixelsradio.com/index.php?post_id=204513#</link>
<description><![CDATA[<p>For today's show, we feature two interviews from the Game
Developer's Conference. The first is with Dan Snyder, the PR Manager of
Intel Corporation and the second is with Joshua Hong, the CEO and
founder of pay-to-play MMO company, K2 Network. </p>



<p>In my interview with Dan, we discuss Intel's resurgence and refocus
in the gaming market and community. Dan addresses Epic VP Mark Rein's
statement that Intel is killing PC gaming, speaking in particular about
the bad rap of integrated graphics and its impact on game developer's
market presence. </p>



<p>He also comments on Intel's work to improve support, providing more
robust and efficient drivers and working with game developers to
achieve the best possible performance on Intel hardware including
development on multi-core processors on multiple threads. </p>



<p>Finally, he addresses some of Intel's plans for the future including
the next generation of 45nm &quot;Penryn&quot; processors, new mobility tools and
integrated SLI in notebooks, their new streaming Symbion instruction
set, SSE4 with 50 new instructions, many of which have direct
applications to gaming, and their functioning 80-core prototype chip
set. </p>



<p>Joshua Hong talks about how MMO companies should be service
companies as much as they address development and publishing. He talks
about the importance and difficulties of maintaining a thriving gaming
community, especially when that community comprises between 8 - 9
million users worldwide. </p>



<p>Joshua explains how K2 is introducing free-to-play model and
adapting the service to Western tastes. He explains how free-to-play is
more than a pricing structure, but how it has significant implications
for distribution, product development and service as well. And how
selling in-game items is not limiting game play, but is actually
empowering choice by enabling customers to shape their experience to
their personal level of comfort or commitment. In other words, to only
have to pay for the content they want to experience. </p>



<p>He also expresses K2's philosophy regarding their product portfolio,
and how their business model allows for continuous yearly, monthly, and
even daily enhancements and expansions to the game. </p>

]]></description>
<category>podcasts</category>
<pubDate>Fri, 13 Apr 2007 03:37:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=204513#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/GamaShow28.mp3" length="16895291" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast: '20 Questions With N'Gai Croal'</title>
<link>http://fatpixelsradio.com/index.php?post_id=204507#</link>
<description><![CDATA[<p>For today's edition of the Gamasutra Podcast, Tom Kim follows up on the <a href="http://www.gamasutra.com/php-bin/news_index.php?story=12696">'20 Questions With Phil Harrison'</a> session at this year's DICE Summit by turning the tables on Harrison's interrogator and conducting an in-depth interview with <a href="http://ncroal.talk.newsweek.com/">Newsweek video game/technology writer</a> and general editor N'Gai Croal. </p>



<p>In the interview, Croal discusses his interview technique, the
differences, as he sees them, between coverage of games from the
mainstream press versus the enthusiast press, his passion for new forms
of media dissemination such as blogging and podcasting, working as a
minority in the gaming press, and his take on critical game industry
trends. This interview was recorded prior to the GDC, so the listening
audience can decide for themselves how accurate his pronouncements
actually were. </p>

]]></description>
<category>podcasts</category>
<pubDate>Wed, 28 Mar 2007 03:01:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=204507#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gama_027.mp3" length="35030749" type="audio/mpeg"/>
<itunes:author>GDC Radio</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Podcast: 'IGN VP Jamie Berger'</title>
<link>http://fatpixelsradio.com/index.php?post_id=194494#</link>
<description><![CDATA[<p>For today's edition of the Gamasutra Podcast we feature an interview
with Jamie Berger, senior vice president and general manager for the
consumer products division of IGN Entertainment. Berger is responsible
for overseeing IGN's subscription, digital distribution, and e-commerce
portfolio, including FilePlanet, 3D Gamers, GameSpy Arcade,
Direct2Drive, GameSpy Arena, and IGN Insider.</p>



<p>In the course of our conversation, we talk about IGN's entry into
the digital distribution business, with direct downloads of PC games
including top tier releases such as <i>Supreme Commander</i> and <i>Jade Empire</i>, as well as niche and legacy titles like <i>Planetside</i>, with Berger explaining that its game sales business isn't a conflict of interest with its game reviews business. </p>



<p>We also talk to Berger about IGN's upcoming channel for independent
game titles and outreach program to smaller developers to help them
manage and grow their business, and the site's launch of a new
non-commercial indie game and mod building site intended as a resource
for small developers and an interface between them. </p>



<p>Finally, Berger leads us through its GameSpy technology group, with
its more heavily community driven push as late through features like <i>Command and Conquer 3</i>'s
&quot;RTS As A Sport,&quot; which allows players to act as spectators and
commentators of streaming or downloadable online matches, and touches
briefly on GameSpy's partnership with Nintendo for the DS and Wii, with
hints on how its online space might develop. </p>



<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_026.mp3">download  the Gamasutra Podcast, Interview with Jamie Berger</a> (.MP3, 23 minutes, 10.5 MB).</p>



<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>

]]></description>
<category>podcasts</category>
<pubDate>Mon, 19 Mar 2007 15:25:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=194494#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/26_GDC_Podcast__IGN_VP_Jamie_Berger.mp3" length="11014099" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Podcast: 'Novint President Tom Anderson'</title>
<link>http://fatpixelsradio.com/index.php?post_id=194493#</link>
<description><![CDATA[<p>For today's edition of the Gamasutra Podcast we feature an interview
with Tom Anderson, president and CEO of Novint Technologies. Novint's
most recent push into the gaming space has come in the form of the
Novint Falcon 3D touch feedback device, new hardware that the company
calls &quot;a small robot which lets users feel weight, shape, texture,
dimension, dynamics and force effects when playing enabled games.&quot;
Using the Falcon, Novint says, &quot;players experience a full range of
realistic touch sensations that allow them to control a game more
naturally and intuitively.&quot;</p>



<p>In the course of our conversation, Anderson talks about the upcoming
commercial launch of the Falcon, arguing that the device is a platform
rather than a peripheral, and says why he thinks it will fundamentally
change how people interact with the PCs, and possibly even their
next-gen game consoles. He discusses the differences between the Falcon
and other specialized gaming peripherals that have come before, and why
Novint has chosen to pursue the gaming market as opposed to other
business where they could just as easily apply their technology. </p>



<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_025.mp3">download  the Gamasutra Podcast, Interview with Tom Anderson</a> (.MP3, 13 minutes, 6 MB).</p>



<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>

]]></description>
<category>podcasts</category>
<pubDate>Wed, 14 Mar 2007 15:23:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=194493#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/25_GDC_Podcast__Novint_President_Tom_Anderson.mp3" length="6273387" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Podcast: 'AGEIA's VP Of Marketing Michael Steele'</title>
<link>http://fatpixelsradio.com/index.php?post_id=194492#</link>
<description><![CDATA[or today's edition of the Gamasutra Podcast we feature an interview
with Michael Steele, vice president of marketing at physics hardware
manufacturer and developer AGEIA. The company has been continuing to
make strides at mass-market adoption, most recently announcing both
expansion of the company's processing units into mobile hardware, as
well as working on original games that take advantage of AGEIA's
specialized physics engine, including the action title <i>CellFactor</i> and <i>Warmonger</i>. 

<p>In the course of our conversation, we discuss the pivotal year AGEIA
has ahead of it, facing competition from ATI's Crossfire and NVIDIA's
SLI boards, and how the company can make the case to core gamers that
its hardware can provide solutions for real, perceivable improvements
in game mechanics, beyond visual effects. </p>



<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_024.mp3">download  the Gamasutra Podcast, Interview with Michael Steele</a> (.MP3, 10 minutes, 4.9 MB).</p>



<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>

]]></description>
<category>podcasts</category>
<pubDate>Mon, 12 Mar 2007 15:22:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=194492#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/24_GDC_Podcast__AGEIAs_VP_Of_Marketing_Michael_Steele.mp3" length="5087653" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Podcast: 'Qualcomm Game Group Senior Director Mike Yuen'</title>
<link>http://fatpixelsradio.com/index.php?post_id=194490#</link>
<description><![CDATA[<p>For today's edition of the Gamasutra Podcast we feature an interview
with Mike Yuen, senior director of the game group at Qualcomm,
responsible for overseeing the direction of the company's BREW solution
for next-generation mobile technologies. </p>



<p>In the course of our conversation, we discuss Qualcomm's attempts to
stabilize platforms for mobile development regardless of handset or
carrier, improving mobile interfaces and decks for game promotion, and
the company's <a href="http://www.gamasutra.com/php-bin/news_index.php?story=9568">recently announced</a> partnership with Microsoft to bring its Live Anywhere services to the mobile sphere through BREW. </p>



<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_023.mp3">download  the Gamasutra Podcast, Interview with Mike Yuen</a> (.MP3, 9 minutes, 4.2 MB).</p>



<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>

]]></description>
<category>podcasts</category>
<pubDate>Fri, 9 Mar 2007 16:21:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=194490#</guid>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/23_GDC_Podcast__Qualcomm_Game_Group_Senior_Director_Mike_Yuen.mp3" length="4470563" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Podcast: 'Telltale Co-Founder Dan Connors'</title>
<link>http://fatpixelsradio.com/index.php?post_id=194489#</link>
<description><![CDATA[<p>For today's edition of the Gamasutra Podcast we feature an interview
with Dan Connors, co-founder of episodic adventure game studio Telltale
Games, whose most recent work includes <i>CSI</i>, <i>Bone</i>, and <i>Sam &amp; Max</i>.</p>



<p>In the course of our conversation, we discuss Telltale's faith and
success in its model of episodic gaming in light or Epic Games' Mark
Rein's comments that episodic gaming was a &quot;broken business,&quot; its
partnership with online service GameTap, and the company's plans in
bringing its lineup to Xbox Live and the Wii. </p>



<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_022.mp3">download  the Gamasutra Podcast, Interview with Dan Connors</a> (.MP3, 18 minutes, 8.3 MB).</p>



<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>

]]></description>
<category>podcasts</category>
<pubDate>Wed, 7 Mar 2007 16:20:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=194489#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/22_GDC_Podcast__Telltale_Co-Founder_Dan_Connors.mp3" length="8653022" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Podcast: 'Pogo Vice President Andrew Pedersen'</title>
<link>http://fatpixelsradio.com/index.php?post_id=194488#</link>
<description><![CDATA[<p>For today's edition of the Gamasutra Podcast we feature an interview
with Andrew Pedersen, vice president of Electronic Arts' casual games
portal Pogo.com. </p>




<p>In the course of our conversation, we discuss the importance of community to Pogo, its <a href="http://www.gamasutra.com/php-bin/news_index.php?story=12936">newly announced</a>
partnership with NBC Universal's iVillage, the possibility of bringing
the Pogo brand to the console space, and casual gaming in general. </p>




<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_21.mp3">download  the Gamasutra Podcast, Interview with Andrew Pedersen</a> (.MP3, 17 minutes, 8 MB).</p>




<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>


]]></description>
<category>podcasts</category>
<pubDate>Tue, 6 Mar 2007 16:16:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=194488#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/21_GDC_Podcast__Pogo_Vice_President_Andrew_Pedersen.mp3" length="8389682" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Gamasutra Podcast: MacArthur Foundation Panel, 'Do Videogames Help Kids Learn?'</title>
<link>http://fatpixelsradio.com/index.php?post_id=194485#</link>
<description><![CDATA[<p>Today, we are proud to present a panel from the John D. and Catherine T. MacArthur Foundation's initiative on Digital Learning.</p>




<p>The panel, entitled, &quot;Do Videogames Help Kids Learn,&quot; is part of a
five-year, $50 million dollar examination on how digital technologies
are changing the way young people learn, play, socialize and
participate in civic life. The initiative is both marshaling what is
already known about the field and seeding innovation for continued
growth.</p>




<p>The panelists include Sasha Barab of Indiana University, who demos his latest project, <em>Quest Atlantis</em>,
which uses an immersive online world to teach environmental impact and
science to junior high school students. Nichole Pinkard, Director of
Technology at the University of Chicago also shares her experience
creating an innovative digital media after school program for Chicago's
Center for Urban School improvement. And David Williamson Shaffer, a
professor at the University of Wisconsin-Madison and author of How
Computer Games Help Children Learn, discusses his latest research on
games and learning.</p>




<p>The panel is introduced by Jonathan Fanton, the President of the
John D and Catherine T MacArthur Foundation, and is moderated by Connie
Yowell, MacArthur's Director of Education grantmaking. </p>




<p>We'd like to thank the MacArthur Foundation for the opportunity to
air this discussion through GDC Radio and Gamasutra. You can find out
more about the Digital Media and Learning initiative at <a href="http://www.digitallearning.macfound.org/">www.digitallearning.macfound.org</a>. And you can direct any inquiries about this or other Gamasutra podcasts to <a href="mailto:podcast@gamasutra.com">podcast@gamasutra.com</a>.</p>


You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_020.mp3">download  the Gamasutra Podcast, MacArthur Foundation Panel, 'Do Videogames Help Kids Learn?'</a> (.MP3, 78 minutes, 38 MB).

<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes.  You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>

]]></description>
<category>podcasts</category>
<pubDate>Tue, 20 Feb 2007 16:07:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=194485#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/20_Gamasutra_Podcast__MacArthur_Foundation_Panel_Do_Videogames_Help_Kids_Learn_.mp3" length="37808662" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Radio Presents: Gamasutra Podcast Interview with Author And Halo Screenwriter, DB Weiss</title>
<link>http://fatpixelsradio.com/index.php?post_id=184248#</link>
<description><![CDATA[<p>For today's edition of the Gamasutra Podcast we feature an interview
with DB Weiss, the author of the noted video game-related novel Lucky
Wander Boy, as well as one of the screenwriters behind the upcoming,
but currently on hiatus <i>Halo</i> feature film. </p>




<p>In the course of our conversation, the podcast discusses such issues as his experiences working on the <i>Halo</i>
screenplay for producers Mary Parent, Peter Jackson and Fran Walsh,
some of the difficulties in capturing the essence of such a popular
franchise while dealing with the criticisms of <i>Halo's</i> already rabid fan base, and even some of his classic gaming experiences growing up. </p>




<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_019A.mp3">download the Gamasutra Podcast Interview with DB Weiss</a> (.MP3, 36 minutes, 16 MB).</p>




<p>In addition, you can subscribe to the <a href="http://www.gdcradio.net/">Gamasutra podcasts</a> by <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=152571094&s=143441">clicking this link</a> for iTunes. You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: <a href="http://feeds.feedburner.com/GDCRadio">http://feeds.feedburner.com/GDCRadio</a>.</p>


]]></description>
<category>podcasts</category>
<pubDate>Wed, 7 Feb 2007 21:58:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=184248#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/19_Interview__Author_And_Halo_Screenwriter_DB_Weiss.mp3" length="17393370" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Radio Presents: Gamasutra Podcast Interview with Jason Della Rocca</title>
<link>http://fatpixelsradio.com/index.php?post_id=174081#</link>
<description><![CDATA[For today's edition of the Gamasutra Podcast we feature an interview
with Jason Della Rocca, the Executive Director of the International
Game Developer's Association. <br/>
<br/>
In the course of our conversation, we discuss such varied issues as
changing strategies of attempted game legislation, game ratings and
lack of parity between other media and games, the importance of
industry credit, awards and recognition, the maturation of game
production processes and workforce education and improvement.<br/>
<br/>
You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_018.mp3">download  the Gamasutra Podcast, Interview with Jason Della Rocca</a> (.MP3, 32 minutes, 15.5 MB).<br/><br/>(c) Copyright 2007 CMP Media, LLC<br type="_moz"/>]]></description>
<category>podcasts</category>
<pubDate>Tue, 23 Jan 2007 22:45:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=174081#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/18_Gamasutra_Podcast__IGDA_Executive_Director_Jason_Della_Rocca.mp3" length="15546925" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Radio Presents: Interview with Gears Of War/Bioshock Writer Susan O'Connor</title>
<link>http://fatpixelsradio.com/index.php?post_id=169552#</link>
<description><![CDATA[
Gamasutra is proud to present the latest Gamasutra Podcast, part of our <a href="http://www.gdcradio.net/">weekly podcasts</a>,
which include both the Tom Kim-presented Gamasutra Podcast show,
alongside the best lectures, tutorials, and roundtables from this and
previous years' Game Developers Conferences.<br/>
<br/>
For today's edition of the Gamasutra Podcast we feature an interview
with noted video game writer Susan O'Connor, whose most recent work
includes Xbox 360 hit <i>Gears of War</i> and the forthcoming <i>Bioshock</i>. She has also done writing stints on <i>Star Wars Galaxies, Dungeon Siege II</i>, amd <i>Act of War</i>.<br/>
<br/>
In the in-depth interview, she talks in depth about her influences,
different aspects of her creative process, both practical and
intuitive, as well as the difference between writing for games and
other media, specifically referencing the games she's worked on. <br/><br/>Copyright 2007 CMP Media LLC]]></description>
<category>podcasts</category>
<pubDate>Mon, 8 Jan 2007 21:30:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=169552#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/17_Gamasutra_Podcast__Gears_Of_War_Bioshock_Writer_Susan_OConnor.mp3" length="18921690" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Radio Presents: Game Reviews Roundtable, Part 2</title>
<link>http://fatpixelsradio.com/index.php?post_id=163166#</link>
<description><![CDATA[Today's edition of the Gamasutra Podcast is part two of our panel on
Game Coverage and Reviews, with John Davison, Senior VP and Editorial
Director of the 1UP Network, Greg Kasavin, Editor-in-chief of GameSpot,
and Greg Vederman, Editor-in-Chief of PC Gamer Magazine.

<p>The <a href="http://www.gdcradio.net/2006/12/game_reviews_roundtable_part_1.html">first half of the Game Coverage and Review panel discussion</a>
dealt with how developers can take a more active role to work
efficiently and harmoniously with the enthusiast press to get the
coverage they want, and the panel's opinions on the value of game
reviews. </p>




<p>In the latest edition of the panel discussion, the guests &quot;discuss
their thoughts on how to get more incisive and more useful previews and
reviews, they all express their desire for transparency on where their
opinions in the rankings are coming from, and posit a few insightful
answers to the deceptively obvious question: what's it going to take
for developers to make higher scoring games?&quot;</p>

You can read an edited transcript of the roundtable <a target="_blank" href="http://www.gamasutra.com/features/20061213/kim_01.shtml">here</a>.<br/><br/>Copyright 2006 CMP]]></description>
<category>podcasts</category>
<pubDate>Tue, 19 Dec 2006 21:17:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=163166#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/16_Game_Reviews_Roundtable_Part_2.mp3" length="18795060" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Radio Presents: Game Reviews Roundtable, Part 1</title>
<link>http://fatpixelsradio.com/index.php?post_id=163163#</link>
<description><![CDATA[ Gamasutra is proud to present the latest Gamasutra Podcast, part of our <a href="http://www.gdcradio.net/">weekly podcasts</a>,
which include both the Tom Kim-presented Gamasutra Podcast show,
alongside the best lectures, tutorials, and roundtables from this and
previous years' Game Developers Conferences.

<p>Today's edition of the Gamasutra Podcast is part one of our panel on
Game Coverage and Reviews, with John Davison, Senior VP and Editorial
Director of the 1UP Network, Greg Kasavin, Editor-in-chief of GameSpot,
and Greg Vederman, Editor-in-Chief of PC Gamer Magazine.</p>




<p>As the show's introduction says: </p>




<p>&quot;The holiday season is upon us, and with it comes the launch of not
one, but two new consoles, and a veritable tsunami of games - some
great, some not so great. With so many titles flooding the shelves, a
lot of people turn to the enthusiast press and game reviews to help
them sort out what to buy and what to avoid. </p>




<p>For this show, we present the first half of an expert roundtable on
game reviews and press coverage. Our guests talk specifically about how
developers can work more efficiently and harmoniously with the
enthusiast press to get the coverage they want. They also share their
opinions on the value of game reviews, how the process can be improved,
how developers can take a more active role over their own
communications, and how they really feel about gamerankings.com.&quot;</p>


You can read an edited transcript of the roundtable <a target="_blank" href="http://www.gamasutra.com/features/20061213/kim_01.shtml">here</a>.<br/><br/>Copyright 2006 CMP<br/>]]></description>
<category>podcasts</category>
<pubDate>Tue, 19 Dec 2006 21:08:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=163163#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/15_Game_Reviews_Roundtable_Part_1.mp3" length="16598582" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Radio Presents: Gamasutra Podcast: Panel on Game Education, Part 2</title>
<link>http://fatpixelsradio.com/index.php?post_id=150834#</link>
<description><![CDATA[<p>Today's edition of the Gamasutra Podcast is the second part of our
roundtable discussion about game education, featuring Dustin Clingman
of Full Sail Real World Education, DigiPen's Claude Comair,
GameCareerGuide's Beth Aileen Dillon, GameRecruiter's Marc Mencher,
Paul Newell, course developer for the Art Institute of Vancouver,
Parsons School of Design's Katie Salen, Dr. Peter Raad from the
Guildhall at SMU, and USC's Tracy Fullerton.</p>


<p>The following passage comes from the show's introduction, as featured in <a href="http://gamasutra.com/php-bin/news_index.php?story=11459">the first part of this podcast</a>:</p>


<p><i>&quot;Often, discussions among game educators are reduced to the
question of &quot;how can these institutions better train folks for jobs in
the industry.&quot; And although this panel did explore that subject, they
also discussed the potential limitations of an industry-driven
approach. As much as all of the educators on the panel agree that the
medium is still emerging and defining what it might become, the field
of game studies likewise is only at a nascent stage regarding its
potential.</i></p>


<p><i>Indeed, the point that emerges most strongly is that the field is
able to support a range of institutions pursuing a broad spectrum of
goals. These educational programs offer real differentiated, and
excellent choices for those seeking to pursue studies in game
production, design, and theory.&quot;</i></p>
Copyright 2006 CMP Media LLC]]></description>
<category>podcasts</category>
<pubDate>Sun, 12 Nov 2006 16:15:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=150834#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/14_Game_Education_Roundtable_Part_2.mp3" length="15268677" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDCRadio Presents: Gamasutra Podcast: Panel on Game Education, Part 1</title>
<link>http://fatpixelsradio.com/index.php?post_id=145185#</link>
<description><![CDATA[Part one of our October 10th panel on Game Education with Dustin Clingman (FullSail), Claude Comair (DigiPen), Marc Mencher (GameRecruiter.com), Paul Newell (Art Institute of Vancouver), Katie Salen (Parsons School for Design), Peter Raad (The Guildhall at SMU), and Tracy Fullerton (USC School of Cinematic Arts - Interactive Media). <p>Today's edition of the Gamasutra Podcast is a roundtable discussion
about game education, featuring Dustin Clingman of Full Sail Real World
Education, DigiPen's Claude Comair, GameCareerGuide's Beth Aileen
Dillon, GameRecruiter's Marc Mencher, Paul Newell, course developer for
the Art Institute of Vancouver, Parsons School of Design's Katie Salen,
Dr. Peter Raad, and USC's Tracy Fullerton.</p>


<p>The following passage comes from the show's introduction:</p>


<p><i>&quot;Often, discussions among game educators are reduced to the
question of &quot;how can these institutions better train folks for jobs in
the industry.&quot; And although this panel did explore that subject, they
also discussed the potential limitations of an industry-driven
approach. As much as all of the educators on the panel agree that the
medium is still emerging and defining what it might become, the field
of game studies likewise is only at a nascent stage regarding its
potential.</i></p>


<p><i>Indeed, the point that emerges most strongly is that the field is
able to support a range of institutions pursuing a broad spectrum of
goals. These educational programs offer real differentiated, and
excellent choices for those seeking to pursue studies in game
production, design, and theory.&quot;</i></p>
Copyright 2006 CMP Media LLC]]></description>
<category>podcasts</category>
<pubDate>Fri, 27 Oct 2006 16:48:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=145185#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/13_Gamasutra_Podcast__Game_Education_Panel_Part_1.mp3" length="16623778" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Radio Presents - Gamasutra Podcast Interview with The Advantage</title>
<link>http://fatpixelsradio.com/index.php?post_id=141147#</link>
<description><![CDATA[ Gamasutra is proud to present the eleventh Gamasutra Podcast, part
of our series of weekly podcasts will alternate between two sources
under the overarching GDC Radio brand - the Gamasutra Podcast, a new
original podcast show, and GDC Radio Archives, which will exclusively
feature the best lectures, tutorials, and roundtables from this and
previous years' Game Developers Conferences.

<p>Today's edition of the Gamasutra Podcast, presented by Tom Kim,
features an exclusive interview with The Advantage, the
California-based rock band whose entire catalogue consists of
guitar-centered renditions of classic 8-bit video game tunes. The
interview touches on the band's formation, its techniques, and its
selection process for choosing among the literal thousands of available
songs from the Nintendo Entertainment System's diverse catalogue.</p>
Copyright 2006 CMP Media LLC]]></description>
<category>podcasts</category>
<pubDate>Fri, 13 Oct 2006 06:32:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=141147#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/12_Interview_With_The_Advantage.mp3" length="22235704" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDCRadio Presents - Gamasutra Podcast Panel on Game Localization, Part 2</title>
<link>http://fatpixelsradio.com/index.php?post_id=135421#</link>
<description><![CDATA[Part two of our August 8th panel on Console Game Localization with Bill Alexander, Nate Bihldorff, Heather Chandler, Victor Ireland, Ben Judd, Bill Swartz, Hiroshi Tanaka, and Bill Trinen. Today's edition of the Gamasutra Podcast, presented by Tom Kim,
features the second and final part of a packed panel discussing game
localization, including Atlus' Bill Alexander, Nintendo's Nate
Bihldorff, Media Sunshine's Heather Chandler, Gaijinworks' Victor
Ireland, Capcom's Ben Judd, Mastiff's Bill Swartz, Namco Bandai's
Hiroshi Tanaka, and Nintendo's Bill Trinen. The assembled experts talk
in detail regarding taking Japanese console titles and bringing them to
Western markets.<br/><br/>(c) 2006 CMP Media LLC]]></description>
<category>podcasts</category>
<pubDate>Fri, 29 Sep 2006 18:40:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=135421#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/11_Gamasutra_Podcast_Panel_on_Game_Localization_Part_2.mp3" length="14741063" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDCRadio Presents - Gamasutra Podcast Panel on Game Localization, Part 1</title>
<link>http://fatpixelsradio.com/index.php?post_id=129557#</link>
<description><![CDATA[Today's edition of the Gamasutra Podcast, presented by Tom Kim,
features the first part of a packed panel discussing game localization,
including Atlus' Bill Alexander, Nintendo's Nate Bihldorff, Media
Sunshine's Heather Chandler, Gaijinworks' Victor Ireland, Capcom's Ben
Judd, Mastiff's Bill Swartz, Namco Bandai's Hiroshi Tanaka, and
Nintendo's Bill Trinen. The assembled experts talk in detail regarding
taking Japanese console titles and bringing them to Western markets.<br/><br/>(c) 2006 CMP Media LLC]]></description>
<category>podcasts</category>
<pubDate>Tue, 12 Sep 2006 04:56:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=129557#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gamasutra_Podcast_Panel_on_Game_Localization.mp3" length="13797513" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Radio Presents: Gamasutra Podcast interview with Jeff Green</title>
<link>http://fatpixelsradio.com/index.php?post_id=127229#</link>
<description><![CDATA[Our August 18th interview with Jeff Green, Editor in Chief of Computer Gaming World magazine. Today's edition of the Gamasutra Podcast, presented by Tom Kim,
features an in-depth interview with Jeff Green, the Editor-in-chief of
Computing Gaming World magazine. In it, Jeff discusses the reasons why
he and his staff at Ziff Davis decided to re-brand Computer Gaming World
as Games For Windows magazine, how to break PC gaming's image as the
'red-headed stepchild' of video gaming, and a plethora of other
fascinating issues.<br/><br/>You can read a full transcript of the interview <a target="_blank" href="http://www.gamasutra.com/php-bin/news_index.php?story=11446">here</a>.<br/><br/>(c) 2006 CMP Media LLC.]]></description>
<category>podcasts</category>
<pubDate>Tue, 5 Sep 2006 15:31:00 GMT</pubDate>
<guid isPermaLink="true">http://fatpixelsradio.com/index.php?post_id=127229#</guid>
<author>podcast@gamasutra.com</author>
<enclosure url="http://media.libsyn.com/media/fatpixelsradio/Gamasutra_Podcast_Interview_With_CGWs_Jeff_Green.mp3" length="24901785" type="audio/mpeg"/>
<itunes:author>CMP Media LLC</itunes:author>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>GDC Radio Presents: Gamasutra Podcast: Video Games Live Interview</title>
<link>http://fatpixelsradio.com/index.php?post_id=120643#</link>
<description><![CDATA[<p>Today's edition of the Gamasutra Podcast features an August 5th, 2006 post-show interview with Tommy Tallarico and Jack Wall of the Video Games Live
game concert events, conducted at the Chicago stop on their U.S. tour,
and discussing the state of game audio and their motivations in
founding the ongoing orchestral concert series.</p>



<p>You can now <a href="http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GAMA/Gama_008.mp3">download the Gamasutra Podcas