dryriver writes with an except from Polygon's interview with DICE creative directory Lars Gustavsson, who says it would only take one "killer" game for Linux to break into mainstream gaming (something some would argue it already has): "We strongly want to get into Linux for a reason," Gustavsson said. "It took Halo for the first Xbox to kick off and go crazy — usually, it takes one killer app or game and then people are more than willing [to adopt it] — it is not hard to get your hands on Linux, for example, it only takes one game that motivates you to go there." "I think, even then, customers are getting more and more convenient, so you really need to convince them how can they marry it into their daily lives and make an integral part of their lives," he explained, sharing that the studio has used Linux servers because it was a "superior operating system to do so." Valve's recently announced Steam OS and Steam Machines are healthy for the console market, Gustavsson said when asked for his opinion on Valve's recent announcements."
Want business-intelligence news delivered to your inbox? Signup for SlashBI Update now.
First time accepted submitter Gavrielkay writes "We seem to have attracted the attention of some less than savory types in online gaming and now find our home network relentlessly DoSed. We bought a new router that doesn't fall over quite so easily, but it still overwhelms our poor little DSL connection and prevents us web browsing and watching Netflix occasionally. What's worse is that it seems to find us even if we change the MAC address and IP address of the router. Often the router logs IPs from Russia or Korea in these attacks (no packet logging, just a blanket 'DoS attack from...' in the log. But more often lately I've noticed the IPs trace back to Microsoft or Amazon domains. Are they spoofing those IPs? Did they sign us up for something weird there? And how do they find us with a new MAC address and IP within minutes? We're looking for a way to hide from these idiots that doesn't involve going to the Feds, although that is what our ISP suggested. Piles of money for a commercial grade router is out of the question. We are running antivirus and anti-malware programs and haven't seen any evidence of hacked computers so far."
An anonymous reader writes "Neal Stephenson's ambitious sword fighting Kickstarter Clang has run into financial troubles, and part of the reason is down to new controller that was required — the extra investment reportedly scared away investors. Sometimes though, games can help usher in a whole new type of controller, and create new ways to play. From Pong's easy dials, which helped bring the video game into the home, to Ape Escape's twin thumbsticks and Doodle's Jump savvy use of the accelerometer on the iPhone, some games have hit the critical mass necessary to establish a new input as a way to play. So what's next?"
Daniel_Stuckey writes "Ville Tapio runs a private psychiatry center in Helsinki, and psychiatrists had told him they were reluctant in particular to hand out drugs for patients with attention deficit hyperactivity disorder (ADHD). ADHD drugs are psychostimulants, they are frequently abused, and kids can be prescribed them young and kept on a regimen for years. Tapio had an idea to do it better. His alternative? Getting people with mental health concerns to play video games. They're special video games, of course — ones that can change how your brain works, with a technique loosely termed gameified neuroplasticity therapy."
beckman101 writes "Two years ago the Gameduino brought retro-style gaming to the Arduino. This week its successor launched on Kickstarter, still fully open-source but with a video that shows it running some contemporary-looking demos. Plus, it has a touch screen and a pretty decent 3-axis accelerometer. Farewell to the retro?"
mattydread23 writes "Most gamification efforts fail. But when DirecTV wanted to encourage its IT staff to be more open about sharing failures, it created a massive internal game called F12. Less than a year later, it's got 97% participation and nearly everybody in the IT group actually likes competing. So what did DirecTV do right? The most important thing was to devote a full-time staffer to the game, and to keep updating it constantly."
Nerval's Lobster writes "The International Committee of the Red Cross (ICRC) wants developers to consider building "virtual consequences" for mayhem into their video games. 'Gamers should be rewarded for respecting the law of armed conflict and there should be virtual penalties for serious violations of the law of armed conflict, in other words war crimes,' read the ICRC's new statement on the matter. 'Game scenarios should not reward players for actions that in real life would be considered war crimes.' Like many a concerned parent or Congressional committee before it, the ICRC believes that violent video games trivialize armed conflict to the point where players could see various brands of mayhem as acceptable behavior. At the same time, the ICRC's statement makes it clear that the organization doesn't want to be actively involved in a debate over video-game violence, although it is talking to developers about ways to accurately build the laws of armed conflict into games. But let's be clear: the ICRC doesn't want to spoil players' enjoyment of the aforementioned digital splatter. 'We would like to see the law of armed conflict integrated into the games so that players have a realistic experience and deal first hand with the dilemmas facing real combatants on real battlefields,' the statement continued. 'The strong sales of new releases that have done this prove that integrating the law of armed conflict does not undermine the commercial success of the games.'"
The original Warcraft and Diablo games hold a special status in the hearts of many gamers. Each game brought its genre into focus, and their success elevated the status of Blizzard Entertainment and Blizzard North to the point that further games are still hotly anticipated more than 15 years later. In an effort to discover and document that part of gaming history, author David L. Craddock conducted extensive interviews with early Blizzard developers. His intent was to investigate how both of the Blizzard studios succeeded at breaking into a saturated and competitive industry, and how their design process influenced both their acclaimed releases and the projects they discarded along the way. He's writing a series of books about the history of Blizzard, titled Stay Awhile and Listen. The first is due out on October 31st, and David has agreed to answer your questions about his investigation into those early games. David will be joined by Blizzard North co-founders David Brevik and Max Schaefer. As usual, ask as many as you'd like, but please, one question per post.
MojoKid writes "Among the various SNAFUs and PR misfires related to the Xbox One release earlier this year, one item that had people upset was that Kinect would be used for advertising--or worse, that the Xbox One Kinect was actually designed with advertising in mind. The source was a UI designer who was expounding the capabilities of the Kinect and how it could be used to deliver interactive ads and used for native advertising. However, Microsoft Director of Product Planning Albert Penello threw cold water on much of it. 'First--nobody is working on that,' he said. 'We have a lot more interesting and pressing things to dedicate time towards.' He also stated that if Microsoft were to engage in something along those lines, users would definitely have control over it, meaning that Kinect would not be spying on you; you would have to engage with Kinect for anything to happen."
An anonymous reader writes "Valve has revealed their first Steam Machines prototype details. The first 300 Steam Machine prototypes to ship will use various high-end Intel CPUs and NVIDIA GPUs while running their custom SteamOS Linux distribution. The Intel Haswell CPU + NVIDIA GPU combination should work well on Linux with the binary drivers. Using a range of CPUs/GPUs in the prototypes will allow them to better gauge the performance and effectiveness. Valve also said they will be releasing the CAD design files to their custom living room console enclosure for those who'd like to reproduce them." Valve is careful to point out that these specs aren't intended as a standard: "[T]o be clear, this design is not meant to serve the needs of all of the tens of millions of Steam users. It may, however, be the kind of machine that a significant percentage of Steam users would actually want to purchase — those who want plenty of performance in a high-end living room package. Many others would opt for machines that have been more carefully designed to cost less, or to be tiny, or super quiet, and there will be Steam Machines that fit those descriptions."
Hugh Pickens DOT Com writes "CNET reports that Grand Theft Auto Online, the biggest entertainment release of the year with more than $1 billion in annual sales, is having some trouble getting the gamers online. The title, which launched on game consoles Tuesday morning, is experiencing server issues that have locked out some gamers and made it difficult for those who have gotten in to play the game. Fifteen million people purchased the game when it was released last week — and any number of them could play online when that 'perk' becomes available on October 1. 'At a conservative estimate I would expect about two million players to log on to GTA Online within the first 24 hours,' says Keza MacDonald, UK games editor for IGN.com, the video game and entertainment site. 'Rockstar has never done an online game of this scale before, so they are totally unproven in terms of their network infrastructure.' Rockstar, the game's creator, said that it was doing all it could to buy and access servers to accommodate what was expected to be massive demand for its online title. Meanwhile Twitter is abuzz with complaints from gamers who say they can't get into the service."
Nerval's Lobster writes "Valve has announced SteamOS, Steam Machines, and a Steam controller — the components necessary for it to create a viable living-room gaming experience. Valve's strategy with these releases seems pretty clear: create a platform based on openness (SteamOS is a Linux-based operating system), in contrast to the closed systems pushed by console rivals such as Sony and Microsoft. If Valve chooses to release Half-Life 3 in conjunction with its Steam Machines' rollout, it could help create further buzz for the system, given the years' worth of pent-up demand for the next chapter in the popular FPS saga. But can Valve's moves allow it to actually compete against Nintendo, Microsoft, and Sony on equal terms? What do you think?"
jones_supa writes "A trademark application for Half-Life 3, possibly the next entry in Valve's excruciatingly dormant Half-Life franchise, has been filed in Europe, according to the Office for Harmonization in the Internal Market, the European Union's trademark and designs registry. The OHIM's database lists the Half-Life 3 trademark as owned by Valve Corporation, and filed on its behalf by Casalonga & Associés, a patent and trademark firm. The trademark covers 'computer game software,' 'downloadable computer game software via a global computer network and wireless devices' and other goods and services. The application was filed on Sept. 29. There is no equivalent trademark on record at the U.S. Patent and Trademark Office."
Now that we have the full picture of Valve's efforts to bring PC gaming to the living room (SteamOS, dedicated hardware, and a fresh controller design), people are starting to analyze what those efforts will mean for gaming, and what Valve must do to be successful. Eurogamer's Oli Welsh points out that even if Steam Machines aren't able to take the market away from Sony, Microsoft, and Nintendo, they put us a step closer to the final console generation. "Valve has hopefully sidestepped the most depressing aspect of console gaming: the enforced obsolescence that makes you consign your entire games collection to a dusty cupboard every five years." GamesRadar notes that Valve's approach is fundamentally different from that of the current console manufacturers because it's about putting more power into the hands of the users. "The takeaway from SteamOS, then, is that openness breeds innovation. Valve's putting the very source code of its operating system in the hands of everyone who wants it just to see what happens. Comparatively, Microsoft is pushing its Windows Store, turning Windows into an increasingly closed platform (i.e. one that charges costly development licensing fees and restricts access to certain content providers)." Everyone's curious to see how the controller will perform, so Gamasutra and Kotaku reached out to a number of game developers who have experimented with prototypes already. "[Dan Tabar of indie studio Data Realms] said the configuration map for the controller allows you to do 'pretty much anything.' For example, developers can slice up a pad into quarters, each one representing a different input, or even into eight radial sections, again, each section representing whatever you want, mapping to key combinations, or to the mouse." Tommy Refenes, co-creator of Super Meat Boy, wrote an in-depth description of his experience with the device. He summed up his reaction by saying, "Great Start, needs some improvements, but I could play any game I wanted with it just fine."
Today Valve unveiled their third and final announcement about living room gaming: a Steam controller. The company made the determination that existing gamepads simply weren't good enough for bringing PC games to the living room, so they made their own. Instead of having directional pads or thumb sticks, the Steam controller has two circular trackpads. The trackpads are also clickable, and Valve claims they provide much higher fidelity than any previous controller trackpad. Valve also eschewed the traditional 'rumble' feedback mechanism: "The Steam Controller is built around a new generation of super-precise haptic feedback, employing dual linear resonant actuators. These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement." The center of the controller holds a clickable touchscreen. "When programmed by game developers using our API, the touch screen can work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes we haven't thought of yet." The design also breaks up the common diamond-shaped button layout, instead putting the A B X Y buttons at the corners of the touchscreen. The controller is designed to be hackable, and Valve will "make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering." The controller is being beta tested concurrently with the Steam Machines they announced on Wednesday, so you can expect them to be on sale in 2014.
An anonymous reader sends this story from Kotaku's Jason Schreier about the downfall of LucasArts: "Over the last five months, I've talked to a dozen people connected to LucasArts, including ex-employees at the company's highest levels, in an attempt to figure out just how the studio collapsed. Some spoke off the record; others spoke under condition of anonymity. They told me about the failed deals, the drastic shifts in direction, the cancelled projects with codenames like Smuggler and Outpost. They told me the stories behind the fantastic-looking Star Wars 1313 and the multi-tiered plans for a new Battlefront starting with the multiplayer game known as Star Wars: First Assault. All of these people helped paint a single picture: Even before Disney purchased LucasFilm, the parent company of LucasArts, in November of 2012, the studio faced serious issues. LucasArts was a company paralyzed by dysfunction, apathy, and indecision from executives at the highest levels."
Nerval's Lobster writes "Just as the Internet fundamentally altered the way games are distributed from publishers to players, crowdfunding has upended the traditional models of raising money for gaming development, and some of the most storied people in the industry are taking notice. Chris Roberts, who created the well-known Wing Commander series in 1990, managed to raise millions of dollars on Kickstarter last fall for his upcoming Star Citizen, eventually collecting so much money from individual backers that he could return the budget he'd taken from "formal" investment firms. "Even nice investors, they want a return at some point. They have a slightly diff agenda than I do," Roberts told Slashdot. "My agenda is to build the coolest game possible." He's not the only famed developer getting into the crowdfunding game: Wasteland director Brian Fargo spent years wanting to make a sequel to his popular role-playing game, eventually accomplishing that goal via Kickstarter. And for every famous game creator who uses the power of crowds to produce a new masterwork, dozens of talented amateurs are also financing their first games via Kickstarter and similar services. But that doesn't mean there are occasional high-profile implosions, like CLANG."
Valve's second major living-room-gaming announcement landed today: they have produced a prototype model of their first "Steam Machine." They've made 300 units, and they'll be sending the machines to users in a very limited beta test. Valve hastens to add that this device isn't the only Steam-focused hardware: "Entertainment is not a one-size-fits-all world. We want you to be able to choose the hardware that makes sense for you, so we are working with multiple partners to bring a variety of Steam gaming machines to market during 2014, all of them running SteamOS." They haven't released specs, but they guaranteed the prototypes will ship this year. They explicitly permit using it in any way — swapping parts, changing the OS, installing any software, etc. "The specific machine we're testing is designed for users who want the most control possible over their hardware. Other boxes will optimize for size, price, quietness, or other factors."