Posts Tagged ‘industry’

Vote for Us

October 27th, 2009

One of our titles is nominated for an Epsilon Award.

Epsilon Award

This year, Most Popular Solitaire 2.0, has been nominated for an Epsilon Award, the software award associated with the European Software Conference, which takes place November 7-8, 2009, in Berlin (Germany, in case anybody is confused about that).

Unlike other software awards, there are no categories here; only one award is presented each year.  This year (again) there are 25 nominees, and our product is the only game title nominated.  Accordingly, we would appreciate your vote.

Today is the last day of voting, so please vote (for us).

On the voting page, you will find the following description:

Most Popular Solitaire 2.0 by Goodsol Development, Inc. Most Popular Solitaire is a collection of only the 30 best and most popular solitaire games (selected from a collection of hundred of different varieties). There are versions for both Windows and Mac OS X, with combined high score charts and interchangeable save games. Its great popularity in Windows is even surpassed on the Mac, where it has been in the Top 20 at the Apple Store since its release. http://www.moposol.com/ Gregg Seelhoff

Voting is basically open to anybody and everybody (i.e., the “public”), so if you are reading this, you probably qualify.  To vote, simply go to this page, click on the (above) graphic with “[VOTE]” superimposed, and follow the instructions.

(Note that I would have included a ‘Nominated for the Epsilon Award’ image here, too, except that they are only available for 2006-2008, and those are really, really ugly.)

Thanks!

No SIC for me

July 14th, 2009

Thus begins a period of inward focus for us.

At the last minute, I have decided not to attend the Software Industry Conference this year. SIC 2009 begins tomorrow night [Wednesday, July 15] in Quincy [Boston], Massachusetts, but we will not be represented there. Honestly, I was not as inspired to go this year and never quite got around to registering. I did book the hotel, which forced the choice as the cancellation date arrived.

It was a tough decision. I thought about the pros to attending: networking with colleagues, learning marketing techniques from the various sessions, staying in touch with the industry, and having a source of inspiration. We were considering using SIC as a prelude to our quasi-annual offsite meeting, where we discuss the direction of the business and refocus on adjusted goals. Also, according to rumor, this will be the last SIC in Boston, so it would have been a final opportunity to experience that.

However, there was a longer list of cons: many friends/colleagues chose not to attend, none of my clients would be there, none of the sessions even approached “must see” status, and there are no Shareware Industry Awards this year. Perhaps the renaming of the conference to remove that dreaded word, “Shareware”, also removed some of its purpose and relevance. Even the ASP Luncheon held little attraction for me, as the current leadership flounders and takes the organization off track.

Ultimately, though, it came down to total costs. The monetary expense of the conference is not bad at all, and I would have been able to attend with a total expenditure (including travel and accommodations) of less than just the registration for many other conferences. On the other hand, it would have required a commitment of five complete days, not including preparation and recovery time, and I felt that I could not justify that at a time when our projects are not where I want them to be. Had the conference been next week, the decision may have been different, but for now, my time is better spent on development than (potential) enrichment.

I will just have to see Boston under different circumstances.

Duke Nukem For Never

May 19th, 2009

Surprise (NOT)!

As you have probably heard or read, 3D Realms, the developer of (the aptly named) Duke Nukem Forever, has gone out of business. The company website now features a big “Goodbye” message on the front page. The story was reported even in the mainstream media, including this BBC News article.

The release date for DNF has always been “When it’s done.” This scheduling choice seems to put a product on a slow train to vaporware, and I posted about it being way past expiration three years ago: A Long Time Coming. I could rehash the history, but game industry news site Shacknews has posted an updated article (originally from 2007), The Brief Long History of DNF: Post-3D Realms Edition, detailing a dozen years of unfulfilled promises and hype.

So, now Duke Nukem Forever is finally toast, all of the developers have been laid off, the company is gone, and the product is going to remain unpublished. The saga ends here, right?

Not so fast.

Next comes word that Take Two Interactive, who in 2000 (perhaps unwisely) purchased the publishing rights to this title (from another publisher) for $12 million, and reportedly (probably unwisely) renewed this agreement with 3D Realms in 2007, is now suing for breach of contract. Of course, they (definitely unwisely) never provided any development funding for the title, so there is not much left there to get…

… except the source code. Take Two immediately filed for an injunction to get a copy of the source code “to ensure the code is preserved and remains unharmed” while it prosecutes its lawsuit, as shown in this article about the release of the court documents.

Now it is revealed in this Gamasutra article that “3D Realms has not closed and is not closing” after all. They merely fired (sorry, “let go”) the entire Duke Nukem Forever development team due to lack of funding. Still, they (i.e., unnamed 3D Realms representatives) “believe Take-Two’s lawsuit is without merit and merely a bully tactic“. Really? Interesting.

Here is what we know:

  1. Company management did not do what it would take to ship this game.
  2. The development team did not do what it would take to ship this game.
  3. The publisher did not provide what it would take to ship this game.
  4. Incompetence reigns in this matter, and there is plenty of blame to go around.
  5. It will probably be another year before this matter is finally settled.

This whole story is a case study in poor choices and a wholesale failure of anybody involved to recognize and acknowledge the [situation] this has become. Trains wrecks are fascinating, though.

Always Bet On Duke.” – I don’t think so.

Jason Della Rocca steps down

February 4th, 2009

The Executive Director of the IGDA resigns.

This week, the International Game Developers Association (IGDA) announced that Jason Della Rocca, its long time Executive Director, will be stepping down effective March 31. This will be just after the conclusion of the 2009 Game Developers Conference (GDC) this year.

Under Jason’s leadership over eight and a half years, the IGDA has grown massively (2900%), from 500 to 15000 members. More importantly, and understandably omitted from the press release, he took the organization from a fairly directionless group of early game developers (of which I was one) to an association that actually has significant relevance within the game industry.

You can read about Jason’s reasons for departing in this post on his personal blog. (There are lots of comments there, too, as well as at this Gamasutra article.)

I had the opportunity to work with Jason Della Rocca back in 2005 when the State of Michigan proposed legislation restricting game sales in the state, and I testified before a Senate committee, on behalf of the Detroit IGDA chapter. I saw Jason’s passion first hand, and his (and the organization’s) guidance and assistance was especially helpful. (Nevertheless, the legislation passed anyway, but then it was ruled unconstitutional, as expected, and ultimately cost Michigan an extra $182349 in restitution for industry legal fees. They should have listened to us.)

Good luck in your new endeavors, Jason!

Global Game Jam Detroit

January 29th, 2009

Local developers participate in this international game event tomorrow.

At 5:00pm tomorrow [Friday, January 30, 2009], the Global Game Jam begins. It will last 48 hours, ending at the same time on Sunday (all times local). Since the event is worldwide, it covers many different time zones, and the first jams, in New Zealand, will begin in just over half a day from now.

The IGDA Detroit is providing/sponsoring one location for the Global Game Jam. Dozens of developers will converge on TechTown in Detroit to participate. These will be some of the more than 1750 people who will take part at one of 53 locations in 23 countries around the world.

There is still room available at Global Game Jam Detroit 2009, and it is open to everyone. The cost to participate is only $25 (to defray food costs); click the link for details.

What is a Game Jam?
In a Game Jam, participants come together to make video games. Each participant works in a small team on a complete game project over the course of a limited time period, usually over a weekend. With such a small time frame, the games tend to be innovative and experimental. The Global Game Jam (GGJ) is the first of its kind: a game Jam that takes place in the same 48 hours all over the world! The global Game Jam will start at 5:00PM Friday, January 30, 2009 through 5:00PM Sunday, February 1, 2009, (all times local). All participants in the Global Game Jam will be constrained by the same rules and limitations, with each time zone having one distinct constraint.

In addition to the start of the GGJ, there will be a chapter meeting for IGDA Detroit from 5:00pm to 8:00pm (also at TechTown, 440 Burroughs St., Detroit). Even if you are not planning to participate in the game jam, come hang out a while (for free) with other game developers. I plan to be there; how about you?