Gaming Features

Top 7 Magicka Visual Spell Effects

By Published February 12, 2011 at 1:32 am

Magicka's explosive entrance to the multiplayer arena can only be explained by one phenomenon: wizards have been possessed by lemmings. Yes, it's finally happened; we all knew that those little green men would return -- but who knew that it would be in the form of wizards self-destructing on a wildly generic battlefield? Under the visage of Paradox, publisher of successful franchises like Majesty 2 and Warband, our wizard friends saw the top of the Steam sales list in no time.

We fell in love with Magicka's quirky artistic style and great sense of humor, and in the spirit of the game, I worked with Tim "Space_man" Martin to compose a list of the top seven coolest looking element combinations in Magicka (note: not necessarily the strongest spells, but the best looking). Check out the screenshots and spell combos below.

Carolina Games Summit '11

By Published February 07, 2011 at 1:34 pm

The magnetism of bustling crowds at a convention contains a charge strong enough to draw enthusiasts across the country; although smaller conventions are inherently less populated by big-name developers, they are easily accessible and offer benefits unobtainable from larger masses, namely: community. Small conventions are a perfect target for local development houses to recruit industry youth -- anyone serious about getting into the games industry should be on the lookout for nearby conferences similar to Carolina Games Summit (some well-known conferences are the Global Game Jam, PAX, and MLG). CGS and other small gaming events often dedicate themselves to recruitment (or education) and entertainment (like local tournaments).

Into the Indie - Development Round Table

By Published February 02, 2011 at 10:21 pm

"You come out and talk about some shit. It's fun." - Jorge Rodriguez on his indie meetup group.

Thirty-some developers and a few emptied vending machines were the result of this past weekend's Global Game Jam in Durham, NC; aspiring game makers were given a time-limit of forty-eight hours to concept, program, and polish a game for a worldwide (over 6000 members total!) development bonanza. The result was an abundance of sleep-deprived, over-caffeinated, and dedicated coders and artists.

Level Design: Imbue Your Map with Mythology

By Published January 25, 2011 at 5:09 pm

Gary Gygax's name may unearth your well-founded fears of the omnipotent super-being, the creator of all RPGs as we know them, but he is not the only one who can do it. It is true, though - our favored designers are the exalted pinnacle of fluidity and quality control, and the fact that a single name can evoke emotions so humbling is baffling. Gygax indeed set the standard for us today, whether you're a tabletop gamer or not, and his work has inspired this article (but don't worry, I've written it to be game-neutral; it will work for video games and tabletop games). Despite our gaming subculture's undying worship of amazing designers and developers, we could never, ever imagine the level of fascination that our ancient ancestors must have felt when in the presence of their gods. Egyptian mythology chronicles the existence of more than two thousand gods (although around one hundred are commonly known), the Aztecs lived under the ever-watchful eye of almost one thousand gods, and dozens of nations world-wide have had similar ancestry. With millennia upon millennia of storytelling behind each of these civilizations, there's an endless amount of applications to modern gaming. Yes, even our beloved Gygax (may he rest in peace) came nowhere close to the amount of history imbued in ancient societies. It's common practice to borrow from the ancient ones, so let's take a look at how to pick and choose myths for your own adventure.

No, You Can't Mark that on my Map

By Published January 14, 2011 at 7:34 pm

It seems like everyone wants to get their dirty, stinkin' hands on our maps these days. A product whose real world counterpart is threatened by the GPS, video game maps are going the same direction: "Hey, you're doing that quest with the rats for me, right? Let me just put a dynamic, clickable, fast-travelable button here for you. There you go, right there. Yes, you haven't been in that region before -- just click the button, no need to wander."

So it might be a little exaggerated (or not, as revealed here), but you get the picture: NPCs are out to kill us.

Kind of.

Tournament Gaming Revolution

By Published December 31, 2010 at 11:21 pm

The chiptune sounds that once emanated from within the walls of arcades have long faded into darkness; the affordable nature of modern console and PC gaming effortlessly decimated the away-from-home competition. It leaves something to be wanted, though - with virtually no reason to leave the house these days, especially with the explosion of powerhouses like Newegg and Amazon, gamers have to find a reason to converge at a common ground and compete. If our trip to this year's Raleigh MLG event taught us anything, it's that internalized competition is far more ferocious, and irrefutably more entertaining for even the spectators. This was proven yet again when I attended a small local tourney at Strafe for Halo: Reach. Although the prize money and attendance is far from anything like MLG or PAX Prime, the high-octane competition is the same; gamers want to give it all, and if lucky, walk home with a couple bucks more than they arrived with.

Our new level design segment received such great traffic and feedback that I've decided to write a new piece, but don't fret, I will soon do a follow up of the Level Design Through Lyrics column. For this article, I am setting my sights on an old phenomenon within the RPG universe: "Open" RPGs.

The sentiment that a game world can be entirely open to exploration is not unique, nor is it in its infancy. Not surprisingly, the very roots of open world design can be attributed to pioneer tabletop games, the most widely known being Dungeons & Dragons and perhaps the Greyhawk setting, although adaptations have been made throughout the years to evolve these "pen and paper" interactions (seriously, who uses a pen for their character sheets?) into keyboard and mouse games. This feature can be applied to any sort of open world level design, but here are some examples you might like to employ:

  • Naturally, using the article for your tabletop games.
  • Repurposing ideas to fit Minecraft.
  • Designing levels within your favorite level editors, such as UDK or TES Construction Set.
  • Preparing for The Elder Scrolls V: Skyrim!

 

The Internet is irrevocably the single most expansive compilation of knowledge in the world, and despite its humble beginnings as insignificant packets of data within token ring networks, the phenomenon has a current outreach of two billion global users. It is arguably man's greatest creation - a construct with procrastination-enhancing abilities second to none; somewhat more ostensible is its infinite potential to unite creative minds worldwide - be they mathematicians, undiscovered musicians, writers, or artists - and pool ideas into a sprawling mass of ingenuity. The Internet offers aspiring writers and garage bands an audience of millions of users, largely thanks to pioneer companies like Google and (before it was assimilated) YouTube. In fact, the very website you are reading would otherwise be non-existent without the affordable and forgiving ways of the web. However, as with all modern instruments, fear-stricken politicians of the United States have converged under the nigh-infallible vision of American mega-corporations, thirsty to stifle a new-sprung creative threat.

 

Gaming Jobs: Public Relations Representatives

By Published December 01, 2010 at 11:00 am

In our quest to interview the ever-expanding array of job functions within the versatile games industry, I had a chance to interview the omni-awesome (totally a word) David Martinez, a public relations 'account executive' at TriplePoint PR. This new column focuses on filling in the gaps between industry professions, so all of you who want nothing more than to delve into the bowels of gaming - short of MLG's bathroom stalls - this is the place to start! Last time, we made it a point to hone in on the often overlooked members in gaming - like audio directors; my interview with David continues the trend of examining the commonly forgotten contributors. PR reps are normally the people that set up the interviews with developers, although it is not uncommon to find them "working the floor" at conventions and expos.

I've been working with David for a little over a year now, and finally had a chance to meet him at PAX Prime (linked above). I'll let him do the talking in a second - but being on the receiving end of bountiful PR-ness, David is as good as they get. As he remarks below, a public relations rep has to be outgoing, open-minded, and generally knowledgeable about their selling points. Whether or not you want to work in the industry, the man is worth listening to! Continue on for the interview.

 

Page 11 of 12

We moderate comments on a ~24~48 hour cycle. There will be some delay after submitting a comment.

  VigLink badge