PlayRohan Portal Game News http://portal.playrohan.com/Community/game-news.html PlayRohan Portal GAME NEWS en-us 11/10/2024 11:25:13 [portal]Blue Eye Dungeon Guide!!! http://portal.playrohan.com/Community/announcements-detail.html?seq=102&page=1 <p> &nbsp;</p> <p> <br /> <span style="font-size:14px;"><span style="font-size:16px;"><span style="color:#00ffff;"><strong>[How to enter Blue Eye]</strong></span></span><br /> 1. Found Blue Eye<br /> 2. Wounded Man<br /> 3. Tiphareth&#39;s Crest<br /> 4. Enter Blue Eye</span><br /> <br /> <strong>I. &lt;Found Blue Eye&gt;</strong><br /> NPC: Fortress of Blue Eye<br /> Condition: Flag: [Searching for Samael] (Flag number : 417)<br /> Explanation:Located south of Southern Poibus.<br /> Rewards:Flag [Found Blue Eye] Obtained (Flag Number: 771)<br /> <br /> <strong>II. Wounded Man</strong><br /> NPC: Wounded Man<br /> Condition: Flag: [Blue Eye] (Flag Number: 771)<br /> Explanation: Found wounded man who wears a Balie uniform. Looks shabby, must have escaped from somewhere. He told me that he is looking for Tiphareth.<br /> Rewards: Item [Wounded Man] (Item Number: 13013)<br /> <br /> <strong>III. Tiphareth&rsquo;s Crest</strong><br /> NPC: Sabin<br /> Condition: Flag: [Blue Eye] (Flag Number: 771)<br /> Item: [Wounded] (Item Number : 13013)<br /> Explanation: After receiving the mail, let&#39;s visit Sabin. You will meet Sabin who is anxious. Afterwards, tell her about the wounded man and Blue Eye. Sabin will send you to Tiphareth. Tiphareth will let you into the Fortress of Blue Eye.<br /> Rewards: Flag [Tiphareth&rsquo;s Crest] Obtained (Flag Number: 772)</p> <p> <br /> <span style="color:#ff0000;">-------------------------------------------------------------------------</span><br /> <br /> <span style="font-size:14px;"><span style="font-size:16px;"><span style="color:#40e0d0;"><strong>[1st Floor Basement]</strong></span></span><br /> 1. Basement level 1<br /> 2. Heap of Stones / Pick piece of rock<br /> 3. Room of Ohm<br /> 4. Unstable Ohm<br /> 5. Entrance of level 2</span><br /> <br /> <strong>I.Heap of Stones</strong><br /> Condition:<br /> Explanation: Heap of stones that was blocking the path. Upon trying to destroy the stones to get through, an elf appears and teleports people to the other side.<br /> Rewards:Flag [Heap of Stones] Obtained (Flag Number: 773)<br /> <br /> <strong>II.Piece of Rock Obtained</strong><br /> NPC: Boss Balie (Monster : 4 units)<br /> Condition:<br /> Explanation: While hunting in the basement of level 1, you will face a Boss Balie. Sometimes, Boss gives you pieces of rock, so let&#39;s keep two pieces of rock.<br /> Rewards: Item [Piece of rock1] Obtained (Item Number: 130011)<br /> Item [Piece of rock2] Obtained (Item Number: 130012)<br /> <br /> <strong>III.Unstable Ohm</strong><br /> NPC:Room of Ohm<br /> Condition: Item [Piece of rock1] (Item Number : 130011)<br /> Item [Piece of rock2] (Item Number : 130012)<br /> Explanation: After passing the heap of stones, the room of Ohm can be found. However, the door is destroyed; only 2 holes can be found. After placing a piece of rock into each hole, the seal disappeared and the door is opened.<br /> Rewards:Flag [Room of Ohm] Obtained (Flag Number: 774)<br /> <br /> <strong>IV: Heap of Stones</strong><br /> NPC: Unstable Ohm (Monster) Coordinate<br /> Condition:<br /> Explanation: If you enter the room of Ohm, Unstable Ohm is there. After defeating Ohm, you&#39;re able to enter the 2nd floor of basement.<br /> Rewards: Flag [Kill the Unstable Ohm] Obtained (Flag Number: 775)</p> <p> <br /> <span style="color:#ff0000;">-------------------------------------------------------------------------</span><br /> <br /> <span style="color:#00ffff;"><span style="font-size:16px;"><strong>[2nd Floor Basement]</strong></span></span><br /> <span style="font-size:14px;">1. Enter 2nd floor<br /> 2. Suspicious Balie<br /> 3. Balie member in well<br /> 4. Tarantaros<br /> 5. Entrance of 3nd floo</span>r<br /> <br /> <strong>I.Suspicious Baile</strong><br /> NPC: Suspicious Balie<br /> Condition:<br /> Explanation:Inside the 2nd floor, there is a well. There is a Balie carrying water, but when approached the Balie is shocked and said that he is not Balie but is actually a human. He says to enter the well if you want to know more.<br /> Rewards:Flag [Talk with well Balie] Obtained (Flag Number: 779)<br /> <br /> <strong>II.Member of Balie Church in well</strong><br /> NPC:Inside the well<br /> Condition:Flag [Talk with Well Balie] (Flag Number: 779)<br /> Explanation: Inside the well, there is clear water which leads outside. In this area, there are some people. Among these people, the one named Seraph explains his miserable situation and requests to have Tarantaros destroyed. Upon acceptance, he will provide transport to Tarantaros&rsquo; Nest through a secret passage.<br /> Rewards:Flag [Enter the room of Tarantaros] Obtained (Flag Number: 780)<br /> <br /> <strong>III. Tarantaros</strong><br /> NPC:Tarantaros(Monster)<br /> Condition: Flag [Talk with Well Balie] (Flag Number: 779)<br /> Explanation: With Seraph&rsquo;s guidance, enter Tarantaros&rsquo; nest and defeat Tarantaros to access the 3rd floor. Seraph has disappeared without a trace from his prior location if checked Be able to enter 3th floor.<br /> Rewards:Flag [Kill Tarantaros] Obtained (Flag Number: 777)</p> <p> <br /> <span style="color:#ff0000;">-------------------------------------------------------------------------</span><br /> <br /> <strong><span style="color:#00ffff;"><span style="font-size:16px;">[3rd Floor Basement]</span></span></strong><br /> <span style="font-size:14px;">1. Enter 3nd floor<br /> 2. Stone wall of prophecy<br /> 3. Temple of Jikael</span><br /> <br /> <br /> <strong>I.Stone Wall of Prophecy</strong><br /> NPC: Stone wall of prophecy Coordinate<br /> Condition:<br /> Explanation: After cross the board road on 3th floor, we approach a green lighted stone wall. While reading prophecy, members of followed after us, Duran and Arus appeared. Let&rsquo;s go inside room of Jikael with Duran and Arus.<br /> Rewards:Flag [Read stone wall] Obtained (Flag Number: 778)<br /> <br /> <br /> <strong>II.Temple of Jikael</strong><br /> NPC: Temple of Jikael<br /> Condition:<br /> Explanation: When approaching the door, a voice can be heard. The voice introduces himself as the representative of Jikael, seems like he is waiting. Enter the door where the voice is from. After defeating the representative, Jikael appears. When Jikael is almost defeated, Seraph&rsquo;s group appears and takes the soul of Jikael to their land.<br /> Rewards:Flag [Enter Temple of Jikael] Obtained (Flag Number: 782)<br /> Flag [Kill Jikael] Obtained (Flag Number: 781)</p> 20/09/2011 [Rohan:Blood Feud]R.O.H.A.N.: BLOOD FEUD EXPANSION RELEASED http://portal.playrohan.com/Community/announcements-detail.html?seq=87&page=1 <p> <b style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px">ORANGE COUNTY, Calif. &ndash; August 24, 2011 &ndash;<span class="Apple-converted-space">&nbsp;</span></b>Online PC game publisher YNK Interactive today announced the first part of the Rise of the Elements Expansion for R.O.H.A.N.: Blood Feud in the newly released PlayRohan Portal.<br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> <br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> &ldquo;Rise of the Elements is the rise of a new beginning for R.O.H.A.N.: Blood Feud,&rdquo; said Derrick Lee, Project Manager of YNK Interactive. &ldquo;This new expansion brings unprecedented content changes that will stimulate our loyal players along with our new ones. Given this is only the first part of the expansion, there&#39;s a lot more to come.&rdquo;<br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> <br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> Rise of the Elements Expansion consist of several game updates and interface changes including the Hero, Elemental dungeon, and level reward system. The Elemental dungeon is instanced with minor, intermediate, and superior stages based on the 5 elements, where players can enter in a party to battle new monsters for exclusive rewards. The Hero is a level cap increase to 110 along with new Hero skills for each class that coincide with new armor, weapons, and quests.<br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> <br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> To celebrate the expansion, many events are scheduled, such as Race to the Top, where the first to reach level 110 from each class become legends, and Flawless Victory, where the first parties to defeat each Elemental Dungeon stage gets rewarded. A double drop rate for the weekend is also planned dependant on the number of Facebook fans reached by end of today.<br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> <br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> The 2nd part of the update will be followed by an Honor System, Mercenary System, and item recycling, which is scheduled to be added in the next couple of months.<span class="Apple-converted-space">&nbsp;</span><br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> <br style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; border-collapse: collapse; font-family: verdana, arial, sans-serif; padding-top: 0px" /> For details and info on the update and events, visit the new portal at <a href="http://www.PlayRohan.com">www.PlayRohan.com</a>.</p> 24/08/2011 [portal]K.O.S. SECRET OPERATIONS AMPS UP FOR ITS RE-LAUNCH http://portal.playrohan.com/Community/announcements-detail.html?seq=81&page=1 <p> <strong>ORANGE COUNTY, Calif. &ndash; August 23, 2011 &ndash;</strong> Online PC game publisher YNK Interactive announced the re-launch of the first person shooter, K.O.S.-Secret Operations on August 24, 2011 in the new PlayRohan Portal.</p> <p> &nbsp;</p> <p> &ldquo;We amped up everything in the game, including weapons, costumes, maps, &amp; game interface,&rdquo; says Dae Kim, Project Manager of YNK Interactive.&nbsp; &ldquo;Gamers better start their target practice because K.O.S. just went up a notch.&rdquo;</p> <p> &nbsp;</p> <p> On August 24th,<strong> K.O.S.-Secret Operations</strong> will be joining the popular MMO titles, R.O.H.A.N.: Blood Feud, Seal Online: Eternal Destiny, and Hellgate in the newly released PlayRohan portal.&nbsp; All games can be accessed through the same website and will use the same currency for the players&rsquo; convenience.&nbsp; All past K.O.S. players will be able to transfer their old currency to the new ones, which are now Rohan Points (RPs).</p> <p> &nbsp;</p> <p> <strong>K.O.S.-Secret Operations</strong> is a fast paced competitive game built with the <em>Source Engine</em>.&nbsp; It is a free FPS with the option to purchase cosmetic and utility items to enhance fire fights.&nbsp; The re-launch of K.O.S.-Secret Operations includes new weapons, gear, and modes with an addition of a brand new mini game on the web, where gamers receive in game items.&nbsp; The newly added features aid players in conquering added maps with combat modes like <em>Ghost Hunter</em> and <em>Free For All</em> and recon modes like <em>Infiltration</em> and <em>Melt Down</em>.&nbsp;</p> <p> &nbsp;</p> <p> Many events are in schedule with the reopening, including a Top 10 Ranker Contest and a special &ldquo;Amped Package&rdquo; for the first 1000 players that log in at launch.&nbsp; All RPs through Playspan in the month of August get a 10% bonus with the coupon code: NEWPORTAL.</p> 23/08/2011 [portal]HELLGATE LAUNCHES IN NEW PLAYROHAN PORTAL http://portal.playrohan.com/Community/announcements-detail.html?seq=58&page=1 <p align="center"> &nbsp;</p> <p align="center"> <span style="font-size: 12px">&nbsp;&nbsp;</span></p> <p align="center"> &nbsp;</p> <p align="center"> <span style="font-size: 12px"><span style="color: #ffffff"><strong>HELLGATE LAUNCHES IN NEW PLAYROHAN PORTAL</strong></span></span></p> <p align="center"> <span style="font-size: 12px"><span style="color: #ffffff">Joins YNK Interactive&rsquo;s Free Online Game Lineup</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff"><strong>ORANGE COUNTY, Calif. &ndash; Aug. 1, 2011 &ndash; </strong>Online PC game publisher YNK Interactive announced the release of T3&rsquo;s action RPG, <strong>Hellgate,</strong> on the new PlayRohan portal.</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&ldquo;The long awaited release of Hellgate is a great addition to our game list, which will take our new portal to its projected heights,&rdquo; says Mariness Didulo, Marketing Manager of YNK Interactive. &ldquo;Hellgate, R.O.H.A.N, Seal, and K.O.S. accessible in one place, will surely satisfy any gamer&rsquo;s appetite for a fun online gaming experience.&rdquo;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">Hellgate is an action RPG in first or third person perspective available to play online. &nbsp;There are six different classes to choose from to battle solo or in a party. &nbsp;Players combat monsters for the survival of the human race in a futuristic and gory environment. &nbsp;There is also a player-vs.-player mode if players prefer battling one another in settings like Death Match mode in the Dual Area, where players fight opposing teams for PvP points that are redeemable for in-game items like pets and accessories. &nbsp;Players are also able to dismantle unwanted armor and weapons for scrap metal, while enhancing weapons with upgrades and relics.</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">In the new PlayRohan Portal, players will be able to login and use the same RP currency throughout all offered games, including R.O.H.A.N.: Blood Feud and Hellgate. &nbsp;The re-launch of the action First Person Shooter game, K.O.S.-Secret Operations, and the update of the Anime MMORPG, Seal Online: Eternal Destiny, will be released in the PlayRohan Portal on August 23, 2011.</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">Open registration for Hellgate begins August 1, 2011 on the new PlayRohan portal. &nbsp;Current R.O.H.A.N.: Blood Feud players will automatically be registered for Hellgate. &nbsp;All gamers are invited to enter the gates of hell for a chance to receive exclusive prizes from the launch events. &nbsp;Conversion discounts applied for the first two weeks and 10% off on RP purchases from Playspan&rsquo;s Ultimate Points all throughout August. &nbsp;For more details, visit </span><a href="http://www.playrohan.com/"><span style="color: #ffffff">www.PlayRohan.com</span></a><span style="color: #ffffff">. &nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff"><strong>About YNK Interactive</strong></span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">YNK Interactive &ndash; the newest addition to the YNK family &ndash; is a subsidiary of YNK Korea, one of Korea&rsquo;s largest online game developers and publishers since 1998. Based in Orange County, California, YNK Interactive&rsquo;s mission is to publish localized versions of well-designed and high quality game titles from YNK Korea. &nbsp;YNK Interactive&rsquo;s MMO games include R.O.H.A.N.: Blood Feud, Seal Online: Eternal Destiny, and K.O.S.-Secret Operations in the DONTBLYNK portal.</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff"><strong>About T3 Entertainment</strong></span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">T3 Entertainment is a major Korean MMO developer and publisher of online games with branches in Korea, Great Britain, China, Taiwan, and Japan. Its name was established in the Asian market with the blockbuster hit &#39;Audition&#39; and has been quickly expanding since, with over 300 million current users in North and South America, Europe, and Asia. With a large work-force and skill in the development of online games, T3 Entertainment has won a &ldquo;Best Game of the Year&rdquo; award on numerous occasions for its various titles. In conjunction with HanbitSoft, the company operates an online games portal consolidating its latest and most popular Free-to-Play MMO titles, found at </span><a href="http://www.t3fun.com/"><span style="color: #ffffff">www.T3Fun.com</span></a><span style="color: #ffffff">. For more information about T3 Entertainment, please visit </span><a href="http://www.t3.co.kr/"><span style="color: #ffffff">www.t3.co.kr</span></a><span style="color: #ffffff">.</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff"><strong>About HanbitSoft Inc.</strong></span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">HanbitSoft Inc. is one of the largest online game publishers in Korea as well as in Asia. HanbitSoft has continuously invested in developing and publishing excellent and promising online games. HanbitSoft has broad portfolio of online games ranging from casual games to high-end MMORPG&rsquo;s, either developed in-house or by external development studios such as Joy Impact (WYD and MMORPG AIKA) IMC Games (Granado Espada), etc. HanbitSoft games have reached out to more than 40 countries including Europe and Brazil and it is focusing on pioneering overseas online game markets in an effort to be a &ldquo;global leading publisher.&rdquo; For more information, visit </span><a href="http://www.hanbitsoft.com/"><span style="color: #ffffff">www.hanbitsoft.com</span></a><span style="color: #ffffff">.</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">&nbsp;</span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff"><strong>About Redbana</strong></span></span></p> <p> <span style="font-size: 12px"><span style="color: #ffffff">Formed in April 2008, Redbana Corporation is the North American publishing arm of Korea&rsquo;s leading videogame developer and publisher, T3 Entertainment. With the considerable support of its parent company, Redbana ultimately aims to take a place among the elite interactive entertainment studios in the North American market by offering the most high-quality and entertaining online games in the world that appeal to a wide audience of consumers. The company has released Audition Online, a rhythm-based online dance game with more than 300 million registered players worldwide, and most recently launched CardMon Hero, a popular Korean card-summoning MMORPG, while continuing development on the fast-paced hack-and-slash MMORPG Mythos. For more information about Redbana, please visit </span><a href="http://www.redbana.com/"><span style="color: #ffffff">www.redbana.com</span></a><span style="color: #ffffff">.</span></span></p> 01/08/2011 [portal]Watch Podcast Beyond and Win http://portal.playrohan.com/Community/announcements-detail.html?seq=57&page=1 <p style="margin: 0px 5px 10px 0px"> This Thursday, Podcast Beyond -- IGN&#39;s weekly PlayStation podcast -- will hit episode 200. As it&#39;s such a huge milestone, we&#39;re going all out. Nearly 100 IGN fans are coming to a live recording of the show, but we want it to be bigger than that. We want you to tune in and win prizes.<span class="Apple-converted-space">&nbsp;</span><br /> <br /> Thursday, August 4th, we&#39;re going to live stream the podcast from San Francisco starting at 5:30 p.m. PT. You can watch it right here in this article, and that means you&#39;ll have a chance at the goodies we&#39;re giving away.<span class="Apple-converted-space">&nbsp;</span><br /> <br /> <iframe allowfullscreen="" frameborder="0" height="296" src="http://www.youtube.com/embed/R5YWP-Nsj70" width="468"></iframe></p> <center> Relive Podcast Beyond 150</center> <p> <br /> See, the event we have planned is huge. Sony is bringing a dozen<a class="autolink" href="http://ps3.ign.com/objects/094/094314.html" style="color: rgb(0,51,153); font-weight: bold; text-decoration: none">Uncharted 3: Drake&#39;s Deception</a><span class="Apple-converted-space">&nbsp;</span>stations so that the folks in attendance can play while<span class="Apple-converted-space">&nbsp;</span><a href="http://www.ign.com/videos/2011/07/29/on-the-download-xbla-psn-july?objectid=112583" style="color: rgb(0,51,153); font-weight: bold; text-decoration: none" target="_new"><b>On the Download</b></a>&#39;s Daemon Hatfield DJs. We have guests and surprises, but the real treats are the giveaways.<span class="Apple-converted-space">&nbsp;</span><br /> <br /> <a href="http://gelaskins.com/" style="color: rgb(0,51,153); font-weight: bold; text-decoration: none" target="_new"><b>GelaSkins</b></a><span class="Apple-converted-space">&nbsp;</span>has contributed custom Podcast Beyond skins for the PlayStation 3, PSP and DualShock controllers.<span class="Apple-converted-space">&nbsp;</span><a href="http://www.pdp.com/" style="color: rgb(0,51,153); font-weight: bold; text-decoration: none" target="_new"><b>PDP</b></a><span class="Apple-converted-space">&nbsp;</span>has donated wireless AfterGlow controllers, Versus controllers and the Mortal Kombat Klassic FightStick for PS3.<span class="Apple-converted-space">&nbsp;</span><a href="http://www.astrogaming.com/" style="color: rgb(0,51,153); font-weight: bold; text-decoration: none" target="_new"><b>Astro Gaming</b></a><span class="Apple-converted-space">&nbsp;</span>whipped up a custom Podcast Beyond Astro A30 Sound System and Scout backpack. On top of all that, we have a mountain of stuff we&#39;ve collected, some stuff we don&#39;t want to talk about yet, and a stack of vouchers for Uncharted 3 DLC.<span class="Apple-converted-space">&nbsp;</span><br /> <br /> Want to win some of that stuff? Watch the show and Tweet<span class="Apple-converted-space">&nbsp;</span><a href="http://www.twitter.com/ign" style="color: rgb(0,51,153); font-weight: bold; text-decoration: none" target="_new"><b>@ign</b></a>with the hashtag #beyond200 during it. If we read your question, you&#39;ll get a gift.<span class="Apple-converted-space">&nbsp;</span><br /> <br /> Can you afford to miss this show? I doubt it.<span class="Apple-converted-space">&nbsp;</span><br /> &nbsp;</p> <p> &nbsp;</p> <p> <a href="http://ps3.ign.com/articles/118/1185413p1.html">http://ps3.ign.com/articles/118/1185413p1.html</a></p> 01/08/2011 [portal]The Improbable Rise of Minecraft http://portal.playrohan.com/Community/announcements-detail.html?seq=56&page=1 <h2 style="padding-bottom: 0px; line-height: 1.3em; margin: 0px 0px 1.1em; padding-left: 0px; padding-right: 0px; font-size: 1.7em; font-weight: normal; padding-top: 0px"> <strong><span style="font-size: 12px">The free-form Lego-like game has sold more than 1.75 million copies, transcending the idea of purely &quot;indie&quot; success</span></strong></h2> <p class="byline" style="padding-bottom: 0px; line-height: 1.5em; margin: -0.4em 0px 1.3em; padding-left: 0px; padding-right: 0px; font-size: 1.2em; padding-top: 0px"> <span style="font-size: 12px">By<span class="Apple-converted-space">&nbsp;</span><a href="http://www.businessweek.com/bios/Chadwick_Matlin.htm" style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; color: rgb(0,124,213); text-decoration: none; padding-top: 0px">Chadwick Matlin</a></span></p> <p style="padding-bottom: 0px; line-height: 1.5em; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; font-size: 1.4em; padding-top: 0px"> <span style="font-size: 12px">When Markus Persson was a teenager, a teacher asked him to think about his future. He responded with a jokey list &quot;of things I wanted to accomplish before I was 30,&quot; he says. &quot;The last couple of items were, &#39;Work as a game developer&#39; and &#39;Become a millionaire.&#39; &quot;</span></p> <p style="padding-bottom: 0px; line-height: 1.5em; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; font-size: 1.4em; padding-top: 0px"> <span style="font-size: 12px">He&#39;s a year late, but he can now put check marks alongside both. Persson, 31, is the lone developer behind Minecraft, a no-frills video game that has sold more than 1.75 million copies. If it hasn&#39;t quite reached the status of major hits such as Call of Duty: Modern Warfare 2, which has sold 14 million copies since its 2009 release, it also hasn&#39;t spent a dime on marketing. And unlike iPhone bestsellers such as Angry Birds, Persson&#39;s game hasn&#39;t enjoyed the distribution might of Apple or any other company.</span></p> <p style="padding-bottom: 0px; line-height: 1.5em; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; font-size: 1.4em; padding-top: 0px"> <span style="font-size: 12px">The only place to buy Minecraft is on Persson&#39;s website, where it goes for &euro;15 ($21). The game is played through a Web browser and puts users inside a vast, pixelated landscape. The goal, as much as there is one, is to avoid being eaten by monsters that come out after dark. But all the fun lies in building elaborate edifices to protect against those bumps in the night. Players use square blocks of materials like dirt, gravel, and clay to construct caves, towers, and fortresses. It&#39;s like playing with digital Legos.</span></p> <p style="padding-bottom: 0px; line-height: 1.5em; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; font-size: 1.4em; padding-top: 0px"> <span style="font-size: 12px">That simplicity appeals to fans who use the game&#39;s building blocks to create art. One user designed a microprocessor within the game; flip a few switches, and it solves simple equations (1.35 million views on YouTube). Another built the exoskeleton of<span class="Apple-converted-space">&nbsp;</span><cite style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px">Star Trek&#39;s U.S.S. Enterprise</cite><span class="Apple-converted-space">&nbsp;</span>and invited other players to help flesh out the interior (3.44 million views). The fans&#39; devotion is so intense that the studio producing the Minecraft documentary was able to raise $210,000 from more than 3,000 contributors to make the feature film.</span></p> <p style="padding-bottom: 0px; line-height: 1.5em; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; font-size: 1.4em; padding-top: 0px"> <span style="font-size: 12px">Persson coded Minecraft on a lark in 2009, looking for a side project when he came home from working his day job at King.com, a gaming site. By the end of January he was selling about 7,000 copies on an average day. &quot;Once it got up to 15 copies a day, that was enough for me to have a salary. After that it&#39;s been like imaginary numbers,&quot; Persson says. The Independent Games Festival awarded its grand prize to Minecraft in March, though the game has done so well in the marketplace that &quot;it starts to transcend the idea that this is purely an &#39;indie&#39; success,&quot; says Brandon Boyer, IGF&#39;s chairman.</span></p> <p style="padding-bottom: 0px; line-height: 1.5em; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; font-size: 1.4em; padding-top: 0px"> <span style="font-size: 12px">In late 2010, Persson founded a new gaming company in Stockholm called Mojang (&quot;gadget&quot; in Swedish). He and seven employees split their time between continuing development of Minecraft and working on a new video game, Scrolls, which Persson says will be a mix between the classic board game Risk and the fantasy card game Magic: The Gathering.</span></p> <p style="padding-bottom: 0px; line-height: 1.5em; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; font-size: 1.4em; padding-top: 0px"> <span style="font-size: 12px">Minecraft follows in the tradition of other indie-game hits such as Crayon Physics Deluxe, which asks players to maneuver a ball by drawing ramps and other objects. Before deciding to sell the game on his own, Crayon creator Petri Purho talked to a publishing company about a marketing and distribution deal. &quot;The money was very little that they offered, and on top of that they wanted to own basically everything about the game,&quot; Purho says.</span></p> <p style="padding-bottom: 0px; line-height: 1.5em; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; font-size: 1.4em; padding-top: 0px"> <span style="font-size: 12px">Yet there are advantages to having a partner. Mojang plans to create versions of Minecraft for iPhones, iPads, and Android phones that will be available later this year and make use of third-party app stores such as Apple&#39;s iTunes. That might make Minecraft a little less &quot;indie&quot;&mdash;and potentially a much bigger hit.</span></p> <p style="padding-bottom: 0px; line-height: 1.5em; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; font-size: 1.4em; padding-top: 0px"> <span style="font-size: 12px"><em style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px"><strong style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px">The bottom line:</strong><span class="Apple-converted-space">&nbsp;</span>Indie Minecraft sells 7,000 copies a day, enabling its developer to hire employees and expand the game to mobile phones and tablets.</em></span></p> <p class="tagline" style="padding-bottom: 0px; line-height: 1.5em; font-style: italic; margin: 0px 0px 1em; padding-left: 0px; padding-right: 0px; color: rgb(102,102,102); font-size: 1.3em; padding-top: 0px"> <span style="font-size: 12px">Matlin is a<span class="Apple-converted-space">&nbsp;</span><cite style="padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px">Bloomberg Businessweek</cite><span class="Apple-converted-space">&nbsp;</span>contributor.</span></p> 01/08/2011 [portal]BioWare's Doctors Are In: An Interview with Ray Muzyka and Greg Zeschuk http://portal.playrohan.com/Community/announcements-detail.html?seq=53&page=1 <p> <span style="color: #ffffff">Dr. Ray Muzyka and Dr. Greg Zeschuk are the founders of<span class="Apple-converted-space">&nbsp;</span></span><a class="autolink" href="http://www.gamespy.com/company/026/026717.html" style="color: rgb(13,123,10); font-weight: bold; text-decoration: none"><span style="color: #ffffff">BioWare</span></a><span style="color: #ffffff">, a company known for its highly praised role-playing adventures, including Baldur&#39;s Gate and Star Wars: Knights of the Old Republic. Drs. Muzyka and Zeschuk have been part of a much larger entity since</span><a class="autolink" href="http://www.gamespy.com/company/025/025025.html" style="color: rgb(13,123,10); font-weight: bold; text-decoration: none"><span style="color: #ffffff">Electronic Arts</span></a><span style="color: #ffffff"><span class="Apple-converted-space">&nbsp;</span>acquired the Canadian developer in 2008, yet they remain committed to delivering the high level of quality that BioWare is known for. The doctors were kind enough to spend some time with me at GDC discussing their roles within EA, the future of the Mass Effect and Dragon Age franchises, and the latest in digital distribution and streaming games.<br /> <br /> &nbsp;</span></p> <div align="center"> <span style="color: #ffffff"><img height="1" src="http://media.gamespy.com/columns/image/line.gif" width="610" /></span></div> <p> <br /> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>How has your day-to-day involvement with BioWare changed since the EA acquisition?</span></p> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Nothing much has really changed on a formal level. We have more studios now, so I manage four studios within the BioWare group. There&#39;s BioWare Edmonton and BioWare Austin and BioWare Montreal, which is a new studio, and BioWare Mythic, which is a studio that got added last year, to the group. So all told there are about 800 folks in the group, and they&#39;re all making different kinds of RPGs and MMOs -- different kinds of games that deliver emotionally engaging gameplay.<br /> <br /> I guess we still try and finish every game that our group ships. We have a great group creative officer, there&#39;s a group marketing officer, group operations officer, there&#39;s GMs at every location as well, and we try to work together as a team to make sure that everything we ship meets the BioWare standard of quality, and delivers really good value to the fans.<br /> <br /> There are a lot more products going on, so every studio actually has multiple things going on. Austin is really focused on Star Wars: The Old Republic; the other studios are contributing to that too, but the other studios have a lot of projects going on. There&#39;s the Dragon Age universe, Mass Effect, Mythic is working on Dark Age of Camelot, of course, and Ultima Online, Warhammer Online. Plus some brand-new stuff that we haven&#39;t announced yet. Montreal is doing some new stuff. I guess it&#39;s just more. But because we have great teams, it&#39;s really very similar to what we&#39;ve done before. We delegate a lot of stuff to them, and they&#39;re great people who work really hard and they&#39;re passionate about great quality.</span></blockquote> <div align="center" class="embedvideo"> <span style="color: #ffffff"><embed flashvars="object_ID=56427&amp;downloadURL=http://pcmovies.ign.com/pc/video/article/107/1070167/dragonage_gmp_broll1_21710_flvlowwide.flv&amp;pmode=1&amp;&amp;ckFreg=&amp;ckAta=gamespy.131182415195359.98.189.229.171" height="360" src="http://media.gamespy.com/spy/flashvideo/ev.swf" type="application/x-shockwave-flash" width="433" wmode="opaque"></embed></span></div> <p> <br /> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>Can you still be counted on to submit the most bug reports?</span></p> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>We&#39;re not in that realm anymore...</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>We still finish the games multiple times, and we submit a lot of bugs, but the days when we would submit a double-digit percentage of the bugs for something, for me that was way back in the Baldur&#39;s Gate days.<br /> <br /> I think Baldur&#39;s Gate was the only one where I probably had... 11 or 12 percent of the total bug database. But I was producer on that, so I was really involved in that game. Since then, I mean, we now submit hundreds and hundreds of bugs each, but there&#39;s thousands and thousands of bugs that are submitted by our great team, we have great QA, everybody in the whole group...</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>It&#39;s not just bugs, though. It&#39;s a higher level of feedback. I know we both gravitate more towards describing... Because we have goals for all the experiences, and we sit down with the teams and trust them to pursue the goals and follow them.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>And test the games in detail.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Yeah. So what we&#39;re really involved in is actually, in a sense, a very high-level play test. The benefit we also bring is we&#39;re not super-close to it. We&#39;re not working on any one project every day, because there are so many things that we&#39;re involved in. There are all these gaps, and so when we&#39;re seeing things in the games, it&#39;s always quite fresh, so we can lend a pretty objective opinion. That&#39;s one of the big values that we can bring now. And again, supporting the teams, like Ray said, we don&#39;t worry about any of them making great games. I think we try to just see what we can do to help and support them and maybe even make them better.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>And also do things on a business level, like make sure they have a great work environment, feel supported, have clear values, know that we&#39;re making decisions based on the quality of the products, quality of the workplace, entrepreneurship, all in balance. Trying to be humble as a studio group, listen to feeback, try and maintain high integrity and be honest with the employees and business partners and press and fans. Just never losing sight of those values as we move forward, even as part of a larger organization. For us, that&#39;s critical to our cultural success.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Yeah. So what we&#39;re really involved in is actually, in a sense, a very high-level play test. The benefit we also bring is we&#39;re not super-close to it. We&#39;re not working on any one project every day, because there are so many things that we&#39;re involved in. There are all these gaps, and so when we&#39;re seeing things in the games, it&#39;s always quite fresh, so we can lend a pretty objective opinion. That&#39;s one of the big values that we can bring now. And again, supporting the teams, like Ray said, we don&#39;t worry about any of them making great games. I think we try to just see what we can do to help and support them and maybe even make them better.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>And also do things on a business level, like make sure they have a great work environment, feel supported, have clear values, know that we&#39;re making decisions based on the quality of the products, quality of the workplace, entrepreneurship, all in balance. Trying to be humble as a studio group, listen to feeback, try and maintain high integrity and be honest with the employees and business partners and press and fans. Just never losing sight of those values as we move forward, even as part of a larger organization. For us, that&#39;s critical to our cultural success.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff">&nbsp;</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>Could you give me an example of something like, say, Casey Hudson might say, &quot;Ray, Greg, can you help me out with something?&quot; What kind of support would you give in that case, when he&#39;s leading a project like Mass Effect?</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>I think we can be specific. When Mass 2 was being made, we&#39;d play it and say, &quot;Hey, I don&#39;t understand this part of the research system,&quot; or &quot;It was really hard for me to find the panel where I would assign or choose what I was going to research. I knew it was here, but it needs to be clearer.&quot; It ends up being very much accessibility and usability, or sometimes, certainly less on Mass 2, but maybe more on Mass 1, there were times where the story just didn&#39;t click, there were points where I didn&#39;t really understand who this character was and what they were trying to get across. So the thing we&#39;re keeping, for us, also, it&#39;s not proscriptive, it&#39;s not &quot;Change this in this way.&quot; It&#39;s very much like, &quot;Hey, as a user, I didn&#39;t understand this part.&quot;</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>And we let the team decide...</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Yeah, they can figure it out.</span></blockquote> <div align="center" class="embedvideo"> <span style="color: #ffffff"><embed flashvars="object_ID=56427&amp;downloadURL=http://pcmovies.ign.com/pc/video/article/107/1070167/dragonage_gmp_broll2_21710_flvlowwide.flv&amp;pmode=1&amp;&amp;ckFreg=&amp;ckAta=gamespy.131182415195359.98.189.229.171" height="360" src="http://media.gamespy.com/spy/flashvideo/ev.swf" type="application/x-shockwave-flash" width="433" wmode="opaque"></embed></span></div> <br /> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>We provide gameplay feedback, but the team makes the final call on how they implement that. We try and help integrate with the larger organization as well; one of my jobs is to integrate with the rest of EA, the label, the sales and marketing organization. We have some marketing embedded in our group as well, but marketing teams are also within the larger company. And a variety of other central groups, like QA; there&#39;s QA within the<span class="Apple-converted-space">&nbsp;</span></span><a class="autolink" href="http://www.gamespy.com/company/026/026717.html" style="color: rgb(13,123,10); font-weight: bold; text-decoration: none"><span style="color: #ffffff">BioWare</span></a><span style="color: #ffffff"><span class="Apple-converted-space">&nbsp;</span>group, there&#39;s QA centrally, and in other groups as well, like the online services groups. We have a lot of people, a lot of partners now that we can lean on, not just within our group but within the larger company. So that&#39;s really good too, we have a lot of support from our parent company.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Yeah. Another job is probably pulling good things from other parts of the overall company. If we see something that worked really well, it gets raised up, and we pull it into BioWare so we can educate folks on how to use that. It&#39;s a pretty big range. It&#39;s different, and it&#39;s fun, because it&#39;s more like being an influencer than bossing people around. But that was never our style anyway.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Influence, evangelize, promote, and engage...</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Edumacate! [laughter]</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>We&#39;re trying to inspire the teams, to show them our vision of the group, show how great they are and how the different studio missions all fit into that, and work with the GMs to help deploy that. It&#39;s really working through the great teams.</span></blockquote> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>It just seems like your scope has really expanded since the days when it was just BioWare. Now you&#39;ve got your hats in so many different rings. So when it&#39;s announced that you&#39;re going to be collaborating on Curt Schilling&#39;s 38 Studios game [ed. note: developed by Big Huge Games], what does that entail? Is that saying, let&#39;s have a talk over dinner? Or is that, &quot;let&#39;s work on your game and really try to bring it up to BioWare quality?&quot;</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>I think it was the Big Huge Games title, so it&#39;s the one that Ken Rolston and those guys are working on. That was right from the beginning, we worked with the EAP [EA Partners] guys, we looked at the game, because they wanted an opinion, what we think of it. Then the next phase would be, as it&#39;s getting made, maybe giving the same, similar type of feedback. Talking to them. We actually know Tim Train and those guys... You&#39;re poker buddies with him, right?</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Yeah, I chatted with him for an hour at DICE, good folks. But it&#39;s necessarily, it&#39;s a level removed from the products that are within our own group. But yeah, it&#39;s a product distributed by EA, and we&#39;re trying to help them out, trying to give them feedback. It&#39;s a little more infrequent, we might fly out there periodically, every few months or something, just chat with them. It would be that level of feedback, and ultimately they&#39;re the ones building it. We&#39;re not building the game or anything.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>There&#39;s also folks in EA that will send us stuff to look at, outside our group, just asking what we think of it.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Yeah, we do the same, too. It&#39;s great to have partners that you can bounce ideas off. We&#39;re really good friends with the leader of D.I.C.E., Patrick Soderlund, and so we often talk about Battlefield and other things they&#39;re doing. We have a lot of respect for his organization, the driving and the shooting stuff that his team&#39;s doing.</span></blockquote> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>Are you enjoying Bad Company 2? Like, &quot;We could use some shooting like this in our games!&quot;</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>I think it&#39;s a really well-built game. I just started it, right before I left for GDC, so I haven&#39;t experienced a lot of it yet, but I played a little bit pre-release as well, to give them some feedback.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>We&#39;re also on the road a lot now, which makes it very hard... If these were handheld games, it&#39;d be easy, but it&#39;s hard to haul your Xbox around to play these things.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>And a lot of time we spend, if we have free moments, it&#39;s usually playing our own studio&#39;s games. Like Star Wars: The Old Republic is a big focus. I play that every weekend now. It&#39;s very good. Or you play more during the week...</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Well, as things work out...</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Usually my free time is in the late evening, like midnight until two or three, and usually on Saturday or Sunday I have a little more time. But we play that every week now, in the test that we&#39;re doing. It&#39;s a lot of fun.</span></blockquote> </blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff">&nbsp;</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>Is that a server that you all play on together, and you group up?</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Well, we have external servers built, and we&#39;re adding more and more focus over time...</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>It&#39;s still internal to the group, so yeah. We&#39;ll group up and play together. It&#39;s interesting, because we&#39;ve seen lots of games as they&#39;re developed, and this is another view. It&#39;s something that we&#39;ve never seen, from day one to whichever day it is now, it&#39;s gone on a while. We&#39;re seeing how it unfolds, and how the development cycle unfolds, and at what point what kind of feedback makes sense. That&#39;s one of the fun things, it&#39;s very educational, I think we&#39;re both willing to learn new things and grow with the job, and it&#39;s been fun making this entirely different type of game from what we&#39;re familiar with. Seeing it first-hand has been really cool.</span></blockquote> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>Is The Old Republic your most important project right now? Just looking at what World of Warcraft did for Blizzard, do you see it as the one with the biggest potential?</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>We have a lot of important projects. Every franchise, every studio has projects that are important.</span></blockquote> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>You have to love all your babies, right?</span><br /> <br /> <div align="center" class="embedvideo"> <span style="color: #ffffff"><embed flashvars="object_ID=14235019&amp;downloadURL=http://pcmovies.ign.com/pc/video/article/106/1066982/mega64_prt_nmasseffect2_20410_flvlowwide.flv&amp;pmode=1&amp;&amp;ckFreg=&amp;ckAta=gamespy.131182415195359.98.189.229.171" height="360" src="http://media.gamespy.com/spy/flashvideo/ev.swf" type="application/x-shockwave-flash" width="433" wmode="opaque"></embed></span></div> <br /> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Sure, yeah. It&#39;s certainly one of the bigger priorities for us on the horizon. There&#39;s always a couple that kind of rise above the other, longer-term ones. I think we want to see all of them become very successful, to be frank; there are never any second-class citizens. They&#39;re all important in their own right, relative to the investment level that we&#39;re putting into them, the time we spend on them, the team size and things like that.</span></blockquote> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span></span><a class="autolink" href="http://xbox360.gamespy.com/xbox-360/mass-effect-2/index.html" style="color: rgb(13,123,10); font-weight: bold; text-decoration: none"><span style="color: #ffffff">Mass Effect 2</span></a><span style="color: #ffffff"><span class="Apple-converted-space">&nbsp;</span>just came out a while ago and Dragon Age wasn&#39;t out very long before it. Comparing results versus your expectations going into it, how did those games do? What were your expectations?</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>I think they both overperformed, both critically and commercially, relative to our original targets, which were very high and ambitious. The teams just outdid themselves, I think in both cases, to make something really great. Dragon Age, I think, is an amazingly deep, rich experience. We built it intending to kind of go back, make a spiritual successor to some of the core RPGs of the past, but it&#39;s definitely reached beyond the core RPG audience, it&#39;s sold really well, and been critically acclaimed too. Post-release, the downloadable content has been really well-received, and we have a lot more of that planned. The expansion pack&#39;s planned, because we started out around the time we started to polish the game, before launch we were starting to build that out, and as a result we&#39;re able to launch that now, in the next week. The Awakening expansion.</span><br /> <br /> <a class="autolink" href="http://pc.gamespy.com/pc/mass-effect-2/index.html" style="color: rgb(13,123,10); font-weight: bold; text-decoration: none"><span style="color: #ffffff">Mass Effect 2</span></a><span style="color: #ffffff"><span class="Apple-converted-space">&nbsp;</span>is the highest-rated game we&#39;ve ever released. It went out with a bang. Some of the sales figures we heard, it&#39;s apparently the biggest January launch of all time; that&#39;s pretty cool.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>It was still on the charts in February, in the middle of the chart positions. It&#39;s still chugging along pretty well.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>And we have a lot more stuff planned throughout the year, to continue that long tail. Our games typically sell well for a long time. Especially when we support them, and we&#39;re really going to support our fans on both Dragon Age and Mass Effect as well.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>They have the richest follow-on content plans of anything we&#39;ve done. I think we&#39;re getting to the point where with something like Dragon Age, over its lifetime, there may be more content available for sale than in the original game. People, of course, will make their decisions personally about what they want to buy, what they don&#39;t want to buy. But we&#39;ve talked about this a lot before, the concept of the games as platforms. You really have to think beyond just the retail event. I think that the initial retail event is the start of the relationship, but then you really have to cultivate it in a meaningful way after that.<br /> <br /> That&#39;s been one of the interesting challenges, because historically we&#39;ve been in that sphere. Certainly with Neverwinter, that was in our thinking. But to really embrace it is a bit of a shift for your typical game developer. They want to put that game in the box and move on.<br /> <br /> It&#39;s interesting seeing all the indie stuff and everything else, and of course all the free-to-play stuff happening. The world is just seeing this huge shift in what people are spending their money and their time on. So we have to adapt and continue to adapt, which is another reason why this is still pretty interesting and challenging.</span></blockquote> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>Speaking of adapting, a lot of people at GDC are talking about new distribution models. Do you have any predictions or guesses as to whether these will be what we&#39;re going to see in the next few years?</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Well, we&#39;re part of the OnLive announcement. [Dragon Age and Mass Effect 2 will be available through OnLive when it launches this June.] So we&#39;re planning to look pretty closely at those and try our best to support that service. We&#39;ll see how it goes. It&#39;s about adapting to the needs of the customers. The content we build will adapt as well, but so will business models, how we sell things, how the fans view them and how they purchase them; how we distribute them will change too.<br /> <br /> That&#39;s all good, it&#39;s all adapting to what the market needs. It&#39;s really part of our total group philosophy, where games are our service. We have to keep adapting what we build to what the fans want over time. And always strive for high quality, supporting them, a lot of customer support, a lot of continuous content delivery. Whether you&#39;re selling things to fans through subscription, or episodic delivery, or post-release content, frequent expansions and sequels, micro-transactions, these are all different models you can pursue. You can combine some of them, too. Any way you look at it, it&#39;s always a service, and that&#39;s different, it&#39;s a total shift in thinking from what was more common maybe five, 10 years ago.<br /> <br /> A retail launch, you sort of fire-and-forget, you walk away from it. We&#39;ve never really believed in that approach, we&#39;ve always thought community was important, we&#39;ve always been trying to invest in user-generated content and post-release content. Now, it seems like the market is really engaged in that, they really want that. We&#39;re totally there. We really believe in that. And everything across our group is pursuing that in different ways, like community-building, service orientation, lots of post-release content and subscription models. It&#39;s a very exciting time for us.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>I think, going back to the initial question, too, I think the concept of OnLive and all the different services offered, it&#39;s really stunning. It has the chance to, in a sense, revolutionize the business. The idea that any television can probably have an embedded chip, it&#39;ll have my controller and it&#39;ll contact to the core server and set up the game; it&#39;s stunning. I think there&#39;s a lot to be figured out in terms of business model and picking up from the consumer end, comprehension about it, and belief. But once that&#39;s all working it&#39;s very exciting, because it allows us to do lots of cool things in terms of reaching more people and getting to different places.<br /> <br /> Things like demos can literally be just the game with a clock that, you get 10 hours of play for a certain amount of money, or for free, and if you like it, you can continue. All kinds of interesting things become opened up. I think we&#39;re still sitting on the top of the mountain, kind of wondering what&#39;s going to happen when you start riding your bike down it. But it&#39;s going to be very interesting... It&#39;s really not a question of &quot;if&quot; anymore, it&#39;s a question of &quot;when.&quot; When this becomes adopted by the consumers. For us, it opens up a whole new channel.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff">&nbsp;</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>At least with our community, the initial backlash has been that gamers, especially in this economy, they don&#39;t want to double-dip. They don&#39;t want to pay a subscription fee and then on top of that pay for rentals or games. That seems like the big flaw in the plan. Consumers want to get something for their money, and if six months goes by and the company isn&#39;t around anymore, what did they get for that several-hundred-dollar investment?</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Yeah, it&#39;s interesting, that&#39;s why I think the business model still... we&#39;ll see what consumers are willing to go with.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Yeah. Different services have different models, too. And that is a separate company from EA, of course, so they have their own philosophy around that. It may or may not be the same as EA&#39;s long-term, or other companies&#39; long-term. But in any event, the technology is really interesting, and we&#39;re certainly supportive of it, trying to build some products for the launch of it.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>I think it&#39;s going to get figured out, it&#39;s exciting, now that we&#39;re seeing this on the horizon, it&#39;s coming closer and closer.</span></blockquote> <div align="center" class="embedvideo"> <span style="color: #ffffff"><embed flashvars="object_ID=816935&amp;downloadURL=http://xbox360movies.ign.com/xbox360/video/article/989/989181/sw_oldrepublic_trl_e3_flvlowwide.flv&amp;pmode=1&amp;&amp;ckFreg=&amp;ckAta=gamespy.131182415195359.98.189.229.171" height="360" src="http://media.gamespy.com/spy/flashvideo/ev.swf" type="application/x-shockwave-flash" width="433" wmode="opaque"></embed></span></div> <br /> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>I think it&#39;s inevitable that something like that becomes widely accepted...</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Yeah.</span></blockquote> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>...because the brick-and-mortar store, its days are numbered as far as I&#39;m concerned.</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Well, the counter-argument to that is, there&#39;s no specific reason why multiple modes of distribution aren&#39;t a viable future as well. At least in the near- to mid-term. I&#39;m saying &quot;near- to mid-term&quot; like five-plus years out. Beyond that, things could change again, but if consumers want to go to brick-and-mortar retail stores, pick up something physical, they want a manual or a cloth map or a pin or something like that in the box.<br /> <br /> Or maybe it&#39;s how they learn about games, they go there, they see a kiosk, they get to play it, just check it out. The salesperson may evangelize one or more games. Or maybe it&#39;s a place where they can meet their friends in person, talk about stuff. That&#39;s okay. If they get it on XBL or PSN, or on Steam or EA Store, that&#39;s okay too. There&#39;s maybe other modalities too, online, other streaming services, that&#39;s okay. They&#39;re all different distribution modalities. At the end it&#39;s about adapting to what the fan behavior is, what they want, and their preferences.<br /> <br /> I like having a physical disc, I like getting collector&#39;s editions. I enjoy buying those for my favorite games. I always want to buy that version, the loaded edition, give me some extra content, give me something cool that I can put on a desk. I&#39;ve got a whole bunch of collector&#39;s edition stuff, kind of my &quot;Hall of Favorite Games&quot; in my study. You know, the bobblehead from Fallout, all kinds of maps from our games in the past, signed copies from my favorite developers when I&#39;ve had the pleasure of meeting them; I&#39;ve gotten them to sign boxes like a fanboy. I do that pretty often. For me, I just love doing that, and I think there are a lot of fans who enjoy having physical copies. I also enjoy downloading games, I also try to play online, I think it&#39;s really cool, streaming games. I think all of them are viable paths.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>I think there&#39;s another interesting dimension, too, that at least right now, we haven&#39;t been able to reliably prove, like a retail event, the hype event, as much as a retail launch. That seems to still be the vehicle by which you launch a successful game. Maybe there&#39;s always going to be a segment which is in the retail store, if anything just to let people know that it&#39;s there. Obviously, online ads and everything else should be just as effective, but up until now, it&#39;s still been that retail event, that launch in the store, the flyers that go up...</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>People lining up down the block to get their copy...</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Yeah. It becomes a physical event. That&#39;s, I think, for me, I actually believe that stores are sticking around practically indefinitely. They may actually be different from the stores we conceive of now, in the sense that, back to your point, they may be a place where you hang out and you chat about games and then maybe put your card in a kiosk and get something on there and bring it home.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>Or maybe get a card that you take a code in, get some cool items for having bought it at the store. There&#39;s a variety of ways this could work.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>Yeah. I don&#39;t think that the store event is going to go away, because we still actually need it. It&#39;s still beneficial to us collectively. So it&#39;s very interesting, because I think, obviously so much stuff is going to be free to play, micro-transactions, we&#39;re very interested in that, looking at that very closely as well. It&#39;s such a tumultous time right now, but it&#39;s very interesting in that opportunities are huge.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Ray Muzyka:</b><span class="Apple-converted-space">&nbsp;</span>We view the launch of our games sort of as a platform, by which we engage a community long-term and then launch that service idea. So how are we going to launch the platform? It could be digitally, or through streaming, or through a retail store. So long as you get that relationship built with the consumer, with the fans, and try to release something that&#39;s really good. That relationship is one that&#39;s built on trust, built on high brand values and quality. That&#39;s a positive, win-win kind of thing long term.</span></blockquote> <span style="color: #ffffff"><b>GameSpy:</b><span class="Apple-converted-space">&nbsp;</span>Greg, I believe you recently commented on the future of the Dragon Age franchise lying in a new engine...</span> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ffffff"><b>Dr. Greg Zeschuk:</b><span class="Apple-converted-space">&nbsp;</span>No, no, I think we&#39;re always evolving our technology. I think it&#39;s fair to say that future Dragon Age stuff will be considerably stronger, visually and everything else.<br /> <br /> It&#39;s interesting, there&#39;s two parts to that story. Obviously we&#39;re going to work on our technology, we have been working on our tech, it&#39;s getting a lot of serious refinement. But the other side of that whole coin is actually knowing how to use your tools. I think typically, especially in a game as expansive as Dragon Age, it&#39;s hard to bring everything... By the time you finish a game, you typically know how everything works, how your tools work, how your lighting works, how you tweak everything. And then you have to go back and say, &quot;Oh, man, how are we going to bring all this up to the level we now know we can reach?&quot;<br /> <br /> So I don&#39;t think there are specifically new engine plans, so much as, let&#39;s make the technology better. There are always new things you can add. I think the great thing about the way we built our engine is how we can pop the modules in and out and improve them. And secondarily, take that knowledge and link it up really tightly with the art direction and the technical art, and make stuff that&#39;s much stronger visually. I think there&#39;s a lot of stuff we can do to improve on it, so it&#39;s really just that life cycle of continuous improvement.<span class="Apple-converted-space">&nbsp;</span><br /> <br /> You look at the progress from Mass 1 to Mass 2... We actually redid the lighting system in that, and it&#39;s a very different, dramatic lighting, both in combat and also particularly in conversations. So it&#39;s just a natural evolution. Building a project as big as the ones we do, you learn a lot of things. The great thing about sequels is that&#39;s where you can apply it. The follow-on product is where you take what you&#39;ve learned and actually put that in.</span></blockquote> </blockquote> </blockquote> 27/07/2011 [portal]All in a Day's Work for Felicia Day http://portal.playrohan.com/Community/announcements-detail.html?seq=52&page=1 <p> Three years ago, nobody knew who Felicia Day was, except, perhaps, as that other redhead in Buffy the Vampire Slayer. But what a difference a couple of YouTube videos can make.<br /> <br /> Day is now the writer, producer, and star of<span class="Apple-converted-space">&nbsp;<span id="cke_bm_88S" style="display: none">&nbsp;</span><span style="display: none">&nbsp;</span></span><a href="http://www.watchtheguild.com/" style="color: rgb(13,123,10); font-weight: bold; text-decoration: none" target="_blank"><span style="color: #ff8c00">The Guild</span><span id="cke_bm_88E" style="display: none">&nbsp;</span></a><span style="display: none">&nbsp;</span>, a comedic web series chronicling the misadventures -- online and off -- of players of a fictional massively multiplayer online role-playing game. In the three years since its debut, The Guild has scored over 46 million YouTube views, as well as juicy distribution deals with Microsoft and Netflix, and spawned two iTunes-topping music videos -- and even a comic book from Dark Horse. But best of all, says Day, is that &quot;we&#39;re still making the show that I want to make.&quot;<br /> <br /> A smart, charismatic woman with impeccable comic timing, Day has become a bit of a rock star within the geek community, a role model and sex symbol wrapped into one purple flannel. But what&#39;s it like balancing public and private lives in the online world? I caught up with Day at Gen Con 2010 to find out.<br /> <br /> &nbsp;</p> <div align="center"> <img height="1" src="http://media.gamespy.com/columns/image/line.gif" width="610" /></div> <p> <br /> &nbsp;</p> <div align="center" class="imageInlineCenter" style="text-align: center; margin: 0px auto 10px; width: 361px"> <img align="center" border="0" height="500" src="http://media.gamespy.com/columns/image/article/111/1113639/all-in-a-days-work-for-felicia-day-20100817041517888.jpg" width="361" /> <div class="inlineImageCaption" style="text-align: center; width: 361px; font-size: 11px; font-weight: bold"> Felicia Day: The queen of geeks (and we mean that in a good way!).</div> </div> <p> <br /> <b>Lara Crigger:</b><span class="Apple-converted-space">&nbsp;</span>The Guild started as a web-only show, but now you&#39;ve branched out to Xbox, Zune Marketplace, Netflix and elsewhere. How has the show and its audience changed as you&#39;ve branched out?</p> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ff8c00"><b>Felicia Day:</b><span class="Apple-converted-space">&nbsp;</span>I think it&#39;s been surprising. Take Microsoft -- since the show is based on MMOs, and the Xbox doesn&#39;t really have any MMOs, I was a little nervous. But [when we launched the show] on Xbox Live, we saw millions of new viewers. It was huge, more than even I had estimated. Xbox Live is kind of a walled garden, but they have the power to curate in a way for scripted content that nobody else can.<br /> <br /> And when we did the deal to put The Guild on Netflix Streaming, again, I didn&#39;t think anything of it. But a huge number of people found the show through Netflix, and continue to find the show there. They don&#39;t ever experience it as a web series, either. They think &quot;The Guild&quot; is a movie. All these outlets are definitely breaking the traditional model for content. And we&#39;re getting as many views as a cable show, for sure.</span></blockquote> <p> <b>Lara Crigger:</b><span class="Apple-converted-space">&nbsp;</span>And that&#39;s only counting the webisodes. You&#39;ve now got the music videos, and The Guild comic, too.</p> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ff8c00"><b>Felicia Day:</b><span class="Apple-converted-space">&nbsp;</span>The comic definitely changed the way I told the story. It&#39;s definitely less comedic, more character-oriented. We also get to see the game, which we don&#39;t see in the show. We couldn&#39;t create our<span class="Apple-converted-space">&nbsp;</span><i>own</i><span class="Apple-converted-space">&nbsp;</span>game, of course -- it&#39;s too expensive -- and we didn&#39;t want to use a specific game unless we had a single sponsor every single season. We wouldn&#39;t want to be locked into one game, and then say &quot;Hey, we gotta change the game now.&quot;</span></blockquote> <p> <b>Lara Crigger:</b><span class="Apple-converted-space">&nbsp;</span>Or have the game go out of business.</p> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ff8c00"><b>Felicia Day:</b><span class="Apple-converted-space">&nbsp;</span>Sure. Those are all things we thought of early on with our production, but nobody had the money to give us something that would cover our costs.</span></blockquote> <div align="center" class="imageInlineCenter" style="text-align: center; margin: 0px auto 10px; width: 610px"> <img align="center" border="0" height="469" src="http://media.gamespy.com/columns/image/article/111/1113639/all-in-a-days-work-for-felicia-day-20100817041519170.jpg" width="610" /> <div class="inlineImageCaption" style="text-align: center; width: 610px; font-size: 11px; font-weight: bold"> The Guild comic book, written by Felicia Day and Jim Rugg.</div> </div> <p> <br /> <b>Lara Crigger:</b><span class="Apple-converted-space">&nbsp;</span>Now that you do have sponsors and more monetary flexibility, will we see episodes grow longer?</p> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ff8c00"><b>Felicia Day:</b><span class="Apple-converted-space">&nbsp;</span>I&#39;ve found that six or seven minutes are better for the layered story that I want to tell. Also, our audience is used to that; I don&#39;t know if you could launch a show now with episodes that long.<br /> <br /> But it also depends on how people experience the show, whether it&#39;s on their Zune or iPod, versus on their web browser, versus on their Xbox, where it&#39;s literally like you&#39;re watching a TV show. I think people tend to tolerate longer lengths, the bigger the picture.</span></blockquote> <p> <b>Lara Crigger:</b><span class="Apple-converted-space">&nbsp;</span>You&#39;re known for your active web presence. Between<span class="Apple-converted-space">&nbsp;</span><a href="http://feliciaday.com/" style="color: rgb(13,123,10); font-weight: bold; text-decoration: none" target="_blank"><span style="color: #ff8c00">your blog</span></a><span style="color: #ff8c00">,<span class="Apple-converted-space">&nbsp;</span></span><a href="http://twitter.com/feliciaday" style="color: rgb(13,123,10); font-weight: bold; text-decoration: none" target="_blank"><span style="color: #ff8c00">your Twitter account</span></a><span style="color: #ff8c00">,<span class="Apple-converted-space">&nbsp;</span></span><a href="http://www.facebook.com/FeliciaDay" style="color: rgb(13,123,10); font-weight: bold; text-decoration: none" target="_blank"><span style="color: #ff8c00">your Facebook page</span></a>, and so on, how much of your day-to-day work goes into community-building?</p> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ff8c00"><b>Felicia Day:</b><span class="Apple-converted-space">&nbsp;</span>It&#39;s like a full-time job, but it&#39;s an investment in an area I feel passionate about. Because I really do feel like what we&#39;re doing is a better way of consuming entertainment, rather than being force-fed the same kinds of stories. People don&#39;t want to just passively absorb content; they want to create a community around it. And if you are passionate about something specific, the Web gives you a place to make those communities.<br /> <br /> I think that&#39;s why The Guild has become a success. We&#39;re giving a voice to that audience. It&#39;s homegrown, and people feel like they&#39;re part of the show. And they are. We don&#39;t ever pay for advertising; word of mouth is all we&#39;ve ever had. And that&#39;s why I think our viewership just keeps growing and growing -- people keep finding the show as much today as they did three years ago.</span></blockquote> <p> <b>Lara Crigger:</b><span class="Apple-converted-space">&nbsp;</span>But as the show becomes more popular and moves to less interactive platforms, is it getting harder to maintain that two-way conversation with your audience?</p> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> <span style="color: #ff8c00"><b>Felicia Day:</b><span class="Apple-converted-space">&nbsp;</span>The people watching Netflix, or on Xbox, they&#39;re tech savvy. Really, whenever you&#39;re dealing with new-tech ways of consuming media, you&#39;re dealing with tech-savvy people. So, socially, they&#39;re always going to be connected. That&#39;s part of the culture, and I think it&#39;s where we&#39;re going to, more and more.</span></blockquote> <blockquote class="contentquote" style="color: rgb(0,68,0); margin-left: 10px"> &nbsp;</blockquote> 27/07/2011