Page:66 - News Archived: 3437

Title Date
Can crunch ever be fixed in the game industry - Link Tue, 18 Aug 2015 12:01:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 19 2015 Latest Blogs View All Post RSS August 19 2015 Features View All RSS August 19 2015 Special Reports Press Releases August 19 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Can crunch ever be fixed in the games industry by Andreas Papathanasis on 081715 020100 pm 16 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This post was originally published on my personal blog Crunch and the long term view One of the puzzling attitudes I39ve seen in the games industry is companies talking about focusing on long term success yet not taking a firm position against crunch. This doesn39t make much sense to me. The only coherent argument in support of crunch I39ve seen that it can provide a short boost in productivity that39s useful for meeting a critical deadline is clearly a short term benefit. No game developer who enjoys the respect and admiration of their fans are in such esteemed position because 10 years earlier they hit a deadline or kept their original release date. They are respected because they put out consistently high quality products. It39s why the quotwe39ll release it when it39s donequot attitude works. In the long run nobody remembers a game that slipped but everyone remembers a disappointing game. Anyone thinking about what it would take to create a strong team that is equipped for long term success ought to give special consideration to crunch. Like other easily measurable short term performance boosts crunch can and does have hard to measure long term negative side effects. There is no formula I know of to model its long term effect of driving away some of the most valuable developers - the ones who will never be happy obsessing over a single hobby and throwing their entire life away for certain periods of time no matter how much they love games. For managers who are genuinely committed to long term results this kind of dilemma do we encourage crunch for short term gains at the risk of long term loss is a no brainer. They never risk any long term negative side effect no matter how enticing the short term gain might seem. They do so even at the face of missing data about the potential long term side effect against readily available and very measurable data about the short term benefit. As long as the team can survive without the short term benefit the choice for anybody focusing on the long term is easy. The crunch problem then becomes clearer many developers have no choice but to force themselves to crunch because they can39t afford not to. Being in a relationship with a publisher that holds all the power to fund and make last minute requests for example is such a situation. Working for a public company where the investors typically have a very short term view and will punish any date slips is another. The question of whether crunch can ever be fixed cannot be held in isolation from such pathological but very common situations that force teams to take a short term view. But the first step for making any progress whatsoever against crunch is to address the myth that good games cannot be made without it. Eliminating Crunch is hard - but not impossible Warren Spector has this to say about crunch emphasis mine quotWhat I39m saying is that games - I39m talking about non-sequels non-imitative games - are inherently unknowable unpredictable unmanageable things. A game development process with no crunch I39m not sure that39s possible unless you39re working on a ripoff of another game or a low-ambition sequel.quot This kind of thinking is rampant among the developers who have been well trained over the years to uncritically reject any thought that crunch might actually be a problem that can be fixed. Imagine a young developer going to work for such a studio as their first job in the industry. What they are hearing from senior management perhaps including industry legends like Spector is that crunch is a feature not a bug. Making games the good games at least is impossible without it. Watch the logic in the above quote because it39s typical. It39s implying that if you don39t crunch you must be making some terrible game a low ambition sequel or cloning someone else39s game. Who in their right mind would even suggest eliminating crunch in such an environment And then it gets even worse. Trapped inside the echo chamber where everyone is quick to point out how unavoidable crunch is some brave souls go even further to prove their dedication to the cause. They start questioning whether crunch is such a bad thing to begin with. Surely it must have some advantages. For example many developers agree that quotworking through adversity helps bring team members closer togetherquot. Going through hard times they claim creates long lasting bonds. It39s easy to fall for such absurdities when you39re working on such a team of course when you spend every waking hour with other people it39s possible you39ll get to know them really well and maybe even like some of them more just as you may also dislike other people you don39t get along with but are forced to work with all day long. That doesn39t make the idea that torture is the only or most efficient way to bond with your team any less silly. Another common suggestion is that quotcrunching in small doses can actually stoke the creative firesquot ignoring both that crunch most of the time ends up being chaotic firefighting where nobody has time to even think of anything creative and the fact that all sorts of research indicates that creativity works in the exact opposite way. So basically anyone who would dare speak up against crunch in such teams would sound like someone who doesn39t care about whether the game they39re making is any good doesn39t care about their team mates and doesn39t really want to be too productive or creative. But it39s not just many development teams that fall into that mode of thinking it39s outside observers too. The press has a lot of incentive to contribute to this impression that crunch is unavoidable if you want to make good games or even any kind of games. Teams that

Letting players set their own difficulty - Link Tue, 18 Aug 2015 11:40:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 19 2015 Latest Blogs View All Post RSS August 19 2015 Features View All RSS August 19 2015 Special Reports Press Releases August 19 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games Blogs Letting players set their own difficulty by Asher Einhorn on 081415 015800 pm 3 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. When we talk about players setting their own difficulty wersquore not talking about choosing from lsquoeasyrsquo lsquomediumrsquo or lsquohardrsquo in the main menu but a vast range of techniques that allows the player to dynamically set their own level of challenge as they progress through the game. Why allow the player to do this These designs mean players can fine tune the challenges that yoursquove set out for them in some cases even skipping them altogether. This reduces the emphasis that must be placed on a dynamically scaling system - though not something it should replace but stand beside. Unlike dynamic difficulty these designs embody the ranges of challenge in missions scenarios and systems - and so are visible to the player. This often this means greater replayability as beginners can see ways of interacting with your game they can aspire to. There are in-fact many more benefits to these systems which wersquoll explore with some examples. More difficult optional game components This is commonplace in many games - harder challenges of all kinds that can be attempted or bypassed depending on whether the player feels they have the skill required. Different ways to play These are games that cater for multiple playstyles give the player the chance to master an alternate way of completing the game or mix and match the two. Itrsquos a nice design element that supports player choice but it also allows us alternatives when a section may become too challenging. Setting your own goals Unlike games which offer you many ways to complete them these games embody the idea that the goal is set by the player - many goals varying in the level of challenge that they provide. System design This is my personal favourite mostly because clever systems design can deliver this player-set difficulty on a micro or macro level. These are systems that range from allowing you to elegantly but purposefully raise and lower the difficulty to systems that when pushed push back harder. Takeaways Finally letrsquos call this by its true name - this is actually dynamic difficulty ramping of the current situation. Something I warned away from in this article. The thing that makes it work is that the player can back away from it. Vary it consciously. These systems are presented as a natural aspect of the gamersquos world and not a developer lurking behind the scenes reducing the difficulty. It is the difference between choosing a worthy opponent and being faced against a skilled one who is very obviously going easy on you. This is the third in a four-part series on difficulty in games. Part 1 is about dynamic difficulty Part 2 is all about the relationship between difficulty and readability Related Jobs 08.18.15 Game System Designer 08.18.15 Senior 3D Artist 08.18.15 Technical Artist 08.18.15 Game Balancer x 2 View All Jobs 251350 blog blogsAsherEinhorn20150814251350Setting_your_own_difficulty.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 999636 34895273 Loading Comments

Monster Strike making 4.2 million a day in sales - Link Tue, 18 Aug 2015 10:46:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 19 2015 Latest Blogs View All Post RSS August 19 2015 Features View All RSS August 19 2015 Special Reports Press Releases August 19 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Monster Strike making 4.2 million a day in sales August 18 2015 By Chris Kerr August 18 2015 By Chris Kerr Post A Comment More SocialOnline SmartphoneTablet BusinessMarketing NewsbriefJapanese developer Mixi has a certified cash cow on its hands with the studio revealing through its latest financial report that its free-to-play co-op action RPG Monster Strike brought in 378 million in sales between April 1 and June 30 - that39s 4.2 million a day. Japan-based game industry expertDr.Serkan Toto39s analysis of the figures puts the game39s success into perspective highlighting that nearly 100 percent of Monster Strike39s sales have come from Japan alone. Believe it or not Mixi is actually in the process of shutting the game down in China. Now with the game showing no signs of slowing down and with Mixi planning a quotlarge-scalequot marketing push in Q2 comparisons to GungHo39s super-hitPuzzle and Dragons are becoming increasingly common. For more on Monster Strikecheck out our interviewwith design lead Yoshiki Okamoto the former head of Capcom39s RampD studio and producer ofStreet Fighter II. Related Jobs 08.18.15 3D Game Artist 08.18.15 Character Artist - NBA 2K16 08.18.15 Technical Artist ampndash NBA2K16 08.18.15 Senior Recruiter View All Jobs Top Stories Next News Story View All 251604 newswire viewnews251604Monster_Strike_making_42_million_a_day_in_sales.php Loading Comments

Sponsored Leveraging the cloud to make an MMO with a tiny team in - Link Tue, 18 Aug 2015 10:45:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 19 2015 Latest Blogs View All Post RSS August 19 2015 Features View All RSS August 19 2015 Special Reports Press Releases August 19 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Sponsored Leveraging the cloud to make an MMO with a tiny team in Crime Coast August 18 2015 By Lee Stott Technical Evangelist Microsoft UK August 18 2015 By Lee Stott Technical Evangelist Microsoft UK Post A Comment More Programming Sponsored Article Microsoft Sponsored This article is brought to you by Microsoft How many times have you sat and watched a film been thrilled by a TV show or constantly enthralled by a book and thoughthellipthis would make an awesome game. If yoursquore anything like me you have this feeling all the time. This is a blog about UK Indie videogame company Pixel Squad. Pixel Squad has no mainstream backing but they managed to overcome a raft of challenges to create Crime Coast a game featured by both Microsoft and Apple with a team a fraction of the size of their competitors. Crime Coast was inspired by the love of the Breaking Bad TV series and it began life as nothing more than a hobby with initially just one person Will Mallouk writing the code and a small team of remote contractors to create the artwork. From the developerrsquos perspective it became clear that it was going to be a very big challenge to reach a high quality bar without the full attention of someone talented and experienced on the art side. Before and after Krzysztof and Paul Joined the Company Krzysztof joined Pixel Squad in August 2014 and they expected to release the game in October of that year talk about optimism For indie developers release dates are like exshygirlfriends894 you might cry when you miss them but thatrsquos basically it. Despite working crazy hours they missed deadline after deadline that they had set themselves. It didnrsquot matter how much they wanted the game to be ready now they had to come to the realisation that with such a small team this was going to take some time. Things really started to pick up when they were awarded funding from Creative Englandrsquos amp Microsoftrsquos Greenshoots programme in November 2014. I was super impressed with their Greenshoots application and the proposal received great feedback from all the members of the judging panel and this cash injection gave the team a huge boost in every area of the game. It also meant their backup plan of turning to actual crime to fund the game was shelved. The next member of their gradually expanding team was Paul who joined in March 2015. They found it really difficult to find a contractor who could do high quality visual effects and even though Paulrsquos specialty is in environment art they dragged Paul back to his roots and made him a fullshytime member of Pixel Squad. After a whole lot of pixelated blood sweat and tears they finally soft launched the game in March 2015 on Google Play and iOS. With a shoestring softshylaunch marketing budget the small volume of users playing Crime Coast didnrsquot give them as much data as they had hoped for. It was definitely a soft launch with a lot of ups and downs. If we they had followed the conventional Lean Startup wisdom and paid attention to the naysayers they would have never completed and launched the game. With lessons learnt they set themselves a strict no turning back deadline for our global launch 11th of June 2015. We have all experienced crunch time when working towards a gaming release. One of Willrsquos most entertaining quotes to me was lsquoIrsquove never been in a war but I imagine itrsquos a lot like that except with more caffeine and less chance of seeing daylight.rsquo The sprint they did for Crime Coastrsquos finish line was on a whole new level to anything they had collectively experienced before. It was an endurance challenge for several reasons. And contractors aside no one in the team was getting paid for this. Yes I know yoursquore thinking they must have been insane Also since we were committing to a sizeable marketing investment for their companyrsquos size we decided that it would be better to release the game on as many platforms as they could right at launch. They went for iOS Windows Phone and Google Play from the start. Something familiar Having to support so many platforms also meant that they were working mostly on the client side up to the last minute. Subsequently their backend improvements became as neglected as their partners and dietary requirements and they ended up with only five days left to do stress tests and server tweaks. Out of the five precious days they had left before launch two were gobbled up straight away just to setup the stress tests. In the remaining three days they tested with up to 2000 simultaneous players on this simple architecture Front End VM A single IIS Redis running on the same virtual machine Database Managed SQL Server Azure database. Unfortunately due to time and resource constraints they only designed an architecture that could scale vertically. But without time for much else their only option was to wing it with the hope they could serve any amount of traffic they received and work on things after the game went live. They did have a backup plan but it was on a par with ldquoHey if this plane crashes Irsquoll just jump out at the very last minuterdquo. It wasnrsquot really an option. On launch day they didnrsquot know if the game was going to be featured by Apple but as the team was part of Microsoftrsquos Greenshoots program they did know that they were going to be featured on the Windows Phone Store. But they had no idea what kind of traffic to expect. On the 11th of June at 9AM UK time Crime Coast went live across the globe. Considering PixelSquadrsquos lack of budget they made an impressive marketing effort having coordinated with as many actions and events they could find to coincide with that date. The result was a decent amount of traffic throughout the day which they were very happy with. But at 5PM something amazing started happening. The traffic on their servers gradually increased and they began receiving

Danish dev Press Play wants players to help develop its next game - Link Tue, 18 Aug 2015 10:25:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 19 2015 Latest Blogs View All Post RSS August 19 2015 Features View All RSS August 19 2015 Special Reports Press Releases August 19 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Danish dev Press Play wants players to help develop its next game August 18 2015 By Chris Kerr August 18 2015 By Chris Kerr Post A Comment More ConsolePC Indie Design Production Video Newsbrief Microsoft-ownedDanish developerPress Play is looking to open up its development process to the worldby letting fans decidewhich project itshould work on next. According to Xbox39s Major Nelson the new quottransparent development initiativequot is about putting the game community quotfront and centerquot and building a game in the most open way imaginable. Press Play are currently looking for feedback on three different game concepts with the team promising to start working on whichever ideahas proven to be the fan favorite by September 1. The studio is also planning on sharing early builds of the game and inviting community members to join company meetings and project review sessions via Skype. Related Jobs 08.18.15 Associate Producer 08.18.15 Project ManagerProducer 08.18.15 Product Manager - Games mf 08.18.15 Art Director mf View All Jobs Top Stories Next News Story View All 251598 newswire viewnews251598Danish_dev_Press_Play_wants_players_to_help_develop_its_next_game.php Loading Comments

MobyGames Twitter feed - cover ideas wanted - Link Mon, 13 Jul 2015 01:17:43

MobyGames Twitter feed - cover ideas wanted Now that our covers are unwatermarked theres never been a better time to show off some of the amazing video game cover art scanned by MobyGames members. And thats just what is happening at the MobyGames Twitter feed which is updated daily with new pics. Its actually doing pretty well if you look at the number of retweets and favorites for each post.When we started this we asked MobyGames Approvers for some cover picks and now wed like your help Please comment on this post and pick some of your favorite cover art on the site and well gradually flow it onto Twitter and FacebookGoogle as time permits Submitted by Simon Carless 54 on Aug 01 201528 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSay fuzzy pickles.quot

RIP Nintendox27s Satoru Iwata - 1959-2015. - Link Fri, 10 Jul 2015 23:16:49

RIP Nintendos Satoru Iwata - 1959-2015. So sad to hear today that Nintendo President Satoru Iwata passed away - and at the relatively young age of 55 too. Many people online are linking to the MobyGames profile of Iwata which only exists because MobyGames contributors typed in the credits for literally hundreds of seminal Nintendo games. The site admins would like to honor Iwata-san for his vital contribution to the history of games amp thank all of you for doing so much to preserve his history - even before his sad and unexpected passing. Submitted by Simon Carless 54 on Jul 13 20151 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

Scierex27s 300k MobyPoints milestone - Link Sat, 4 Jul 2015 20:11:08

Scieres 300k MobyPoints milestone This is fairly unbelievable but veteran MobyGames contributor Sciere has just hit 300000 points on the site... wow This includes 2585 games 24000 screenshots... I could go on - heres his stats. Sciere also makes sure were up to date on newer console and PC games more than almost any other user - so MASSIVE thanks for him for this - otherwise wed be a past-only websiteAlso thanks to some forum notes the other milestones must be pointed out piltdown_man reached 90000 points Terok Nor reached 20000 points Indra reached 20000 points amp Freeman reached 20000 points. Congrats to all of them Submitted by Simon Carless 54 on Jul 10 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

Twitter feed x27Best Of MobyGamesx27 highlights Pt.1 - Link Sun, 14 Jun 2015 22:10:01

Twitter feed Best Of MobyGames highlights Pt.1 Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSay fuzzy pickles.quot

Our 6th ever MobyGames 100k user - Link Sun, 7 Jun 2015 00:29:51

Our 6th ever MobyGames 100k user Gigantic congratulations to LepricahnsGold who has made it to 100000 contribution points on MobyGames He is only the 6th ever user to make it to that historic milestone - the others being Sciere Cor13 formercontrib Kabushi and Patrick Bregger.While were here - another notable recent milestone is that 666gonzo666 hit 50000 - massive thanks to himIf youd like to join them please go ahead and contribute now - MobyGames is only possible through our amazing users contributions. Submitted by Simon Carless 54 on Jun 14 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

This Day In HistoryCovers Of Day on Mobyx27s Twitter - Link Fri, 8 May 2015 18:06:40

This Day In HistoryCovers Of Day on Mobys Twitter As part of an attempt to bring MobyGames at least tentatively into the 21st century ho ho well now be alternately featuring a This Day In History game and a Cover Of The Day on MobyGames Twitter feed. Please check it out follow us and try to faveRT us as much as possible so we can grow our social media following Submitted by Simon Carless 54 on Jun 07 20155 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

Watermarks Begone - Link Sat, 18 Apr 2015 18:26:32

Watermarks Begone After a long week of reprocessing work the entirety of our 271573 box covers and 680458 screenshots are watermark free Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

Moby Milestone 50000 Unique Games April 2015 - Link Mon, 9 Mar 2015 03:08:32

Moby Milestone 50000 Unique Games April 2015 We now have 50000 unique games documented in our database Every single game was hand entered by contributors and carefully verified by our approvers. Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotJobs done.quot

MobyGames updates - March 2015 - Link Sun, 18 Jan 2015 22:42:40

MobyGames updates - March 2015 Just a quick note on the front page to make sure everyone knows weve been updating MobyGames - our code as well as loads of new items - over the past few weeksIn code and format additions the Changelog is up to date and includes a number of new game systems - including Windows Apps - and some notable security updates as well as lots of affiliate link fixes - massive thanks to NelioElsewhere on contributions were rapidly approaching 50000 unique games - more on that when we get there - and wanted to give some shoutouts to MAT and piltdown_man who got to 80.000 points this year. Also some great new milestones in points were reached by Sciere ryanbus84 Thomas Petterson and more - and thanks to new contributors Kennyannydenny and Jennifer McMurray Onward and upward... Submitted by Simon Carless 54 on Mar 09 20159 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

In Memoriam PolloDiablo Astrid Beulink - Link

In Memoriam PolloDiablo Astrid Beulink Just a short note that tragically former MobyGames contributor PolloDiablo aka Astrid Beulink who is ranked in the Top 60 all-time on Moby lost her battle with cancer earlier this month according to Adventure-Treff German-language. Astrid - who posted in the Approver forum in November to update us on her progress - was very active in the adventure gaming community in particular as a beta tester and contributor. She will be missed by all of the communities she supported including us here at Moby. Submitted by Simon Carless 54 on Jan 18 201523 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

New Game Street Dance - Link Wed, 19 Aug 2015 01:18:24

Street Dance PlayStation 2Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

New Game Urotsukidx26x14Dji - Link Wed, 19 Aug 2015 00:07:05

Urotsukidx14DjiDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game Helldivers Masters of the Galaxy Edition - Link Tue, 18 Aug 2015 23:57:30

Helldivers Masters of the Galaxy EditionDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

New Game Ar nosurge Ode to an Unborn Star - Geno Pack Shirotaka - Link Tue, 18 Aug 2015 23:57:24

Ar nosurge Ode to an Unborn Star - Geno Pack Shirotaka PlayStation 3Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game Ar nosurge Ode to an Unborn Star - Misogi Expansion Pack Nay - Link Tue, 18 Aug 2015 23:57:15

Ar nosurge Ode to an Unborn Star - Misogi Expansion Pack Nay PlayStation 3Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

New Game Ar nosurge Ode to an Unborn Star - Misogi Expansion Pack - Link Tue, 18 Aug 2015 23:56:59

Ar nosurge Ode to an Unborn Star - Misogi Expansion Pack Kanon PlayStation 3Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSay fuzzy pickles.quot

New Game Ar tonelico Qoga Binary World Original Issue Elemia Island - Link Tue, 18 Aug 2015 10:55:34

Ar tonelico Qoga Binary World Original Issue Elemia Island Vol. 1 PlayStation 3Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game Frogger - Link Tue, 18 Aug 2015 09:21:34

FroggerDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGood thinking little buddy.quot

New Game Interlocked - Link Tue, 18 Aug 2015 06:18:38

InterlockedDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

New Game Rock Rock Rock - Link Tue, 18 Aug 2015 06:17:06

Rock Rock Rock WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

New Game Adventure Value Pack 2 - Link Tue, 18 Aug 2015 06:15:48

Adventure Value Pack 2Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

New Game Ghost Town - Link Mon, 17 Aug 2015 23:01:47

Ghost TownDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

New Game Halo The Master Chief Collection Limited Edition - Link Mon, 17 Aug 2015 19:55:27

Halo The Master Chief Collection Limited Edition Xbox OneDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSonic Boomquot

New Game Hungry Horace - Link Mon, 17 Aug 2015 19:54:48

Hungry HoraceDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

New Game Horace x26x26 The Spiders - Link Mon, 17 Aug 2015 19:50:35

Horace x26 The SpidersDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

New Game Horace Goes Skiing - Link Mon, 17 Aug 2015 19:48:54

Horace Goes SkiingDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

New Game Gulp 2 - Link Mon, 17 Aug 2015 19:47:58

Gulp 2Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

New Game The Flight Simulator - Link Mon, 17 Aug 2015 19:45:07

The Flight SimulatorDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

New Game Androids - Link Mon, 17 Aug 2015 18:22:52

AndroidsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

New Game Himitsu Yui ga Ita Natsu - Link Mon, 17 Aug 2015 18:13:46

Himitsu Yui ga Ita Natsu DreamcastDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou fight like a dairy farmerquot

Review of Mystery Master Murder by the Dozen DOS - Link Mon, 17 Aug 2015 07:03:45

Mystery Master Murder by the Dozen DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSay fuzzy pickles.quot

Review of 707 Great Games Windows - Link Mon, 17 Aug 2015 07:03:36

707 Great Games WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

Review of Black x26x26 White 2 Windows - Link Mon, 17 Aug 2015 07:03:23

Black x26 White 2 WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBoomshakalakaquot

Review of Black x26x26 White Creature Isle Windows - Link Sat, 15 Aug 2015 20:49:16

Black x26 White Creature Isle WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

Review of Disneyx26x27s The Lion King x26x22Adventures at Pride - Link Sat, 15 Aug 2015 18:25:04

Disneyx27s The Lion King x22Adventures at Pride Rockx22 SEGA PicoDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

Review of Black x26x26 White Windows - Link Sat, 15 Aug 2015 18:24:34

Black x26 White WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThe cake is a lie.quot

Review of The Legend of Kyrandia DOS - Link Sat, 15 Aug 2015 18:24:23

The Legend of Kyrandia DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

Review of Quarky x26x26 Quaysoox26x27s Turbo Science DOS - Link Sat, 15 Aug 2015 18:24:07

Quarky x26 Quaysoox27s Turbo Science DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

Review of Dune DOS - Link Thu, 13 Aug 2015 06:18:20

Dune DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

Review of River Raid Atari 8-bit - Link Tue, 11 Aug 2015 18:48:57

River Raid Atari 8-bitDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

Review of Deus Ex The Fall iPad - Link Tue, 11 Aug 2015 07:26:55

Deus Ex The Fall iPadDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSonic Boomquot

Review of The Witcher 3 Wild Hunt Windows - Link Sat, 8 Aug 2015 11:36:19

The Witcher 3 Wild Hunt WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGet over herequot

Review of Super Mario Sunshine GameCube - Link Sat, 8 Aug 2015 11:30:26

Super Mario Sunshine GameCubeDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

Review of Super Mario 64 Nintendo 64 - Link Thu, 6 Aug 2015 21:34:22

Super Mario 64 Nintendo 64Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGood thinking little buddy.quot

Review of Deus Ex The Fall Android - Link

Deus Ex The Fall AndroidDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

IndieCade expands conference for 2015 - Link Tue, 18 Aug 2015 17:52:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 19 2015 Latest Blogs View All Post RSS August 19 2015 Features View All RSS August 19 2015 Special Reports Press Releases August 19 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 IndieCade expands conference for 2015 August 18 2015 By Christian Nutt August 18 2015 By Christian Nutt Post A Comment More Indie Programming Design BusinessMarketing The organizers of the IndieCade festival have revealed this year39s keynote speakers and conference information the conference will take place October 23-25 in Culver City California. The conference has two announced keynote speeches so far Developer and NYU faculty member Naomi Clark How do you Do It dev Nina Freeman and Stick Shift creator and academic Robert Yang will quotdiscuss intimacy and sexuality in gamesquot while Brenda Laurel and Christy Max will talk about quotgirl gamesquot of the 3980s and 3990s with the help of moderator Rachel Weil. This year IndieCade has been split into three tracks quotThinkquot quotGame-Uquot and quotIndieXchangequot the academic and game design-focused quotThinkquot track will feature names such as Anna Anthropy Pippin Barr Mattie Brice Katherine Cross Nathalie Quagliotto Eddo Stern and Austin Wintory. Meanwhile Game-U will focus on helping newcomers get into independent game development while IndieXchange will focus on topics such as shared game development spaces opportunities for designers and a tabletop design and funding workshop. You can find out more about the conference and purchase tickets to attend at its official site. Related Jobs 08.18.15 Senior Software Engineer Client Gameplay Programmer C 08.18.15 Software Engineer 08.18.15 Technical Artist 08.18.15 Backend Developer View All Jobs Top Stories Next News Story View All 251642 newswire viewnews251642IndieCade_expands_conference_for_2015.php Loading Comments

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Floating Point Softwares is an Indie company started in 2015
focusing mainly on Android, iOS, HTML5 and PC game development.
Currently we also offer non-game related solutions, 
such as mobile apps depending on the demand, as well as pixel & vector graphics.

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