The Future of PlatinumGames - IGN First. Share.
“We have a lot of ideas, we’re working on a lot of cool things.” By Caleb Lawson This month's IGN First is a bit different than usual. Rather than highlighting a single game -- we'll get back to that next month -- we're highlighting the Japanese game industry as a whole. We visited some of the biggest studios in Japan to focus on their games and creative processes. On a beautiful, sunny spring morning, PlatinumGames studio lead Atsushi Inaba wanders the BitSummit show floor in Kyoto, Japan. This is Inaba’s third year as a speaker at BitSummit and he’s excited to be back.
Playground spent 18 months developing the first 10 minutes of Forza Horizon 3. "My biggest nightmare is waking up and realising we've not failed in a year" Inside the Troubled Development of Star Citizen. For the past seven months, I’ve been talking to the people who have been making Star Citizen.
This includes its directors, a number of anonymous sources who’ve worked on it, and the man who drives the whole project: Chris Roberts. From the outside, Star Citizen appears to have been wildly successful; to date, it has raised more than $124 million from passionate fans. The money has allowed its developer, Cloud Imperium Games, to open studios around the world and employ more than 325 talented developers. Behind the closed doors of CIG’s studios, however, it’s been far from an easy ride, according to staff. They have all faced a unique challenge: how to nail down the scope of a game whose budget and ambition is always growing. Chasing this information has not been easy. The other side to the story, of course, is that told by Cloud Imperium Games’ current staff: its director, Chris Roberts, its project leads, and the developers who have survived the upsets that drove others away. Firings. Lionhead: The inside story. In October 2008, Microsoft released Lionhead's Fable 2 to critical and commercial acclaim.
At a launch party an emotional Peter Molyneux held aloft glowing reviews and praised the exhausted team of developers who had spent the previous four years pouring everything they had into the game. Fable 2 would go on to win a BAFTA and become the best-selling role-playing game for the Xbox 360.
Ubisoft Studios. Amplitude Studios. Sony. Eletronic Arts. Bungie. Nintendo. Blizzard. Riot Games. Valve's case. Rare: Doing new things is in the culture of the studio. Reports of Rare’s death appear to have been greatly exaggerated as the studio scored its first No.1 hit in 17 years.
But why did so many believe they were dying in the first place? ‘Who killed Rare?’ That was the headline to a consumer article written three years ago, and it’s hard to imagine how the team at Rare felt about it – particularly when you consider they weren’t actually dead. How Warner Bros came from nowhere to take on EA and Activision. There was a time – just a few years ago – when the big movie studios were a legitimate threat to the likes of Ubisoft, EA and Activision.
Disney, Warner Bros, Paramount, Fox and Marvel, with their decades of entertainment expertise and treasure trove of million dollar franchises, were preparing an all-out assault on the global games market. But it didn’t work. Disney struggled for attention, Paramount’s last game was the critically mauled Star Trek, while Fox and Marvel never left the starting gate. So you have to credit Warner Bros. Life After Death: The History of Turtle Rock Studios. The Secret History of Volition - Features. What started out as a simple interview about a studio evolved into this: an hour-long documentary about the 18-year history of Volition, Inc.
The studio provided an unprecedented amount of never-before-seen concept art and early footage of their great games, even from a couple that were canceled before their release. The video covers a lot of ground, so we divided it into four parts so that you can jump right in and learn the story behind your favorite Volition games. We recommend starting from the beginning to get a full look at not only the history of Volition, but how far the gaming industry has come in 18 short years. Let us know what you think, and thanks for watching. The fall of THQ. THQ's staff saw the stock price falling.
It was 2008 and the global financial crisis hit the video game industry hard. "As a stockholder, it was shocking to me that the stock went through relatively quick decline," says one former employee who asked to not be named. "But even when things weren't going well, I was optimistic. " And he had reason to be. THQ wasn't doing well, but neither was anyone else. In the following years when competitors slowly regained their numbers, THQ's value kept dropping. First it lost a few cents per share each month. Six years earlier, THQ's shares were valued at more than $30 each.