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Jagmas.com

Gaming, mmo, PC, xbox, playstation

Gamespots post was music to my ears today when they reported news about Red Dead Demption:

If Red Dead Redemption's 13 million copies sold wasn't enough evidence that a sequel is likely to happen, then Take-Two CEO Strauss Zelnick's comments this week should hammer the point home: A sequel is most likely in the works. Speaking this week during the Cowen and Company analyst conference, Zelnick described the Red Dead brand as a "permanent" franchise that can sit alongside the likes of Grand Theft Auto or Borderlands.

Zelnick's comments came as part of a response to a question about why Take-Two takes a "selective" approach to releasing games rather than flooding the market with new games.​
Looks like I need to patch up Black Desert. They just added a Wizard class!

Rockstars CEO says the latest consoles have yet to reach their full potential:

"We have yet to see entirely what the technology can allow," Zelnick said during the 43rd Annual Technology, Media & Telecom Conference this week in New York City. "We've had a couple releases for new-gen, but I don't think we remotely have seen what can be done, and that's super exciting. And that speaks to many of our titles; hopefully all of our titles, ultimately."​
PC IGN got details on how big the script was for Witcher 3: The Wild Hunt recently and some of the numbers added up quickly:

Side handled the voice casting and recording for The Witcher 3, under lead voice director Kate Saxon. The company claims the 50 hours of main storyline for The Witcher 3 required 950 speaking roles, taking more than two and a half years to record. The voice recording began at the end of 2012 and was finished earlier this year.
Theres a few other tidbits including how many words that comprised the script in comparison your average novel through the link.
Massively Overpowered chats with executive producer Starr Long about progress on Shroud of the Avatar, an upcoming game from Ultima's Richard Garriott:

SOTA’s combat and character system is different from the MMO norm, especially with its slot machine-like hotbar. What are the difficulties in teaching this to new players? Why not stick with older proven systems (in other words, what about SOTA’s system is so much better as to require the risk of frustrating players who have to learn this system)?

It has been challenging to teach new players, which is why we start everyone with a traditional locked hotbar and only advance them later to the deck mechanic. The most consistent critique we hear is that you have to spend too much time looking at the hotbar, so in Release 18 we have made some modifications that we think address this issue and combine the predictability of a locked hotbar with the dynamism and combinatorial aspects of the deck system.​
Wildstar is going free to play this fall and according to PC IGN creative director Chad Moore noted that:

“The transition is just a recognition of where the market is right now,” says Moore. “You’re right, there’re a few games able to continue with subscription but for us and where we want to go it just made sense to remove all those barriers so we can get as many players who want to try the game in. When the game launched there was tonnes of feedback, some about the business model and some about the game itself. I think going free-to-play is a culmination of a lot of work to address these issues. We’ve smoothed it out, made it more intuitive and more compelling. Now we feel we’ve reached that level, removing all barriers and opening it up to everyone is the natural next step.”​