Defcon - The World's first Genocide 'em up [RTS]

orgasmo
lo voglio ora
Mi pareva di aver letto da qualche parte, ma magari mi sbaglio di brutto ... che lo avrebbero fatto pagare 10 "qualcosa".
Non ricordo appunto se si parlasse di dollari statunitensi, euro o sterline ...
sticazzi, lo prendo al volo se è così! Già mi immagino sfide in rete con questa schermata asettica, mentre si bestemmia come disperati per le testate nucleari in arrivo
Magari non eran 10, magari ho detto una gran cavolata
mah non penso che lo faranno strapagare, sono indie romantici, sicuramente sotto i 30-35€ in finale. introversion... ftw!
Beh, considerate che Darwinia ( che diciamo, si porta dietro molti più contenuti in fatto di musica/grafica/ecc ... ) lo fanno pagare 19.95 dollari statunitensi.
Sul forum c'è proprio scritto che invece Defcon è puntanto tutto sul puro gameplay ( quello che loro hanno definito come contenuti, si tratta solo della musica di sottofondo )
non costerà sicuramente più di darwinia


...quando uscirà voglio tutta allgamez a termonuclearizzarsi a vicenda


With cult hacking adventure, Uplink, and award-winning strategy hit, Darwinia, already under its belt, UK indie studio Introversion is now finishing off its third title, a chilling and quite beautiful nuclear war sim inspired by everyone's favourite teen-causes-armageddon movie, Wargames.
Defcon is due out on PC in September and I managed to get some questions over to Introversion's Tom Arundel about the game, the difficulties of small-scale development and the chances of an Xbox Live conversion...

With its War Games influence, Defcon seems to follow the themes of your previous games - hacking, computing systems, global domination... is this a conscious development or an accident?
I guess it's true that many of the things that inspire us have remained constant over the past five years and it's certainly fair to say that DEFCON's look and feel is not dissimilar to Uplink; both games take huge inspiration from Wargames but in different ways.
Uplink takes its inspiration from the hacking elements of Wargames - the war-dialing, password breaking, school record changing etc., whilst DEFCON takes its inspiration from the cold war Armageddon theme and the scenes in the NORAD bunker with the US Generals watching the world end in wireframe.
Meanwhile, Darwinia stands out on a limb in some ways with its references to the gems of halcyon gaming, such as Cannon Fodder and Tron. To be honest we don't have a conscious gameplan when it comes to themes or future game ideas, inspiration can come from anything and anywhere.
The only plan we've ever had, and stuck to, is a passionate commitment to making addictive and original games for as long as is feasibly and financially possible!

After your victory at IGF do you feel there's more pressure on Defcon than on your previous titles? Has any element of the game been shaped by your experiences during or following the event?
Certainly you can't help but feel some pressure. Winning the IGF awards this year was the best and proudest day of our lives! All of the days and nights living, dreaming, sleeping Darwinia suddenly became so much more worthwhile but of course with recognition and appraisal comes a certain amount of pressure to live up to these suddenly heightened expectations.
When we started out with Uplink nobody knew of us and there was no pressure, except from ourselves, so it was a real boost to get such positive feedback.
I guess we have become quite well-known since IGF for our rather outspoken commitment to steering clear of cashing in to franchises and sequels whilst continuing to produce games that are both wholly unique and often contrary to the rest of the game industry trends.
This always has been the main dictator of the kind of games we produce, I guess IGF has just bought it to the fore a little more and strengthened our resolve!

Can you tell us a little about how the game actually works? What's the interface? Does it have traditional war game elements - e.g., moving units around a map - or is this a new reading of the strategy genre?
We're not doing anything crazy with the interface - it's a mouse driven strategy game and players will be immediately familiar with it.
With DEFCON we've tried really hard to create a mood - a feeling of being deep underground in a bunker, slowly bringing the world to an end.
Even now, months after the first games were played, we're still discovering new strategies and tricks to try on each other.

How are you looking to build a community around the game? What kind of lobby system and other collateral 'social' elements will you build around the release?
DEFCON is a multiplayer game essentially (although single player options are available) and yes, we hope that DEFCON will be a communal game primarily with lots of friends getting together and joining in the thermonuclear fun!
It was essentially this concept which brought about the Office Player Mode, allowing you to ease the boredom of the working day by firing up a game of DEFCON with up to five other colleagues.
The great thing about this is that the game takes place in real-time so a full office game takes about eight hours and there are lots of little features which make it work-friendly, so for example, you can hit the panic button (double ESC) to immediately remove the game from the screen, placing a discreet icon in the system tray.
This icon will change when important things happen so you don't miss them, for example, if you detect some nuclear launches the icon will flash the Nuclear launch symbol for a few seconds and because everything's taking place in real-time, you've got at least 30 minutes to respond before a nuke lands on your territory allowing you time to finish whatever work deadlines loom first before you retaliate.

Your press release mentions the need to form alliances with other players - will you be supporting voice comms for this?
Voice Comms aren't directly supported - we've got a pretty good irc style chat interface in game, and we think that's enough for DEFCON.
We even considered theming it like a cold war telegram machine, with everything in cold war minimalist English.
Imagine getting a message from someone that said YOU ATTACK OUR CITIES STOP WE RETALIATE AGAINST YOU STOP YOU ARE WARNED STOP

Running an online multiplaying game sounds like a huge step-up in terms of ambition, infrastructure and commitment to your players. Are you ready for this? Is it a strain on your resources?
Making the Multiplayer code work reliably has been a massive challenge for us - and it's certainly a step up in terms of ambition.
But we now have a multiplayer framework developed in house, and any future Introversion games that require multiplayer will be much easier to put together.

Is there an Introversion engine that you've been able to use? What kind of middleware are you employing - if at all - to cut development corners?
We develop all of our own stuff in-house, we don't use any engines.
We've got a massive library of code and tools that we've written over the years, some of it dating back to pre-Uplink times.
It allows us to get programs up and running on Windows, Linux or Mac with minimum of effort.
Every time we create another game we add new stuff to this library and modify and improve older modules until they're up to date, so for example with Darwinia we added a whole sound system module to the library.
Traditional "off the shelf" engines often don't give us the flexibility we need - for example Darwinia's landscape system is a crazy mix of fractal generation and flat shaded polygons.

How closely do you follow industry trends in your games - there's an obsession with real physics at the moment - as a smart developer, do you feel the need to join in. EG will Defcon's long range missiles have accurately calculated trajectories and blast zones based on US army test data...that kind of thing?
Many of the current key game industry trends are just not feasible for small developers like us to even attempt to compete in!
For example the obsession with ever increasing real-life graphics is not really a viable route for us to undertake.
Introversion has a very small dev team so we've had to learn to use our weaknesses as strengths - we only have a handful of people which means we can't spend ages trying to make things look realistic but it does mean we can experiment with off the wall concepts and ideas that the bigger companies wouldn't be able to go near.
Making games with unique art styles like Darwinia and DEFCON has another big advantage: your game instantly stands out from the crowd and can be recognised from a single screenshot. Nobody ever confused Darwinia for any other game; its stylised graphics became its trademark.
Some companies spend millions of dollars trying to get that exact effect by making their games extremely realistic - but there's only so far you can go with that.
DEFCON will contain the kind of information we think it needs to make it an immersive and addictive experience but it won't be swamped with extraneous information that detracts from the main experience.
We don't need real time physics or bump mapping or any of that stuff.

Do you feel as free now - with your game design concepts - as you did with Uplink? How has your approach to development changed since then?
Certainly our attitude to creative freedom and game development remains fairly flexible.
Ideas for our games tend to occur randomly really, often as a result from movies. The design process has always been on-going with our games, we certainly don't have a big design plan from the start, allowing maximum opportunity to experiment with and implement new ideas and features as they present themselves.
Of course there is always a downside of this for small indies like ourselves; you end up relying very heavily on the financial success of one game because you can't guarantee when you're next title will be out.
Having a flexible attitude towards the whole game design process can lead to later release dates than originally intended which can be a worry if cash-flow is drying up.
That said we've certainly come a long way since Uplink in understanding some of the key benefits and limitations of being a small dev team and how this can affect the development process.
For example, Uplink, was fairly buggy initially and DEFCON is certainly a more polished and slick game.
Specifically from Darwinia, we learnt that content is bad, if you're a small team. Even whilst steering away from realistic graphics, Darwinia took months to make all of the custom content because almost every level had something special on it that wasn't on any other level.
Looking back, its crazy, the second demo took us four months to create - all for just one level with about an hour's gameplay!
DEFCON is a great project for us because it's almost entirely "content free".
The minimalist purity of DEFCON is everywhere right from the world map main screen to the simple icons, and stat screens. The only serious content we are producing is the music.

Have you been courted by any large publishers, especially since the IGF awards? Although you made it pretty clear on the night how you felt about the mainstream industry, you must have had a few big players trying to tap you up...
I should clarify that we have no problems at all working with publishers, and we have a lot of deals with existing publishers, hopefully the IGF awards will continue to make that even more possible!
The key for us is maintaining our creative control, owning our own IP's and not accepting funding from publishers before a game is completed because that automatically diminishes your freedom.
Our games are always finished before signing a deal with a publisher, so effectively they're acting primarily in advertising and distribution roles which allow us to maintain commercial integrity.

Are there plans for a Live Arcade version of Defcon? What do you think about Microsoft's service - do you think this is a genuine new outlet for independent creative talent?
Here at Introversion we think Live Arcade is a great idea.
Ever since Live Arcade's launch it's been possible for an indie to release a game on a console, something that was virtually impossible for new-comers to the market to do before. It's an exciting time for indies like us because we can launch off-the-wall titles that might never have made it originally into retail onto consoles whilst retaining our own creative freedom and independence.
Through on-line distribution, developers are also much more able to profit directly from each individual sale, cutting out the middlemen such as retailers and distributors, requiring fewer sales to make a profit, and thus enabling them to take more risks in terms of game design creativity and innovation.
Certainly our deal with Valve on Steam last November has made our future prospects a lot brighter.

Depending on who you ask, the PC games industry is either dying or blooming - the former opinion tends to come from publishers selling retail games, the latter from the MMORPG and casual gaming sector. Where do you stand on the debate? What unique properties do you feel the PC still offers and where do you see the platform going in the future?
It's probably fair to say that now is not the best time for the PC games retail industry which is why getting Darwinia on to Steam was so important to us.
That's not to say that the PC industry is dying but rather changing.
We sold more copies of Darwinia online via Steam in three weeks than we'd manage to sell ourselves via UK retail and the Introversion store during the whole launch period which was fantastic and also shows that people still see PC as a legitimate platform but want to use it in different ways.

Preso da qui: http://blogs.guardian.co.uk/games/archives/2006/08/02/defcon_fun.html
NUOVI SCREEN
Preso da qui: http://blog.pcformat.co.uk/page/pcformat?entry=game_of_the_moment

Cmq, come indicato, il gioco sarà disponibile dal mese prossimo su Steam.

Per quanto riguarda il gioco, mi farebbe piacere che esca una demo ... ma sarei quasi intenzionato a prenderlo ad occhi chiusi.
Se poi il prezzo sarà veramente cosi basso ( da non superare i 10 euro ) l'investimento si fa ancor più sicuro

( cmq leggendo anche questa ennesima preview c'era una vocina nella mia testa che non faceva altro che ripetete "lo voglio! lo voglio! lo voglio!" )
Alcune informazioni sul calcolo punteggi ( più di uno ) scritte direttamente da uno degli sviluppatori:

Come indicato, il sito ufficiale è questo: http://www.everybody-dies.com

Video ( probabilmente già visti )
Trailer: http://www.everybody-dies.com/videos/trailer1.avi
Gameplay: http://www.everybody-dies.com/videos/gameplay1.avi

Screens ( "alcuni" già visiti )
Questo video probabilmente è fornito da un betatester ( e non avrebbe dovuto farlo )
http://www.youtube.com/watch?v=64wAOy9NELE
( la qualità è quella che è ... )

Non c'è rumore, casino o violenza gratuita ... ma la tensione mi pare esserci tutta a guardare tutte quelle linee colorate spostarsi sul territorio! ( mi viene in mente Scorched Earth, cavolo se ci si incazzava li ... e ci si poteva anche menare vista la distanza dall'avversario )

Ah, sul forum della Introversion c'è proprio scritto che non faranno mai un Uplink 2 o un Uplink Online, quindi inutile aspettare o sperare
Bè, se anzichè concentrarsi su un futuro Uplink sforneranno giochi del calibro di Darwinia e di questo Defcon, allora non dovremo rimpiangere nulla
Sarà distribuito su Steam al prezzo di $14.95
Anteprima custodia e manuale ...


Certo certo, il danaro ...
Ho trovato i 4 video che prima erano in flash in formato MOV, ho messo i nuovo link di miglior qualità
Sto un po esagerando con sto gioco, ma lo voglio assolutamente ... qualsiasi cosa trovo ve la linko!