Tuesday, August 6, 2013

Jeremy Soule: "Pac-Man will eat Mark Zuckerberg's lunch"

Via Eurogamer.net:

 Elder Scrolls composer says "video gaming is the future of social media".

Jeremy Soule, the celebrated Elder Scrolls composer and now music director for Sony Online Entertainment's upcoming EverQuest Next, believes video games have the potential to overtake the likes of Facebook and become the dominant medium for online social interaction.
"I don't even like the word MMO," he says. "I like virtual world, because to me I want to rethink how we use music in a game setting. This is bigger than a game though, because you have so many social dynamics and things going on. I think video gaming is the future of social media. Pac-Man will eat Mark Zuckerberg's lunch."
Soule explained his position: "Just as you can learn something from reading Dickens, you can learn things from interacting with people around the world amongst high concept or high-minded ideas such as saving people, such as defending or building something together.
"To me, this is where the lines of social media and the lines of gaming are going to get really blurred. I remember talking to Dave [Georgeson, producer of EverQuest Next] and saying, 'Do you realise what's happening here? It's not Facebook that's the future, I feel like this is the future.'
"Anything done on the back-end of Facebook is being done in an MMO right now, just way cooler," Soule continued.
"We're actually reaching people of all ages, so this is a dynamic I have to think about when I make music for millions of people. How do we reach the individual and not just the masses? If the world is dynamic, the music has to be just as dynamic."
Soule was speaking during an interview with Eurogamer at this year's SOE Live event in Las Vegas, where the first fully fleshed-out details of EverQuest Next were presented to a largely enthusiastic gathering of fans.
The composer has been involved in the development of the game to a greater degree than past projects.
"As music director of this project, I have the freedom to succeed or fail. It's a nice place to be," he said.
"I can say on past projects that I may not have had too much creative reign. Now I can say the music has a cabinet level seat at the roundtable of design. I'm able to represent things, concerns and development issues to the rest of the team. And that's what important, and I think what really sets EverQuest Next apart is the quality of the team behind this project.
"When I first came in for my interview, I was expecting a couple of people to talk a little bit about the game. Instead, all the principals of the team came in and we spoke for hours about music, and so the cross-pollination and the precision I saw in the team Dave put together, it really gave me the sense that this group could go all the way, that they could have a number one. Because of that it's invigorating and it's exciting, and it tells me I have to work hard to keep up with this group."
As well as the main reboot of the EverQuest franchise, SOE is also hard at work on EverQuest Next Landmark, a title due out later this year in advance of the MMO's launch. As a creative tool, Landmark will not only allow players to craft objects which might end up appearing in EverQuest Next itself at launch, but also build their own settlements. What prospects are there for budding musicians to contribute to the cause?
"As music director, I want to find ways to do that with music as well," Soule teased. "We're working out some ideas. It's very early right now, but I want to be able to say there is a way for you as a musical person to be creative with this project.
"We're engaging the player, we're bringing the creativity. I've worked on some of the biggest franchises and I think that all the ideas that we saw today, they really shook me when I saw them.
"This was a bolt of lightning and when the rest of the industry catches onto this...To know that you got a sneak peek of what I believe personally, as a developer of 60 million games [sales] later, I think is the most exciting thing I've ever worked on in my career."

This article was based on a press trip to Las Vegas. SOE paid for travel and accommodation.

DMCA Notices to Search Engines Won’t Mitigate Piracy, Tech Giants Say

Via TorrentFreak:
  • August 6, 2013
A new research paper seriously downplays the importance of search engine traffic on sites that offer unauthorized downloads. The CCIA, which counts Google, Yahoo and Microsoft among its members, says that making items disappear from search results via DMCA notices is not the key to substantially reducing piracy. General purpose search engines are not part of the average infringer’s toolbox, the companies note, adding that entertainment companies should focus on their own SEO.
 
One of the hottest piracy-related topics in recent times is the role search engines play in the discovery of unauthorized copyrighted material.
Rightsholders in their thousands have already sent Google more than 100 million DMCA takedown notices this year in the belief that removing search engine listings will go a long way towards making illicit content harder to find. But is that really the case?
According to a new research paper titled ‘The Search Fixation: Infringement, Search Results, and Online Content’, the emphasis rightsholders are placing on censoring search engine results is actually achieving very little and those valuable resources might be better off spent elsewhere.
The paper, published by the Computer & Communications Industry Association (CCIA) which counts Google, Yahoo, Microsoft and Facebook among its members, says that entertainment industry companies have become “fixated” on the role search engines play in unearthing illicit content. The focus is so great there was even an attempt to legislate site censorship via the controversial Stop Online Piracy Act.
“This might lead to the conclusion that search engines are a prominent tool in the infringers’ tool box. In fact, available evidence suggests that search is not a particularly relevant tool for infringers seeking to find sites (such as The Pirate Bay) or for sites to find users,” the report states.
The CCIA cites research from BAE Systems Detica which found that users are far more likely to return to infringing sites via a direct browser entry or via social networks. Furthermore, it appears that users looking for illicit material already know where they want to obtain it from even before they start searching.
“As of August 2013, over 20% of queries that result in traffic being directed to the Pirate Bay consist of words compromising the Pirate Bay’s domain name. This suggests that users are quite aware of their intended destination before they arrive at a search engine, and that any facilitation was minimal,” CCIA explain.
When criticizing Google over its search results the RIAA has previously noted that searches including the terms “download,” “mp3,” or “torrent” often turn up links to infringing content.
However, in their report the CCIA says that such searches are infrequent when compared to straightforward lookups on artist names, which are actually more likely to turn up links to authorized content. So why not improve the usefulness of those?
“The fixation on demoting responsive but undesirable search results overlooks a more viable strategy: promoting desirable search results,” the paper notes.
CCIA suggests that if the entertainment industry wants their content to appear in search results when users type in “objectionable” terms such as those listed above, then they will have to start using them on pages offering legal content. Noting that legitimate sites aren’t currently employing such a strategy, the CCIA comes to two conclusions.
“This suggests either (a) a deficiency in otherwise robust online marketing strategies, or (b) that these terms are judged to be unworthy of optimizing because they will drive a trivial amount of commercial traffic.
“Stated otherwise: if search terms such as ‘mp3′ and ‘download’ were likely to lead to sales or subscriptions, a rational, profit-minded online platform engaging in basic search engine optimization (SEO) would attempt to incorporate those terms in site content.”
The CCIA concludes by noting that while DMCA notices might be a useful tool, they are unlikely to achieve the desired result of substantially reducing piracy. Concentrating on improving the visibility of legitimate content, even if that means utilizing “objectionable” terms, would be a more robust strategy.

Tuesday, July 9, 2013

Interview with Toshiaki Sakoda

Via ardcore Gaming 101:


by Kurt Kalata - July 2013
Interview with Toshiaki Sakoda
Toshiaski Sakoda was a composer who worked for Compile during the late 80s and early 90s. Beyond providing music to classics such as Aleste 2 (MSX), assorted Madou Monogatari titles, Xevious: Fardraut Saga, Gun*Nac, MUSHA, GG Aleste and Spriggan for for Compile, he also worked on titles for Naxat, such as Alien Crush and Devil Crush for Naxat, as well as titles like Cyber Knight. After working with Compile, he joined Sting, where he provided music for Treasure Hunter G, Baroque, Evolution and others. His most famous tracks are heavy metal pieces, which sound incredible given the PSG/FM limitations of the systems. Tracks from MUSHA and Devil's Crush ranked highly on the HG101's Best VGM of All Time poll. He often posts his works, old and new, on his Youtube channel. Additionally, the Naxat Shooting Collection CD includes music with his soundtracks, including MUSHA and Spriggan.
How did you first get involved with composing music?
When I was 8 years old, I played the classical guitar. From that time, I wanted to compose. So, my guitar style is also classical.
How did you become involved with Compile?
There was a recruitment ad. So, I applied for it.
Were you previously a computer or video gamer?
I wasn't really playing many games at the time.
Can you provide us with a full discography of all of the games you've worked on?
Unfortunately I cannot. The reason why is, a huge number of projects were ghostwritten.
Were you a full time employee of Compile, or did you work as a freelancer too? Your other games included games published by Naxat and Hudson, how did you become involved with them?
I was an employee of Compile. There are more than 100 game companies in Japan. I was involved in games produced by more companies than just Naxat and Konami. Most games depend on subcontracting companies. These larger companies depend on trustworthy subcontracting companies where there are well-known people. So, I was also an employee of a subcontractor company. I've worked with Naxat, Konami, Hudson, Namco, Square-Enix, Microsoft and others.
What was the computer game development scene like in the 1980s? Did you know any of the other composers, or did you ever receive any feedback from fans?
I worked on MSX, PC Engine, Famicom, Mega Drive and others. I am not interested in other composers. Sometimes my fans have asked me gI want you to compose a song like thish, but they tend not to be suitable for the game being produced.
What kind of equipment did you use to compose your music?
At that time, I mainly composed using the MSX. I also produced the sound drivers. At the beginning of the 90s, we used MIDI.
What is your personal favorite soundtrack you worked on?
Seirei Senshi Spriggan and Treasure Hunter G.
Do you have any other composers whose work you admire?
Hitoshi Sakimoto and Masahata Iwaru are my friends.
MUSHA and Devil's Crush are your most well known works, so I can assume you're a fan of heavy metal. Which bands were you favorites? And what other types of music are you a fan of?
VowWow, Van Halen, and Michael Schenker. I also like flamenco, fusion, rock and Beethoven. I also like flamenco, fusion, rock and Beethoven.
Have you ever met Toshiharu Yamanishi, the composer of Thunder Force IV? The music styles in both that game and MUSHA are quite similar. You guys should get together for a guitar dual!
I have not met with Toshiharu Yamanishi. It seems like his style is similar to my own, though.
How closely did you work with your peers? Did you eat with them or go out drinking after work?
I am the sound director of each project. We usually eat together and drink with each other outside of work. Communication is very important in game development.
Are you familiar with situation regarding the closing of Compile? Were you around for the final days of the company?
No. I resigned from Compile when I thought they would go bankrupt. At that point, I became a director and a producer at Sting.
Do you still compose music nowadays?
Yes. I upload music on Youtube all the time.
Retro video game music seems to have been seeing a resurgence on the Japanese marketplace lately. For example, the Naxat Shooting Collection includes music from MUSHA. How do you feel about exposing your music to a new generation of fans?
Recent game requires a lot of money. There are a lot of games that are not interesting. I think generations are cyclical. Music of the 70's are in vogue in the United States currently. The world repeats.
Do you have anything you'd like to share with English-speaking fans?
I would like to work together with people in the world. I want to put the music that a fan composed on my CD. Also, if you invite me anywhere, I will go! Let's attend events together!
MUSHA Aleste was composed to be a heavy metal suite. In order to overturn the industry, I made this song. It is a heavy metal suite for the first time in the world. Rather than to play just a game, you can enjoy the music only for you. Sound source is FM sound (frequency modulation oscillator). Thank you!
Toshiaki Sakoda
MUSHA
Devil's Crush
Treasure Hunter G
Spriggan

Monday, July 1, 2013

Titanfall's robots created through 'old school techniques' and '80s influences

Via Polygon:

By Megan Farokhmanesh on Jun 30, 2013 at 1:00p

While crafting Titanfall, Respawn Entertainment's upcoming multiplayer first-person shooter, developers used a few "old school techniques" to make the game come alive, lead artist Joel Emslie said during an interview with EA Vision.
Titanfall is set in a world where players suit up in giant robots known as Titans. In the interview, which you can watch above, Emslie addresses the team's early struggles and their vision.
"When we first got to Respawn, we didn't have all the computers we needed," Emslie said. "Some of the artists, myself included, went back to some old school techniques... including kitbashing and practical model making."
Emslie added that the game's robots were influenced by ‘80s classics such as Blade Runner, Star Wars and early Sega title Abrams Battle Tank.
"We want the titans to feel analog and grounded, genuine, like a real next-generation or further generation evolved version of an Abrams Battle Tank," Emslie said. "If you look at some of the designs we have, you can see some of those details that we've been inspired from by Abrams."
Titanfall was officially announced earlier this month during Microsoft's Xbox E3 2013 press conference. The game is slated to launch Spring 2014 for Xbox 360, Xbox One and Windows PC. For more details, check out our in-depth look at Titanfall from E3 2013.

PS Vita 2.12 Upcoming VHBL Exploit Homebrew Compatibility List Announced

Via PSX-Scene:


by
Published on 07-01-2013 06:20 AM
0 Comments Comments
Hey guys and girls! Here is an updated list with all the compatible homebrew for the upcoming VHBL exploit. For those who don't know, we recently announce a PS Vita 2.12 VHBL exploit by developer qwikrazor87. So for those waiting in anticipation and for those who might want to download the mystery game and try this new exploit, below is a list of all tested homebrews one can expect running.


About PS Vita 2.12 Upcoming VHBL Exploit:
Note that a “non working” homebrew is not always a fatality. This shows you the results from a few testers in a few sepcific conditions, with the initial release of the hack. There are possibilities that some working versions of the same homebrew exist (such is the case above with Snes9xTYL, which itself works, while some mods of the emulator don’t work), or tricks to make these homebrews work, or that an update of the VHBL port will bring more compatibility.

The lack of compatibility of PSPFiler, however, is a bummer. wMenu does not have any File manager features, and that could become a problem if no alternative exists, if only to delete/reorganize homebrews.

As a reminder, Qwikrazor’s upcoming exploit will be in a game that is only available in the US store. I explain here how you can buy US PSN Credit if you live outside of the US, and we have an ongoing tiny “contest” on twitter to win a $20 PSN Code. In parallel, I got contacted about a possible EU exploit that could be available, and I am following up on that as fast as my free time permits.

Working Emulators:


Gpsp Kai
Nester AoEx R3 (confirmed by 2 testers)
Atari 800
ColEmPSP
Deadalus r13
EmuMaster v3.GX
FinalBUrn Aplpha FBA4PSP CPS123
FCEUltra-PSP
MVSPSP adhoc
NeoGeoPSP
PCEPSP
PLYNX
PSPMame r0.6
PicoDrive (confirmed by 2 testers)
SMS+ Game Gear
cps1psp
cps2psp
fMSX PSP
fuse
snes9xTYL (confirmed by 2 testers)
VIce

Working Homebrew & Apps:


BookR (confirmed by 2 testers)
Lamecraft r56 (confirmed by 2 testers)
Stickman Jump (sometimes freezes when you die)
Kurok
Cube Runner Advanced
Cubynergy
SnakeSP
Left For quake 0.8
CrazySnake
CubicZombies
Guitar Star
JellyCar
Quake Areana
Wagic
Hexen 2
Quake
Doom
Silveredge

Not Working:


Geometry Wars
PSPFiler
Deadalusx64R777 (confirmed by 2 testers)
PSPkvm
NZP 1.1
Cosmos Lunar
BattleShip
gpSP mod
learnjp09
Polyon Hockey
PspManiaV4
PSPRevolution v0.4
s9xTYLmecm_mod
Xonergy
Pong PSP alpla 5
Doodle Jump 1.3
Atari 5200
emu mame4all v49r2
NeoGeo CD
PSPTI 99
psp2600
scummvm-0.13.0-psp (confirmed by 2 testers)
Duke 3D
OpenTyrian

Source: wololo

Darkspore removed from Steam after months of game breaking issues

Via Polygon:
 
Maxis-developed action RPG Darkspore is no longer available on the Steam store following months of server issues that made the game unplayable.
This has proved to be a long-standing issue for the game, however. Since the game's 2011 release, Darkspore has been plagued with server errors that have resulted in players being unable to log in to the game. The title, published by Electronic Arts, requires users to always be connected to EA's servers - a fact that at one point created a barrier to entry for new players who were unable to play the game for over nine days.
Prior to its de-listing from Steam, Darkspore suffered from a server-side issue that meant players were unable to save changes made to their playable heroes. Despite this, according to an announcement on the game's official forum, there are no plans to fix these issues as the title is "for almost all intents and purposes an abandoned title."
"Darkspore is no longer developed," reads a post from the game's forum manager. "It is for almost all intents and purposes an abandoned title. If you cannot play the game & have flicked through technical issues for any fixes, then contact EA Customer Support; especially if it regards CD-Keys or refunds.
Error 73003 has gone unfixed & remains an issue.
Error Code 3 has arisen for the majority/all & remains an issue.
I will however keep the forums here as clean & tidy as possible in my spare time. Why? Well why not. If it helps anyone with minor problems, or find their way somewhere, then that's great. I wish you all luck, no matter what path you choose with Darkspore."
While the game can no longer be purchased on Steam, it is still available for purchase on Origin. We have contacted EA for comment and will update the post when more information is available.