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GamePro at GDC: What we learned today
12.03.2010
Autor: GamePro staff
Publikation: gamepro.com

Both of these tools were central into making Scribblenauts different than most new IPs, which led to Arseneaux talking about the secret to the game's success. Innovation, he argued needs to be marketable to the masses to turn a good idea into a successful IP. "You have to make it so people will talk about it." said Arseneaux.


 

In the next session, Russel Clarke, the Head of Engineering at Ideaworks Game Studios reflected on the creation of the successful Call of Duty: World at War- Zombies iPhone app. Clarke detailed the myriad control methods and the challenge of simplifying a system that usually uses two thumbsticks, a d-pad and 10 buttons onto a platform that only has an accelerometer and a dual-touch screen. While the company did find a variety of workarounds, Clarke got a few chuckles from the crowd when he admitted "No matter how good you think you've one, there's always going to be someone who absolutely hates it.

In light of that have popped up in the industry as of late, Clarke had a positively heartwarming tale of an anti-piracy method that popped up amongst the iPhone Zombie players. Clarke noticed that many players with hacked versions of the game had posted queries on message boards regarding bugs in the game, to which legal owners replied that they needed to purchase the newly-updated legitimate version that "didn't have those bugs." While the pirates would often be in for a rude awakening after discovering that certain bugs were still in the game, it's nice to see a game that inspires its players to enforce piracy measures. I'll take that over faulty servers any day.


Look for more tomorrow as GamePro continues its GDC odyssey.


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