The Escapist Magazine
Issue 89
About Last Night ...
Editor's Note About Last Night ...

"'Well, what if I don't want to kill things? I mean, what else can I do?'
'You're a Hunter. It's kind of your thing.'
'Oh. What if I wanted to start over and be one of the guys who heals? Can I go around healing wolves instead?'
'No, you'd just be healing the guys who are killing the wolves, or yourself, while, well, you know.'
"Eventually she conceded and set herself to the task. One of the wolf corpses that surrounded her dropped a pair of gloves, and I was grateful she simply accepted the fact without wondering what a wolf was doing with clothing."
Sean Sands spends three hours conquering the final frontier: getting his wife to play games.

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"Nobody really cared about [Buzz]," says Amor. "For some reason it's considered an un-sexy thing to be doing." Un-sexy perhaps, but profitable. In spite of negative, almost ireful reviews ("Buzz? Snore."), Buzz! had a strong retail showing upon release, and literally cleaned up over the 2005 holiday season.
"[Buzz! was] Sony's biggest-selling title of 2005 ... and way up there in 2006," Amor says. "[We] sold over 4 million units of the Buzz! franchise ... in its first 15 months. So by any measure it's a successful title."
Russ Pitts looks at what kinds of games are favored by "the other 90%."

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"The tax credits offer a lot. The word is slowly getting out. I know Austin and Georgia are also doing tax incentives. It's really tough. Development communities are really already there in Austin and Seattle, so that's been our biggest focus. Trying to bring people in with incentives. It's a good, low-cost place to live and work. Like, Lafayette for instance - a lot of people don't know what a really high-tech, driven city it is. It's a slow process, but the state does have a lot to offer, especially if you're doing any type of digital media."
Joe Blancato talks to Ben Lewis of Yatec, the company trying to rebuild New Orleans, one game studio at a time.

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"PopCap isn't used to epic-level development, he said. They usually work with small teams, 'one programmer, one artist, one game designer, and BAD was pretty much along those lines, with a couple extra artists on contract, which is why it took so long.' He called the $700,000 figure 'a little approximate,' saying, 'We don't really keep track of game budgets in that way, usually.' Popcap usually doesn't 'have big teams working on games in the traditional game-company fashion.' Usually, they go with a different model ..."

Shannon Drake speaks to PopCap.

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"Mike Goslin is Vice President of the Walt Disney Internet Group's Virtual Reality Studio. He was one of the principals on Toontown Online and is presently focused on Pirates of the Caribbean Online, which is approaching launch. Both of these MMOGs target non-traditional audience segments, children and teens respectively. He's clearly a believer. 'I agree with the premise. The only thing that I would add is that we can [either] wait for the audience for games to diversify and have this audience begin to demand more diverse games, or we can create more diverse games and accelerate the process.'"

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