Thursday, July 31, 2008

What Activision Can And Can't Change About Blizzard [Interview]

[reposted from Kotaku]

The development talent at Blizzard now has a new publisher and parent in Activision Blizzard. If you ask the developers, they're enthusiastic about the change. "All game development is still completely within our Irvine headquarters," World of Warcraft game director Jeffrey Kaplan told Kotaku during our sit-down today. "There's no outside influence at all in the development of Diablo 3, StarCraft 2 or WoW."

In fact, Blizzard sees an upside to being hitched to the Activision star. "They have a lot of expertise in the console area, where we're very-headed in addition to PC and online," Kaplan said.

"Activision's point of view is, there's a lot of trust in Blizzard and what we do. Activision's just trying to figure out how we work and try to learn from us."

But Activision's an ambitious company. CEO Bobby Kotick has talked in the past about monetizing massively multiplayer environments, competing with iTunes, even evolving pricing models for consoles. Does Activision have the power to change the way Blizzard monetizes WoW, if it wants to?

"Theoretically they could, if they wanted to," Kaplan said.

Blizzard has always staunchly bucked the trend in online games that seems to be considering microtransactions, ad-supported freebies, and other alternate revenue streams as opposed to the subscription model, which many people theorize is going the way of the dinosaur. Blizzard has always said it favors balanced gameplay as opposed to alternate biz models, and according to Kaplan, this is still the case.

"We would always do whatever's coolest for the game," he said. "A great example of this is our paid character transfer service, which in its own way is sort of a microtransaction within WoW. The reason we introduced that service was because we thought it was a benefit that wow players needed, and the pricing model was put there as a barrier to entry, not a source of revenue."

Free transfers for everybody, Kaplan said, would do bad things to the community and realm populations, but Blizzard still wanted to provide the service as an option for legitimate cases where players do need to transfer realms.

"We would look towards other microtransactions, or services we would charge for, but not with the intention of 'oh, here's this great source of revenue,'" he said.

Jay Wilson, lead designer on Diablo III, summed up the developer's policy on the microtransactions issue: "I think we always look to make the game we want to make, and then figure out the kind of financial model that works with that game."

But business-savvy Activision, aiming for top-tier publisher, does have the power to change that financial model. So is Blizzard worried?

"I'm not concerned at this point at all," said Kaplan. "What's important to note about Blizzard is that we've had many owners over the years. Our executive staff, sort of the first thing they do whenever we get bought by somebody else, is to go through this big training process of, 'this is what makes us successful. If you mess with this, you're going to mess with your own revenue at this point.'

Blizzard CEO Mike Morhaime and COO Paul Sams are "extremely talented," Kaplan said, at working with publishers to communicate Blizzard's philosophy.

"Our track record has been pretty golden over the years," said Kaplan. "With Burning Crusade, we could have put it out in the Fall and gotten all of the Christmas revenue -- who wouldn't have wanted that? But everyone agreed that if we worked on it for two more months... it was a better long term decision."

"And short term decision," added Blizzard associate PR manager Bob Colayco, pointing out that the expansion helped keep WoW at the top of the charts since it launched.

Kaplan said, as someone who's "very much a gamer, and into games first and foremost," he was excited by the Activision news. "I'm excited because of the games they're making right now," he said. "I thought Call of Duty 4 kicked ass. I had that in my top five games of last year. I thought it was brilliant -- the way Infinity Ward executed on CoD4 reminded me of what Blizzard values."

"It wasn't about innovation... it was all about execution, and how well they executed on every single idea, and the level of polish was just awesome. Knowing we're partnered with people who have some of the same values... that's really exciting."

http://feeds.gawker.com/~r/kotaku/full/~3/351902446/what-activision-can-and-cant-change-about-blizzard

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Wednesday, July 30, 2008

Xbox 360 MMO washouts

True Fantasy Live Online. Marvel Universe Online. They're two formerly high-profile games that were to be big MMOs on Xbox platforms, but they never came to fruition.

Click here to read the full article:

http://www.computerandvideogames.com/article.php?id=194177?cid=OTC-RSS&attr=CVG-General-RSS

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Shane Kim talks MMO stumbles

[reposted from Joystiq]

Shane Kim knows (and he know we know) that Microsoft has had some problems in the MMO department, and he even takes the full blame, saying "It's a tough and challenging space that's evolving all the time - a lot of shifting sands. We haven't been able to crack the code." Listen, Kim (can we call you Kim?) we can sympathize. Lord knows we burned through enough cash on our ill-fated lifeguard MMO Endless Deep End. And though we can't help you crack the whole code, we can offer an important first step to MMO success: Release one.

We know, it's a small thing, but you'd be surprised how many miss this important step. Though we're giving him a hard time, we're betting NCsoft wishes they'd had a Shane Kim on staff when Auto Assault was being workshopped. "Everyone please leave the room," he'd say, as he loaded his syringe and slipped on rubber gloves, Auto Assault huddling in the corner. "And for the love of God, whatever you hear, do not come in."

http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/350157331/

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Monday, July 28, 2008

Star Trek MMO unveiled

New MMO bound for consoles and PC. Beam me up?.
City of Heroes developer Cryptic Studios has launched the official website for Star Trek Online, confirming that it will be released on both consoles and PC.

Click here to read the full article

http://www.computerandvideogames.com/article.php?id=194075?cid=OTC-RSS&attr=CVG-General-RSS

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Funcom stocks plummet after AoC launches

Company in trouble or returning to normal levels?.
Developer Funcom has seen its stock value drop 55% after the launch of Age of Conan, from $54 a share to $24.

Click here to read the full article:

http://www.computerandvideogames.com/article.php?id=194143?cid=OTC-RSS&attr=CVG-General-RSS

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Saturday, July 26, 2008

Virtual Worlds for Fun and Research

[reposted from Kotaku]

We mentioned Arden, the university-design MMO, a few times; a working paper has just been released that looks at economic behavior in MMOs using the game. The interesting thing here isn't so much the fact that people replicate real-world behaviors online (in this case, they purchased less of an item when it was more expensive), but that it's yet another piece of a growing literature explaining the utility of virtual worlds in actual research:

... We tested whether fantasy gamers conform to the Law of Demand, which states that increasing the price of a good, all else equal, will reduce the quantity demanded. We created two exactly equivalent worlds, and randomly assigned players to one or the other. The only difference in the two worlds was that the price of a single good, a health potion, was twice as high in the experimental world than in the control. We allowed players (N = 43) to enter and play the environment for a month. We found that players in the experimental condition purchased 43.1 percent fewer of the potions, implying a demand elasticity of -0.431. This finding is well within the range one expects for normal economic agents. We take this as evidence that the Law of Demand holds in fantasy environments, which suggests in turn that fantasy gamers may well be economically normal. If so, it may be worthwhile to conduct controlled economic and social experiments in virtual worlds at greater scales of both population (thousands of users) and time (many months).

This is kind of a less cool version of the WoW plague research, still my favorite example of academic research utilizing MMOs. As noted by the WoW researchers, virtual worlds may offer the potential to conduct research that would be impossible using real people (like, say, unleashing a plague upon the world).

http://feeds.gawker.com/~r/kotaku/full/~3/346763323/virtual-worlds-for-fun-and-research

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DC Online Expected to Expand MMO Market

The new DC Universe online game is going after this year's Comic-Con to draw in new gamers. They definitely get credibility with this crowd by having comic book legend Jim Lee as their executive creative director. John Smedley of Sony Online Entertainment (SOE) reveals more in his interview with GameDaily here.

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Friday, July 25, 2008

Tim Kring, Executive Producer/Creator of Heroes, Speaking at Virtual Worlds Hollywood

Kring will speak at the panel entitled 'How Virtual Worlds Influence the Future of Entertainment.'

http://feeds.ign.com/~r/ignfeeds/games/~3/343898856/893110p1.html

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Thursday, July 24, 2008

Study: Gamers not interested in MMO subscriptions

[Reposted from Joystiq]

Market research firm Parks Associate has released a study claiming subscription-based MMOs aren't dropping enough loot for its players. According to the group's Electronic Gaming in the Digital Home II study (via Worlds in Motion) only the hardcore gamers were into the subscription model, whereas the casual gamer showed "significant interest" in the free-to-play, microtransaction model.

Another part of the study found that, of the non-MMO players polled, 14% would be interested to play if they could play for free, whereas only 2% of that group was interested in subscription-based MMOs. As we always caution, studies generally aren't worth more than the pixels they're displayed on (unless it's a nice monitor, then they're probably worth less). In a recent polling at Joystiq HQ, games that are "free to play" were also seven times more likely to grab our attention than games that weren't free.

Said Director of Broadband and Gaming Yuanzhe (Michael) Cai: "World of Warcraft, with over 10 million players, exceeded expectations for subscription-based MMORPGs, but it's unlikely any other publishers will achieve the same in the near term using a subscription model." Of course, that's kind of a no-brainer even for WoW's competitors.

[Via Eurogamer]

http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/344625687/

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Tuesday, July 22, 2008

LittleBigPlanet: Level Creators Join Real World Economy

[Reposted from Computer and Video Games]

iTunes meets eBay system may let players sell their user generated levels.
Comments from Sony UK boss David Reeves have led to speculation that LittleBigPlanet players may be able to charge others for downloading levels they've created.

Click here to read the full article:

http://www.computerandvideogames.com/article.php?id=193677?cid=OTC-RSS&attr=CVG-General-RSS

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Sunday, July 20, 2008

Game Consultant Crosses the Line Into Real World's War Economy

[Reposted from Kotaku]

Damn, does this count as simulating a "war economy" too? Gamepolitics picked up an item out of Tacoma, Wash. that a former technical advisor on the original Metal Gear Solid faces a federal charge of attempted parts smuggling. The parts in question are "sophisticated holographic night vision gunsights," bound for Japan.

Capt. Tomoaki Iishiba, a Japanese national who joined the U.S. Military in 1993, faces one count. He basically acquired the sights and then mailed them to others without an export license. The sights cost more than $600 each.

He's scheduled to enter a guilty plea at the end of the month.

http://feeds.gawker.com/~r/kotaku/full/~3/340202806/mgs-technical-advisor-busted-for-shipping-weapons-parts

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Saturday, July 19, 2008

Blizzard Versus Glider: A Pyrrhic Victory? [Court Cases]

[Reposted from Kotaku]

Lest anyone missed this little gem among the E3 hubbub, Blizzard has scored a victory against WoW bot maker Glider. Don't remember that whole kerfluffle? Blizzard sued Glider over EULA infringement for copying code, as well as the ancillary issue of pissing WoW users up and gobbling up resources. Glider shot back with 'But grinding your way to level 70 is boooooring.' Probably unsurprisingly, this argument did not go over very well in court and Blizzard won its summary judgment motion. All's well that end's well ... or is it? Over at PlayNoEvil, there's some interesting analysis on what this judgment could mean and why it may not be all that it's cracked up to be:

1. This ruling is very dangerous to any third party utility provider. Especially security companies like Symantec, who load programs and "check them out" to see if they are malicious. Ironically, it would seem that Blizzard's own security program, Warden, would be imperiled by this notion of copyright ....

3. What if Blizzard wins? After a long fight, Blizzard defeated the unauthorized Battle.Net server developers, BnetD, which simply drove the system outside the US where it is still available. It is actually surprising that MDY didn't move its business offshore to a country where this suit could not have been effectively tried or did not have a copyright treat with the US.

4. Legal solutions to business and technical problems are terribly inefficient an expensive. While they may be able to shut MDY down and even bankrupt the company (and perhaps its owners), how much will this have cost Blizzard and how long until another equivalent product is made available. Might MDY simply publish the source code to Glider as a "finger in the eye" gesture at Blizzard? (or "leak" it onto the Internet?)

No doubt this case hasn't been put to bed quite yet -- any future developments should be pretty interesting.

http://feeds.gawker.com/~r/kotaku/full/~3/340091851/blizzard-versus-glider-a-pyrrhic-victory

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Perfect World International

[Reposted from Kotaku]

Beijing Perfect World is launching Perfect World International, an English version of the MMORPG that's built for English-speaking spots in North America and Europe (you won't have to play the Malaysian version if you don't feel like wading through other languages!). The closed beta will be coming next month with anticipated release in September of this year.

http://feeds.gawker.com/~r/kotaku/full/~3/339986861/perfect-world-international-trailer

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Friday, July 18, 2008

EA Confirms Next KOTOR Is MMO

[Reposted from Kotaku]

As EA confirmed today, the next Knights of the Old Republic is going to be a MMO. From Portfolio.com: "We've got two of the most compelling MMOs in the industry in development," said Riccitiello. The first title, based on the Warhammer property, will launch soon. "And the one that people are dying for us to talk to them about in partnership with Lucas, coming out of BioWare, which is, I think, quite possibly the most anticipated game, full stop, for the industry at the point when we get closer to telling you about it."
Does Riccitiello mean the oft rumored Knights of the Old Republic Online? "Yes," he said.
Watch out World of Warcraft, you just might have some serious competition here.

http://feeds.gawker.com/~r/kotaku/full/~3/338459353/yep-next-kotor-is-mmo

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Thursday, July 17, 2008

New game industry facts, straight from the ESA

[Reposted from Joystiq]

Today's "State of the Industry" E3 keynote by ESA CEO Mike Gallagher also marked the release of the organization's new annual set of "Essential Facts" about the game industry. Among the interesting findings from the ESA-commissioned survey of the American public:

65 percent of American households play computer and video games;
38 percent of American homes have a video game console;
The average game player is 35 years old;
One out of four gamers are over age 50;
Women age 18 or older represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent);

41 percent of Americans expect to purchase one or more games this year;
94 percent of parents are present when games are purchased or rented;
88 percent of parents report always or sometimes monitoring the games their children play;
63 percent of parents believe games are a positive part of their children's lives.

http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/337574614/

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PlaySpan Acquires PayByCash

The combined company will empower game publishers with a complete microtransaction and global payment system.

http://feeds.ign.com/~r/ignfeeds/games/~3/337307847/890736p1.html

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Friday, July 11, 2008

New Free MMO Mini-Magazine

"What MMO" to be included in PC Gamer, Format, Zone and Vista.
Online gaming fans might want to pay attention. A new monthly mini-magazine called What MMO is launching, and will be available for free.

Click here to read the full article

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Thursday, July 10, 2008

2K's First MMO: Champions Online

[reposted from Kotaku]

City of Heroes developer Cryptic Studios have found a publisher for their next superhero MMO, Champions Online - none other than 2K Games. The MMO, in development for the Xbox 360 and PC (though Microsoft hasn't approved the concept yet), will mark 2K's first entry into the MMO market.

"2K Games is a terrific publishing partner for Champions Online," said John Needham, CEO of Cryptic Studios. "Cryptic is proud that Champions Online will be 2K's first MMO title and we look forward to working together towards a tremendous launch next year."

An interesting move on the part of Take-Two's publishing arm, delving into this new industry segment while TT is still being eyed like a giant cartoon roast chicken by EA. I suppose it doesn't hurt to baste every now and then.


NEW YORK--(BUSINESS WIRE)--2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today that it will be the North American and international publisher for Cryptic Studios'™ highly anticipated massively multiplayer online (MMO) action game, Champions Online™, being developed for the Xbox 360® video game and entertainment system from Microsoft* and Games for Windows®. Champions Online is scheduled for release in spring of 2009.

"2K Games is excited to work with such a talented group as Cryptic Studios," said Christoph Hartmann, president of 2K. "Given their stellar pedigree and amazing grasp of the MMO genre, we are confident that Champions Online will deliver an innovative and exciting action MMO experience to gamers."

Cryptic Studios, based in Los Gatos, CA and established in July 2000, is one of the leading independent developers of massively multiplayer online games for Windows PC and current generation systems. As an independent, employee-owned company, Cryptic is committed to delivering high quality, innovative cross platform MMO gameplay. Cryptic is best known as the creator of the award-winning City of Heroes® and City of Villains™ MMO titles. Based on the popular Champions™ pen-and-paper RPG, Champions Online will give players the power of total customization for their hero experience while they explore a vast comic book universe.

"2K Games is a terrific publishing partner for Champions Online," said John Needham, CEO of Cryptic Studios. "Cryptic is proud that Champions Online will be 2K's first MMO title and we look forward to working together towards a tremendous launch next year."


Champions Online is not yet rated by the ESRB. For more information, log onto www.champions-online.com

http://feeds.gawker.com/~r/kotaku/full/~3/331839172/2ks-first-mmo-+-champions-online

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Wednesday, July 09, 2008

Glimpse of Curt Schilling's MMO Copernicus

From Crackle: Next Time on The Jace Hall Show!

Jace Hall's next show is going to include an interview with Red Sox pitcher and MMO addict Curt Schilling along with an early look at Schilling's massively multiplayer game Copernicus. The actual show hits on Thursday. In the meantime hit the jump to listen to the catchy extended-version of the Jace Hall theme song. It has head-lopping and base capturing!

http://feeds.gawker.com/~r/kotaku/full/~3/330062212/glimpse-of-curt-schillings-mmo-copernicus-coming-via-jace

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Sunday, July 06, 2008

The Social Future of Virtual Worlds?

[Reposted from Kotaku]

Those concerned with 'virtual worlds' — as opposed to 'games' — spend a lot of time contemplating the role of virtual worlds in a wider market; over at Terra Nova, Bruce Damer looks at the potential future of virtual worlds, which could be a lot bigger than most people imagine. Some potential answers to keep the industry growing? Piggybacking off platforms that are currently growing at a rapid clip, making sure virtual worlds are 'worth' something — perhaps some as of yet undiscovered little platform will be the key:

As we can see from the history of computing, it is often the case of "the small gobbling up the big, and everything else". Trivially small, lightweight yet rapidly replicating platforms often grow up to become all-encompassing solutions. DOS grew up to become Windows and along the way the PC triumphed over the time-shared mainframe, minicomputer and workstation. Could it be that there is some small world platform out there that is destined to become the standard? Dick Gabriel of Sun Microsystems has written much wisdom and books on this phenomenon (http://www.dreamsongs.com/Books.html) in which he posits that one of several ways to create a virally spreading success is to hitch your wagon to something that is already growing. Does this mean that a small world embedded in Facebook or some other social network(s) is the answer?

It's an interesting article that pulls examples from other (formerly) 'new media'; the rise and sustainability of virtual worlds is an interesting problem. I suspect even the 'big ones' will be trucking along pretty quietly — not unlike a lot of the popular free to play MMOs from abroad.

http://feeds.gawker.com/~r/kotaku/full/~3/327461411/from-the-margins-to-the-mainland-the-future-of-virtual-worlds


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Saturday, July 05, 2008

Next-Gen MMO On Blizzard's Radar

Blizzard's Rob Pardo confirms one remaining unannounced project, suggesting it might be a next-gen MMO...

http://www.totalvideogames.com/news/Next-Gen_MMO_Still_On_Blizzards_Radar_13436_6617_0.htm

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The Sims Outfit Retails in Real World

Outfit designed by Sims 2 player goes on sale in H&M.
You can't make this stuff up. An outfit designed by a Sims 2 player will be made available in nearly 1,000 H&M stores around the world from July 6.

Click here to read the full article

http://www.computerandvideogames.com/article.php?id=192217?cid=OTC-RSS&attr=CVG-General-RSS

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Friday, July 04, 2008

A Socially Responsible Virtual World for Children

[reposted from TechCrunch]

Massively Me, a stealth gaming company, has announced the upcoming launch of its MMOG for kids and young teenagers, Kiwi Heroes.

Scheduled for release later this year, Kiwi Heroes will be a Flash-based game that attempts to strike a balance between a virtual world and a traditional MMOG (like WOW). Massively Me claims that the intention behind Kiwi Heroes is to promote social awareness and responsibility to children by addressing environmental issues and global concerns in the game. It also plans on establishing the "Every Kid's A Hero Foundation," to support charitable global causes.

Kids' virtual worlds and online games have a proven track record of major success. TechCrunch analyzed several of the most popular virtual worlds last August. Club Penguin sold to Disney for $350 million and Neopets sold to Viacom for $160 million. The space is potentially very profitable, with a lot of user attention ripe for the right kind of monetization.

With so many potential users and advertising attention, the space is heavily competitive with many competitors, and even some major media corporations. Mattel has their Barbie Girls site, Disney has Club Penguin, and Ganz has Webkinz. Webkinz is the current leader with almost 7 million monthly U.S. uniques, up 148% from last year (via Compete).

Another challenge that children's online gaming networks run into is finding an effective way to advertise. Neopets used immersive advertising by selling advertising on various aspects of gameplay. For example, players could earn "Neopoints" by playing advergames and taking part in marketing surveys. Similar businesses have monetized through providing offline goods like toys, DVDs, video game partnerships, TV programs, and clothing.

Massively Me has been completely self-funded so far, and claims to be currently pursuing several partnerships and offline tie-ins. If these offline attempts prove successful, Kiwi Heroes may have what it takes to be a contender.

http://feeds.feedburner.com/~r/Techcrunch/~3/325556421/

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PlaySpan CEO to Address the Global Economic Impact of Virtual World Economies

[reposted from ign.com]

PlaySpan, the gaming industry's first publisher sponsored in game commerce network, is proud to announce that CEO Karl Mehta will address the esteemed participants of the Edinburgh Interactive Festival on Monday, August 11 at the Edinburgh International Conference Centre, UK. Speaking before industry academics, developers, publishers, educators and public servants, Mehta will discuss the many ways virtual world economies impact real-world economies through real money transactions.

"Speaking at the Edinburgh Interactive Festival is a monumental privilege and a chance to educate a broad segment of gaming professionals on a new and important gaming sector," said PlaySpan CEO Karl Mehta, "As the gaming industry's leading microtransaction solution, PlaySpan represents the cutting edge of virtual world monetization. We believe that this opportunity to convey our insight to the prestigious leaders at EIF represents a major step for the understanding of virtual world economies."

Now celebrating its sixth year, the Edinburgh Interactive Festival is powered up to showcase the continued popularity, growth, and influence of video games. This year's Interactive Festival will be more influential than ever, drawing a wide array of press, public and professionals from the world-renown, three-week Edinburgh International Festival. The Edinburgh Interactive Festival offers more events than ever for delegates, with an expanded consumer focus on television, film, and interactive media – creating an engaging spectacle for all.

New to Interactive Festival 2008 will be Features, Exhibition, and Recruitment areas specifically designed to give the public access to the latest games and interactive entertainment job opportunities. Tickets can be obtained from any Gamestation store in Scotland or at the EICC on the day of the event.

Registration for the Edinburgh Interactive Festival is open now at: www.edinburghinteractivefestival.com

http://feeds.ign.com/~r/ignfeeds/games/~3/324213365/885500p1.html

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