Veteran MMO designer Brad McQuaid chews the fat on his new MMO Pantheon: Rise of the Fallen with Haogamersā Ken Williamson.

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Veteran MMO designer Brad McQuaid chews the fat on his new MMO Pantheon: Rise of the Fallen with Haogamersā Ken Williamson.
The promised return to old school MMOing was superseded by a cartoony āWorld of Minecraftā tech demo, and most missed the obvious lesson.
Street Fighter Vās Chun-li took on Singapore at the offical game launch party last week, and everyone won.
Singapore's Springloaded Software talks about games, art, and the pressure to make money as an Indie developer in the Garden City.
Seminal space sim Eve Online built a game economy so intricate it has been responsible for the most elaborate player run scams in gaming history.
Hundreds of cosplayers in dramatic manga costume dragging supersized swords, ornate staves, and large plush toys took over the Suntec City Convention Centre in Singapore last week, posing for photographers while their friends competed in eSport tournaments and played the latest game releases.
Blizzardās runaway success digital card game has a few problems, and while everyone is excited for new content the latest expansion could actually make things worse. Some in the community are saying time would have been better spent on fixing those problems instead of creating new ones.
A breathtakingly brilliant comeback during a semi-final Streetfighter III match at EVO 2004 has passed into legend as the greatest moment in fighting game history.
The monetization of gameplay is having a detrimental effect upon games. Are Indieās making the same mistake that the industry before them made?
The first ever contingent of Singapore games companies to the Tokyo Games Show led by the GSC resulted in big wins for several local startups.
A long sleepless weekend playing Biowareās seminal multiplayer RPG _Baldurās Gate_ ended in a real life nightmare of hissing, snapping arachophobia.
The miracle of modern computer game graphics is largely taken for granted by those playing modern games. But some of us remember the long journey from ASCII to 4K.
Modern games are miracles of visual acuity and multimedia immersion. The games we dreamed of for years are finally living up to their early promise. And thatās awesome, but it hasnāt always been this way.
The first computer I ever saw was nothing more than a noisy line printer attached via the mysterious wizardry of telephone lines to a mainframe somewhere in the local university miles away. There was no āgameā to play but it answered basic questions, rapidly typing them across wide blue and white lined paper. Sometimes the responses came with gentle insult, which delighted us as young students.
Our teacher demonstrated how such a machine was programmed ā with soft HB pencil strokes filling neat little boxes on printed yellow cards. These were then fed into the mainframe card reader, and the code compiled, whatever that meant. I later got the chance to write a basic āhello worldā program using the same cards, and experience the tedium of pre-typed input. There wasnāt much to āseeā, and I was underwhelmed.
A quiet indie developer revolution is happening in an unassuming semi-industrial area of central Singapore.
Following the collapse of the Australian Games Industry in 2008 a group of developers took the opportunity to go independent, and in doing so not only changed the face of the local industry but probably saved it as well.
Dropping the ball on a contemporary PC port not only flies in the face of decades of shared experience and knowledge, but goes against the state of modern tech. Itās failure which can be reasonably attributed to only one disappointing thing.
MInecraft has played host to disturbingly persistent stories of an entity caught within its machinations. And not just any entity - the dead brother of the gameās creator.
When a small coding oversight allowed a virtual disease to run rampant, four million players in World of Warcraft paid the ultimate price.