I did an interview with Mexican gaming magazine “Gamer’s Magazine”. In it I speak of Grimm, Red, and socks in my mouth. Tequila!
Interviews galore this morning! First there’s one over at NextGen where I talk about Grimm, episodic gaming, and the future of Spicy Horse:
â€œMy hope is that we can maintain a diverse development plan and abilityâ€“creating more episodic content, traditional console titles, and games specific to the Asian market,â€ said McGee. â€œEpisodic content, or whatever it evolves into, will continue to be interesting to us (and to our audience, I hope) for a long time to come. Thereâ€™s definitely something worthwhile about the process and the result. Grimm is just another step in the evolution of the idea for how to build, distribute, and consume games in an episodic fashion.â€
Next, there’s a video interview over at Players Only:
If youâ€™ve ever sat down to construct a city on your computer, control the human race from its infancy, or set up battling moon bases, youâ€™ve probably wondered where such intricate and fun ideas for games manage to come from. In this weekâ€™s episode of Playerâ€™s Only, Scott Steinberg finds out. He talks to game developers about the creative conception of a game, what type of ideas they think make the best games, and how theyâ€™re pushing boundaries.
And finally a little blurb on the LA Times blog, courtesy of Alex Pham:
Once upon a time, there was a game developer named American McGee. He started his career at id Software, the shop that made “Doom” and “Quake” games. He then joined Electronic Arts, where he made a name for himself, quite literally, with “American McGee’s Alice,” a game with a dark twist on the classic “Alice in Wonderland” story. After a brief stint on his own in Los Angeles, McGee got a case of itchy feet and shimmered off to Asia, where he promptly fell off the game industry map. Until now.
Plus, I’ve got a treat for you this morning: A Chinese Lion!