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A Postcard From SXSW: A New 'Lord British' Game In The Texas Sun
A Postcard From SXSW: A New 'Lord British' Game In The Texas Sun
March 14, 2011 | By Chris Morris

March 14, 2011 | By Chris Morris
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[Gamasutra editor-at-large Chris Morris reports from this year's South by Southwest, discovering a Richard Garriott-pitched Lord British social game and a host of other game-related aspects to the film, music and tech conference.]

Music and film might be the dominant forms of entertainment on display at this year's South by Southwest gathering, but gaming culture is definitely elbowing its way into the party.

Public game demos and several seminars examining the state of the industry have been on display at the Austin Convention Center since Friday and some developers (including Richard Garriott) are even using the event to announce new titles.

Garriott's company Portalarium is competing in this year's SXSW Accelerator competition, one of the show's most prestigious events and biggest launching pads.

Previous entrants include Foursquare and Foodspotting. The company unveiled a pair of new titles at the event including one featuring the return of Ultima's Lord British.

Lord British's New Britannia (working title) will be a social networking game built around Garriott's famous alter ego, which he wholly owns - as opposed to the Ultima universe, which Electronic Arts has the rights to.

The title is set to come out after the second quarter release of Ultimate Collector, the company's first original game, which will take the form of a social network game paired with a television show hosted by Garriott, the pilot for which has already been shot.

Further details were light for both titles, since Garriott's presentation was primarily an appeal to investors for the $3.8 million in financing the company is seeking. However, Garriott did note "the virtual world game is not just an ultra-light MMO shopped on social media. I think that would be a failure."

Meanwhile, sticking to its indie roots, SXSW also hosted a new game awards competition this year the Independent Propeller Awards in conjunction with for-profit publisher Indiepubgames.com.

As an awards show, it was an unmitigated disaster, with malfunctioning video presentations and a non-scrolling teleprompter that left presenters Canabalt developer Adam Saltsman and "The Tester" host Meredith Molinari awkwardly ad-libbing several times.

Eventually, they got around to handing out awards, however, which went to:

- Intel Innovation Award: Deep Sea
- Unity Development Award: Tiny & Big in: Grandpa's Leftovers
- Best Art: The Uncanny Fish Hunt
- Best Audio: Skinny
- Best Design: Chewy
- Technical Excellence: Creo
- Grand Prize: Glid

The most obvious physical gaming presence at SXSW was the Screenburn Arcade, filling one of the convention's halls with new and looming releases from a number of publishers on Saturday and Sunday.

Warner Bros. has several kiosks with playable versions of Mortal Kombat, Capcom is showing off Street Fighter IV 3D and Sony is pimping Resistance 3 in a big way even moving the showcase beyond the floor to a nearby business the company has taken over as its SXSW headquarters.

The biggest Screenburn presence, though, belonged to retailer Wal-Mart, which has brought in a decked out tractor trailer, complete with interactive game demos, blaring music and the usual schwag to emphasize its commitment to the game industry.

Several of the presentations in the interactive portion of SXSW have focused on gaming issues, as well, with a particular emphasis on independent and mobile/social network gaming. Many of those talks continued the themes brought up at this month's Game Developers Conference, specifically the place of these burgeoning fields within the larger game industry.

"I think there's something about the mobile space that's good for independent developers," said David Kalina, of Tiger Style Games (Spider: The Secret of Bryce Manor), in a panel on the long-term survival of indie games on the iPhone.

"I think it's true that Apple cares about the platform showing bigger and better things, but for people interested in independent game development, it's the ideal place to be, since you don't have to be in this arms race with others."

Rade Stojsavljevic, in another panel, noted that Jet Set Games, which has seen success with Highborn for the iPhone and iPad, would explore a freemium model with its next game. "We went free for a day and we saw a quarter million downloads - in a day," he said. "If we had had a way to monetize those customers, I know damn well we would have retained them."

Stojsavljevic also noted that while Apple's platform is ideal for some game genres, it's not something that works with every title. "This is a great platform," he said.

But he concluded: "We love iOS. But first person shooters on this are a piece of shit. You're covering up too much of the screen with your fingers. Every platform has strengths and weaknesses and you need to learn them and take advantage of them."


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Comments


Bart Stewart
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Interesting that luminaries like Richard Garriott and Will Wright, after exiting the AAA rat race, have both turned to television.



Coincidence? Or trend with some kind of sound business justification?

steve roger
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Wow, he jumps on another bandwagon. I remember when he was the bandwagon.

Gord Cooper
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Steve, unless you have something more constructive to say, why not just leave it alone?



Garriott is still a bandwagon - he's gone the way of the crazy post-game designer, and travelling to SPACE. In his spare time, he designs traps and secret rooms in his insane mansion.



As for jumping on the 'bandwagon', what bandwagon would that be? Would you say he jumped on the roleplaying bandwagon when he created Akalabeth? Or the Fantasy bandwagon?



Understanding that gaming is returning to a more literal 'social' state in the current cycle is part of understanding where the market is, and where you are going to make an impact in this point in the life of games.



Evolve or die, simple as that. When you can evolve your chosen message into a medium that communicates to an exponential amount of people that your previous one did, you're doing a pretty good job.

steve roger
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Cooper, don't you have anything better to do other than policing the Internet by mindlessly attacking anyone for perceived slights against Richard Garriott a.k.a. Lord British?



However, your comment here is so poorly written I can't figure out if you are defending Garriott and/or arguing that development of social gaming is a legitimate pursuit.



Anyway, since you seem so obtuse I will attempt to clarify. You asked whether Akalabeth indicated that Garriott was jumping on the roleplaying bandwagon. No, decidedly not. In my opinion the opposite is true. Akalabeth is evidence of Garrrett being the bandwagon. How you entirely missed this notion is really puzzling. I guess that is a pitfall of mindless hero worship.



When I said that he jumped onto another band wagon. I was referring to the development and bringing to the MMORPG market the massive failure--Tabula Rasa. You see in my opinion, the Ultima Series was evidence of Garriott being the bandwagon, but Garriott, NCsoft and a number of others were no longer the bandwagon themselves but instead were jumping onto the MMORPG bandwagon along with many other MMORPG developers who were all mindlessly trying to duplicate the success of the cash cow that is WoW.*



However, in saying that Gariott jumps onto another bandwagon I was also referring to Garriott's current venture into social gaming. I seriously doubt that anyone--other than some Garriott fanboy---woulld be all that bunged up by my saying that Garriott appears to be jumping onto the social gaming development bandwagon.



I do know that my comment:



"Wow, he jumps on another bandwagon. I remember when he was the band wagon."



Is somewhat of a back handed compliment--which is exactly what I intended. I would think that most people would understand that. But apparently, Cooper, you missed this completely. I really do give Gariott props. He is The Man when it comes to the historical development of the MMORPG. But in regards to current trends of the game development industry, he is just one of many trying to catch a ride on the the next big thing.



And Cooper, you should get off your high horse!!!!!!!



*The obvious differences between Tabula Rasa and WoW are inconsequential to my point. It doesn't make a bit of difference that Tabula Rasa had some variation from the typical WoW clone. Tabula Rasa was a total failure because it failed to attract more that a pitiful low number subscribers. Either nobody carried about the unique aspects of Tabula Rasa as a MMORPG with some shooter elements or that nobody knew what those unique aspects were and why should they care.


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