The Obsolete Gamer Show: Frank Azor & Raymond Watkins (Alienware)

We’re talking Alienware on the latest episode of OGS with Alienware general manager at Dell, Frank Azor. Along with Raymond Watkins, technical marketing manager we decided that instead of spending time going over hardware trends and the latest tech we would discuss some of the history of Alienware and the culture behind the company.

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Ten Questions: Yehuda Berlinger: It’s Alive

After some experimenting, I began to realize that there is nothing holy in the end results of a game. Often as not, they are just that way because the designer or publisher had to choose something. Often, it was the first number they came up with, or whatever matched the type of game that they liked to play. Since different people like different things, it seems obvious to me that games should be played differently by different people. There is no “right” way to play the game, despite what the rules say. There are better and worse rule sets, but even then, if people like playing the worse one, why stop them?

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Ten Questions: Vince Twelve of xii games

I’ve got several ideas which I’ve trimmed down to two to decide between. I want to do something longer than Anna or Linus and tell a full story. One of the two ideas relies on me finding an artist or two who are willing to help me realize the game, so we’ll see about that. (Any artists out there want to help me out?) But you can be sure that there will be some innovative thinking included in the design. I wouldn’t make a game that didn’t have something unique to offer.

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A chat with Q*bert programmer Warren Davis

“Acting is something I started doing in college for fun, and at the time I was hired by Gottlieb, I was also studying and performing improv comedy in Chicago,” he said. “Luckily, I was always able to fit in acting on nights and weekends while my day job was making video games. After a few years, I found myself working in bigger and better theatres and eventually realized that it was something of a second career. Nowadays, I’m more interested in acting and directing than writing software, although I still dabble on software projects that interest me.”

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Ugur Sener: Adventure Lantern

Video games are definitely my main interest. I have been playing them since I was 7 years old. I currently play games on my PC, PS2, and GameCube. Adventure is definitely my favorite genre, there’’s really no contest. I’’ve been hooked since a friend of mine showed me the first Monkey Island game many years ago. I also greatly enjoy RPG, strategy, and action-adventure games, but I’’ll give just about any video game a try.

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Ten Questions with Tony Gonzales

Romstar was my first manufacturing job. I was half the tech department and later headed up the consumer division. Repair, beta testing, phone counselor, manual writing, I was there. Some previous work I did with a friend on an in-house hardware game system resulted in Magic Darts for the NES. I also helped ship, beta test since I had the only truck at the company (strange but true fact, the cabinet for Ninja Warriors was designed to fit the truck, an 88 Toyota short-bed.

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The Interview: Judd Saul

To be a pro gamer takes a lot of tenacity and risk. Like any sport, if you want to be the best and actually get paid to be a pro gamer, you have to practice, and you have to sacrifice. And most people including friends and family will ridicule you for trying. The best gamers have overcome adversity to get to where they are. But at the same time, most of them lack business sense and get into contracts they should have never signed.

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The Interview: Chris Tremmel

The process has become more complicated, usually requiring a large number of people to make something significant. The money involved in some of the triple A games is staggering with some budgets now reaching 100 million dollars. That naturally changes everything in terms of peoples priorities, and agendas. Sometimes for better, sometimes for worse.

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Aion Assault on Balaurea – Q&A

Every MMO that I’ve ever played or worked on has always pursed balance, and I don’t think any of them ever achieved it. You tweak one thing here, and another thing breaks as a result. It’s a constant battle, but I think it’s one that we do well. When we see areas that need more balancing or bugs that need fixing, we respond to it as quickly as we can, and if needed report it directly to the development team if it’s something we can’t fix in house.

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Interview – CoLD SToRAGE (Tim Wright)

I’ve done a lot of fast paced racing or shooting games. Recently I’ve had the chance to write some music for younger children’s games, so that was fun. I’d love to write music for a horror game, something really dark and terrifying. It’s not a genre I’ve really had much to do with, so I think I’d really love the challenge of writing a score that gives people an adrenalin rush (like the Wipeout tracks) but for a different reason.

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