Blizzard to Sue StarCraft II Hackers

The recent 5,000-player ban simply is not enough for the developers behind StarCraft II. Blizzard is now targeting those who are responsible for the hacks present within the game. The lawsuit, filed in the US District Court of Los Angeles, names three programmers that allegedly created and sold hacks for StarCraft II.

The named programmers, two Canadians and a Peruvian, are the targets of the lawsuit. Though others are attached to the suit, there are no more individually identified persons.

“Just days after the release of StarCraft II, Defendants already had developed, marketed, and distributed to the public a variety of hacks and cheats designed to modify (and in fact destroy) the StarCraft II online game experience,” said the company in the filing. ”In fact, on the very day that StarCraft II was released, representatives of the hacks Web site advised members of the public that ‘our staff is already planning new releases for this game’.”

Blizzard is striking at the accused by alleging copyright infringement. The suit states that the hackers attempted to “induce others to commit infringement” as well. Blizzard hopes to strip the defendants of any profits gained through the creation of hacks, as well as seeking damages.

“The harm to Blizzard from Defendants’ conduct is immediate, massive and irreparable,” continues the suit. “By distributing the Hacks to the public, Defendants cause serious harm to the value ofStarCraft II. Among other things, Defendants irreparably harm the ability of Blizzard’s legitimate customers (i.e. those who purchase and use unmodified games) to enjoy and participate in the competitive online experience.”

“That, in turn, causes users to grow dissatisfied with the game, lose interest in the game, and communicate that dissatisfaction, thereby resulting in lost sales of the game or ‘add-on’ packs and expansions thereto,” says the suit.

THQ Extending Nickelodeon Partnership for SpongeBob

The immensely popular SpongeBob franchise will continue to see games produced through THQ, it has been announced. Nickelodeon and THQ have extended a multi-year worldwide partnership to create SpongeBob games.

“Over the last eight years, THQ has been creating quality gaming experiences based on everyone’s favorite animated character who lives in a pineapple under the sea,” said Martin Good, THQ executive vice president, Kids, Family, Casual and Global Online Services. “We are pleased to continue our long-standing relationship with Nickelodeon and excited to deliver more SpongeBob SquarePants video game offerings for the multitude of fans worldwide.”

“THQ has consistently demonstrated the ability to seamlessly bring the world of SpongeBob SquarePants to life in the interactive space with quality titles that are memorable and engaging for gamers of all ages,” said Manuel Torres, senior vice president, global toys, video games & consumer electronics, Nickelodeon Consumer Products. “We look forward to introducing the next SpongeBob game adventure via THQ’s innovative new platform, the uDraw GameTablet for Wii, which will bring the gaming experience to another exciting level.”

THQ has previously worked on multiple titles based on the popular kids franchise, with releases on every major console, including handhelds. The new deal will afford THQ the opportunity to develop for the Kinect and Move as well.

With 29 million units sold, the partnership represents a major score for THQ, who has seen an amazing turnaround in financials since 2009.

Xbox Live Arcade ‘Past The Tipping Point,’ says Foundation 9 CEO

Major Xbox LIve Arcade developer Foundation 9, whose six studios create roughly 15% of the titles on XBLA, says that 30% of the installed base is buying directly from the Arcade. CEO James North-Hearn, speaking to Eurogamer, claims that “certainly XBLA is past a tipping point now,” seeing as roughly 40-50 million Xbox units have been sold.

Though Foundation 9 works to develop for the XBLA, PSN is not too shabby either. “Even though it’s a smaller user base, and even though it’s generally accepted as currently not being as successful or popular, it’s definitely growing,” North-Hearn said. “There’s less competition on PSN, but currently a smaller user base.” As for the future, North-Hearn believes “the market will move to both online and to digital distribution at some point, almost exclusively.”

North-Hearn even hinted that “cloud solutions” could be coming to XBLA and PSN in the future, saying that is “where the market’s going to go,” and that both services are “in a great position.”

Fable III Does Not Mark the End of a Franchise, says Molyneux

Fable III is about a week away from release, but it’s not likely to be the last in the popular RPG franchise. Lionhead boss Peter Molyneux wants it to be known that the game is certainly not the last to come.

Speaking to Gamerzines, Molyneux made sure to reiterate that Fable will not end simply because this is the third title in the series. “Forget about the word ‘trilogy.’ I hate limiting ourselves to a trilogy,” he said. “I want you to feel that you’re on a journey in Fable, and I’m not going to tell you what happens at the end of Fable III but I don’t think you’ll feel in any way that you’ve reached the end of a trilogy.”

He did not state that another Fable was already in development though, but the ending of Fable IIIis definitely meant to offer several storylines open for continued exploration.

The Fable franchise has sold over 6.5 million units worldwide. Molyneux said earlier this year that he’s aiming for 5 million units sold and $150 million in profit for Fable III.

Take-Two Believes in Digital Growth, Not Worried About Packaged Good Cannibalization

Take-Two is not worried about the growing power of digital distribution in gaming.  The publisher is in fact welcoming it, as Take-Two now sees about 40% of its business going through digital means in the next three years. Take-Two CEO Strauss Zelnick doesn’t believe that digital distribution will result in the cannibalization of current physical retail models either.

“Right now, digital distribution of our interactive entertainment represents something less than 15 percent of our revenue, and that’s clearly growing,” Zelnick told Bloomberg Television’s “Inside Track” program. “Packaged goods isn’t going away for our business… because we have huge file sizes,” he added.

“It’s pretty hard to interact with huge file sizes where latency issues are meaningful, if you’re entirely in the cloud,” Zelnick continued, but he sees OnLive as concept proved when it comes to tackling the problem. OnLive is “doing a phenomenal job of addressing that challenge”  –  such a good job, that Take-Two supports the company’s endeavors.

The digital model is growing, and Zelnick is sure that platforms such as the iPad are showing what digital can do. He predicts 20 million units sold this year, 60 million next year and 200 million by 2014. That kind of platform growth is “pretty remarkable,” he commented.

With Take-Two offering Grand Theft Auto: Chinatown Wars on the iPad, the company is looking to expand its revenues from tablet computers.

“It’s small for tablet, because we support largely consoles,” he explained. “That’s the bulk of our business… because it allows us to do incredibly robust products. However, what’s exciting about the tablet revolution… is that tablets are going to become more and more robust platforms, and allow you to do incredible things. And they’re portable, and they’re cheap and they’re getting cheaper.”

“I think you can see digital distribution to be 20, 30, 40 percent of our business,” in three years, said Zelnick. “However, I believe our business is going to grow. So I don’t think it actually takes a bite out of retail, and I doubt it takes a bite out of consoles.”

“I think it’s a growth business; I think for interactive entertainment, everything grows, the wind is at our back,” he added.

“While we’re not exactly platform-agnostic… the fact that a middle-sized platform is going to grow is phenomenal news for us. The most important news for us is, how great is our next title.”

[Thanks Gamasutra]

LittleBigPlanet Dev Says New Tech Should Make Things Simpler, Not More Complex

At the BAFTA Video Games Lecture in London, Media Molecule technical director Alex Evans spoke about the game industry’s focus on new technology, to the detriment of the gaming experience itself. The LittleBigPlanet developer prefers to use such tech to make things simpler for gamers, instead of adding complexity to the system.

“I think there’s a huge mistake that the industry makes as a whole and that is to talk about technology as this arms race – who’s got the coolest shaders and who’s got the most polygons,” Evans said. “Back in 2005 when we started Media Molecule, the next generation of consoles were just arriving on the scene and it was expected that the technology was going to be an incredibly difficult and complex barrier. We were aware of this but really wanted to use technology to simplify games.”

“Why are we not using this fancy technology to make the images that we deliver more beautiful?” he asked developers.

Evans cautioned developers on quickly implementing new technology and techniques, as they could make development iteration a difficult and costly process.

“All the people who have a desire to create something end up being utterly miserable because they can’t iterate. It’s like being punched in the face – you have to fail at something to know how to fix it and if you can’t fail quickly you’re doomed,” he said.

Media Molecule’s second shot at making things simpler for gamers, LittleBigPlanet 2, will hit the PS3 in January of 2011.

Canadian Games Conference Coming May 2011

A new gaming conference has been announced and will be debuting next year in May. The Canadian Games Conference is looking to highlight the ever-growing Canadian gaming community, and will take place in Vancouver in May.

The event is being organized by Reboot Communications, and will feature a “Best of GDC” content track, including some of the top leaders in the industry.

“Our conference efforts in the game space have always been for the industry, by the industry,” said Reboot CEO Greg Spievak. “Our Canadian Games Conference advisory board is made of key representatives from across the country – and we expect the same vibrant growth and stimulating sessions that have defined our game events for the past four years.”

UMB TechWeb Game Network’s global brand director Simon Carless added, “We’re delighted to continue working with Reboot and the Canadian game industry by contributing the ‘Best Of GDC’ track to the Canadian Games Conference – and look forward to supporting the conference and awards as one of the leading events in this vibrant space.”

The event is set for May 19-20 at the Vancouver Conference Center. The Canadian Videogame awards will precede the event and keynotes will be announced soon.

Ubisoft Reacts to Assassin’s Creed Lead Departure

Today we brought you the news about the opening of THQ’s new Montreal studio and that formerAssassin’s Creed creative director Patrice Désilets will be spearheading the formation of a team at the new studio to work on original IP. It’s a big win for THQ, but it’s clearly a loss for Ubisoft and theAssassin’s Creed group. Patrice sent a brief letter about the move to Kotaku, and CVG got some reaction from Patrice’s former co-workers.

Assassin’s Creed producer Vincent Pontbriand noted that his group will be fine without Patrice but it’s still unfortunate to lose him. “What I can say is that we were sad to see him leave. He is a personal friend so it was a shocker for us. If you look at it… I might have done the same thing. He was at Ubisoft for a long time and hadn’t explored anything else so he felt the moment was right to do that,” he said. “For us, Assassin’s Creed is a team effort on the creative side. He was the creative director but was working as part of a team. He didn’t come up with all the ideas himself, there is a fifteen person core team. We’re fine.”

Senior international brand manager Eric Gallant added, “Patrice was a key member of a team and a good friend and his decision to leave is unfortunate for us but we’re happy for him. ForBrotherhood it doesn’t really have a big impact since the creative decisions were made way before this, these decisions are always coming out from different conversations with different people… It’s not only one person that drives the entire ship, it’s a team – and the core team remains the same on Brotherhood. Some core members will always stay on Assassin’s Creed and we’re adding new people as we get bigger.”

“We have a strong vision for the future of the brand and are confident,” he concluded.

THQ Grapples UFC License Through 2018

THQ is on an agreement extension spree as today they have announced that they will continue to bring UFC games to consumers through 2018. The license grants THQ exclusive rights on UFC games.

“We’re very excited to extend our relationship with Zuffa and the Ultimate Fighting Championship,” said Danny Bilson, executive vice president, Core Games, THQ. “Working closely together with Dana White and the incredible team at UFC, we plan to continue to deliver outstanding interactive UFC experiences to gamers around the world in all new ways, including social, mobile and brand extensions.”

“THQ has delivered the quality demanded by UFC and its fans with the first two Undisputed games and we are about to broaden the UFC brand experience among gaming fans through social and mobile apps,” said Dana White, UFC President. “We are impressed by the passion that THQ brings to making great games and we look forward to working together to create even greater gaming experiences for our fans in the future.”

The agreement grants THQ rights to publish to all major consoles, as well as the iPhone and iPad.

Ben Strauss is a student at Xavier University studying Marketing and Philosophy. He has been an active gamer since he got his hands on a Nintendo, and looks to help further gaming as a legitimate creative and entertainment development entity.

Sony Delays Gran Turismo 5… Again

Polyphony Digital’s Gran Turismo 5 had been planned for release on November 2, but now Sony has revealed on its PlayStation.blog that the game won’t make it out on time.

Taku Imasaki, Producer for the game at SCEA, commented, “…the game’s release will be coming this holiday season. We sincerely apologize to GT fans for the delay, however, creator Kazunori Yamauchi and the team at Polyphony Digital want to make certain they are creating the perfect racing experience, and we are confident that this ambitious game will exceed expectations when it launches. We’ll have more information for you in the near future.”

It appears the delay may be global, since the release had been planned as worldwide and a Japanese PlayStation site also notes a delay for the game.