News Archive for May, 2008

May 31 2008

Sci Fi Channel Announces Summer Lineup

Published by Stargate Archive Team under News

NBC Universal published the Sci Fi summer channel line up which will include: Ghost Hunters International, Scare Tactics, Eureka, and Stargate Atlantis. Featured below is an excerpt of the announcement.

Stargate Atlantis (Season 5 Premieres July 11, 2008 @ 10 PM) – As Stargate Atlantis moves into its fifth action-packed season, the team of intrepid explorers continue to face peril and uncertainty from within the vast reaches of the Pegasus Galaxy.

The series promises to keep things exciting by introducing a powerful new race, welcoming new cast members and forging new alliances, all while delving deeper into the mysteries of the Pegasus Galaxy. The new 20-episode season will include the series’ benchmark 100th episode.

Robert Picardo, known to fans as the International Oversight Committee rep Richard Woolsey, joins the Atlantis cast and assumes command of the Atlantis expedition. Reluctant to step into Colonel Samantha Carter’s shoes, Woolsey must deal with new responsibilities and find his way among the crew. The team, led by Lt. Colonel Sheppard (Joe Flanigan), Dr. Rodney McKay (David Hewlett), Teyla (Rachel Luttrell), Ronon (Jason Momoa) and Dr. Jennifer Keller (Jewel Staite), must adjust to his unique leadership style.

Fan favorite Paul McGillion, returns for five episodes to reprise his role as the beloved “Dr. Carson Beckett.” Amanda Tapping (“Colonel Samantha Carter”), and Stargate SG-1 star Michael Shanks (“Dr. Daniel Jackson”) will also appear as special guest stars this season.

May 28 2008

Continuum Made Character Suffer

The upcoming straight-to-DVD movie Stargate: Continuum, based on SCI FI Channel’s original series Stargate SG-1, gave producers a chance to wreak havoc on a main character to serve the exigencies of the film’s location shooting. (Major spoilers ahead!)

Writer and executive producer Brad Wright told SCI FI Wire that the script called for Daniel Jackson (Michael Shanks) to lose a leg–but not simply to serve the writer’s whim.

Rather, Jackson had to become disabled to meet the needs of the production, which shot several scenes in the Arctic when Shanks was unavailable.

“I had to finish the Arctic scenes first, before we started to shoot [Stargate: The] Ark of Truth,” Wright said in an interview in Vancouver, Canada, last week. “It was kind of weird. We shot all the Arctic scenes, and then took a long, long break, shot another movie and then did Continuum.”

The plot required Col. Cameron Mitchell (Ben Browder), Col. Samantha Carter (Amanda Tapping) and Shanks’ Jackson to be together on a wrecked ship in the Arctic. But because of a scheduling conflict, “Michael wasn’t available to do the Arctic shoot,” Wright said. As a result, Jackson isn’t in any of the early footage of Mitchell and Carter struggling to survive on the ice.

“I knew I had to separate Carter and Mitchell from Daniel,” Wright said. “But he was on the boat! I didn’t know what to do. I thought, ‘How do I keep him there?’” After a little research on the effects of exposure, Wright found his answer.

“I called Ben to discuss the script, and he asked what I was going to do with Shanks,” Wright said. “I told him I fixed it by having him step in the water, and he gets frostbite. He asked, ‘What happens next?’ I said, ‘We cut off his leg.’ He said, ‘Man, you are harsh!’”

It’s an accusation Wright’s heard before, especially after an SG-1 episode in which he killed off the entire cast. “But it’s fun to watch your characters sacrifice themselves for what they believe in,” Wright said.

The catch, of course, is that Continuum tells an alternate-timeline story, suggesting that Jackson’s infirmity may not be permanent.

“There’s a nobility of the character, and that’s fun to do in a time-travel story, because you know you can get away with it, and it will be OK,” Wright said. He added with a nasty grin: “What I did to O’Neill [Richard Dean Anderson] was pretty harsh, too.” Pre Order Your Copy From The Online Store

News Article Courtesy Of Sci Fi Wire

May 28 2008

Joseph Ybarra At The ION Conference

Published by Stargate Archive Team under News

Stargate Worlds was represented by FireSky’s Joseph Ybarra at the recent ION Conference held this year in Seattle Washington from May 13 – 15 2008. Gamasutra’s Wendy Despain and Matthe Kumar reviewed Ybarra’s presentation in which he epxress the hope that he has for the Future MMORPGs developed by his company. Here is an excerpt of the review.

“Movies are much like video games,” began Ybarra. “[Execs] spend a lot of money to make one experience, put it out there and if it goes great, they make another one. if it doesn’t, they move on to something else.”

By comparison, in television, “There are shorter production cycles, much lower budgets and much more content than movies — 20 hours versus 2 hours. With Stargate, in over ten years they made more than 200 shows, and they were never sure they would get another year on this show. This can be kind of unnerving.”

Ybarra highlighted more detail on how the Stargate TV series was produced: “They would begin shooting in February and wrap in December. Each episode is about 40 minutes and only costs about $2 million to produce. Shoots last from three days to a week or two, and they’d front-load the time with the things they could count on like standing sets and established actors, so the vast majority of the time was spent in post production. To get this all done in one year they’d shoot episodes in parallel, too.”

He continued: “Since they’d been doing this for ten years, they had this production organized down to a science — they could just repeat the process over and over again.”

After this, Ybarra showed a trailer for Stargate Worlds, and explained that while the “movie model” applies to the development phase of a game, the “television model” applies to the live phase of an MMO.

Stargate Worlds‘ Television Style Production

Similar to Hollywood, Ybarra explained, they’re “not reinventing the cameras and the lights or the nonlinear video editing”: they’re “renting it”.

“Many video game companies try to reinvent the wheel every time,” Ybarra continued, noting that Firesky decided to go for “established tech” (in the form of Unreal Engine 3 and BigWorld Technology) and spend their time and money on creating content.

Firesky got Unreal and BigWorld to “talk to” each other last year, but Ybarra did note that it had more trouble getting the tools set up. Despite that, based on a belief in fast prototyping, they managed to get a combat system developed within six months in the pre-production process – an approach, Ybarra claimed, that minimizes risk and allows a focus on content.

This concentration on content includes a wish to “tell stories more like TV,” where there’s not a lot of text description but instead purely visual story telling. Firesky creative director Chris Klug’s mantra is “show, don’t tell,” according to Ybarra.

In addition, the live team approach is to completely mimic the television model. “If you do this right, you extend the product life span through the regular content updates,” Ybarra felt. “If you have a successful MMOG you’ll never stop making it – similar to Stargate making TV and DVD movies for more than 13 years.”

Ybarra admitted that they couldn’t provide new content in weekly segments, but that they were planning a “predictable release cycle” of new content every six weeks; which means working on updates in parallel.

The TV Model for Original IP

Ybarra emphasized the versatility of the TV production method for MMO production, stating that Firesky wished to take the concept to the development of original IP – shortening the development cycle using the things they’ve learned from the Stargate process and focusing in on established methods.

Firesky hope to “essentially make pilot games” – if the audience likes a game, they’ll pour more resources into it and continue to develop. “The casual game space is doing this a little bit,” said Ybarra, but they’re going to do it with MMORPGs because the technology has now matured.

Ybarra envisions this “pilot games” project being monetized through the microtransaction model, or by launching with a free to play section and then taking subscriptions for expanded content.

Pilot games are to use smaller budgets, at roughly $7 million per project, and this will allow them to “take more risks and target smaller/niche audiences.” “So if we want to build a war game for instance, we can give that a try and see how the customers like it,” said Ybarra.

Acquisition and Retention

Whereas “movies focus on viewer acquisition, TV and games are both acquisition and retention,” Ybarra said, continuing, “Movies use tools like directors, stars, characters and genres for acquisition. Games use gameplay for retention and television uses immersion, volume of content… Callbacks to earlier episodes please fans, rewarding viewers for investing time.”

Using the methodology of emphasizing acquisition and retention has allowed Firesky “to build fundraising with mostly private individuals,” said Ybarra, adding that this “established model” provides credibility – both with investors and Hollywood.

Ybarra concluded by explaining the way in which developing with a TV method using a TV franchise allowed even more opportunities.

He explained: “MGM is seeing [Stargate Worlds] as an opportunity to get established in the Asian market more – where the show isn’t especially popular but MMOs are. The game may push more viewers to the show since they’re in sync with the canon. We’re working together with the show to sync the content up as much as we can.”

Review Courtesy Of Gamasutra

May 28 2008

Stargate Worlds Designer Steve Williams Talks Stargate Worlds & More

Stargate Worlds developer Steve Williams has posted his first official blog, here is an excerpt of the entry.

My name is Steve Williams, and I am a MMO gamer and also a casual gamer. Give me an MMO, and I’ll play it. Give me a simple Flash game and I’ll play it. Wouldn’t it be fun if someone could mix the two flavors together and make a peanut butter cup of gameplay that would satisfy both MMO fun and casual fun?

So let’s talk about what mini-games are doing in a self-respecting MMO like Stargate Worlds – let’s talk about putting the peanut butter into the chocolate and making something tasty.

Since time immemorial, or at least the past few years, MMOs have focused upon two things: Killing stuff (and getting their loot) and making stuff for people to go kill stuff (and get their loot). As building games goes, that’s a pretty good spread of features, and it’s not too hard to make that work.

Recently, however, the thought struck the minds of some developers out in the deserts of Arizona that a lot of fiction is built not around killing things (and getting their loot), but in solving problems, thinking up solutions, and generally interacting with the world in some manner.

If you watch almost any episode of Stargate SG-1 (or Atlantis), you’ll see that the basic plot revolves around getting into big trouble, and then solving a puzzle or working a gizmo or device to get out of big trouble. That’s what we call good TV.

Enter mini-games for Stargate Worlds. In SGW, we will present situations in which you can solve a puzzle, can work a gizmo or device, and get out of big trouble. Instead of walking into a room and shooting a big, flashing-red Jaffa until he dies and rifling through his bloody clothes for goodies, you will do all the above in order to get to the real goal: hacking into a reactor control to save a civilization from a disatrous meltdown.

So enter my job. As a systems designer, I get to take the basic concepts like “hack into a reactor and save the world” and turn it into a fun game you can solve in a few short seconds. The process behind this is what we’ll talk about here.

The first step to designing a mini-game for SGW is to identify what the player will be doing, what we call the “verb” of the mini-game. To continue our reactor reprogramming example above, the verb would be “hack.”

What does “hack” mean? For inspiration we go to two sources: movies/TV, and computer/console/board/card games. In movies and TV, we have many role models for “hackers” – Indiana Jones, Corporal Hicks, Axel Foley… and of course Sam Carter. In computer gaming, there are many, many examples, like Paradroid.

So at this point you have a lot of cool characters in your head, and you have lots of fun games in your head – a primary skill for a designer is to have a massive database of references in your head – and you distill those things that are most interesting to you.

For a hack-type game, we have two important role models in Corporal Hicks and Axel Foley, and a number of hack-type games like Pipe Dream, or Paradroid. Hicks had a lot of problems, but when it came to hacking into locks and computers, he was competent, confident, and cool. Axel Foley is the same way – no matter how dangerous the situation, Foley would whip out a MacGyveresque solution, like using a chewing gum wrapper to break into a secure building. We want that vibe. In Paradroid, you hack robots and take them over by manipulating the power flow to their circuits. We want that vibe too.

So now we have a basic idea to work with, and we have some mental references to try and match. There’s two ways to proceed from here – one is define the parameters of the game, and the other is to define the look and feel of the game. For Hack, I started with the feel – “find and cut the red wire.” The closest type of game that corresponds to that are what are known as hidden object games, like 5 Differences. As I was designing a hidden object game that emulates a tense situation, I worked a little more on the feel – I wanted visual noise, a logical but confusing timer ticking down fast, sound feedback that was both ambiguous but useful (you can solve this game with your eyes closed), and lots of red herrings to work through.

It was at this point I had an epiphany – one of my absolute favorite movies is Sneakers, starring everyone cool. In Sneakers, there is a scene in which the blind hacker “Whistler” is using sound signals from a probe attached to various phone trunk lines to hack into the phone switch box for a building.

This became my holy grail – working with Nick LaMartina, I devised a series of sounds that are derived from phone phreaker lore – the Red Box tone, a dial tone, 2600 hz – the sorts of sounds Whistler in Sneakers would be interested in…

So now I had a game – using sounds and your eyes, you need to find a wire hidden in a bundle of wires and clip it.

Thus, we moved to parameters. This is where math and the psychology of “fun” collide. Did we want to cut only one wire? Was the timer constant? Were there “green wires” that if you cut them caused bad things to happen? What about other clues than sound (the player may have their sound turned off!)… and we’re off to the races.

You get a lot of numbers on paper, you get a lot of ideas specced out in design, and you stop.

Stopping is always the hard part – especially with a mini-game!

Over-design is a tough beast to slay. You always want one more feature, one more bell or whistle. Hack only needed a few features: confusing timer, bundle of wires, visually noisy design, and the tones that play when you interact with the wires.

In other mini-games, paper prototyping would occur, but with Hack it was apparent what few features were needed, and which ones (sadly, with a heavy, heavy heart) needed to be cut.

The second to last hurdle: explaining your design to the coders, artists, sound folks, and other designers who would be building, integrating, and incorporating your game. If an encylopedic knowledge of culture and gaming is a primary tool for a designer, a secondary tool is simply this: the ability to explain a design to an artist and a coder, both of which normally have mindsets that are downright alien to your sane, normal mindset.

Building any game is like watching the ocean. Progress on a feature advances and recedes like waves – you get the prototype, you test it, and then it goes away for another pass, it comes back, you test it – you give feedback, you balance, and you send it back…

And so we come to the last part of building a mini-game, “polish.”

Unlike large systems or single games with no hooks, the mini-game in Stargate Worlds is linked in many, many ways to other parts of the game. You get experience for completing a mini-game. You get loot. You can register and have NPCs call you to do mini-games for them… all of these are fraught with peril as balance issues. Do we want players kicking back with a cup of tea and play mini-games to level up? What does it mean when you get uber loot from clipping a wire in less than 12 seconds? Questions, discussions, compromises – the game industry is based on collaborative effort of a lot of passionate, creative people, and an MMO is possibly the razor’s edge of this aspect of game design.

In the end though, you get to send out the mini-game to a bunch of testers, listen as the sounds you helped create are beeping and booping from dozens of speakers, listen as aggravation at loss and the joy of victory comes from what started as a simple verb written on a sheet of paper: “hack.”

That’s the point you reach over to the others who worked on the mini-game and shake hands. And since we have a game to ship, you wipe your brow and grab the next verb from the list…

May 28 2008

Close Up With Jewel Staite

Published by Stargate Archive Team under Interviews

Having been introduced as Atlantis’ new chief of medicine in season four, Doctor Jennifer Keller quickly established herself as an essential member of the crew – so much so that for season five, she returns as a regular. The addition continues Stargate’s tradition of adopting cast members from other respected science fiction franchises, since the role is played by actress Jewel Staite, who first became popular with audiences as Firefly’s bright and breezy mechanic, Kaylee.

Doctor Keller isn’t Staite’s first Stargate Atlantis appearance, either, although anyone seeing her earlier role may have struggled to associate the two. She played Ellia, the half-Wraith youngster in season two’s ‘Instinct’. Keller, however, gave Staite a chance to work without the heavy prosthetics, and after appearing as a semi-regular character in season four, the actress reports that she jumped at the chance of signing on for more screen time.

“They called in the fall and told me that we had been picked up for a fifth season,” recalls the actress, “and once contract negotiations began, they asked if I was willing to come on for more time. It’s a great show, a great cast, the hours are great… It’s a very easy set to be on but at the same time, there’s all these extreme situations that we’re playing out every week, so it’s kind of fun. You never really know what your character is going to go through next, so it’s a bit of a challenge as well, which is good. It shoots in my home town and I’ve bonded with everybody – I definitely wasn’t ready to say goodbye, so I was happy to keep exploring the character.”

As is to be expected, this season viewers will see a lot more of Keller. If season four was an initial sketch of a character, season five is a chance for the writers to add further detail and color to her personality. Viewers had already learned a little about her rather isolated years as a young adult in ‘Quarantine’, her resilience under pressure in ‘Missing’, and her overall brilliance as a medic. Now though, Keller will get to show other sides of herself.

“Keller has definitely become more comfortable with the group,” Staite reports. “There are more scenes with Sheppard, which I really like because I didn’t have a lot of scenes with him last year. There’s been more development with the Ronon situation and the McKay situation, but of course, it being Atlantis the stakes are high and we’re in constant danger! There’s been lots of stunt work. So it’s the same old, same old, really,” she laughs.

Keller has also been seeing a lot more of life in the Pegasus galaxy so far, as Staite reveals that the Doctor has found herself going out as part of the team.

“I got a new leather jacket to wear off world,” the actress enthuses, “They’ve given me this off-world outfit and solidified me as more a part of the team, so that’s really cool. She’s still a little bit of a ‘fraidy cat,” Staite laughs, “but what I really like about Keller is that she seems to react the way a normal, ordinary person would in a death-defying situation. I think there’s a lot of humor and a lot of realism in that. But she’s learning and she’s definitely becoming used to being in dangerous situations and stepping up to the plate a bit more. So, slowly but surely, she’s getting the hang of it.”

Staite also hints that the season will hold a few shocks as far as Keller is concerned. “There’s a surprise coming,” she teases. “I think Keller’s definitely going to take the audience by huge surprise! She has some skills that we don’t know about – and that’s all I’ll say about that!”

This year will also see the return of Carson Beckett, whom the Keller character was designed to replace following his untimely demise. Staite couldn’t be happier to welcome both Beckett and his alter-ego, actor Paul McGillion, back to the Stargate Atlantis fold.

“Paul and I have a ton of scenes together. He’s actually one of my closest friends, which is just coincidental and really strange, so it’s been really cool to have him around. He’s coming back for a few more, too, so I’m excited about that. I think Keller and Beckett had a friendship of sorts previously, but it hasn’t really been established how well they knew each other, how close they were or how they met, even. But I think it’s quite clear that they’ve known each other for a while. Now that the producers have realised how close Paul and I are, they’ve maybe started to build that into the storylines a little bit more. We have good chemistry on screen and off screen, so I think they’re just working with what they already have.”

It’s clear that the actress is very happy to be a part of the Stargate Atlantis cast. Joining an established line-up that’s been together for a few years can be difficult, but Staite appears to fit right in.

“I feel very comfortable here,” she agrees. “I feel like I know everybody very well and they know me very well. I just feel trusted and confident in letting loose with what I can do. I don’t second guess what I’m doing and I don’t worry about whether my choice about something in a scene is going to be wrong, because I feel like I now own this character, and it’s a great feeling. It’s hard to grasp that when you’re just starting a job, especially since you’re essentially replacing somebody who was very well loved in the fandom. It was a little touch and go at first, and I was feeling like the new kid – but that was good because I think Keller felt the same way, so it just seemed to work on set and feel very real. I don’t feel so new anymore. I just feel like one of the gang, which is awesome.

“We were saying yesterday that this season seems very relaxed – everybody’s very laid back, for some reason. I can’t believe we’re already on episode five. That’s just crazy, it’s really flown by.”

Interview courtesy of the Official Stargate Website

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